Mount & Blade II: Bannerlord

New spells / ideas forum (10 comments)

  1. FuroxZX
    FuroxZX
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    You should look at Phantasy Calradia if you haven't already. They did a really good job with the spells. They're powerful and fun, but also somewhat balanced. Classic D&D style stuff like Fireball, lightning bolt, magic missile. The mana system keeps you from spamming them. Their spells were a bit unwieldy though - they're hard to aim and use predictably. You never know where the AoE effect is going off, who it's hitting, and how much damage it's doing. Not properly anyway.
  2. DandyLime
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    Playing around with the mod a lot,, it hit me that there is a huge gameplay balance issue at the moment, when the only hero, or heroes, that can use spells and advanced items are the player and the clan.

    Would it be possible for you to equip the other clans heroes with spells, arrows, aura armors to get some of all those spells hit back at you. I think it would also help bridge the gap that only the aserai and vlandia is able to fight back on equal terms atm :-)

    Thank you for working hard on this cool mod.
    1. BenjiG91
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      Yeah, that is 100% in the plans. I planned on remaking the troop trees first, then going in and straight pimping out the lords and ladies. I want them to be the "bosses" on the field, straight heroes and villains who are very powerful.

      I don't want them to just be elite troops who can order people around.
    2. DandyLime
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      Sounds great man..! :) The way the mod is going I am definitely getting a feeling that the heroes act more like warhammer heroes or warcraft etc with each their unique skillset. It will be amazing fighting the different factions heroes and lots of way to personalise them based on abilities. :-) Can't wait for this and the troop trees.

      Thank you for all your hard work! :-)
  3. RedComet313
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    I really wouldn't mind to see a couple overpowered spells (big stack size and damage) and such kept only available to the player for when people want to RP being an all powerful wizard or such. Additionally, down the line once it's possible, perhaps like a necromancer subfaction?
    1. BenjiG91
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      Hey, I can definitely do that when I make another pass through the items later. I had planned for some "ultimate" spells.

      There is one already, it's called "Unlimited Blade Works" and is an "ultimate" spell. It basically launches a ton of AOE swords at the enemy. I'll do more later.

      Sub-factions are 100% something I want to look at. Either as factions that roam the map, or as recruit-able troops using systems like Bandit Lord or Basilisk Guild.

      As far as necromancy, that is something that can be looked at in general down the line in terms of mechanics. There was another modder on here that messaged me and said he was developing something, so many we can integrate it later.

      For now, we will have "Death Mages" or "Shadow Mages" as part of the empire troop line and theme.
    2. RedComet313
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      That all sounds amazing!
  4. BenjiG91
    BenjiG91
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    Feel free to leave any ideas you think would help make the mod better.
    Remember we are working with limitations though!
    1. joshallen336
      joshallen336
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      healing spell if possible, also some kind of movement spell and maybe a close range knockback spell. idk if those are possible but they would be cool
    2. BenjiG91
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      Range will be difficult to implement, since the spells are currently "thrown" weapons with a small radius. I can look into it later though. I think there have been talks with our coder yhyu13 in implementing a heal aura, as well as a DOT time aura though!