Vragos Campaign Version 1.2 released, read the changelog in the bottom of the post for details. 29th of May 2011
Known issues
Spoiler Alert, click show to read:
Your starting units are not updated to the new sizes, I'm working on solving it. Personally I solve it by simply disbanding the ashigaru units and recruiting new ones when I need them.
One or two great clans will often get destroyed early on, but they often rise again through rebellions. Generally they get destroyed by other great clans though, so I'm alright with it.
Smaller clans sometimes suicide against you when you are defending a castle city. Working on it. Usually they are content to raiding your regions if they are not strong enough to attack though.
My own experiences while testing the campaign
Spoiler Alert, click show to read:
First of all, it is extremely time consuming to test a campaign mod as you can imagine. Your experience of the campaing will depend a lot on which clan you play, if you pick one of the "corner" clans such as Date or Shimazu the start will not be as hard since you can focus your defence on 2 or 3 regions at a time.
I have based most of my testing on Takeda, as it puts me in the middle of the actions right from the start and force me to be somewhat agressive and in a good spot to watch the AI.
All testing and balancing has been done on hard difficulty.
I have seen Oda get wiped out, rise again and become my biggest enemy with 20 regions resulting in a 50ish turn war that ended in a stalemate when we were both attacked by other clans.
I have seen Oda, Mori and Chosokabe ally and dominate over half of Japan, crushing one opponent after another without turning on each other.
I have only rarely seen grat clans get defeated by minor clans.
I have lost several campaigns, where I simply failed to stop a clan before it became too powerful.
Naval landings happen much more often, once they even bribed half the army I sent against the landing force.
Not two of my testing campaigns have turned out even remotely the same.
Feedback Feedback and suggestions are much appreciated, but please be constructive in your critisism.
Work in progress
Spoiler Alert, click show to read:
Testing and bughunting.
Changelog
Spoiler Alert, click show to read:
1.2RELEASE
Overhaul of Uesegi faction, removing all samurai units from them. Change how this faction in particular recruit monk units, so it is similar to how others recruit samurai units.
Temples will add monks to the garrison.
Uesegi naginata monks will gain rapid advance.
Second wind removed from yari cavalry.
Increased Yari Ashigaru attack and defence slightly.
Monk hero unit size increased to compensate for them not being mounted.
Reworked unit collision in battle.
Added Katana Ashigaru to all factions.
Heroes slightly reduced in quality, cost and upkeep.
Ikko Ikki and Uesegi Monk units increased in size.
Larger accuracy benefits from buildings.
Increased range and attack speed of towers, but reduced the damage since they were killing off heavy troops way too easy.
Increased range for all archers and matchlocks.
Complete rework of missile units, increasing value of armor and making range impact more on accuracy as well as piercing power.
All archer units increased in size. Samurai and monks to 160 on ultra, Ashigaru to 240 on ultra.
1.1 RELEASE
High tier sword, archery and spear dojos now give two units to the defence of the castle city. Lower tiers still give one unit. Garrisons from forts adjusted accordingly.
Temples now give morale bonus to units recruited, slight reduction in region specialty morale bonuses.
Each dojo now add a recruitment slot. Reduction in recruitment slots from forts/castles.
Reduced income from farms.
Ports supply 1 food.
Lowered battle movement speed of cavalry units.
Cavalry units reworked, increased to 120 in size on ultra. Increased dismounted stats to be slightly better than their infantry counterparts. In essence cavalry is now mounted infantry.
Heroes are now cavalry units.
Armor values balanced. Increase in the effectiveness of heavy infantry armor.
Slight reduction in armor gains from smiths.
Reworked bonus for master and legendary dojo bonuses to make them impact the quality of troops as well as the experience.
Increased recruitment time of cavalry to 4 turns (3 turns with master and legendary dojos).
Minor adjustements to tech bonuses, most importantly more bonuses to fleet campaign movement range.
Experience levels from dojos reduced, to make experience in battle matter in end game.