Mount & Blade II: Bannerlord

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ThresherMaw

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About this mod

Complete Troop Overhaul brings a complete rebalacing, rearming and restyling of troops. Logic, linear progression is the very core of the mod. Item fixes and new items added. Dozens of new units distributed in standard troop trees and new trees.provide you new ways to compose your army, and new threats on the battlefield.

Requirements
Permissions and credits
Changelogs


CTO IS DISCONTINUED. Most of it's content has been assimilated into Calradia Expanded: Kingdoms, as well as entirely new content made by me. If you used this mod or it seems interesting to you, I suggest you look at CEK. Thank you.









Tl;dr
CTO is a complete, organized and balanced overhaul for all of Bannerlord`s troops:
Complete rebalancing & restyle

- Massive increase in troop variety, from Native 2-3 sets (with almost same items) to average 9+ sets with triple or more available items per troop;
- Different cultures will excel at their strenghts;
- Rebalanced dozens of troop skills so they make sense;
- Completely rearmed all main faction troops ingame, fixing missing/inadequate items;
- Troops have cohesive style adequate to their theme and tier, always optimized for aesthetics. No lame-looking troops.
- Reduced armor levels through smart armor distribution: high tier troops are more relevant, as scarcer armor means it's more impactful;
- Dozens of shield designs for troops to randomly select, bringing plenty of colors to the battlefield.



Complete tree restructure

- Dozens of new troops distributed among Native troop trees and completely new troop trees;
- Special troops: small, specialized troop trees with a certain spawn % chance, unique to that culture;
- Optimized all troop trees for logic, linear progression. Few to none drastic changes in function happen in troop upgrades;
- No excess. CTO adds plenty of troops, but these are meant to fulfill strategic function/thematic roles. No bloated trees with filler / tier 6+ troops. Good troops are good because of a long logical progression, and are hard to come by.


New items

- New items with new meshes, either commissioned for the mod or used from other public mods.



Sections

 Update;
 Factions;
 Features;
 Add-Ons;
 Recommended;
 Compatibility / Installation;
 Credits;




Update 4.5
 Finished Imperial Tagmata. Empire has now other 3 special units, the Excubitores. These cavalry units are the only specialized mounted crossbowmen in Calradia. With them, each Imperial faction has it's own subset of high-quality cavalry, plus the traditional Vigla nobles;
 Khuzait Special Troops and Tree rearranged. Khuzait noble lancer cavalry has received a t6 unit, and is now it's own separate tree. Previous units have been rebalanced for a smoother item and skill progression, leading up to a very heavily armored and skilled unit. Peasant troop progression also has been rearranged, as it is now separated in melee and ranged branches, with infantry and cavalry in both sides;
 Complete Aserai renaming and some fixes. Thanks to user freddtm, Aserai troops now have proper Arabic names. A couple units had inadequate equipment, and this was fixed. Mamluk 2handers received New and Reworked Items new Aserai 2h swords, and a couple units received proper southern spears rather than eastern ones;
 Implemented several New and Reworked Item changes. New items replacing others where they should, such as Vlandians using their own t5 spear, Imperials using their own t3 spear rather than Vlandian ones. Battanian Galads use the new Fine Steel Falx. There are some other adaptations too.
 Sturgia Rebalancing. Sturgia is now the only faction with shielded t1 recruit. This will help their survival significantly. Alongside this feature, Sturgian infantry has had it's skills boosted, further making them excell as Calradia's best melee warriors. Shields also have been redistributed according to New and Reworked Items changes;
 Vlandia Rebalancing. Vlandian peasant infantry and cavalry have their mobility significantly reduced. While Vlandians are good fights on all 3 areas (melee, ranged, cavalry), they are the slowest faction. Some fighting skills have also been reduced;
 Bugfixes. A couple bugfixes such as Vlandian Noble Swordsman not having weapons, or a few units not having chest pieces;
 Patch content. Distributed new Battanian armor pieces;
 1.5.5 Compatibility. As Troop Replacement Framework is not working for 1.5.5, I've taken measures to replace Native troops in other ways. While troops are not 100% replaced without Replacement Framework, it works for the most part.

