7.0 released!
Fully compatible with 6.0 and prior versions. This will be the final release for some time, unless someone discovers and reports a problem in need of a patch.
7.0 FINAL CHANGELOG
Tournaments vary by faction, including horses in Pict/Briton lands and throwing weapons only in certain factions
Finetuned all AI party templates for greater variety and better match to faction background (similar to the 5.0 Balance Mod more elite templates in overall challenge). For example, Northymbria is the principal employer of the new dane axe wielding troops, Frisia has large numbers of hired frankish cavalry mercs, the pure norse factions (danmark and northvegr) have larger numbers of berserkers, etc. Should give more variety when fighting the various factions
Changed tutorial battle axe to better fit new tournament templates (allowed use on horseback, removed thrusts)
Added and removed some upgrade paths
Added special pictish hornmen unit into the pictish upgrade tree, and gave it better javilins while removing knife to reflect tier. Previously it was very hard for the player to obtain this unit.
Adjusted AI lord recruiting speed
refined fix for vanilla Warband glitch that sometimes made low level troop gear fill up the loot buffer and crowd out better items, unless the player killed enemies in an unlikely order (now Balance Mod sorts killed enemies by descending level prior to looting, ensuring player always gets the loot they deserve no matter what order they kill the enemies. Earlier Balance Mod versions used caps for low level troop loot as a workaround.) See complete details here: https://www.reddit.com/r/mountandblade/comments/8p48ge/kill_order_effect_on_looting_and_mod_solutions/
Removed the crazy high sale prices for equipment in refuge/bandit camps (now they pay reasonable amounts). The prior prices effectively broke the economy for anyone who sold heavily in bandit camps.
Companions now slightly easier to keep in party (grievances go down faster)
Repurposed Norse standard bearer into 2 handed Dane axe (using troll axe as it fits well) wielding troops. Norse tree could use additional unit variety given the enhanced effect of religion on recruiting. Name staying same for now to avoid having to test saved game compatibility issues (haven't tried to see if it would actually create problems to change name, just for now playing it safe making 100% sure it will work fine with current saves), so for now they serve both roles, presumably carrying the standard outside of combat (they still have the trophies for looting purposes). This gives an option for players who want some dane axe troops, even if a bit early historically, and varies up the troop types a bit. Changed upgrade paths around. Gave helmets. All changes fully save compatible (no troop stats modified to preserve save game compatibility, the standard carriers already had good 2 handed skill, that’s largely why they were picked).
troll axe removed stabbing animation (now swing only), reduced cost
Increased berserkers and repurposed standard bearer/dane axe wielders in pure norse recruiting templates (danish, Norwegian).
Increased discount for goods at production centers (timber camps, stone quarries, salt mines)
Increased most quest alloted times by 2x (some by 1.5x or other values). Earlier quest timers were fine even for the new realistic travel speeds in almost all cases, but good deliveries could be too tight on time with the flat 7 days regardless of distance, so to avoid any issues easiest to just double almost all the times. Haven't changed the conversation dialogue descriptions to match the new days yet.
Increased gold rewards dramatically (4x) for caravan and cattle escort quests. Increased gold rewards for some delivery quests by around 2x. These paid far too little previously.
Rearranged foot armor assignment (giving top tier spear units from saxons, angles, frisians, and britons better boots, as opposed to vanilla VC where they are downgrading leg armor by going from boots to shoes when upgraded Tier IV ---> V). Also improved Old Captain and Frankish horsemen boot selection
Increased price of leather gloves (partly to reflect value of leather and distribution on non elite units, but also to reduce their spam into loot, since low value items loot so much more frequently)
Rearranged some color schemes of footwear assignment
Lowered leg armor on all footwear to better reflect unprotected legs (both matching what is sensible given the items and the historical reality of less leg protection in the time).
Adjusted bandit spawn, lair respawn, and book reading times
Implemented DeSoto's suggestion to remove throwing weapons from tournaments
Switched out the "practice lance" (worse version of the tournament spear) with the better version, and made 1/2handed axe a bit more common.
disabled keep horse in town tweak
Slight difficulty level tweaks (hard difficulty no longer gets reduced tariffs, normal gets same AI target evaluation treatment as hard)
Gloves no longer can be improved in quality. Since the AI didn’t get the benefit, it was too cheap easy one-sided armor boost for player and companions to just harden gloves. But if you already have hardened gloves in your current save, you can continue using them if you like--there will just be no way to make any more gloves hardened.
Caio changed to pagan to reflect conflict with Beda, as well as provide an additional pagan companion
Some stroyline vanilla vc set personalities not working fixed by making them always occur (it seems the storyline condition wasn't registering when lord personalities were set--Hrodulf Haraldson was supposed to always be cunning in storyline for example, but it wasn't occurring)
a slight slowing of player relative to ai on water restored, easily dwarfed by likely player advantages in navigation, ship type, or sailor unit mechanics
Rebellion changes: No cap to charisma reducing rebellion chance, and relation drop changed from -30 to -5 (should make rebellions from happy lords only 1/6th as frequent or less).
Changes to relations penalty for granting fiefs (primarily to make AI kingdoms more cohesive)--base drop reduced from 2 to 1, drop for bad relations between AI lords only half as high. Before -24 relations already got the max drop, now generally relations drops will be less severe and responsive to truly terrible relations.The player could counter these drops easily enough, by either focussing carefully on the best personality lords, or tediously going around requesting people's input into fief granting decisions (which gives a bonus), but the AI couldn't, and there was a ton of treachery in AI kingdoms late game as a result. This serves mainly to make the AI bad personality lords less often end up in a spiral of treachery, and to close the gap just a bit between personality desirability, since the player is the only one in a position to carefully select. It also allows retaining the day-to-day behavior of vanilla VC bad personality weighted AI lords, when they make strategic decisions or interact with the player, while keeping total treachery and instability to something closer to what the Vanilla warband martial weighted personalities might display.