
Mount And Blade Viking Conquest Tool Kits Series Sold Over
Before it just gave 4x standard loot, which made no sense and alternated between magically creating more loot than would have existed solo and giving far less than it should.Bandit party spawns no longer depend on player army strength. Kill enemies in any order you like, even if peasants die first you will still get the good loot.Mount & Blade: Warband 1.174 Released (October 4th, 2018) Viking Conquest Reforged Edition 2.044 Released (October 4th, 2018) Napoleonic Wars 1.21 Released (October 4th, 2018) Modding Interviews with."First claim on all loot" option now actually does that, you see all the loot exactly as if you fought solo. As of 2015, the series sold over 6 million units.High level unit loot is no longer crowded out of the lootbox by peasant gear, as looting low level units is capped. At the height of Viking expansion into Dublin and Jorvik 875954 AD the longship reached a peak of development such as the Gokstad.2.0 just released and available for download here:Mount & Blade is a series of action role-playing video games developed by TaleWorlds Entertainment.The series is primarily set in the fantasy world of Calradia that closely resembles medieval Europe and the Middle East, expansions have taken place during different periods of history. This includes things such as modifying tournament bet amounts, village improvement build times, party sizes, and much more (see below for a complete list).Ship builders toolkitedit. Last updated 07.08.12 Mount & Blade and Mount & Blade: Warband tweaking made easy TweakMB provides an easy-to-use interface for activating and modifying gameplay tweaks in Mount & Blade.
Dialogue statements not updated (so will still report 10 hours or so, but it will only take 1), as this is temporary until the quest can be properly updated to involve training shielded militia units that might actually help against bandits.Some minor loot changes (no more 1/3 loot penalty when party is below 40 men, too binary, and companion loot shares change from 3 to 1, since player has to equip them out of his loot anyway. (companions with sailing skills will be added in later version)Tournament rewards are more consistent and reasonable (smaller town relationship boost, but now can increase relationship past 30, more lasting small renown boosts rather than going to +0 by mid game, culture-generic mail armor rather than every town giving Norse armor)Train peasants quest temporarily set to 1 hour per training cycle, balancing with small rewards, lower training cap of 5 in VC, and need to kill bandits yourself. Thanks to u/LordIronToe for discussing the leveled world issues with me a week or so back.Ship Captains now count as sailors for the sailing speed bonus. Bandit spawn settings from camp options and campaign AI setting still influence their size (if providing feedback on bandit strength, please report your settings for those options). The old system rivals Oblivion as a nonsensical leveled world, except at least in Oblivion the leveling generally happened when you met the spawn, and didn't jump backwards and forwards constantly.

I listed all the tweaks I incorporated in the OP, so no need to make those again.3) Or if you use the VC Tweaks Tool, I posted a seperate Module installation archive at the file download page at nexus, you could download that and follow the included instructions to overwrite the python files that the VC Tweaks Tool modifies, and then just use the tweaks tool to make your tweaks on top of the module files I edited.It should be pretty easy to do that actually, I was careful to create the Module install option just to make sure people could still tweak for themselves with the tool.4) As a last resort you could keep using version 1.2, which only changes itemkinds and troops, but sadly that will miss out on the 2.0 changes.Cool work. Should be easy enough, the guidance in the VC tweaks thread still should work generally, just be careful to find the right part. With some attention you should be able to figure out which are your changes (many are obvious just by the parts that are modified, or you can Winmerge with a vanilla VC file and note which parts you changed).2) Or you could repeat the tweaks you want by editing the mod's included text files.

If it were more of a limit I might have modded merchant gold, because it is just a time sink really. Cheap ships sell for around 1k.Ok, first a general point: every pirate game I have played that centers around boarding ships on the high seas (POTC, Sid Meier's) has involved a 100% ship capture rate.Why? Because it actually isn't that hard to balance, and having ships magically go "poof!" at the conclusion of combat strains belief.Now, as to why I feel a higher ship capture is balanced in VC, the short answer is that balance means balance of profitability between alternate player choices, not as against a preexisting profitability of a particular choice.In short, sea hunting is now somewhat more profitable, but the question is whether it is more or less profitable than using the VC loot options on land, given equipment sales of swords and armor going for 1k or so a pop.Port masters always have enough money to buy.Merchant money was usually not too much of a limit anyway, as equipment repair was often something to invest in and injected money back into a town, or buying horses for companions, and high value trade goods were available, or simply leaving a few high priced armor unsold, and then sailing to the next town. We all know how frustrating M&B can be :).Remember this is one of two included options.Anticipating this being controversial is why I included the alternate file for vanilla VC 10% capture (mentioned in the OP, but it was long).Ships don't sell for a minimum of 4K-that is what a snekja sells for generally. If I get more high level loot, I can foresee myself swimming in money just from battle loots and can keep fighting indefinitely and steamrolling my enemies.Other than that, other changes seem very nice, especially the QoL changes.
