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Designer of VC Balance Mod 12.0, COO of Pavonis Interactive Inc., and CEO of Hooded Horse Inc., an Indie Game Studio in Dallas, Texas.

Comment History  (0 - 30 of 140)
Tim@HoodedHorse
Tim@HoodedHorse - - 140 comments @ Viking Conquest Balance Mod

You'd have to continue playing 12 then.

Version 13 is incompatible with either vanilla or version 12 or earlier.

Good karma+1 vote
Tim@HoodedHorse
Tim@HoodedHorse - - 140 comments @ Viking Conquest Balance Mod

Thank you!

Good karma+1 vote
Tim@HoodedHorse
Tim@HoodedHorse - - 140 comments @ Viking Conquest Balance Mod

Haha, fair point!

Good karma+1 vote
Tim@HoodedHorse
Tim@HoodedHorse - - 140 comments @ Viking Conquest Balance Mod

Won't break it -- you just install VC Balance Mod after the update and it should work fine

Good karma+1 vote
Tim@HoodedHorse
Tim@HoodedHorse - - 140 comments @ Viking Conquest Balance Mod

No, VC Balance Mod 13 is only compatible with saves from 13. But if you download VC Balance Mod 12, that is save compatible with prior versions.

Good karma+1 vote
Tim@HoodedHorse
Tim@HoodedHorse - - 140 comments @ Viking Conquest Balance Mod

That's save corruption, it can happen in any Warband mod. I wrote some advice for avoiding save corruption into the dialogue of an NPC wandering the taverns. But once it has occurred, the only fix is going back to an earlier save.

Good karma+1 vote
Tim@HoodedHorse
Tim@HoodedHorse - - 140 comments @ Viking Conquest Balance Mod

I'd guess you are playing storyline--storyline mode prevents companions from leaving

Good karma+1 vote
Tim@HoodedHorse
Tim@HoodedHorse - - 140 comments @ Mount & Blade: Warband - Viking Conquest

Here's a thread listing and explaining all mods: Forums.taleworlds.com

Good karma+1 vote
Tim@HoodedHorse
Tim@HoodedHorse - - 140 comments @ Viking Conquest Balance Mod

Viking Conquest was developed by Brytenwalda in collaboration with Taleworlds. I'm not part of either company, so I have no involvement with any potential sequel.

Good karma+1 vote
Tim@HoodedHorse
Tim@HoodedHorse - - 140 comments @ Viking Conquest Balance Mod

The latest version of Blood Eagle incorporates Balance Mod already (basically, the Blood Eagle graphics work on top of Balance Mod).

There is a new armor mod as well, and it also incorporates Balance Mod in a Steam workshop version: Steamcommunity.com

Basically, most other VC mods are built on Balance Mod, so the user doesn't have to do anything (I generally always grant permission for other modders to use my work)

Good karma+1 vote
Tim@HoodedHorse
Tim@HoodedHorse - - 140 comments @ Viking Conquest Balance Mod

Can't say for certain, but probably. It will be save compatible if so.

Good karma+1 vote
Tim@HoodedHorse
Tim@HoodedHorse - - 140 comments @ Viking Conquest Balance Mod 13

I am proud to announce Hooded Horse is now a video game publisher. Our first project is a strategy game by the development studio Pavonis Interactive:

TERRA INVICTA

Kickstarter: Kickstarter.com

Steam page: Store.steampowered.com

Rock, Paper, Shotgun: Rockpapershotgun.com

Gameplay Trailer: Youtu.be

ASpec: Youtu.be

Good karma+4 votes
Tim@HoodedHorse
Tim@HoodedHorse - - 140 comments @ Viking Conquest Balance Mod

I am proud to announce Hooded Horse is now a video game publisher. Our first project is a strategy game by the development studio Pavonis Interactive:

TERRA INVICTA

Kickstarter: Kickstarter.com

Steam Store: Store.steampowered.com

Rock, Paper, Shotgun: Rockpapershotgun.com

Gameplay Trailer: Youtu.be

ASpec: Youtu.be

Good karma+3 votes
Tim@HoodedHorse
Tim@HoodedHorse - - 140 comments @ Mount & Blade: Warband - Viking Conquest

Viking Conquest Balance Mod 13 is fully released and available for download here at ModDB! Patches and optional addons are available for download at Discord.gg

Good karma+3 votes
Tim@HoodedHorse
Tim@HoodedHorse - - 140 comments @ Viking Conquest Balance Mod

Patch 3 for Balance Mod 13 uploaded to Discord.gg ! 100% save compatible. Some general fixes and improvements, but the biggest change is a bunch of new swords designed by Charles de Tonkin, including some unique swords added as quest rewards.

