VC Balance Mod Version 10.0, a saved game compatible modification for the latest release of Viking Conquest (2.044), including Bug Fixes by EvilSquid and Dark Age Village Names by Philippe at Bay
Taleworlds mod development thread: Forums.taleworlds.com
Nexus download page for additional versions: Nexusmods.com
Reddit 1.0 release thread: Reddit.com
Reddit 2.0 release thread: Reddit.com
Reddit EvilSquid bugfixes (included in 3.0) discussion thread: Reddit.com
Reddit 4.0 release thread (including discussion of traits): Reddit.com
Reddit Berserker changes for Balance Mod 4.0 discussion thread (over 100 comments, thanks everyone!): Reddit.com
Reddit 5.0 changelog thread: Reddit.com
Reddit 6.0 release thread: Reddit.com
Reddit 7.0 release thread: Reddit.com
Reddit 8.0 release thread: Reddit.com
Reddit 9.0 release thread: Reddit.com
Installation: If you have not modded VC yourself, you can just drop the text files from the full install archive into your VC directory and overwrite. Backup your original files in case you want to remove the mod later. If you tweak VC yourself and want to preserve your own tweak choices (instead of using the included ones from the 2.0 changelog), use the module installation optional file, or use winmerge on the full install text documents. Always just install the latest version--all updates are full working releases, not patches.
IMPORTANT NOTE: Travel speeds are now realistic in the main download based on:
1) mounted travel times between London and York vs speeds achieved in the Tevis cup;
2) sea travel speeds from Ribe to London vs historical guesses at longboat speeds;
3) historical records of roman army marching speeds (couldn't find anything closer in time)
If you want to restore vanilla VC 2x as fast as realistic speeds, download the alternate full install version.
IMPORTANT NOTE 2: As of 9.0, the player has the option to manage any settlement, which allows you to finance temples for conversion (though in opposite religion fiefs they might be destroyed by riots), or to finance the construction of buildings to help out other lords of your kingdom.
Difficulty settings: For the best immersive challenge, I highly recommend “Average/Normal” campaign AI difficulty, “Hard” tactical AI, “hardcore” leveling and “hardcore” finance, for a balanced and challenging game. Here's why: In VC, if you want difficulty, you want better parity between player and AI lord army composition. That means better party templates for AI lords (added in 5.0), and hardcore finance setting (vanilla VC bug fixed so it works as intended in 5.0) and hardcore leveling (this setting really helps preserve parity with AI lords). 5.0 also removes all ways in which the game cheated for the player on Normal Campaign AI, and rebalances most relevant mechanics under Normal to the old Hard Campaign AI (for example, tax inefficiency). You can use Hard Campaign AI if you like, no problems will arise, but I consider the rebalanced normal campaign AI to be the most balanced and immersive experience. If you do choose Hard campaign AI, you will have: faster replenishment of defeated AI lords and weaker player kingdom vassal lords. Using lower than "hardcore" for finance or leveling will lead to a faster early and mid-game, as well as a less challenging late-game--essentially, those settings are the best way to adjust difficulty if you desire an easier or faster playthrough, while campaign AI is best left at the rebalanced average/normal setting.
Suggested houserules for a more challenging play through:
1) Don't reload ammo in the inventory chest more than at most a couple of times per battle if you are mounted (otherwise, it becomes just as easy as other mods to solo enemy armies at range)
2) Don't retreat from siege battles to reload ammo
3) Don't drop recruited prisoner stacks into camps before the first nightfall (the check to remove a percentage from escaped prisoners happens during the first night, so dropping them into camps for that night escapes the check, making it far too easy to obtain large amounts of high level prisoners)
4) Don't get a tree branch, mount a horse, and club all the elite bandits unconscious for recruiting (same as above, too many easy high level units)
5) Don't join into lord battles that have little to do with you just for the free prisoners or captured ships (unless you are willing to lose men and actually participate)
6) Don't purposefully lose tournaments to pump up the renown of your kingdom's lords (obviously fine for them to get the boost for legitimate wins, just don't take a fall to milk feasts and their multiple tournaments a day to make all your lords capable of commanding huge armies)
Changelog 10.0 (as always, save compatible--full release version, no need to install prior versions first):
Updated with changes from latest Viking Conquest release, 2.044
Some religion tweaks
Fixed vanilla VC bug where AI kings courted ladies (includes code to make AI kings break up for current saves)
Saxon troop recruiting rosters made a bit more elite, to show their relative ascendancy in comparison to mercia and east anglia, and give a greater chance of them being the last kingdom to stand against (and defeat) the invading norse).
