- A LOT of Graphical Updates, additions and UI modifications
- A lot of new items
- Yet again, overhauled troop trees
- A great deal of item re-balance edits
- Some campaign map fixes, edits and corrections
- A couple of new hairstyles, some from other OSP, one by me
- Volvas, wise women in every capital
- A treasure hunt that leads to a powerful weapon
- The ability to change your party's name or make a new clan after a level of renown
- Forcible recruitment
- Weapon breaking system
- New levelling system
Now, to a more detailed description:
- I updated most of the building, wall and flora textures, using my own textures(from Google and such) and also textures fitting from CWE mod that has gone OSP. This last mainly for some forest ground texture which I find excellent. Most of the armor and weapon textures also received a 'boost', by increasing contrast, making textures sharper but same size, so no performance loss. Finally, new UI elements have been made. Some, I am really content with, like the inventory, character and party screens. About a couple of others, like the 2 loadscreens, I have made some experimental, but will soon change them with a patch (save-game compatible). Also, fixed some minor issues with the custom font, now, it should be perfect, as intended. :)
- About 30-50 new items. Mostly, they are weapons(swords and axes), some new helmets and also armors.
- Troop trees have been changed once again (sorry about the constant changes, I just want to achieve the best mix of game-play balance and accuracy possible). Following the new item stats (see below), use of tactics in battles instead of a wild charge is recommended. Spearmen now are really useful against archers, the one cavalry unit in the mod, other spearmen and to keep any enemy at some distance, but will die in a full confrontation with swordsmen or axemen. Archers are really lightly armoured and will also be killed by most melee units.
- Now, about the new item edits. All of the weapons have greatly changed. My goal here was(and I think I achieved it) to make every weapon and every weapon type to be handle differently, with different tactics, requirements and skill required to wield or to kill the enemy that wields it. First of all, all weapons have a portion of speed decreased. In more details:
- - First of all, we have the daggers, knives and seaxes. These cannot be used by their own to block or parry, have little damage, but they are the fastest weapons available and can be used for tight spaces that require small reaction time (in events like sieges). Generally, they are used by the ranged troops.
- - Then, there are the spears. The second fastest weapon in the mod, the have long reach, they are as said, quite fast and lighter than most weapons. The have medium to low damage output, all of that piercing. The swing damage is there, but it is virtually non-existent. Really useful against light infantry, horses or to hold anyone at a distance, they can be parried by a shield and good armor easily.
- - Then, the range weapons. The javelin type are (with medium skill levels and up) one-hit killing machines. Quite fast to throw them and accurate enough for medium to low distance. Very useful to destroy shields. Throwing axes next, they are not very accurate, only for very low distance, but with really high damage. Same use as javelins, mostly. And of course, bows. Bows have little damage by themselves, the arrow being what deals the damage. Medium reloading and shooting times(not slow, but not Native level fast, either), they are accurate, especially good for high distance, but not the most useful against sufficiently armored enemies. Still, arrow damage has been increased to +30, while bows have a base attack damage of 5 or 6. That means that you deal 30 damage anyway with a bow. But, with skills, you can raise that higher.
- - Next we have swords. Swords are quite expensive weapons. They are faster than axes, a bit slower than daggers and spears. Good damage, good reach and two kinds of damage delat, piercing and slashing.
- - Finally, axes. Axes have really good damage output, best of all weapons. But they are quite slow, generally having shorter reach. They are cheaper than swords and with skill above 150-200, they are deadly, a kill per hit.
- - Now, about armour: Weight has been fixed and corrected for pretty much all items. If anything seems out of order, tell me. Armor values have increased a LOT, basically a mail armored enemy is unkillable in the first 5 levels or so. Also, prices have been raised, so that the player cannot buy super enhanced equipment form Level 1. All troops are using light to medium armor, with only the lords and some unique troops using mail armour. This leads to balanced battles, where you have to use tactics to win. Simply put, light infantry will die when facing medium or heavy infantry.
Also, all items have changed weight values, I hope I got most of it correctly. If anyone has some better info about weight of various items or spots mistakes, again, please inform me.
5. The fixes on the map are mainly some errors in spelling of settlements, or in the names of such. Also, now more desert villages appearing. If there are further mistakes on my part, please report![/li]
6. A couple of new hairstyles, some from other OSP, one by me, representing the famous Ragnar Lodbrok haircut. Don't know if that is historically accurate, but I just find it really cool. I hope you will allow me this minor transgression. :D
7. New NPCs wait you in the castles. Volvas who will guve you spiritual guidance and help you become adored, for a price, of course.
8. A new treasure hunt! A king, when beaten, might drop off an item, which mentions the location of a powerful sword. Of course, in said location, you need to find some clues first, to obtain the sword. The weapon is quite powerful and it is meant for higher level, hence the requirement to beat the king first. :)
9. You can recruit 30 young men from each village by force, but you will lose 15 relation points doing that!
10. With the weapon breaking system, your weapon can break. To be balanced, it is pretty rare to happen, being a bit more often with rusty or cracked weapons, due to the raised item prizes. PLEASE BE CAREFUL: the breaking of the weapon is permanent! Also, since it might happen anytime, better carry more than one weapon.
11. Changed leveling system, to resemble that of Viking Conquest, as the folks describe it. Now, on each level up, you get 2 skill points and 5 proficiency points, to use as you see fit. Every 4 levels, you gain one attribute point. I've done that, because it didn't seem too good to be more strong, agile or wise every now and then. Those should be acquired properties that have a slower rate of increase than your skill with weapons or your ability to track and hunt, for example.