Good karma+3 votes
Tim@HoodedHorse
Tim@HoodedHorse - - 140 comments @ Viking Conquest Balance Mod

Patch (100% Save Compatible) uploaded to the Discord: Discord.gg

The main change is an expansion to the new scripted invasions introduced in Balance Mod 13.0 (with Patch 1 each of the 4 invasions now has 3 potential targets, so Frankish invasions can occur in Frisia, Wessex, and Denmark, Swedish invasions can occur in Norway, Denmark, and Alba, etc). Patch 1 also boosts player recruiting (especially when recruiting in the player's own fief), and makes some adjustments to bandit behavior.

Good karma+2 votes
Tim@HoodedHorse
Tim@HoodedHorse - - 140 comments @ Shieldwall Song: VC Overhaul

Congratulations on the release of your Mod!

Good karma+2 votes
Tim@HoodedHorse
Tim@HoodedHorse - - 140 comments @ Blood Eagle 4.2

Blood Eagle incorporates Balance Mod 12 already, and I would be happy to send HooTmAn my source files so it can upgrade to Balance Mod 13 in its next update.

Good karma+4 votes
Tim@HoodedHorse
Tim@HoodedHorse - - 140 comments @ Viking Conquest Balance Mod

13.0 is released and available for download here at ModDB. Patches (including 13.1 when ready) and optional add-ons are available for download at Discord: Discord.gg

Good karma+1 vote
Tim@HoodedHorse
Tim@HoodedHorse - - 140 comments @ Viking Conquest Balance Mod

A couple weeks maybe. I just posted the (probably) final version of 13.0 to the Discord, so I'll give it a bit of time for the people there to playtest it first, but it's already been thoroughly tested for a month there through each update so I'm betting no problems are found.

Good karma+2 votes
Tim@HoodedHorse
Tim@HoodedHorse - - 140 comments @ Viking Conquest Balance Mod

Balance Mod 13 is now in final testing and available from the Discord: Discord.gg

Good karma+1 vote
Tim@HoodedHorse
Tim@HoodedHorse - - 140 comments @ Giant Height

An illustration of the giant height option, enabled for players in Balance Mod 13.0

Good karma+1 vote
Tim@HoodedHorse
Tim@HoodedHorse - - 140 comments @ VC Balance Mod 12.0 Optional add on happy companions

Balance Mod 13.0 is close to being finished, and looking for people interested in playing and giving feedback on an advance version (available for download on the Discord: Discord.gg ).

A few examples taken from the changelog:

Unique bodyguards recruited by some 40 lords (Harald Fairhair gets his berserkers from the sagas, Alfred the Great gets some of the reworked infantry old captain, many norse lords get vikingr from their place of origin, etc)

Tournaments reworked (each of the 21 factions has a unique weapon loadout creating a different tactical experience and reflecting cultural tendencies, 50 tournament reward prizes including some artifacts newly added to the game and unobtainable elsewhere, very rare chance of a visit from one of 4 deities (Odin, Freyja, Loki, Thor) after a victory giving a bonus)

Many new troops added and lines expanded:

- Frisians get 5 new units, including infantry using the newly added Frankish throwing axes, and cavalry riding Frankish Stallions in their final upgrade (2 new models, a tad slower but stronger in charge normal mounts) (basically having the Frisians adopt a little Frankish military influence to introduce added variety in troops).

- Britons get tier 4 and 5 elite cavalry to go along with some general strengthening of the line (Briton military weakness is now reflected in the AI troop recruiting tables, not the units themselves, leaving the Briton player the chance to revive their glory without feeling like they are using subpar units).