Made prison break success independent of whether the lord is conscious or unconscious (just put him on a horse or something, no need to abandon him even after all guards are dead, eliminate the video game escort quest annoyance)
To balance with the above, and encourage more interesting larger fights, village elders now require a good deal more money in bribes to take on the risk of involving themselves in your plots to set fires
Made prisoner escape check happen free of a couple of conditions (in particular, it will run periodically even during day)
armor performs a little better against blunt damage
A general balancing pass on all tier 2 and above slingers, increasing many of their WP. Also slight increases to peasant sling WP of cultures that heavily use the sling
Sling rocks given less ammo (decided their stats reflect better shaped rocks, and wouldn't be so easily obtainable in battlefield conditions
Some slight increases to WP norse axe warrior
Removed range guaranteed tag from briton champions (wasn't on any other infantry),
altered lord random personality distribution to shift a bit more away from the worst 2 personalities
interupt damage threshold moved to warband levels (meshes better with the improved mail armor)
Changed some values in AI courtship
Right to rule increases slowed in a couple of places
further +2 damage increase to 1.5 handed axes, and additional +2 for non-irish basic 1.5 handed (closing the gap a bit). Dane axe -2 damage, +5 speed. Axes made swing only (thrusting being epecially poor choice for them). 1 handed battle axes given +1 damage. A couple Pict/irish 1 handed axes given -1 damage. A couple other axes slightly tweaked to create more logical progression of length/speed/damage and balance of factions.
1 handed axe speed reduced
spears made a bit more breakable
plain length 30 seaxes/knives made stab-only when on foot (should help seax armed troops quite a bit, as their cut damage is terrible)
Fixed vanilla VC bug in Thora persuasion check
Made horses slow much less from damage (they now stay pretty fast even when severely hurt)
Changelogs for versions 1.0 - 9.0 in the file download descriptions here or at taleworlds: Taleworlds Thread
Credit to tweaks and the use of the VC Tweaks Tool from the taleworlds forums, and its creators Kalarhan and Kraggrim, who generously grant permission for use of their tool in other mods. Find their wonderful VC Tweaks Tool here: Forums.taleworlds.com
Credit to EvilSquid for all his great bugfixes, included in Balance Mod with permission, permission granted via both email and personal message at Taleworlds forums.
Credit to Philippe at Bay for his wonderful Dark Age Village Name mod, permission to include in Balance Mod granted here: Steamcommunity.com
Credit to Diplomacy mod and Taleworlds users Waihti and zParsifal, for several incorporated changes, including horse slowing with damage. Diplomacy mod page and use permission: Forums.taleworlds.com
Special thanks to the following people whose suggestions and discussions have improved this mod:
Reddit user EricAKAPode, who suggested improvements to the weight/armor distribution of quality wrapping boots
Reddit user Qidder, who holds an excellent Faction Units Highlights discussion series at reddit
Reddit user Mathias_Bianchi, who convinced me to include veteran mercs in the glove and melee upgrades applied to faction units
Reddit user BunnyPoopCereal, who offered advice on several 2.0 release issues
Reddit user LordIronToe, who helped clarify bandit spawn and world leveling issues through past discussions
All contributors of past tweaks to VC, and in particular Kalarhan and Kraggrim for their work on the tweaks tool
Taleworlds user Entaro and Reddit user Glorious_Jo for requesting changes to the tax collection quest
Reddit user Azura13e for discussions contributing to warnings on lord inventory option and bandit setting
Reddit user Joaquin823 for finishing the job of convincing me to remove lord inventory option
EvilSquid bug fixes are included as of 3.0. Thanks EvilSquid for granting permission!
Reddit users Syn7axError, EricAKAPode, and everyone else who contributed to the berserker changes discussion!
