Mount & Blade: Warband

Mount & Blade: Warband

More Women for Native
 This topic has been pinned, so it's probably important
someproteinguy  [developer] 24 Feb, 2015 @ 10:09am
v0.4 preview
Updated Story

The conflict beyond the southern desert that has been forcing waves of refugees northward has finally reached the borders of Calradia. Warbands flying an unknown flag have been spotted in the hills around Shariz and are moving north. While they don't appear to compose an organized fighting force the faces of wide-eyed travelers lucky enough to escape their onslaught tell the whole tale. Many a sleepless night plagues Lords and peasants alike as the region braces itself for confrontation with an unknown invader.


Expanded Troop Trees

Complete troop trees can now be viewed in the TROOP_TREES.htm file that will be in the folder you download.

An additional 2-3 tiers has been added to all of the faction troops. The first upgrade will be to about level 30ish and will consolidate the arms/armor to a single (usually best) option from amongst the item pool the unit previously used giving the unit a more uniform appearance. The 2nd upgrade will put the unit around level 40. Additionally each faction will have a single signature unit with a level 50(ish) version. Each faction will have their level 50 version built around a specific weapon/troop type:

Swadian: Heavy Calvary
Vaegir: Bow
Khergit: Light Calvary
Nord: 1H/Shield
Rhodok: Crossbow
Sarranid: Thrown
Northern: 2H
Southern: Polearm

Practically the difference between a level 40 and level 50 version is mostly hit points, obviously the goal isn't to make the level 50 versions that can run through everything else on the map, but nonetheless make them a solid desirable upgrade.

The two basic aims are to create an environment where a long-term commitment to building an army pays off with better troops, and where the costs/benefits of upgrading a unit comes into play at the higher levels. Ideally a level 50 version of a Swadian Knight will be an expensive unit, even in the later parts of the game. New level 30-50 troops will NOT be recruit-able in taverns. Established Lords and Kings have been sure to give those legendary warriors the golden handcuffs so to speak. However this will likely create some oddities where a level 30 version may be slightly cheaper to maintain than the level 27 version of the same unit.

In addition to to the vertical expansion many of the factions will receive a new troop type or two. At this point here's what's planned:

Khergit: Bow/Infantry - Khergit Bow/Arrows, with Lancer-like armor/armament.
Nord: Light Calvary - Big Huscarl on a little horse.
Rhodok: Separate Spear/Infantry trees - Pike/Sword or Sword/Shield.
Sarranid: Javelin Calvary - Sarranid Horse w/ throwing spears & melee weapon.

Permanent Injury

An altering of the script already in the game. There will be 50% chance of triggering on defeat, modified by the players luck, and current stat penalties will remain in place. Falling in combat and losing frequently is best avoided.

Blunt Ranged Weapons

This has a practical purpose as much as anything. In a mod where so many units are primarily obtained by combat and capture, facilitating this a little seemed like a good idea. All weapons will be relatively weak. Added weapons with units using them:

Sleeper Darts - 30B x6 - New Sarranid calvary will carry some.
Midnight Crossbow/Bolts - 40B/ +1B x30 - high level Sword Sisters will carry.
Kidnapper's Bow/Arrows - 17B/ +1B x30 - Male Kinaga calvary units.

In addition all items will be for sale at the arms merchants. New Bow/Crossbows will work with normal ammo as well, and the new ammo will work with the standard weapons, however using a new weapon with new ammo will be the only way to be certain your damage done is 100% blunt.

Roving Hordes

The Kinaga warbands from the south will replace the manhunters and should be found throughout the map menacing peasants and caravans. Minimum of about 130 mounted troops, levels 20-50, with maximum size about 3x that. They are fairly slow: fast enough to chase down caravans/peasants (as well as some of the more plodding Lords), but not fast enough to catch an average player group in the open in most cases.

Options menu on contact will be like the Sea Raiders, with no option to bribe them to leave you alone: fight, surrender, or ditch some troops and flee. One warband will spawn around a random town once every 24hrs, with a maximum of 20 warbands active at once.

Cosmetic Improvements

There are various resources out there that offer improve graphics and appearance for the game. Some of these resources are open-use, others are not. Ideally I want to wade through some of these options and find something that takes some the clunkiness out of the mod’s appearance.

At this point I've simply updated the facial textures for men and women, but hope to do more in the not-so-distant future.