- Norse troops can now “go viking” and upgrade to vikingr at points (increases the ship sailing speed boost and comes with more immediate power at cost of higher wages and less long term potential), with an integrated line including berserkers and ulfhedinns (reworked to differentiate between the two) and ship captains (now with a special x4 ship speed bonus), and full line of warrior archers (old norse warrior archers gets a tier 3 lesser version underneath, and two tier 5 upgrades taking different paths), along with a tier 5 upgrade added to the tier 4 dane axe warrior.

- Swedish troop tree introduced (accessible through mercs/vikingr only), including a final upgrade possibility to Varangian mercenaries (ie, Swedish from Kievan Rus) riding 2 new horse models of large ponies/stocky horses (more maneuverable and tougher than normal horses, but a little slower). Varangians very rarely show up in mercenary pools in Norway and Denmark only. Somewhat inspired by the Varangian Guard forming in the Byzantine empire around this time (if Varangians went south to become mercs, why not west as well) and borrowing from later records of how Kievan Rus military often worked (elite mounted bodyguard supported by local levies)

- Newly added Danish and Norwegian mercs appearing in taverns throughout map. Vikingr are sometimes also available for hire in Norway and Denmark (local warriors looking for a captain, and helps balance the previously added polarized religions by allowing pagan players to have stronger recruiting in the home regions of Denmark and Norway).

- Female warrior line increased in strength greatly by addition of tier 4 and 5 units. Equipment and appearances reworked to be a mixture of all cultures rather than anglo/saxon focused (since they are player only and can be recruited from any location).

- Irish get a tier 5 sword/javelin skirmisher and a new tier 4 warrior inserted before the champion, upgrading the champion and pushing them out to join their mounted bodyguards as branching tier 5 options. Picts get a tier 5 crossbowmen and their special hornmen at tier 3 upgraded to be better javelin skirmishers, and then the standard bearer moved to be an upgrade to the hornmen.

- Saxons get some chance of mail armor at tier 4, and new tier 4 and 5 long axe wielding (1.5 handed) troops for breaking shields (lower wages and faster upgrades than normal bodyguards).

- Angles get some chance of mail armor at tier 4, and new tier 4 Northumbrian Mercenaries and tier 5 Captains (very skilled spearmen, but very expensive, as they are mercenaries, and somewhat worse armor than mainline spearmen), representing the disarray in the area and displaced warriors, and harkening back to anglo saxon mercenary past in arrival in Britain.

Good karma+1 vote
Tim@HoodedHorse
Tim@HoodedHorse - - 140 comments @ VC Balance Mod 12.0/Dark Age Graphics Modpack Compatibility Patch

Balance Mod 13.0 is close to being finished, and looking for people interested in playing and giving feedback on an advance version (available for download on the Discord: Discord.gg ).

A few examples taken from the changelog:

Unique bodyguards recruited by some 40 lords (Harald Fairhair gets his berserkers from the sagas, Alfred the Great gets some of the reworked infantry old captain, many norse lords get vikingr from their place of origin, etc)

Tournaments reworked (each of the 21 factions has a unique weapon loadout creating a different tactical experience and reflecting cultural tendencies, 50 tournament reward prizes including some artifacts newly added to the game and unobtainable elsewhere, very rare chance of a visit from one of 4 deities (Odin, Freyja, Loki, Thor) after a victory giving a bonus)

Many new troops added and lines expanded:

- Frisians get 5 new units, including infantry using the newly added Frankish throwing axes, and cavalry riding Frankish Stallions in their final upgrade (2 new models, a tad slower but stronger in charge normal mounts) (basically having the Frisians adopt a little Frankish military influence to introduce added variety in troops).

- Britons get tier 4 and 5 elite cavalry to go along with some general strengthening of the line (Briton military weakness is now reflected in the AI troop recruiting tables, not the units themselves, leaving the Briton player the chance to revive their glory without feeling like they are using subpar units).

