Mount & Blade: Warband

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Ldsantana

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Ldsantana

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48 comments

  1. beep145
    beep145
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    I hope this still gets worked on this mod is great
    1. Ldsantana
      Ldsantana
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      I don't really plan on editing anything else, plus there are no reported bugs. Is there anything you feel is missing from the submod?
  2. HerrrLutter
    HerrrLutter
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    Absolutely love the mod!

    I think the only way to make it even better is including some additional OSPs and giving troops a bit more variations, especially those with older equipment models, and maybe slightly increasing troops for each kingdom :D
  3. headsh0t9
    headsh0t9
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    Just to clarify is this compatible with dani26795's compilation of tweaks? What about Rebel's compilation of tweaks?
    1. hoycid
      hoycid
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      +1
    2. Ldsantana
      Ldsantana
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      You will just be overwriting the same files. The game will run, but you'll be playing whichever submod you installed last.
  4. Livestocc
    Livestocc
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    How about a version with only the weapon balancing and troop trees?
    I've been playing vanilla PoP for the first time in a few years, and was wanting to go through the list of tweaks on the wiki myself and cherrypick, but I also like the idea of your core balance changes so now I'm gonna have to skim through the files and see what I want to undo or change the numbers on. Just going off file names, I would *assume* I could just pull item_kinds1, troops, and parties from your mod, but I haven't modded Warband enough myself to be sure. 

    Update: to anyone else just looking for the balance tweaks, looks like only item_kinds1.txt and troops.txt are needed.
    1. Ldsantana
      Ldsantana
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      Hello,

      Many of the tweaks included from the wiki change other files such as scripts, menus, parties and etc. All the files included in the download were modified by me at some point so taking them out may cause bugs and other problems. If you just want the changes to units and items then yes you can just take both item_kinds1.txt and troops.txt.
  5. Theregoesty
    Theregoesty
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    Hello! 
    I was just wondering what other submodules were compatible with yours (if any)
    enjoying the mod so far :)
    1. Ldsantana
      Ldsantana
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      Hi!

      On a rule of thumb any other submods that overwrites the same files won't be compatible.
  6. ablebuddy
    ablebuddy
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    I'd like to petition the mod author to make a balance pass on the new noble tree line which replaces the Rogue x squire/noble (x=Sarleon, D'Shar, etc) line in vanilla PoP. So this is in reference to the new the tavern-hireable factional trees that start as Young Wolf Warrior, Young Mamluke, Young Squire, etc.


    • In vanilla PoP, the final tier guys (Rogue x Knight) are all Skill 300 and 7/6/6/6/6 spread. In Pendor rearmed, the skills aren't consistent with each other.  Elite Mamluke is 300 across the board, the Veteran Ulfheddin is 320-350, the Ravenstern Noble Warden is 380 Archery. They aren't consistent in their power level. The Sarleon Foot Knight is 330.
    • For stats, it's more of the same. The D'Shar Elite Mamluke is the same 7/6/6/6/6 spread as vanilla, but the Veteran Ulfheddin is 9/8/8/8/8 with 9 Athletics! No other recruitable foot troop in the game has 9 athletics! Ravenstern Noble Rangers are all 7s, and the other elites are mostly statted out like the Elite Mamluke. So again, a stronger Fierdsvain & Ravenstern troop than other factions.
    • While slightly-to-egregiously more powerful by skills & stats than vanilla Rogue x Knights, there's more. The gear loadouts of some (only some!) the new nobles is incredibly well optimized. An example: The Ravenstern Noble Ranger wields the longest range common bow in the game, and a 2h axe, and two guaranteed quivers. Outclasses everything except the Silvermist Ranger. On the other hand, the D'Shar Elite Mamluke really only has a nice horse, and mid-tier D'Shar everything else besides lance. Gets decimated in melee vs. loads of other heavy shock cavalry.
    • While Veteran Ulfheddin & Sarleon Foot Knights are both top tier armored shock troops, but only one has a thrown weapon. Oh, and he also has a 9/8/8/8/8 spread. Oh and 9 athletics. And because of these things, he rivals the Empire Immortal in combat capability, who doesn't even have a guaranteed 2-hander. IMBA.
    Beyond the combat balance, there's abundance balance to consider. 


