Mount & Blade: Warband

Mount & Blade: Warband

Legacy of the Dragon
Mord_Sith Dec 13, 2019 @ 5:08pm
Thoughts after banging around in this for a while
So, got a decent way in, sided with the orcs and ramrodded those poor orange folk to the north of Hatch, swallowing two of their cities in one war. At this point I can safely say that I've hit what feels like a content wall, so I'll throw out a few suggestions here.

1) As a trader-player who hunts for the best deals, the menu buy-in for common goods in the special cities like Tradeford are anathame to me, keep the normal trade menu for everything except specialist goods or unique items that shouldn't fluctuate with the trade margins.

2) The cost to visit the northern city (5000 denars) is completely worthless, decided to shell out the money for a ship to visit there and because I can't use the ship to run cargo along the rivers I decided to see if the place would be worth it... it ain't.

3) The map work is good (no weird pathing glitches) but very bland along the rivers, there needs to be some kind of embankment textures because otherwise it just looks off, just a touch of elevation would make all the difference.

4) The world's too stable, After the war with the orange people, the orcs just stopped going to war, full stop, there were no antagonistic events and there was nothing but feasts going on making it a very dull time spent running around trading, chasing dragon-kin, and not a lot else.

4) The troop trees are blind, not sure why you axed the troop trees but they really need to come back, with the variations in your troops by race without the trees it's a nightmare to figure out what does what.

5) Not all troops that should have an upgrade do: Ogres can't improve to Ogre chieftans for example, you can't upgrade based on Melee, Ranged, Magic from the base villager (only melee and ranged, one would expect a novice necromancer from the ghouls for example)

6) I can wipe out a 60-man group of dragon-kin with a dragon in tow, but I can't attack the dragon in the dwarven citadel who's just a dragon with a bunch of gobs? Seems like wasted potential there if I'm being honest.

7) Formations are fuggered hard, more often than not I have to manually formation my cavalry to get their equine arses out of the way of my archers before the enemy comes within firing range because for some reason everyone's formed up on the singular skirmish line despite being set into separate groups.

8) Dwarven firearms are too expensive for what they are, yes, they're guns, woo hoo... when you can get wrecked by magic that costs 1/5th or less than the cost of the dwarven firearms because magic ignores your armor, you really gotta re-balance

9) Everything playable is a base humanoid race... Personally I enjoy playing fantasy settings where I can be a dwarf, where I can be a giant, where I can be the weird mantis-person that communicates by smell or a series of clicks, however, when creating a character, your choice is either Human, Human Half-breed, Halfling, or Elf... And by god do something about the tusks on the orcs, they look like they could pick their noses with them if they move their jaw a certain way.

10) You can't improve your allies magic: I have a lot of ranged and casters I'll admit, but one thing that frustrates me i that i can't have them learn stronger magic because my character can't talk to the tower masters (no personal magic power) and I don't know if it will translate correctly to other characters through the inventory screen.

11) There are large swathes of empty space to the north, not sure if it's planned content or not, but there are massive plains expanses to the north between purple and Green that just seem to be a waste of space, it would make sense if you could build your own village / city / castle but thusfar I see no way to do so beyond a lair.

12) Lore? It seems you have some interesting components in your world with the undead race being tricked and the like and two of the human races being half-breeds of the northmen vikings (who incorrectly identify themselves as being in the south mind you...) but some things just don't add up, like the dwarves being nomadic yet never showing up in any town, or where are the giants? Goblins? I might suggest a friendly / antagonistic camp system where a nomad pack of a race will wander and act as a temporary town for a week, then pack up and move like a convoy to another location. That way they can be on the map but not be a major faction.

13) Undead / Demonic (corrupted) variants of the races would make a lot of sense as well lore-wise, so an undead ogre or a corrupted ogre, allowing for bonuses while within those armies (much like the preference bonus you get for using a unit that's tied to a race you have high favor with) but otherwise being a normal ogre stat-wise. You could even add a camp action (if you allow your players to start as undead) to turn units into their undead variants for a morale hit on all non-undead units, or corrupt if you can be a demon / half demon with the same constraint.

14) Seems like farms, stone pits, and lumber mills just don't exist in this mod, there's salt mines, there's training grounds, but that's about it.

15) Elven Outposts / embassies / hidden towns seem necessary in the larger wooded areas that are otherwise empty dead-space game wise and fits with the wilderness protector vibe that's traditional to elves. You could even have a quest to do from the Elven queen to reveal them to you otherwise they're invisible to the player until then.

16) Break the world into five? Right now the map is a pangea for the most part, a large solo body of land, you seem to allude to there being a land of dragons and a land of giants when you talk to the northmen but it seems like there's no way to get to them at this time. So in the name of making boats actually useful and making the world a bit more interesting, I would suggest you break the world into five: Three land masses around the magi eye, with two periphiary land masses in the South-East and North West for the dragons and the Giants respectively. On those internal three land-masses you have the "Humanoid" kingdoms on one, the "Abhumanoid" kingdoms on another, and the "Raiding" kingdoms on the third. All of them should have a gatehouse city between the other two land masses that a ship could pass through but the magi eye should be only approachable by ferry or by your own ship.

The Abhumans should be the Orcs, the Ghouls, and possibly a beastkin race (for the were-furries that run around the map) They should also be home to the dwarven citadel.

The humanoids should be I'd say the yellow, blue, and green humans with the twin cities (you know, the one near the Elven tree) within it's bounds.

The raiders should be the White, Orange, and possibly an abhuman raider group independent of their base race (Like a mix of Halflings, Dwarves, and other nomadic races), and should house the cult of the undying and Savior's Rest.

Finally the bridges should have a bridge-city to allow ships to port and pass through for a toll, these will be Tradeford, Halfway There Inn (though you might want to expand on it rather than just be an inn) and a third city. Passing through this city should incur a toll regardless of going over the bridge or going by ship, though I'm unsure at this time how that would show.

For the magus eye, it should probably take the same form it has thusfar, though with a "bushy" eyebrow made of forest for the elves to put the Elven retreat in (to symbolize it's neutrality) and a number of spots below the eye to "Hide" where the dark elven exit would be much like liver spots or freckles under the eye, or even something similar to the neverwinter eye (though obviously not a direct copy for reasons.) like a teardrop or triangular tattoo beneath the eye.