- Norse troops can now “go viking” and upgrade to vikingr at points (increases the ship sailing speed boost and comes with more immediate power at cost of higher wages and less long term potential), with an integrated line including berserkers and ulfhedinns (reworked to differentiate between the two) and ship captains (now with a special x4 ship speed bonus), and full line of warrior archers (old norse warrior archers gets a tier 3 lesser version underneath, and two tier 5 upgrades taking different paths), along with a tier 5 upgrade added to the tier 4 dane axe warrior.

- Swedish troop tree introduced (accessible through mercs/vikingr only), including a final upgrade possibility to Varangian mercenaries (ie, Swedish from Kievan Rus) riding 2 new horse models of large ponies/stocky horses (more maneuverable and tougher than normal horses, but a little slower). Varangians very rarely show up in mercenary pools in Norway and Denmark only. Somewhat inspired by the Varangian Guard forming in the Byzantine empire around this time (if Varangians went south to become mercs, why not west as well) and borrowing from later records of how Kievan Rus military often worked (elite mounted bodyguard supported by local levies)

- Newly added Danish and Norwegian mercs appearing in taverns throughout map. Vikingr are sometimes also available for hire in Norway and Denmark (local warriors looking for a captain, and helps balance the previously added polarized religions by allowing pagan players to have stronger recruiting in the home regions of Denmark and Norway).

- Female warrior line increased in strength greatly by addition of tier 4 and 5 units. Equipment and appearances reworked to be a mixture of all cultures rather than anglo/saxon focused (since they are player only and can be recruited from any location).

- Irish get a tier 5 sword/javelin skirmisher and a new tier 4 warrior inserted before the champion, upgrading the champion and pushing them out to join their mounted bodyguards as branching tier 5 options. Picts get a tier 5 crossbowmen and their special hornmen at tier 3 upgraded to be better javelin skirmishers, and then the standard bearer moved to be an upgrade to the hornmen.

- Saxons get some chance of mail armor at tier 4, and new tier 4 and 5 long axe wielding (1.5 handed) troops for breaking shields (lower wages and faster upgrades than normal bodyguards).

- Angles get some chance of mail armor at tier 4, and new tier 4 Northumbrian Mercenaries and tier 5 Captains (very skilled spearmen, but very expensive, as they are mercenaries, and somewhat worse armor than mainline spearmen), representing the disarray in the area and displaced warriors, and harkening back to anglo saxon mercenary past in arrival in Britain.

Good karma+1 vote
Tim@HoodedHorse
Tim@HoodedHorse - - 140 comments @ VC Balance Mod 12.0 Alternate version for vanilla faster travel speeds

Balance Mod 13.0 is close to being finished, and looking for people interested in playing and giving feedback on an advance version (available for download on the Discord: Discord.gg ).

A few examples taken from the changelog:

Unique bodyguards recruited by some 40 lords (Harald Fairhair gets his berserkers from the sagas, Alfred the Great gets some of the reworked infantry old captain, many norse lords get vikingr from their place of origin, etc)

Tournaments reworked (each of the 21 factions has a unique weapon loadout creating a different tactical experience and reflecting cultural tendencies, 50 tournament reward prizes including some artifacts newly added to the game and unobtainable elsewhere, very rare chance of a visit from one of 4 deities (Odin, Freyja, Loki, Thor) after a victory giving a bonus)

Many new troops added and lines expanded:

- Frisians get 5 new units, including infantry using the newly added Frankish throwing axes, and cavalry riding Frankish Stallions in their final upgrade (2 new models, a tad slower but stronger in charge normal mounts) (basically having the Frisians adopt a little Frankish military influence to introduce added variety in troops).

- Britons get tier 4 and 5 elite cavalry to go along with some general strengthening of the line (Briton military weakness is now reflected in the AI troop recruiting tables, not the units themselves, leaving the Briton player the chance to revive their glory without feeling like they are using subpar units).

- Norse troops can now “go viking” and upgrade to vikingr at points (increases the ship sailing speed boost and comes with more immediate power at cost of higher wages and less long term potential), with an integrated line including berserkers and ulfhedinns (reworked to differentiate between the two) and ship captains (now with a special x4 ship speed bonus), and full line of warrior archers (old norse warrior archers gets a tier 3 lesser version underneath, and two tier 5 upgrades taking different paths), along with a tier 5 upgrade added to the tier 4 dane axe warrior.

