Mount & Blade II: Bannerlord
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Igmat

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Durbatulukh

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About this mod

This mods aims to add more sense to Attributes (Vigor, Control, Endurance, Cunning, Social, Intelligence), so they affect more parts of gameplay than just learning rate and limits of respective skills

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Attributes Reloaded
MOD IS SAFE TO ADD AND REMOVE MID-GAME
This mod aims to add more sense to Attributes (Vigor, Control, Endurance, Cunning, Social, Intelligence), so they affect more parts of gameplay than just learning rate and limits of respective skills

MAJOR UPDATE!
The nonlinear progress model is now ON by default. For details read below.

COULD YOU PLEASE HELP IN TESTING?
The Mod is stable. It's very unlikely that it'll crash your game and it's definitely impossible for it to corrupt your save files.
And while math is OK and bonus applied correctly, there is one thing: I don't have enough time to test all possible situations when it SHOULD work.
I would really appreciate it if you enable messages from the mod in settings (they shouldn't be too annoying) and report back here if you face a situation in which your attributes should provide bonus but no message appears (like, renown/influence/morale increase/decrease).

Features
1. All attributes now provide additional bonuses:
VIGOR:

increases melee damage (default: 2.5% per attribute)
increases attack speed (default: 0.0% per attribute)
increases morale gain  (default: 5.0% per attribute) 
CONTROL:

increases range damage (default: 0.0% per attribute)
increases attack speed (default: 2.5% per point)
decreases morale loss (default: 5.0% per attribute) 
ENDURANCE:
increases HP (default: 2.5% per attribute)
increases move speed (default: 1.0% per attribute)
CUNNING:
increases effects of other attributes (default: 5.0% per attribute)
SOCIAL:
grants additional persuade chance (default: 1.0% per attribute)
increases party size (default: 2.5% per attribute, could be affected by companions)
increases renown gain (default: 2.5% per attribute, could be affected by companions)
increases influence gain (default: 2.5% per attribute, could be affected by companions)
grants renown when you met somebody for the first time (default: 1 per attribute, could be affected by companions)
INTELLIGENCE:

increases learning rate * of all skills (default: 5.0% per attribute)
increases clan total income (default: 1.0% per attribute, could be affected by companions))
decreases clan total expenses (default: 1.0% per attribute, could be affected by companions))
2. All these bonuses are correctly shown in your Character Window upon selecting specific attribute
3. The size of bonuses can be adjusted through an in-game menu (thanks to MCM). Defaults were selected to be as balanced as possible, but I assumed my set of mods and in your case you might want to have different values.
NOTE: be careful, because the bigger values you select, the bigger difference between low-level and high-level characters is (including all NPC's and even troops)
4. Companions, lords and even regular troops affected as well (but could be granularly turned off, by default: all enabled)
5. Regular troops are patched to have reasonable attributes (and not zeros) to receive bonuses from this new mechanic
NOTE: patching is made in memory, so it should be compatible with any mod that adds new troops
NOTE 2: it probably could be a great feature for playing with Distinguished Service, but I haven't tested it yet
6. ALL NPC's have at least 2 points in each attribute (similar to Player)
7. The nonlinear progress mode as an option (default: true)
Initially, the project was released with the linear progress model (you still can enable it, if you wish), which means that each time you increase your attribute by one point you get the same bonus. For example:
For 0 INT: 0 bonus learning rate
For 1 INT: 5% bonus learning rate
For 2 INT: 10% bonus learning rate
For 10 INT: 50% bonus learning rate
This model is simple and straightforward, but it has one downside: late-game progression doesn't feel as rewarding as it should be, because progressing from 2 points to 3 points is MUCH easier than from 9 to 10, but the reward is the same. The solution is simple, make later bonuses bigger than earlier. And it looks like this:
ATTRIBUTE(e.g. INT)BONUS MULTIPLIEREFFECTIVE BONUS (e.g. learning rate)
  00+0% 
  10+0%

  20+0%
  30.375+1.875%
  41+5%
  51.875+9.375%
  63+15%
  74.375+21.875%
  86+30%
  97.875+39.375%
1010     +50%

As you can see, overall bonus for the maximum bonus is the same. But progression differs. Obviously, it applied to every bonus provided by this mod.
I hope you'll enjoy it;)

TODO:
- [x] Improve algorithm for assigning base attributes for regular troops (now it's linear and considers only highest skill level)Adjust learning rate numbers in UI so it reflects the effect of INT attribute

- [  ] Show proper summary on learning rate tooltip
- [x] Show explanation for party size in the party screen
- [  ] Improve algorithm for assigning base attributes for regular troops (now it's linear and considers only highest skill level)
- [  ] Add API for translations
- [  ] Support Summarize Cashflow
- [x] Invent something more interesting for VIGOR, CONTROL, ENDURANCE, SOCIAL attributes like I made for CUNNING and INTELLIGENCE. BTW, ideas are highly appreciated;)
- [  ] Implement troop XP bonuses for VIGOR, CONTROL, and ENDURANCE
- [  ] Implement minimal HP after battle bonus for ENDURANCE

Besides:
- Big thanks to 8thor8 with his mod Attributes Matter, which inspired me to adjust his original idea to this state
- Visit GitHub page of this mod if you want to collaborate in developing