Source code

I plan on continuing to keep the source code for the game available as we go forward. Source code is now available in a separate 'Source' folder you should see when you open up the folder you download from here.

Feedback

If you have any thoughts or ideas on the future direction of the mod please feel free to share them. I’ll try to provide updates as I go along as well. Obviously I can't put every idea into the mod, and contradictory things like making the mod both easier and harder present an interesting challenge. I'm also limited by what I can program, and some things are easier than others of course. All that said, a lot of good ideas have come from here, and many suggestions have found their way into the mod over time, so I'm always interested in hearing thoughts on the matter.
Last edited by someproteinguy; 10 Mar, 2015 @ 8:01pm
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Showing 1-9 of 9 comments
Sybilbibibibibi 25 Feb, 2015 @ 1:43pm 
Will we be able to marry female lords playing as a female character ourself?
someproteinguy  [developer] 25 Feb, 2015 @ 4:25pm 
Unfortunately I'm skill not able to make changes to the marriage scripts, at it's still beyond my skill with the code. The 4 female Lords at the start of the game still won't be marriageable by any means (2 usually are married to begin with anyway) in the next release. The companion women should still be able to be wed by a female character via the exploit described in the other thread (i.e. make your own nation, make them Lords, and then ask to marry them).
Last edited by someproteinguy; 25 Feb, 2015 @ 4:25pm
Sybilbibibibibi 25 Feb, 2015 @ 4:56pm 
Well, that's what I meant. Marrying the the companions you placed as lords. Thanks for the answer!
someproteinguy  [developer] 26 Feb, 2015 @ 9:54am 
Not a problem. [:thumbsup:]
For Someproteinguy,

Thanks for your work on this mod.

I have installed version 0.4 from nexus, without any problems, giving it a diferent name
to version 0.33, so they list as two choices to play from the menu.
Each "Mod" has its own saves folder this way.

My question is whether or not "Permanent Injury" can be turned off ?
For example as a text line in the rgl_config.txt file ?

I really dislike the loss of skill points from my character as they take so much time
and effort to accumulate.
I play PC games for pleasure ... not pain.

Look forward to your advice on this issue ... thanks
someproteinguy  [developer] 17 Mar, 2015 @ 10:08am 
Hi Forced_Into_Unwanted_Water_Gas,

Sorry to hear you don't like the change. It was one of those things I figured would be at least controversial when I added it in. For the near future you can fix the changes by exporting, editing and re-importing your character.

1) While playing a game go to the Character menu, then click on 'Statistics' and 'Export Character.' This will create a text file with the characters stats.

2) Go to C:\Users\<login name>\Documents\Mount&Blade Warband\Characters to see the file you exported. It will have the same name as your character.

3) Open the file in a text editor and change the altered stat. The file is pretty readable, you'll literally be changing something like 'intelligence = 12' to 'intelligence = 13'

4) Save the file and go back into the game. Then import the character from the same menu you exported from. At that point your character should be back to normal.

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If anyone feels confident editing the .py files that were included with the download, the change I made is part of this post here: http://www.reddit.com/r/mountandblade/comments/2wbzne/adding_permanent_defeatdeath_in_2_relatively_easy/

In this case you'd be only altering the the number in the 2nd snippet of code from '400' back to '100', which is the game's default value.

------

All things said I'll be keeping an eye on the feature, if it proves to be something that's largely unpopular I'll remove it in a future release. While it's something I enjoy, it's a lot easier for me to add it to the game then to ask several thousand other people remove it.
Last edited by someproteinguy; 17 Mar, 2015 @ 10:09am
Originally posted by someproteinguy:
Hi Forced_Into_Unwanted_Water_Gas,

Sorry to hear you don't like the change. It was one of those things I figured would be at least controversial when I added it in. For the near future you can fix the changes by exporting, editing and re-importing your character.
..............
All things said I'll be keeping an eye on the feature, if it proves to be something that's largely unpopular I'll remove it in a future release. While it's something I enjoy, it's a lot easier for me to add it to the game then to ask several thousand other people remove it.

Thanks for the reply.

The other safety option is to save save save ... so a reload can restore the damage ... :falkwreath:
So heres my question that i find you leave out completely in the description f this mod, and thats what new Lords/Ladys and companion NPCs you have added in. you mention that you have added them in but when i go looking around the inter webs i find nothing. I respectfully ask if we could please have a detailed description of all add-on characters(i.e. noble/not noble).
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