- Swedish troop tree introduced (accessible through mercs/vikingr only), including a final upgrade possibility to Varangian mercenaries (ie, Swedish from Kievan Rus) riding 2 new horse models of large ponies/stocky horses (more maneuverable and tougher than normal horses, but a little slower). Varangians very rarely show up in mercenary pools in Norway and Denmark only. Somewhat inspired by the Varangian Guard forming in the Byzantine empire around this time (if Varangians went south to become mercs, why not west as well) and borrowing from later records of how Kievan Rus military often worked (elite mounted bodyguard supported by local levies)

- Newly added Danish and Norwegian mercs appearing in taverns throughout map. Vikingr are sometimes also available for hire in Norway and Denmark (local warriors looking for a captain, and helps balance the previously added polarized religions by allowing pagan players to have stronger recruiting in the home regions of Denmark and Norway).

- Female warrior line increased in strength greatly by addition of tier 4 and 5 units. Equipment and appearances reworked to be a mixture of all cultures rather than anglo/saxon focused (since they are player only and can be recruited from any location).

- Irish get a tier 5 sword/javelin skirmisher and a new tier 4 warrior inserted before the champion, upgrading the champion and pushing them out to join their mounted bodyguards as branching tier 5 options. Picts get a tier 5 crossbowmen and their special hornmen at tier 3 upgraded to be better javelin skirmishers, and then the standard bearer moved to be an upgrade to the hornmen.

- Saxons get some chance of mail armor at tier 4, and new tier 4 and 5 long axe wielding (1.5 handed) troops for breaking shields (lower wages and faster upgrades than normal bodyguards).

- Angles get some chance of mail armor at tier 4, and new tier 4 Northumbrian Mercenaries and tier 5 Captains (very skilled spearmen, but very expensive, as they are mercenaries, and somewhat worse armor than mainline spearmen), representing the disarray in the area and displaced warriors, and harkening back to anglo saxon mercenary past in arrival in Britain.

Good karma+1 vote
Tim@HoodedHorse
Tim@HoodedHorse - - 140 comments @ Mount & Blade: Warband - Viking Conquest

Balance Mod 13.0 is close to being finished, and looking for people interested in playing and giving feedback on an advance version (available for download on the Discord: Discord.gg ).

A few examples taken from the changelog:

Unique bodyguards recruited by some 40 lords (Harald Fairhair gets his berserkers from the sagas, Alfred the Great gets some of the reworked infantry old captain, many norse lords get vikingr from their place of origin, etc)

Tournaments reworked (each of the 21 factions has a unique weapon loadout creating a different tactical experience and reflecting cultural tendencies, 50 tournament reward prizes including some artifacts newly added to the game and unobtainable elsewhere, very rare chance of a visit from one of 4 deities (Odin, Freyja, Loki, Thor) after a victory giving a bonus)

Many new troops added and lines expanded:

- Frisians get 5 new units, including infantry using the newly added Frankish throwing axes, and cavalry riding Frankish Stallions in their final upgrade (2 new models, a tad slower but stronger in charge normal mounts) (basically having the Frisians adopt a little Frankish military influence to introduce added variety in troops).

- Britons get tier 4 and 5 elite cavalry to go along with some general strengthening of the line (Briton military weakness is now reflected in the AI troop recruiting tables, not the units themselves, leaving the Briton player the chance to revive their glory without feeling like they are using subpar units).

- Norse troops can now “go viking” and upgrade to vikingr at points (increases the ship sailing speed boost and comes with more immediate power at cost of higher wages and less long term potential), with an integrated line including berserkers and ulfhedinns (reworked to differentiate between the two) and ship captains (now with a special x4 ship speed bonus), and full line of warrior archers (old norse warrior archers gets a tier 3 lesser version underneath, and two tier 5 upgrades taking different paths), along with a tier 5 upgrade added to the tier 4 dane axe warrior.