Steam users Windrider and Pode for consultation on second outfit vanilla VC bug
Steam user Adabr Brcol for bringing my attention to the vanilla VC bug with Odin's cave and high athletics
Taleworlds user Zeqe for requesting village defense changes
Talewords and Reddit user Maluxorath for reporting the vanilla VC bug about hardcore finance and suggesting giving Norse Bodyguards guaranteed helmets
Reddit user EricAKAPode for frequent consultations on a range of topics, including throwing weapons
Taleworlds user Cokjan, Reddit user Peppiping, and Steam user Windrider for discusion on archer issues.
Steam user Tuidjy for lending his expertise as both a real-world and in-game archer to the bow rebalance
Taleworlds user EvilSquid for Vikingr upgrading to danish and norwegion elites
Taleworlds users Scar1981 and EvilSquid for ideas for proposing upgrade path for Svear Warriors
Reddit user EricAKAPode for suggesting upgrade defenders for peasant trading parties
Reddit user D_Pear and BallioLeno for discussions regarding siege accuracy mechanics
Reddit user Lynxbuckler for suggesting several missing family relationships
Reddit user Joaquin823 for suggesting rebellion changes in optional add-on
Taleworlds user Kalarhan for suggesting changes to timescale in optional add-on
Reddit user Joaquin823 for suggesting changes to rebellions
Taleworlds user Rubik for making his Custom Commander code available for all to reference
Talewords user DeSoto for suggesting changes to tournaments
Reddit user Syn7axError for suggesting lowering leg armor strength (way back in the 1.0 release thread)
Nexus user Karth Galin for suggesting changes to quest timers
Reddit user D0UB1EA for also suggesting quest timing issue
Nexus user Karth Galin for suggesting many changes to 8.0 including making bandit lair loot not include idle soldiers and consulting on a wide variety of issues, including buffs to laithland and lord placement
Reddit user ObeseMcDese for discussions on morale system
Taleworlds user Zakarum for discussions regarding late-game lord defections and personality
Steam user Tuidjy for discussions on horse changes and morale
Steam user Philippe_at_Bay for giving permission to include his excellent Dark Age Village Name mod
Zakarum for noting there were two lords named Bacseg and suggesting a name change
Diplomacy mod (http://forums.taleworlds.com/index.php/topic,116424.0.html) and Taleworlds users Waihti and zParsifal, for several incorporated changes, including horse slowing with damage.
Taleworlds user Ryantheskinny for his conversions of Troops and Parties files. Everyone should follow the progress of his mod in development, where he is expanding the VC map to cover Europe, among other exciting changes.
Taleworlds user Eternalflame for druid sacrifice change
Reddit user ObeseMcDese for discussions leading to the more elite Saxon recruiting templates (when compared to Angles)
Steam users 杰克·赫兹, Disturbed, and Pode, and Nexus user adslhzc543, for discussions on fix for Thora dialogue
Taleworlds user Toster and everyone who participated in discussions at Taleworlds regarding marriage and courtship
All the many Taleworlds users who participated in the horse slowing with damage discussion at the VC Balance Mod thread
Plasquar has just started a Let's Play of Viking Conquest, combining two large mods, Dark Age Graphic Modpack and VC Balance Mod 8.0.
Marie d'Artois, a pagan warrior, sails to Frisia seeking a famed doctor. Shipwrecked after a Viking attack, she is employed by a local Jarl to adjudicate a land dispute. From there, she begins to suspect that more is going on underneath the surface, as step by step she becomes embroiled in deeper plots... Experience the Viking Conquest stroyline alongside a Let's Play creator who is experienced at Warband but entirely new to Viking Conquest!
Both Dark Age (graphics) and VC Balance Mod 8.0 (gameplay) are available here at ModDB.
Dirty Norseman's Let's Play of Viking Conquest Balance Mod 8.0.
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Viking Conquest Balance Mod's main version scales travel speeds based on map size compared to real world Britain. If you instead prefer Vanilla Viking...
If you'd like to combine VC Balance Mod with the Dark Age Graphic Modpack, download this file, as well as the Optional: Graphic Modpack for VC 1.1 file...
All the module files and text changes for VC Balance Mod. Use if you want to create a submod or tweak your own version with the VC Tweaks Tool 1.2. These...
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