Factions

Vlandia
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Being originated from various regions from the West, Vlandians have a rather diverse troop selection. However, it is safe to say, the Vlandian strategy relies on being well-balanced, with it's core being composed of effective infantry and skirmishers (among them the best crossbowmen in Calradia) of peasants, and a distinctive, highly-effective heavy lancer cavalry corp.
Traits:
- Well-balanced unit selection;
- Very good lancer cavalry and 2h noble infantry;

- Superior crossbowmen and good bow units;
- Relatively well-armored.

Additionally, a group of nobles have specialized in foot warfare. These warriors are highly trained and wield long, 2-handed swords.
However, they are scarce, and the lack of shields make them vulnerable to lance and projectiles. Still, it is said an Eisenlöwe's life, Vlandia's most distinguished soldiers, costs at least 5 lives of the enemy.



Empire
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Imperials are similar to Vlandians. Being in contact with multiple civilizations, a balanced army composition is necessary to provide flexibility. The Imperial cavalry sets a high standart: Imperial kataphrakts, which come in multiple forms, are among the most effective cavalry in Calradia. In fact, the (Vigla) Kataphraktus Honoratus is both the most trained and heavily equipped cavalry in the continent. Imperials have 2 unique systems: Foederati and Tagmata.
Traits:
- Relatively well-armored;
- Superior cavalry, best of the best;
- Access to extra high-quality cavalry through tagmata;
- Exclusive entire troop trees of Foederati.


Tagmata:
The Tagmata are groups of high-quality cavalry units, starting at tier 3. Currently, the West Empire spawns Hikanatos cavalry, while South and North spawn Scholaris. The plan is to each Imperial faction have it's own cavalry branch.




Foederati:
The Empire's foreign troops. With the downfall of a centralized Empire, continuous incursions of foreigners in Imperial territory and increasing lack of adult citizen male population, the Imperial administrations have adopted a Federates system. In this system, foreign troops recruited in foreign fiefs holded by Imperials will often use and fight in Imperial style, while retaining traces of their own.




Sturgia
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Unequivocally the fiercest warriors in Calradia. Sturgians is a generic term for the peoples of the north. They are not culturally unified, but on thing they all know well: battle. There is no infantry more skilled than Sturgian infantry. Aside from that, strong support from good archers and skilled javelin skirmishers, as well as plentiful throwing weapons for the infantry, mean that Sturgians are deadly at a bow shot's range, but even more at sword range. Their large, strong shields make them the most resistent against projectiles.
Traits:
- Very good peasant infantry;
- Superior, extremely well-equipped noble infantry;
- Good archers and skirmishers for support;
- Abundance of throwing weapons;
- Relatively weak cavalry.

Despite Sturgia's cultural focus on foot combat, horsemanship is deemed a noble's practice. For those, two possibilities exist: the Druzynnyk way, lancer cavalry, or pancerny, a style of combat Sturgians adopted from the Easterns.




Aserai
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The southern peoples of Calradia have a traditional way of fighting. The perfect stratagem for the Aserai is not direct, large scale battle, but a long-drawn skirmishing and harassing process. Aserai rely mostly on cavalry and ranged combat. Their cavalry however does not stands out for being the strongest, but for being abundant.
Traits:
- Good cavalry, mostly with ranged capabilities;
- Abundant cavalry: 3 different sources of mounted troops;
- Good archers, only second to Battanians;
- Relatively weak infantry.

Unlike any other culture, the Aserai can draw manpower from camel-mounted tribes. These southern-most tribes, having no reliable way of maintaining large horse populations, have masted the camel as a tool of war.




In addition, compensating for a less efficient infantry, Aserai can recruit a elite troop corp called the Rashidun. These soldiers are well-trained and highly-flexible: shields, spears, throwing weapons and one-handed weapons are their equipment. However, these troops will take a beating against more specialized, elite troops of other cultures.