- Swedish troop tree introduced (accessible through mercs/vikingr only), including a final upgrade possibility to Varangian mercenaries (ie, Swedish from Kievan Rus) riding 2 new horse models of large ponies/stocky horses (more maneuverable and tougher than normal horses, but a little slower). Varangians very rarely show up in mercenary pools in Norway and Denmark only. Somewhat inspired by the Varangian Guard forming in the Byzantine empire around this time (if Varangians went south to become mercs, why not west as well) and borrowing from later records of how Kievan Rus military often worked (elite mounted bodyguard supported by local levies)

- Newly added Danish and Norwegian mercs appearing in taverns throughout map. Vikingr are sometimes also available for hire in Norway and Denmark (local warriors looking for a captain, and helps balance the previously added polarized religions by allowing pagan players to have stronger recruiting in the home regions of Denmark and Norway).

- Female warrior line increased in strength greatly by addition of tier 4 and 5 units. Equipment and appearances reworked to be a mixture of all cultures rather than anglo/saxon focused (since they are player only and can be recruited from any location).

- Irish get a tier 5 sword/javelin skirmisher and a new tier 4 warrior inserted before the champion, upgrading the champion and pushing them out to join their mounted bodyguards as branching tier 5 options. Picts get a tier 5 crossbowmen and their special hornmen at tier 3 upgraded to be better javelin skirmishers, and then the standard bearer moved to be an upgrade to the hornmen.

- Saxons get some chance of mail armor at tier 4, and new tier 4 and 5 long axe wielding (1.5 handed) troops for breaking shields (lower wages and faster upgrades than normal bodyguards).

- Angles get some chance of mail armor at tier 4, and new tier 4 Northumbrian Mercenaries and tier 5 Captains (very skilled spearmen, but very expensive, as they are mercenaries, and somewhat worse armor than mainline spearmen), representing the disarray in the area and displaced warriors, and harkening back to anglo saxon mercenary past in arrival in Britain.

Good karma+3 votes
Tim@HoodedHorse
Tim@HoodedHorse - - 140 comments @ Balance Mod 12 (save compatible with vanilla VC)

Balance Mod 13.0 is close to being finished, and looking for people interested in playing and giving feedback on an advance version (available for download on the Discord: Discord.gg ).

A few examples taken from the changelog:

Unique bodyguards recruited by some 40 lords (Harald Fairhair gets his berserkers from the sagas, Alfred the Great gets some of the reworked infantry old captain, many norse lords get vikingr from their place of origin, etc)

Tournaments reworked (each of the 21 factions has a unique weapon loadout creating a different tactical experience and reflecting cultural tendencies, 50 tournament reward prizes including some artifacts newly added to the game and unobtainable elsewhere, very rare chance of a visit from one of 4 deities (Odin, Freyja, Loki, Thor) after a victory giving a bonus)

Many new troops added and lines expanded:

- Frisians get 5 new units, including infantry using the newly added Frankish throwing axes, and cavalry riding Frankish Stallions in their final upgrade (2 new models, a tad slower but stronger in charge normal mounts) (basically having the Frisians adopt a little Frankish military influence to introduce added variety in troops).

- Britons get tier 4 and 5 elite cavalry to go along with some general strengthening of the line (Briton military weakness is now reflected in the AI troop recruiting tables, not the units themselves, leaving the Briton player the chance to revive their glory without feeling like they are using subpar units).

- Norse troops can now “go viking” and upgrade to vikingr at points (increases the ship sailing speed boost and comes with more immediate power at cost of higher wages and less long term potential), with an integrated line including berserkers and ulfhedinns (reworked to differentiate between the two) and ship captains (now with a special x4 ship speed bonus), and full line of warrior archers (old norse warrior archers gets a tier 3 lesser version underneath, and two tier 5 upgrades taking different paths), along with a tier 5 upgrade added to the tier 4 dane axe warrior.

- Swedish troop tree introduced (accessible through mercs/vikingr only), including a final upgrade possibility to Varangian mercenaries (ie, Swedish from Kievan Rus) riding 2 new horse models of large ponies/stocky horses (more maneuverable and tougher than normal horses, but a little slower). Varangians very rarely show up in mercenary pools in Norway and Denmark only. Somewhat inspired by the Varangian Guard forming in the Byzantine empire around this time (if Varangians went south to become mercs, why not west as well) and borrowing from later records of how Kievan Rus military often worked (elite mounted bodyguard supported by local levies)

- Newly added Danish and Norwegian mercs appearing in taverns throughout map. Vikingr are sometimes also available for hire in Norway and Denmark (local warriors looking for a captain, and helps balance the previously added polarized religions by allowing pagan players to have stronger recruiting in the home regions of Denmark and Norway).