    • In vanilla, levels for predecessor troops of the Hero Adventurer are 20>31>35. In Pendor Rearmed, it's a 20>35 jump. This means you can rapidly accumulate nearly-Hero-Adventurers much earlier in the game than vanilla.
    • Tavern hires are now 10-19? troops per hire. It's remarkably easy to acquire massive stacks of these rogue nobles. I think this is more an early and mid-game problem. By day 400 you're typically generating a fairly solid stream of noble recruits from fiefs. That said, early game it's remarkably easy to fill your roster with comparable-to-KO-troops elites. Probably too easy.

    So in summary, I think the rogue noble trees could and should be a little more balanced. Totally fine with them being strong, but right now the fun decision is to just continue making Hero Adventurers unless I find Young Wolf Warriors or Young Ravenstern Nobles. 
    1. Apache2
      Apache2
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      Hello,

      I believe there was a post like this in taleworlds forums, so i'll be copying my answer:

      "In regard to the points you made:

      - I agree that the balance is a bit off, especially for the Ulfhednar.

      - Their gear being optimal doesnt strike me as a problem on its own, but the quality of the items could do with some tweaking

      - I did not change their levels because doing so with morgh's editor messes up their performance in autocalc battles

      - The amount of mercenaries you can hire was increased to make it feel like the player is hiring a small company/unit every time. Changing the amount you get to 7-14 or so might be a more balanced option."

      I'm planning on a small update focused around balancing so any further ideas/criticism is welcome. Hope you're having fun with Pendor Rebalanced!
    2. Apache2
      Apache2
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      Hello again,

      I released a small update that rebalanced the "Rogue Knights" and added some other minor stuff. The full changelog can be seen on the main mod page. Thanks for pointing out this issue!
  7. captaincanetoad
    captaincanetoad
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    Interesting submod, I'm eager to give it a try. Would this feature be difficult implement? It goes well with the bodyguard feature, having your missus travel with you while in scenes.

    https://forums.taleworlds.com/index.php?threads/adding-your-wife-as-a-companion.171729/
    1. Apache2
      Apache2
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      Honestly I dont know if it will conflict with other existing scripts, you could try asking in the prophesy of pendor Discord.

      Thanks for checking out my submod!
  8. Shirrako119
    Shirrako119
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    Btw, the fierdsvain Ulfheddnars are OP.

    That's because they're so easy and cheap to improve.

    I hope you have done changes to them to make the game more challenging.
    1. Apache2
      Apache2
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      ?Btw, the fierdsvain Ulfheddnars are OP.
      When commanded by the AI they tend to just get shredded by ranged units. I was thinking about changing them a bit, maybe removing the throwing weapons and downgrading the armor will be enough.

      Thanks for downloading my submod!
  9. dioxyde0
    dioxyde0
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    is it safe to install mid save?
    1. Apache2
      Apache2
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      If you have a Pendor Rearmed save from the previous version, then yes. If you have a save from the original Prophesy of Pendor, then no.

      Thanks for checking out my submod!
    2. dioxyde0
      dioxyde0
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      time to start from scratch again! thanks
  10. sheggy900
    sheggy900
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    Hey, what are the changes in the new version? is there a changelog?
    1. Apache2
      Apache2
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      I'll make a changelog tomorrow as it is 1AM where I live.

      Basically I changed the Storm Sisters Equipment, the damage of some bows and made the Royal Steed faster. Also unless I find some sort of bug this will probably be the last update. Thanks for downloading the mod!

      EDIT: Added a changelog for the update under section 6 of the main mod page