Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I can say that Blood Eagle was a fantastic mod, really enjoyed it
Will have to try Dark Age sometime in the future.
Why do these mods not make an appearance in Steam Workshop?
I tried to upload Balance Mod to the Workshop, and got errors. Even posted multiple messages in the relevant Taleworlds thread, but didn't get any reply from Taleworlds staff to assist in uploading.
I may try again soon, though I suspect there might be something wrong with how steam handles the DLC warband uploads.
Anyway, ModDB currently is where most people find VC mods, with Nexus a distant second.
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 for players as a character creation option (male and female)
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.
Updated OP with another small visual mod,Brujoloco's custom banners (https://forums.taleworlds.com/index.php?threads/new-vc-banners-wip-anyone-interested.392380/ )
3 new mods join the list, congratulations to the modders!
Armor Mod for Viking Conquest is a graphical overhaul being actively developed in VC Balance Mod's submods channel. (congratulations Ale!)
Kauna's Shields and Banners is a small visual mod originally made for VC Balance Mod and hosted in the submods channel. (great work Kauna!)
Kauna's Ship Hulls and Finishes is a small visual mod originally made for VC Balance Mod and hosted in the submods channel. (again Kauna!)
1 mod got a new version:
VC Balance Mod 13.0 is a comprehensive gameplay mod including visual modifications by Kauna (shields, banners, ships), and contributions from EvilSquid (gameplay), Philippe at Bay (location names), Ale (throwing axes and horses), Muirhied (multiplayer), and Brujoloco (banners and sails).
I also improved the organization and descriptions in the list, and removed a 2.050 mod that I had mistakenly included, as well as another that was more of a single tweak than a mod.
Ale updated his new armor mod, and started a Taleworlds thread: https://forums.taleworlds.com/index.php?threads/armor-mod-for-viking-conquest.428986/
VC Balance Mod 13 released Patch 1 (100% Save Compatible) to the Discord: https://discord.gg/b5ddSHK (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.)