- Female warrior line increased in strength greatly by addition of tier 4 and 5 units. Equipment and appearances reworked to be a mixture of all cultures rather than anglo/saxon focused (since they are player only and can be recruited from any location).

- Irish get a tier 5 sword/javelin skirmisher and a new tier 4 warrior inserted before the champion, upgrading the champion and pushing them out to join their mounted bodyguards as branching tier 5 options. Picts get a tier 5 crossbowmen and their special hornmen at tier 3 upgraded to be better javelin skirmishers, and then the standard bearer moved to be an upgrade to the hornmen.

- Saxons get some chance of mail armor at tier 4, and new tier 4 and 5 long axe wielding (1.5 handed) troops for breaking shields (lower wages and faster upgrades than normal bodyguards).

- Angles get some chance of mail armor at tier 4, and new tier 4 Northumbrian Mercenaries and tier 5 Captains (very skilled spearmen, but very expensive, as they are mercenaries, and somewhat worse armor than mainline spearmen), representing the disarray in the area and displaced warriors, and harkening back to anglo saxon mercenary past in arrival in Britain.

Good karma+1 vote
Tim@HoodedHorse
Tim@HoodedHorse - - 140 comments @ Viking Conquest Balance Mod

Balance Mod 13.0 prerelease
available for testing on the Discord
Discord.gg

A few examples taken from the changelog:

Unique bodyguards recruited by some 40 lords (Harald Fairhair gets his berserkers from the sagas, Alfred the Great gets some of the reworked infantry old captain, many norse lords get vikingr from their place of origin, etc)

Troll Height enabled as character creation option

Tournaments reworked (each of the 21 factions has a unique weapon loadout creating a different tactical experience and reflecting cultural tendencies, 50 tournament reward prizes including some artifacts newly added to the game and unobtainable elsewhere, very rare chance of a visit from one of 4 deities (Odin, Freyja, Loki, Thor) after a victory giving a bonus)

Many new troops added and lines expanded:

- Frisians get 5 new units, including infantry using the newly added Frankish throwing axes, and cavalry riding Frankish Stallions in their final upgrade (2 new models, a tad slower but stronger in charge normal mounts) (basically having the Frisians adopt a little Frankish military influence to introduce added variety in troops).

- Britons get tier 4 and 5 elite cavalry to go along with some general strengthening of the line (Briton military weakness is now reflected in the AI troop recruiting tables, not the units themselves, leaving the Briton player the chance to revive their glory without feeling like they are using subpar units).

- Norse troops can now “go viking” and upgrade to vikingr at points (increases the ship sailing speed boost and comes with more immediate power at cost of higher wages and less long term potential), with an integrated line including berserkers and ulfhedinns (reworked to differentiate between the two) and ship captains (now with a special x4 ship speed bonus), and full line of warrior archers (old norse warrior archers gets a tier 3 lesser version underneath, and two tier 5 upgrades taking different paths), along with a tier 5 upgrade added to the tier 4 dane axe warrior.

- Swedish troop tree introduced (accessible through mercs/vikingr only), including a final upgrade possibility to Varangian mercenaries (ie, Swedish from Kievan Rus) riding 2 new horse models of large ponies/stocky horses (more maneuverable and tougher than normal horses, but a little slower). Varangians very rarely show up in mercenary pools in Norway and Denmark only. Somewhat inspired by the Varangian Guard forming in the Byzantine empire around this time (if Varangians went south to become mercs, why not west as well) and borrowing from later records of how Kievan Rus military often worked (elite mounted bodyguard supported by local levies)

- Newly added Danish and Norwegian mercs appearing in taverns throughout map. Vikingr are sometimes also available for hire in Norway and Denmark (local warriors looking for a captain, and helps balance the previously added polarized religions by allowing pagan players to have stronger recruiting in the home regions of Denmark and Norway).