Battania
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Calradia's native, fierce warriors. Battanians are all about infantry. Their warriors hit harder than most others in the continent, specially the fearsome 2-handed swordsmen and falxmen. Yet, Battania's true strenght is the ranged combat. There are no more accurate sharpshooters known than Battanians. The noblest archers, Galads, have access to extremely scarce bows and arrows, as well as unparalleled training, what makes their name a dreadful sound to the enemy.
Traits:
- Superior ranged infantry;
- Highly skilled melee and skirmishing infantry;
- Abundance of throwing weapons;
- Highly mobile troops;
- Less efficient cavalry;
- Relatively less armored.

Having taking notice of the tactical disadvantage of lacking cavalry, a few warriors specialize in mounted combat, despite the strong Battanian tradition of foot warfare. Most have retained Battanian war of fighting: they carry throwing weapos and are effective as skirmishing/disrupting force, as well as distracting enemy cavalry. Yet, one group have gone even far, adapting foreign, strange way of combat to Battanians: lancer cavalry.





Khuzait
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Although not natural to Calradia, Khuzaits hame similar fighting style to Aserai. By far, Khuzait mounted archery are the fastest and most precise mounted archers in the continent. Their lance cavalry is also competent, but less important for their strategy. Khuzait foot troops are definitely the weakest, but it does not mean they are pushovers. Unique to them are their glaives: long, hard-hitting polearms that are also used as couched lances. Khuzait strategy relies more on mobility and therefore less armored troops.
Traits:
- Superior mounted archers;
- Abundant cavalry;
- Good, highly mobile cavalry overall;
- Less efficient foot infantry;
- Relatively less armored.





Features 

 REBALANCED SKILLS

All new and Native troops received rebalanced skills according to their culture and new gear distribution. Troops are designed to follow a logical skill progression. The development from a recruit to any given final troop, usually tier-5, aims to always represent a spectrum. With each step in this spectrum, the troop acquires better skills and gear, or at least uses same level of gear. Hard changes in function still exist, but have been reduced to a minimal. 

The mod also fixes various wrong Native troop skills. All units will be proficient at their main function to the level it's due - no more archers without archery skill, but also no more militia peasants shooting like marksmen. In sum:

- Made certain cultures are better at certain troop types;
- Made sure troops evolve in logical, gradual manner;
- Fixed various Native troops with excess / lacking skills, and therefore OP or inefective.






 AESTHETIC VARIETY & GEAR DISTRIBUTION 

CTO gives troops plenty of new gears to choose from. 
In general, troops have anywhere from 2 to 14 times their original visual variety.  Armor levels are now more distinct between troop functions and tiers. The best gear of any given culture is restricted to it's noble troops and possibly some tier-5 units. You will no longer see archers armored like tanks. Melee troops will always be more armored than ranged troops, two-handers more armored than shielded units.

Despite all troops having much more gear to select, it has also been ensured that each tier will 'fluctuate' around certain armor levels. This gives tiers more 'weight' and guarantees a steady gear progression. Also, a lot of care been taken in order to guarantee that troops make aesthetic sense. They not only will look as armored as they should be, they will look part of their culture. Thus, the vast increase in visual variety does not mean they will look unauthentic. Naturally the degree of this varies for each culture, as they have different amount of assets, but all have retained originality.

As for weapons, they follow similar logic. Lower tier units are often less regular, and thus carry all types of weapons, but gradually getting specialized. A levy infantryman may come with shield, without, with a single spear or an axe. Then, he progresses to carry a shield + 1-handed weapon, perhaps lower-end throwing weapons. Finally, he ends up with quality shield and axes/maces/swords, and a specific throwing weapon.

A few items have been added or been modified. Imperial Pila now are longer, like real life Pila. Longer versions of Vlandian two-handed swords have been added. New throwing spears have been added.


