Mount & Blade II: Bannerlord
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Catalyst

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8thor8

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About this mod

In the native game, attribute scores only increase the learning limit on skills. This changes that behaviour so that attribute values modify gameplay effects thematically, similar to how it worked in Warband.
Updated for 1.6.0!

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  • Mandarin
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A new version for 1.6.0 has been uploaded! It is incompatible with earlier game versions.

BIG ALERT: The patches this mod applies seem to disappear the second time you load a game, after launch (eg. the first time you load/start a game it functions perfectly well, but if you load a game from there, it ceases to work), and requires the game to be restarted. I haven't been able to find the real cause of this problem, but it almost 100% originates with TW, and how they implement game loading. Bear this limitation in mind when using this mod, and fingers crossed that TW decides to un-fuck their code.

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In native Bannerlord, the sole purpose of attributes is to increase the learning limit for skills under their purview. This mod changes this behaviour by having attribute scores modify thematic gameplay elements. The power of these changes are adjustable by a Settings.xml file.

These changes are only in effect for heroes (which have attribute scores). This makes them significantly more challenging in tournaments (and in battle), so caveat emptor!

/**
Included is a second settings file with the suffix "Wuxia_mode", which you can use to replace the default settings for a significantly more hero-focused experience. Exponential bonuses are active, with mildly tweaked values, meaning a squad of 10 companions plus the player could likely solo one of the shittier lords' personal armies. This pairs incredibly well with Distinguished Service, which introduces a new, thematic pipeline for gaining companions.
**/

This mod uses Harmony PostFix and TargetMethods utilities to find and fix all available functionality methods in the loaded game assemblies. This makes it compatible with most other mods, such as the standard and natively-supported model overriding mods, and other Harmony PostFix mods. This means the attributes will still matter, even if you use other mods that affect things like party size, xp bonus, or renown/influence bonuses (unless the other modder made it impossible to patch). This means you should load this mod near to, or at the bottom of your load order.

The Changes:
Inside Settings.xml you are able to tweak the bonuses provided to basic gameplay mechanics by heroes' attribute scores. These values are always in terms of fractions of the total, and are applied per affecting attribute, diminished by the parameter second_attribute_fraction for more than one attribute.

You can decide whether these buffs apply only to the player with player_only, or only to the player's clan with player_clan_only.

These mechanics are:
  • max_bonus_dmg, the maximum additional damage
  • max_bonus_hp, the bonus to heroes' HP
  • max_bonus_partysize, bonus number of troops to add to the party size limit
  • max_bonus_persuade, bonus to persuasion chance (player only)
  • max_bonus_xp, additional XP gain
  • max_bonus_speed, bonus weapon swing speed
  • max_bonus_reload_speed, bonus reload speed
  • max_bonus_movespeed, bonus movement speed
  • max_bonus_battle_renown, bonus post-battle renown
  • max_bonus_battle_influence, bonus post-battle influence
  • max_bonus_income, the maximum per-attribute clan income bonus from the clan leader's stats. This is representative of the leader managing the clan endowment and investments
  • max_wage_decrease, the maximum decrease per-attribute in party wages based on the party leader's stats.
New in 3.3.0:
  • exponential_curve, whether to use an exponential curve to calculate bonuses (result = vanilla_value * exponent ^ modifier). Only active for certain physical bonuses (eg. swing speed, damage, HP, movement) and will result in a... interesting game.
  • exponent, the exponent to use in exponential_curve. Default is 2, but set higher for steeper exponential curve.
  • hp_frac_regain_on_kill, the fraction of the killing-blow damage that is regained by the attacker hero (yes, that scales with the exponential curve damage).
New in 3.4.0:
  • garrison_wage_rebate, a rebate paid to the clan leader as a fraction of garrison wages from a fief based on the governor's attribute
New in 3.6.0:
  • extra_interrupt_resistance, a bonus to the threshold damage required to "stagger" the player and interrupt a swing.
  • crush_through_energy_bonus, a fractional bonus to the calculated energy for hero attacks that are blocked, increasing chances of "crush through".
New in 3.7.0:
  • cut_through_chance, [behaviour changed in 3.8.0!] the fraction of hit damage that can be absorbed by armour before the attack will not slice through.
New in 3.8.0:
  • sim_battle_bonus, the bonus damage a hero can do in simulations.

You can choose which attribute, or attributes affect these mechanics by adjusting the parameters:
  • melee_dmg_attribute (by default Vigor)
  • ranged_dmg_attribute (by default Control)
  • attk_speed_attribute (by default Cunning)
  • rld_speed_attribute (by default Cunning)
  • move_speed_attribute (by default Endurance)
  • extra_hp_attribute (by default Endurance)
  • partysize_attribute (by default Social)
  • persuade_attribute (by default Social)
  • xp_bonus_attribute (by default Intelligence)
  • renown_bonus_attribute (by default Social & Intelligence)
  • influence_bonus_attribute (by default Social)
  • income_bonus_attribute (by default Intelligence & Cunning)
  • wage_decrease_attribute (by default Cunning & Social)
  • hp_regen_attribute (by default Vigor)
  • garrison_wage_rebate_attribute (by default Cunning & Intelligence)
  • interrupt_resist_attribute (by default Vigor)
  • crush_through_attribute (by default Vigor)
  • cut_through_attribute (by default Vigor)
  • sim_battle_bonus_attribute (by default Vigor and Endurance)

These are all completely customisable, and you can insert whichever attributes you want to have them affect the gameplay component, or append more on for smaller bonuses. To have multiple attributes affect these mechanics, they must be separated by a space (eg. "cunning social").

You can opt-out of the red messages by changing the enable_messages parameter in Settings.xml. Party size increases can also be calculated for each hero in the party, by enabling party_size_from_all_heroes.


This mod appears to be compatible with both the 1.4.1 stable and 1.4.2 beta game versions.
Make sure this mod is loaded after the native modules in the launcher!

This mod synergizes quite well with my other mod, Distinguished Service, which creates new heroes from soldiers in your ranks. This makes the new companions more useful than they would otherwise be.


Check out my other mods HERE, including:
  • Succession, which changes up the standard vanilla ruling-clan election system for kingdom- and culture-specific priorities!
  • Attributes Matter, which gives gameplay bonuses for attribute scores, so your new heroes can be more useful than normal soldiers.
  • Sergeants for Hire, which allows you to hire Sergeant units from towns to increase your party size. This mod takes advantage of Harmony PostFix and reflection libraries to be compatible even if you're using another mod that overrides the default party size function!