Mount & Blade: Warband

Mount & Blade: Warband

Age of Calradia Enhanced
Sohei 2 Jan, 2016 @ 12:42am
Feedback
My first impression of the mod is that it seems okay so far. I do have a long list of suggestions but you can take them or leave them as you wish of course. Mostly they are about rebalancing.
These suggestions are not meant to be comprehensive by any means. These are just some things I noticed from a short time playing. Wall of text to come...here we go:

First a couple of items:
Rawhide Coat armor value too low (10). This is worse than thin cloth items.
Ash arrows cost more than Yew Arrows but do less damage.

Next, Horses:
All horses seem to have armor values at or close to Native which is too high for good balance. Other stats including health and charge values can remain the same but armor needs a nerf. I suggest reducing all horse armor values by about 30%. I know that is a lot of values to change but I think it is going to be for the best.

And the biggest section, Troops:
Overall I noticed that skills tend to be used a bit too much to differentiate high end troops and proficiencies are not used enough. High end troops should get proficiency buffs for those weapons they use. Gear quality and appropriateness was uneven and sometimes too good for a given rank in my opinion. Specific cases follow.

Swadian Paladin - stats & gear do not make sense for the rank when compared to Swadian Knights. They are worse than Knights but ranked higher. They also get some horse archery added but no missile weapon which does not make sense but doesn't really matter.

Vaegir Watcman, Vagir Veteran Watchman - OP compared to similar rank archers

Khergit Swordsman, Kergit Elite Swordsman - 2H proficiency is lowest of those with points but is the only weapon type used.

Khergit Chu Ko Nu - Could use refocus towards speed (rate of fire) rather than damage. Buff agility and weapon proficiency by a large amount and switch to a faster firing crossbow with less damage.

All Khegit crossbowmen - Have too strong crossbow types. [debatable]

Nord Berserker - Come on. They look stupid with that helmet. Pick a different one. Also their stats are OP for their rank.

Rhodok Man at Arms, Rhodok Knight (cavalry) - Weapon choices could be better sutied for role and lore. I would suggest Fighting axes, shields, and light crossbows instead of lances and short one handers. 1H cleavers can stay.Don't forget to give them both Crossbow proficiency. The Rhodok Knight needs better head armor but keep open face to keep a plausible match with the use of missile weapons [visibilty]. Get rid of the mail coif and have Kettle Hat and Bascinet with Aventail instead. Optionaly you could buff the armor value for the Kettle Hat since it is a combination of a mail coif and helmet after all so should be better than the value given in Native. Both these troops could also use more athletics for use when they are dismounted. It would make sense to me since they live in the mountains.

Skirmishers in general across all factions seem a bit too well geared for their ranks.

Sarrinid Infantry, Sarrinid Guard, Sarrinid Immortals - need buffs in power strike & ironflesh

Sarrinid Archers of all ranks - Need need a bit more power draw and at least a tiny bit of power strike

Nord Archers of all ranks - Need 1 point of power strike added. Melee weapons need a rethink, including those from Native. Perhaps a short 1H that is fast and / or high damage instead of fighting axes. 2H axes might be okay even though it is kind of a stretch to believe they would somehow carry them around on their backs.

Nord Raider - Has thrown weapons but zero proficiency and power throw. 1H battle axe too short for effective mounted use - swap with a fighting axe. Also needs at least a hat if not a helmet. Its cold out there.

Mercenary Black Knight - Needs slight buff in ironflesh and / powerstrike.

Jade Guard, Jade Ronin - Maybe OP ironflesh and powerstrike. Could nerf slightly and buff proficiencies greatly instead.

Forest Bandit & Woodsman line - Nerf power draw slightly and buff bow proficiency instead

Mountain Sergeant, Mountain Knight - Gear is too good. Ironflesh & power strike is too high. Athletics is too low.

Sword Sister - Remove crossbow and replace with a light crossbow so it can be reloaded while mounted. Skills and proficiencies could use a buff.

Shield Maiden - Nerf power strike a couple points and give a significant buff to 1H proficiency and agility instead.
Last edited by Sohei; 3 Jan, 2016 @ 1:05am
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Showing 1-15 of 53 comments
Rupert Giles  [developer] 2 Jan, 2016 @ 6:11am 
Thank you for suggestions. This is exactly the kind of feedback I'm looking for.

I don't know if you have played the Age of Empires series of RTS. That has some what inspired the unique units that I've created.
The Mountain Knight is based of the Teutonic Knight from Age2. I was looking for a slow moving tank. But I'm definitly open to change.
Also with the Ronin, would you remove the bow and/or the two hander? Not sure I wanted them with ranged but they sure looked cool shooting the bow.

