Mount & Blade: Warband

Mount & Blade: Warband

Diplomacy v1.174 with Prejudice Patch -Player's Victory Cry-
Myll 30 Oct, 2022 @ 10:46am
Mod suggestions for Diplomacy
Since we have here a current version Diplomacy mod with tweaks to it, and it is capable of being downloaded direct from Steam without a 3rd-Party download, I wanted to build a wishlist of suggestions to further mod upon the baseline of Diplomacy. Given the way Mods work here in Steam, I am hopeful that we can build upon Diplomacy to get a more "All in One" mod that brings in many options for the player, and the best method would be a system of on/off selector switches for particular capabilities to be enabled or disabled at the start of the game. Even if something that I list here is not desired, having the On/Off selector at game start gives you options. I hope other players subscribed will help add to this list, as I really don't know what's in the realm of the possible, but here goes.

1. "Custom Character Creation" mod is out of date and buggy due to using old Diplomacy, plus the Custom Troop option implemented in that mod can wipe out your group and Companion NPC, and break a game, so there are serious flaws in the current Custom Character mod and a lack of current Diplomacy foundation to it. I love the concept and ability to totally customize a character at start of game. So my recommendation would be - try to bring in a Custom Character build option that mimics what the Custom Character Creation mod intended as part of its core theme.

2. Tweak the Morale effects on troops in your group. I've never agreed with the Native version's way of allowing the mercenary type troops leave the group. And I say mercenary type, because I look at the Manhunter>Slaver Chief line of slave gathering units as yet another mercenary, and arguably the Peasant Woman>Sword Sister should also be categorized loosely as this same theme. For the Manhunters line, they're simply a niche mercenary that helps gather slaves (due to all their weapons as bludgeon damage that knocks out enemy troops instead of killing them). The Manhunter line should have a buff or resistance factor against leaving the group for morale drops, with arguably 90% or better resistance rate (90% higher threshold for activation) to prevent from leaving the group. Pure Mercenary line (Farmer>Mercenary Cavalry/Swordsman/Crossbowman) should have a 100% resist to leaving for morale (or make it 99% if you want the typical RPG 1% minimum chance of effects). So even if in a really difficult campaign and at war with 3 or more factions, and then you have the faction-aligned troops leaving you due to being same-culture and bad morale, all of the mercenary type troops should still hold the line and not bail out on your cause. You will see these high rates of morale-based losses in this new Diplomacy modded game, if you are in a campaign where you are supporting a Claimant and award yourself a castle(s) and/or town(s) during the campaign, because the Diplomacy mod enables the Marshal +20 group size by default when you take up the Claimant's cause, and then further enlargement group size buffs for holding castles/towns. A 100-troop army ends up with 5% or more morale-based losses each week from morale due to group size nerfs that have no counter-nerf for the cause.

2a. Subset of Morale effects, if on a Campaign for a Claimant's cause, that Claimant's kingdom troop type should have a variable morale boost/nerf depending on how you have treated that kingdom/culture's villages, or simply a small buff "for the cause" such as a default +5 (early campaign), +10 (mid/campaign if at parity with opponent King), and +15-20 (once at advantage numerically in land holdings against the target King of your Claimant liege).

2b. Reduced Morale loss effects based on rank of troop. For example, it should be much less likely for a Swadian Knight to leave for low morale, than for a Swadian Recruit. Current system seems a bit random and having a Swadian Knight leave instead of a Recruit in same group, came off as a bit odd and not logical thematically. A Swadian Knight is banking around 50 gold/week (varying with Leadership stat), compared to a Recruit at only 1 gold/week, so there should be a factoring of greater pay = less effects for morale losses.

3. Bodyguard capability for entering streets/villages. In the "Custom Character Creation" mod, I don't know if it's old Diplomacy in it, or something that modder did, but there was a stratified system where Companion NPCs accompanied you into the Tavern, into the streets, and any village entry (that could result in either the Drunk in Tavern attacking you, or the ambush on the streets). For example, Klethi is always in the next position in my group, and supreme melee in my build, and she appeared in the Tavern or streets with me, and helped fight it out (which is logical, that you would never be solo entering a city or village when you have an army you are travelling with). This would be a hugely beneficial addition to bring into this mod, and the way it worked in the other mod, there was some stratification for either your Renown or some other stat, where just one bodyguard Companion helps at first, and by End Game you have upwards of 3 of them accompanying you. The other reason this is beneficial is that it keeps these Companions fighting and using skills that get naturally raised through usage. For one thing, the Guild Master's quest/task for Night Bandits in this current Diplomacy mod, is broken here, because it makes you take that on solo instead of as a small raiding party with Companions.

4. Continuation in Bandit Lair raids. I noticed that if one gets their Main Character knocked out during a Bandit Lair raid, there is no Continuation here. The Continuation of battles should carry over into Bandit Lair raids as well. This matters a lot more in the early- to mid-game, and I realize the Bandit Lair raids get quite easy by End Game, but I think this would be a helpful change.

5. Other unusable food items enabled for both food and morale value. In some other mods, some food items are enabled for use as both food and morale boost, to include: Ale, Wine, Figs, and sometimes even Oil. On a humorous note, I think having Ale on hand while consuming should also give +1 Wound Treatment much like the Book's buff, as an addition to the top Wound Treatment buffer in the group (usually Jeremus).

6. Dispatch Companion for Diplomacy. For example, you want to offer a peace deal to an enemy King, but you must meet that King in person. Would be nice to have an option to dispatch a Companion to be gone for 1-2 days away from group and find the King and offer a deal. Wouldn't allow back and forth negotiation, so it's the deal you sign up for accepted or rejected outright.

7. Horse thieving. Now admittedly, I've always wondered why you can only steal cattle yet not horses. Although I'm going in a different direction with this suggestion. If your Main Character does not have a horse currently in inventory and you start an open-field battle without one, but then an enemy horse is made available to mount -- that exact horse type should become an automatic loot item if you win the battle, as if you did in fact "steal" the horse in the midst of the battle. As for stealing horses from towns, I don't know if that would even be possible or imbalancing to the economy, although cattle are worth quite a bit themselves. The real problem in setting that up, for horse thieving from towns, is that there's so many horse variants whereas cattle was easy for the Dev's to set because it's just one type. Would be very interesting if horse thieving in various forms were enabled in a mod though (I'm most interested in stealing a new horse for my Main in the open-field battles though, especially an armored horse as soon as I am able to - and thematically, why wouldn't that exact horse become my new ride if I obtained it in-battle and won the fight?).

I will stop here for now, and hope that others pile on and I also hope that this Mod's Developer along with Wulf will consider these changes for the future.
Last edited by Myll; 30 Oct, 2022 @ 9:09pm