In sum:
- Greatly expanded the visual variety of essentially all troops ingame;
- Guaranteed a steady, logical progression of gear at all times, depending on tier and troop function;
- Fixed dozens of troops  using wrong gear, either too good or too bad for tier;
- Integrated into gear lists items that were previously unused;
- Items will overlap cultures when possible;
- Units always have visuals coherent with their culture;
- Made swords rarer. Axes, maces and spears more common. Ranged units use spears;
- Made sure cavalry units progress with horse quality in logical manner. Noble tier-6 troops use top quality noble horses.

Example of Vlandian longbowmen (new unit - these aren't even half of the presets!):


Example of Battanian Trained Warriors (Cingeto):


Example of expanded troop code:
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 EXPANDED TROOPS

On top of the rebalancing, Complete Troops Overhaul adds completely new troops and entire troop trees, exanding culture's rosters. This gives you as the player new ways to compose your army in every single culture. The units are completely integrated in upgrade paths, NPC parties and recruitment. All new troops are balanced in the same manner of original troops. No over-powered/balance-breaking troops - each will serve a purpose that was otherwise not served. These troops come in 2 different manners:

I. Integrated into Native trees
Every single major culture has new troops for it's common troop trees, and many have new noble units.

II. Integrated into completely new trees / Special troops
These replace the recruit for normal troops, depending on the relation of settlement culture and owner culture. This replacement is done by a percentage % which may be adjusted. Thus, the availability of traditional noble troops is unaffected, as only the recruit for common troops may be replaced.

Special troops for Imperial factions are the most special, as they extend outside Imperial settlements. These troops are Federate troops - that is, foreigners (Vlandians, Battanians, Sturgians, etc.) fighting for the Empire. By default, each Imperial faction has a different mix of these Federate / Auxiliary troops, making their armies different from each other. Federate troops spawn in Imperial settlements, but also completely override original recruits of any foreign settlement conquered. So, if an Imperial faction conquers an Aserai settlement, it only spawns Aserai Federates, and so on.

Other factions have their own special troop trees, but these are restricted to their own cultural territory. All these parameters can be configured, see the related article in Articles section for more info.

In sum:
- Completely reorganized most Native troop trees;
- Added dozens of new units that enable new army composition and taticts for each culture;
- Imperial Federate / Auxiliary system which can be configured;
- Removed most hard changes in troop function, such as archer becoming mounted archer.


Imperial Federates, each the end of a tree


 NEW ITEMS & ITEM FIXES

These extra troops ha



 MILITAS & CARAVANS

These extra troops have received a skill & gear overhaul just like any other troop. Besides that, caravan and militia troops now have their own trees and can upgrade to standart army units. This means that you no longer need to ignore them if released them from an enemy lord, as they are no longer dead-ends, or keep them forever in your party. You probably didn't do this, as they would occupy the space of potentially better troops.

Militia and caravan troops are weaker than average troops. Naturally, militia and caravan troops are less professional / exposed to combat than standart army troops. Thus, they perform worse than your average army soldier. This is specially important for sieges, as Native militia archers were overskilled. If you ever wonded why enemy archers seemed to be marksmen, it's because of that.

In sum:
- Fixed various skill bugs making these troops either too effective or virtually useless in their main function;
- There is now actually a purpose in keeping these units, as they eventually will upgrade to standart, better troops;
- Added plenty of visual variety, which was in dire need;
- Militia and caravan units are weaker than average;
- Less skilled militia mean less attacking troops sniped during a siege.






 COMPLETE RENAMING

In order to better represent Calradia's various cultures, most units across all major factions have received new names according to the real-life cultures they are inspired by. With the exception of a few names, all the vocabulary used for this mod is real vocabulary of real languages. Exception are a few names that still follow the respective language's rules, but are made up, such as Eisenlöwe (Iron lion) for Vlandia and Battanius / Sturgiensis for Federate troops (neologisms that would actualy be possible in Latin). This goes hand-in-hand with their reworked visual styles.

This feature helps immersion by both giving more flavor to each faction and removing the repetitive titles such as 'archer / veteran archer / warrior / trained warrior', etc., which are best as placeholder names than actual names. For some players this might mean some adaptation time, which is positive. You'll be looking at the encyclopedia to see what that name repesents and get a deeper understanding of that culture. And that is immersive - realize that mosty people in Calradia would be unable to talk to each other.