So one point in powerstrike is equal to how much in weapon proficiency? I was trying to get a baseline and build some sort of formula to add troop stats.

Thanks again.
Rupert Giles  [developer] 2 Jan, 2016 @ 6:16am 
Also, in the mod system there is option to just place one value that that makes all weapon proficiencies the same. Example Nord Huscarl = wp(170). It does make sense to do each one specifically for a more accurate portrayal of the individual troop.
Sohei 3 Jan, 2016 @ 12:50am 
I have played several of the Age of Empires games. I actually have Age of Empires 2 in Steam. I don't play it very often now but I played them a bit more when they first came out years ago. Even played it a few times in LAN parties in college.


Since weapon proficiencies increase weapon speed and missile weapon accuracy along with melee weapon damage it is difficult to compare it directly to a point in power strike or other power skills. If a troop gets a speed and accuracy advantage it can hit first which can prevent a counterattack by a brief stun or a kill/knockout. The damage bonus for proficiency tends to be somewhat less but the extra speed and accuracy more than make up for this. You need a balance of both proficiency and power skills.

Small increments of proficiencies do not make a very noticeable difference so you need a pretty significant incremental boost. At some point with very high proficiency the speed and accuracy can be so high that even with low base damage the opponent doesn't have much chance with low proficiency. So it isn't a direct linear increase in effectiveness as proficiency increases. It is more like an exponentially increasing curve.

For a base to start from though I would try adding 50 points in weapon proficiency for each increment for a roughly comparable increment to a point of power skill. For troops that you want to focus on speed you can boost it even more. Top end troops with above 300 proficiency is okay.

Increasing all proficiencies at once is okay as a start because it can help avoid forgetting to adjust one that is used. But as you said, adjusting them individually is better in the end for immersion.


To make a slow moving heavy hitting tank like you want to do with the mountain knights I would buff their strength significantly because this will increase their hit points along with a little bit of damage. Keep agility and athletics low if this is the intent.

For the Ronin it is really up to you. Giving them a missile weapon along with a two hander will certainly make them pretty powerful. I am not sure which way I would go. I like them having bows for versatility but you need to keep an eye on their total power.
Last edited by Sohei; 3 Jan, 2016 @ 1:06am
Rupert Giles  [developer] 4 Jan, 2016 @ 5:17am 
Thanks for the info. I really appreciate the feedback.
BOB99%OP 16 Jan, 2016 @ 4:42am 
i agree with Sohei, and if u go to the borders of a map ur game crashes
Balcony Dog 17 Jan, 2016 @ 1:20am 
Ys I love this mod, one of my favorates, but it seems to crash everytime i go into a battle...
CheeksClap 17 Jan, 2016 @ 3:31am 
Crashed when i go into a battle whis "Ярл Фаарн"
Rupert Giles  [developer] 17 Jan, 2016 @ 5:35am 
Try turning down your battle sizes. A lot of the new armors are higher texter than native and if you don't have enought ram it could crash I think.
MelonFox 18 Jan, 2016 @ 12:04am 
I'd say everything Sohei said is largely correct, and particularly agree with his comments on horses. I would also recommend that roaming bandits not spawn with their top-tier unit, as they simply destroy any early game armies. Rather, have the top-tier bandit units only achievable by the player. Would also make more sense from a lore perspective, as bandits shouldn't have the resources to field multiple Mameluke, for instance.

Just my 2 cents. Great mod, tnx for making it. =3
anthonypjo 18 Jan, 2016 @ 2:32pm 
Well Top-Tier Bandits make levelling up our armies faster which is nice. When you reach a certain level top tier Bandits could appear which would resolve the problem.
MelonFox 19 Jan, 2016 @ 6:07am 
I agree with the comment above.
Bovril Knight 22 Jan, 2016 @ 4:48pm 
Love the mod, but please give the tier 6 Vaegir archers some power draw? :)
Murican Eagle 22 Jan, 2016 @ 5:43pm 
this mod is great rebalcing is needed
chrisxcross91 25 Jan, 2016 @ 11:26am 
This is my first time commenting on anything so I do care about this troubling issue. Overrall awesome job with the mod, so far I really enjoy it. The only frustrating issue I have a hard time with is how powerful the forest bandit bowmen are. They're too accurate and powerful, and the frequency of bandits, deserters, tundra bandits, sea raiders, etc spawning I think is a bit much, especially around Suno for Swadia and the Rhodoks.
chrisxcross91 25 Jan, 2016 @ 12:59pm 
Also it seems like the difficulty has been upped. I have all settings on normal or average and the battle difficulty overall is far more difficult compared to when I played on the diplomacy mod. I'm having a hard time winning battles unlike my first play through with Diplomacy
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