- Female warrior line increased in strength greatly by addition of tier 4 and 5 units. Equipment and appearances reworked to be a mixture of all cultures rather than anglo/saxon focused (since they are player only and can be recruited from any location).

- Irish get a tier 5 sword/javelin skirmisher and a new tier 4 warrior inserted before the champion, upgrading the champion and pushing them out to join their mounted bodyguards as branching tier 5 options. Picts get a tier 5 crossbowmen and their special hornmen at tier 3 upgraded to be better javelin skirmishers, and then the standard bearer moved to be an upgrade to the hornmen.

- Saxons get some chance of mail armor at tier 4, and new tier 4 and 5 long axe wielding (1.5 handed) troops for breaking shields (lower wages and faster upgrades than normal bodyguards).

- Angles get some chance of mail armor at tier 4, and new tier 4 Northumbrian Mercenaries and tier 5 Captains (very skilled spearmen, but very expensive, as they are mercenaries, and somewhat worse armor than mainline spearmen), representing the disarray in the area and displaced warriors, and harkening back to anglo saxon mercenary past in arrival in Britain.

Good karma+1 vote
Tim@HoodedHorse
Tim@HoodedHorse - - 140 comments @ VC Balance Mod 12.0 Module files for creating submods

VC Balance Mod 13.0 Changelog part 1 posted on the main mod discussion page
prerelease versions on Discord: Discord.com

Some examples from the changelog:

Tournament weapon selection changed (much better spear for example) and expanded (1.5 handed swords in ireland), and weapon loadouts are now faction specific. Each faction's tournaments should feel unique. There are spear vs sword tournaments, Irish champion sword only tournaments, spear tournaments, no spear tournaments, all different mixes of 1-5 weapons looking to faction flavor. Only 2 factions have ranged weapons in their tournaments (1 mounted no shield javelin, other foot shield javelin), the other 19 factions have no ranged weapons in tournaments. A handful of factions have 100% mounted tournaments (Picts, some britons, some irish), rest are 0% mounted. In doing this change, also fixed a Vanilla VC bug with tournament weapon assignments (it wasn't that noticeable because vanilla VC had all tournaments set the same, with every weapon, but even then the bug was subtly shifting the weapon loadouts to be out of proportion from what was set).

Tournaments now have 50 prizes (up from 4), each with an individually tailored text message for the award. Includes some unique items not otherwise obtainable elsewhere. Tournament prize acquisition tweaked. If you don't get a prize, you get a small extra purse of coins now. Chance of getting an item is slightly smaller (16.6% vs vanilla 20%) to reflect increased quality of some of the nicer items on the list. General moderate tweaks to soldier abilities, loadouts, and economic effects

Integrated vikingr and bersekers into the norse troop tree. Some words of explanation: none of the faction troop trees are a "regular" army, so the norse troops should be capable of "going viking." Introduces interesting choices for player, as the viking upgrades often offer quite a lot of immediate return of combat ability, as well as a better (2x compared to 1x) ship speed boost, and potential for slightly lower wages for a low honor player (standard wages for normal player), but poor long term potential, as they have high levels relative to their counterparts, and warband XP to upgrade is calculated by unit upgrading from, not unit upgrading to, as well as generally having worse upgrades available to them (namely, a choice between a berserker path, which is better offensively, or a ship captain upgrade, which has solid armor and gives an amazing 4x sailing boost)

Added special bodyguards to over 30 lords (Harald Fairhair gets berserkers, Alfred the Great gets elite saxon spearmen, Ubba gets elite vikingr, etc)

4 Norse gods (Freyja, Odin, Thor, and Loki) can very rarely visit you after a tournament victory. Each raises a different attribute point by 1. (note, Odin also appears to grant an item, when he does that, he does not raise attributes)

Good karma+1 vote
Tim@HoodedHorse
Tim@HoodedHorse - - 140 comments @ Viking Conquest Balance Mod

Northumbrian villages have a 75% chance of giving Angle recruits, 25% Norse. A similar rule applies to Frisian villages (75% frisian/25% norse).

Good karma+1 vote