Languages used:
BATTANIA: Gaelic (various dialects I believe), Gaulish, Dacian, Proto-Celtic (undefined origins).
All these languages have been used as Battanians draw from all of them. From the Dacian Falx in the Black Sea to the Scottish kilts in northern Britain. If you pay close attention, you'll be able to spot which units are more related to each other.

ASERAI: Arabic.

STURGIA: Ancient Norse, Ukrainian.
Ancient Norse was more used for infantry while Ukrainian for other units. It is clear that Sturgia is not meant to be culturally unified. This represents the real-life mixing of Slavs and Norse in Kiev-Rus area. They also represent both Nords and Vaegir factions in Warband, which are Norse and Slav, respectively.

VLANDIA: English, Italian, French, German.
Various Western languages used as Vlandians seem to a mix of cultural backgrounds. They are defined as coming from the West, not a specific country and culture.

EMPIRE: Latin, Greek.
Both languages were used as the Calradic Empire draws heavy inspiration from the Byzantine period in Roman history. They share a good amount of vocabulary when it comes to warfare, it seems. Names for Federate troops were made in Latin, some using neologisms that would make sense, eg 'Sturgiensis' = Sturgia + ensis, sufix that designates origin, 'coming from'.

KHUZAIT: Mongolian.




Add-Ons

 LORDS REARMED (to be updated soon)

Have you ever thought lords used gear too cheap / weak considering they are the social elite of Calradia? This optional mod fixes that. Lords will only use high quality gear, as well as their culture's heaviest gear. Aside from looking better, they will also be less repetitive. Many items that could be used for them were not.






 COLORED SHIELDS

Thanks to POC Color Randomizer Mod, Complete Troop Overhaul can leverage it's goals of making troops more interesting to look at by giving them randomized shield patterns. Troop's clothing colors will also vary, making each army much more interesting to look at. Of course, shield designs are made to resemble each culture's theme, and unnatural colors are avoided, thus always keeping a believable, almost realistic feel.








Recommended Mods

 Realistic Battle mod - Changes various details about combat. Features that go well with Complete Troop Overhaul:
- Troops always have their shields up, hence reduced effectiveness of ranged units;
- High-end troops more effective due to increased efficiency of armor, what makes them survive more and widens gap between them and recruits;
- Increased horse charge damage and lance reach increase effectiveness of cavalry units (thrusts from horseback less effective, couched lances more effective);
- Increased efficiency of spear troops due to increased damage in close-quarters. Many spearmen in CTO fight solely with spears;
- Skirmishers and units with throwing axes more effective as these weapons are more likely to break shields.

Very recommended.



Compatibility

Expanded troops is NOT compatible with any other troop mod. This includes:
- Main faction troops;
- Bandits;  --- easily fixabled. Check Articles section.
- Mercenaries;
- Minor factions currently reworked;



Installation / Uninstallation

INSTALLATION. 
1) Extract the .rar file;
2) Drop it into the 'Modules' folder in Bannerlord's directory;
3) Download and activate Custom Troop Upgrades (https://www.nexusmods.com/mountandblade2bannerlord/mods/453?tab=description)
4) Download and activate Adonnay's Troop Changer;


UNINSTALLATION.
 Disable in Launcher / remove files. Your game WILL CRASH if you uninstall this mod and try to load a save made with this mod enabled, because that save has references to information that will be lost by uninstalling.


Credits
Threshermaw - Creation of mod, vast majority of creative and manual work, mod page;
thekicek - Help with troop ideas, troop lists, translations, some shield designs;
genrev0914 - Models commissioned for the mod;
ADamnSexyName - Models which he posted but kindly allowed to be posted here too;
jesusinbox - shield designs from Complete Shield and Banner Overhaul;
Mystermask625 - shield designs from Polybian - Imperial Overhaul.

Banner of behalf of genrev0914's Youtube channel