Just made an account (and a second 'cause the last one had a user name that was ... yeah, sorry about that) to say that this mod is so very awesome, thank you for the hard work.
I'll echo the 'Orcs're outclassed unfairly!' sentiments, very glad to hear that they're getting the third town they need and the wandering patrols will no doubt even things betwixt them and the stunties considerably
I do feel that they maybe need some more armour (since the armour is race specific and they have a larger hitbox you can just upgrade orc armour I thought) or perhaps health, otherwise ranged combat is deeply upsetting for the poor greenies. Even if they don't get toughened up I'm pleased to hear of the new town, it shall be a big help.
Another issue I've found with my orc, his pauldrons have spikes - cool, orcs love their spikes, I'm on board with that, but they make it kiiiiiind of impossible to aim my seven barrelled dwarven rifle in first person mode, pistols aren't much better. I mention this as I find first person tend to make you hit more often and I don't think that is my imagination.
Could the Orcs' and Goblins' trolls either get different looks between them (orcs = stone, goblin = river) or different names, it is a little odd having two 'Troll' units in the roster. So yeah, a name change, no stat change seems to serve any purpose but if they're not going to be in the same group then give them different names.
Orc weapons could be orc only/have bonus against shield/crush through blocks? Maybe you think that'd be overpowered, I just felt it made sense, but I can see why you'd want to avoid it.
The Nameless One helpfully provided a list of companions along with their likes and dislikes (which sounds creepily like a dating website now that I think of it), many thanks for that as I was doing it the hard way and hiring people and writing it down
Now I'm just stealing your list instead of finishing mine, mapping out all factions' troop trees was enough of a task on its own.
One issue I had with his list versus mine:
Scarloc - I don't think he does like Eleanor, he likes Scarloc. The text all points to it being Eleanor, yes, but the name is Scarloc and somewhat tellingly I'm pretty sure he told me about how much he admires her when she wasn't in the party.
Is Middenheim prison going to be fixed? You can get in, but you can't get out (I suppose that means it is a good prison and consequently doesn't need much fixing ...) Just went in to save another captured lord (I'd forgotten you could do this, in Native I tried when I was just starting out for the first time and got destroyed, in Prophecy of Pendor I got destroyed as I was too low level ... here I am a well levelled and equipped orc who commands his own faction - I WRECK FACE! Or I'm a rat with a slew of guns, either way this is freaking fun!), needless to say you get in, talk to the lord and find the door is just painted onto the wall. I believe I am up to date and have the bugfix working fine ... (1.167 with bugfix).
One of the Dwarf cities has an issue where I can't reach the city itself, I mean to say that when I 'Walk the streets' I start at the entrance, but I can't get from there to the streets, there are a lot of stairs and over the balustrade I can see the town underneath the staircase, but there seems no way to get down to it - this leads to needing to cheat to kill off defenders in the street during sieges. (P.S. love the castle design for dwarves, those must be amazingly fun to defend in a siege with all those murder holes and sloped battlements.)
I imagine this one is a bit of a huge ask and unlikely to register much interest with the already immense workload, but would it be possible to do 'toned down' versions of the new cities? The Skavenblight city leads to huge slowdown, orc cities aren't much more fluid to play in and the Skaven arena is unplayably slow on my admittedly decrepit computer.
Once the next patch is released (YAY, NIGHTGOBLINS!
No need to rush, I've been getting an entire army of them already via prisoners, ah squigglies how I love thee, let me count the ways ...) perhaps the one after that could look at a Vampire Counts inclusion? *Hopeful face* That'd totally make sense as being done by the player's personal race as that's rather how they work.
It is easy enough to make a vampire count style character as they look human and the skeletons are fine - but they're styled as filthy Tomb Lord followers, and there's no zombies ('cept zombie pirates who're very cool, but level up back into skeletons), no fleshy dead at all, no vampire elite units, banshees, ghouls, wraiths, dire wolves, nightmares, winged nightmares (just tougher horses with a weird look, not expecting you to make flying creatures - that'd be nuts). C'mon, you already have those skeletons and zombies ... you know you wanna give us vampires and wights and such.
Magic items, race specific armour - ones for Orcs?
And the Grudge Hammer is - I presume - broken, it has a speed of nine. Guessing that is a typo 'cause it makes it completely unusable.
More armour options for Skeletal characters? I went wandering (fine, I went cheating 'cause I'm trying to learn about the mod, curse your perceptiveness!) and found I can wear most native armours like byrnies and coat of plates along with Bretonnian armour and one or two Empire pieces. I was wondering if it'd be possible to open up the rest of empire clothing for them and/or High Elf and Dark Elf armour. Very pleased I could get some non-Tomb King clothing for myself, thanks for allowing Bretonnian gear at least 'cause I'm a special snowflake and I don't wanna look like a sun worshipping, Egyptian mummification-reject.
Is there a helmet for skaven that gives them horns akin to those sported by the leader (or one of the leaders, I can't rightly remember) of their faction (you know the guy, white fur with freakin' horns)? If not, could we get one?
Could we perhaps (I am whiney aren't I?) get increased stacks for throwing weapons? I plan to do this for myself with TweakMB later but it seems like it'd be a good thing for everyone - no?
An option for higher number of recruits being available at villages would also be delightful as I find it harder to keep up with some of the huge stacks I've been seeing in this mod (and these variables aren't available in TweakMB for Warsword).
That's all I can think of right now, hope something in there was in some way useful feedback. Anyway, the main thing anyone should take from this overly long post is 'Thank you, this is awesome!'