Mount & Blade II: Bannerlord
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tynikuh

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tynikuh

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About this mod

Adjustments to various mechanics to match Warband/Improve game balance.

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Description

This mod does the following things, note that the following applies to all parties on the map, not just to your party, so AI having the perks will have stronger armies too.

Apply perks to units based on stack size
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In Native, XP from the Leadership XP Perks (Combat Tips, Raise the Meek) only apply to singular stacks, the actual number of troops in that unique type doesn't impact the amount of xp earned
For example:
With Raise the Meek:
1 Empire Recruit: Earns 30xp - 500 to go to level one recruit
100 Empire Recruit: Earns 30xp - 500 to go to level one recruit.

This means the stack size doesn't impact the amount of xp earned at all, unsure if intentional but differs from Warband's training model. This mod adjusts this, and now multiplies the xp given with the stack size.

Applies daily garrison xp to units based on stack size

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Similarly as above, the stack size isn't taken into account when giving xp in Native.
So we now multiply the xp given with the stack size again. 
Additionally there is an additional configurable multiplier for the amount of xp given.

Allows configuration of perks exp amounts

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The amount of XP given is also extremely low, a Recruit requires approx. 600 xp to level up.
This means 20 days to level one recruit. So i've added tweaking of these numbers as well with higher default values out of the box.

Feel free to modify these as described later.

Allows both Leadership XP perks to stack

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In native both perks do not stack at all, in fact Combat Tips applies over Raise the Meek even if you have both, meaning your lower tier units aren't receiving the maximum amount of xp out of the two they should be.

This mod now allows both to apply, so having both Combat Tips and Raise the Meek in a party means units under tier 4 will be earning 40+120xp (using values above).


Prisoner Recruitment re-rolls for each unit in a stack rather then once per unique type

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In native, the recruitment algorithm runs through each unique type of troop and applies a probability that 
a single unit from that type and tier becomes recruitable.

This mod adjusts this, so now the more of a single type of troop you have the greater the chances are that
one or more of those will become recruitable. The exact algorithm isn't straight forward but general idea is
to stick as close as possible to Native' logic.


Adjustable Prisoner max recruitment Tier

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In native,  recruitment is only allowed up to Tier 4, this adjusts it so its up to Tier 6 (very rare), and can be
further configured to a desired value.

Troops Ready to Upgrade do not increase experience earned for the stack (Off by default)

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Troops that are ready for upgrade no longer give experience to the stack. Intention behind this is to remove the
gamey feel of having a mass stack of a single type of unit and not upgrading them.
This is off by default and must be enabled via configuration.


Partys with foot troops move faster with riding horses (credits: Maegfaer)

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In native, foot troops only reach 50% effectiveness with riding horses in terms of their
speed benefits, multiplier exists in config to adjust this value by default
this is set to 1.8 (90% effectiveness). 


Optional configuration to add price penalty to Equipment and Troop Upgrade costs (credits: Maegfaer)

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In native, upgrade costs for troops are extremely low, this led to gold becoming way too
over abundant in the late game and a non-issue. Fighting battles and selling equipment also
gave far too much gold leading to no decision making.  These only apply to the player due to
the AI not handling this well (they're not great at gathering gold).


FAQ
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Is this compatible with Bannerlord Tweaks? Yes it is, I'd recommend turning down the Training Field XP gain for balance reasons though.

Does this mod affect AI Lords? Yes, unless specified otherwise all changes affect other lords/parties on the map.

Your mod is crashing my game. Please get in contact with me via message with your discord ID or hop on My Support Discord



Installation
Download and unzip the Module into your modules folder, default at:
C:\Program Files (x86)\Steam\steamapps\common\Mount & Blade II Bannerlord\Modules


As with other mods if the game crashes on startup after you've installed the mod try unblocking the .dll file. This is located in the module folder then navigate down bin default at:
 C:\Program Files (x86)\Steam\steamapps\common\Mount & Blade II Bannerlord\Modules\TyniBannerlordFixes\TyniBannerlordFixes.dll

 then right click on this file, click on Properties. Then tick the Unblock checkbox near the bottom of the window.

There may be alternative solutions that other modders have pointed out, as I discover them I'll add them here.

Compatibility

I've tried to avoid using anything that may cause incompatibility with other mods by hooking into the event system. So hopefully this should be compatibile with most mods. Please let me know if there are any incompatibilities, I will investigate.

This mod now uses Harmony I will list the Prefix/Postfixes below:

Prefix (always returns true):
  • TaleWorlds.CampaignSystem.MapEventParty#CommitXpGain

Configuration
You can configure the amount of experience Raise the Meek or Combat Tips gives in the config.xml file located in ModuleData of the module. (Default at: C:\Program Files (x86)\Steam\steamapps\common\Mount & Blade II Bannerlord\Modules\TyniBannerlordFixes\BanneModuleData\config.xml
)

Default out of the box configuration is adjusted from Native, so they are as follows:

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Combat Tips:   30 xp per day. (Native is 15)
Raise the Meek:  60 xp per day. (Native is 30)
Garrison Multiplier: 2.0x amount of xp (At best in a Town this means 10xp per day  (4*1.2(Drill Master) * 2 = 10 rounded)

Daily Recruitment Base Probability:  (Note that these are adjusted from Native, but that's because of an 'off-by-one' error in the code in native implementation,      these are clearly the intended numbers for Native)
  • Tier 1: 100% (Native is 50%)
  • Tier 2: 50% (Native is 30%)
  • Tier 3: 30% (Native is 20%)
  • Tier 4: 20% (Native is 10%)
  • Tier 5: 10% (Native is 0%)
  • Tier 6: 1% (Native is 0%)

Daily Recruitment Decay: (This the probability that's REMOVED from the base probability upon a successful recruitment ready going forward for this Tier)

  • Tier 1: 30% (Native is 100%)
  • Tier 2: 20% (Native is 100%)
  • Tier 3: 15% (Native is 100%)
  • Tier 4: 10% (Native is 100%)
  • Tier 5: 5% (Native is 100%)
  • Tier 6: 100% (Native is 100%)

ScaleByReadyToUpgrade: Off by default. Any troops that are ready to upgrade do not contribute to the experience pool of that type of unit.

ScaleByReadyToRecruit: On by default.  Any prisoners that are ready to recruit do not add additional 're-rolls' to the chance of recruitment.

MountedFootmenSpeedMultiplier: 1.8 by default. Multiplier to the effective speed boost of mounted foot troops (2 is same as cavalry)

PlayerEquipmentPricePenalty: 1.0 by default, Makes selling equipment less profitable by specified multiplier.
PlayerUpgradeTroopCostMultiplier: 1.0 by default, Multiplier to adjust troop upgrade costs


Known Issues

  • Setting configuration to below Native values allows troops to earn Native values when at 0 xp. Not going to fix as requires more intrusive changes leading to bad compatibility

Other Mods:

Maegfaer who has done some great contributions to this mod has also made a great QoL mod for controlling Clan parties:
https://www.nexusmods.com/mountandblade2bannerlord/mods/493/

Checkout the Community Patch where I'm contributing as well:
https://www.nexusmods.com/mountandblade2bannerlord/mods/186

The source code available at: https://github.com/tynakuh/TyniBannerlordFixes