Mount & Blade II: Bannerlord

It's innegable, as per Loot Overhaul e1.1.0, the balance issues it causes are too much for his configuration system to be able to try and manage those issues.

It feels necessary for me to express some ideas about those problems and how i think i'm going to address them.

What are the issues?
World Economics Balance Issues
First, this mod does not replace the default loot you were gonna get at the end of the battle. What it does is to ADD a chance of being rewarded with more loot at the end, if you win.

How does it do that?
Lets say we have a fixed value of 0.50 (%=%) in dropchancerate setting.
We are battling the enemy, and eventually a soldier gets Killed/captured. When that happens, we iterate all of his gear, piece to piece, applying the chance to get THAT piece, before trying to get the next piece of his equipment....

See, an agent (a soldier, for example) has 12 item equipment slots avaible. That's too much for higer rate configurations to not interfere with the game economy, the playthrough flow, etc. It literally has the power to make you finantially independent in one normal battle, let's say, against Mountain Bandits if you have your rates too much boosted.

No need to use Army vs. Army examples, right?

How can i (from the developer perspective) stop or prevent this?
Can I? Truth is i'm gonna try.
The first y'all can think after using both LootEveryOne and LootOverhaul is:
"Hey, LootEveryone saw past this before and implemented his threshold system! Why does LootOverhaul not have something like that?"

Yep, but if i loot that helmet... i want it at his full value. So i think the problem is in the Extra Loot Drop Chance Rate: Set it too low and you will barely notice its effects, set it too high and you break the economy right off the bat.

So i think i will not bother with Item price values and such because that's not the real problem. The overload of items you can get with some rates is. Also, there are some mods out there, whose purpose is to modify/fix items, units, prices, productions, etc. and i think this kind of limitation would hurt those mods more than it would help mine.

These are my current ideas:

  • Apply a first chance check to loot a unit.
  • Create an option value to set max items per unit you want to loot.
  • If you are able to loot that unit (the unit passes the above mentioned check), you iterate every equiped item that unit has, applying your chance too loot that item, until the max items per unit are looted.
  • Separate UnitDropChance and ItemDropChance

Connecting with these ideas, i want to implement Mod Settings, wich is a mod that allows me to create visual menu options, and you to see them.
ALSO, the loot on autobattle is incoming, or that's what i think. And with that, we will be able to allow ANY party in the map to loot their enemies the same way we do, easing the powercreep our broken economy would generate.

Thank you for reading this, i would like to hear your thoughts about this topic.

Infinizhen.

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Infinizhen

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