Mount & Blade II: Bannerlord

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Igmat

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Durbatulukh

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Attribute ideas (4 comments)

  1. Ravoboa
    Ravoboa
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    Social: troop xp modifier, renown modifier
    Endurance: Enter fight with lower hp instead of forcing auto resolve outcome because low hp (game is unchanged at 20%)
    Intelligence: Heal percentage of health before battle, less food consumption, siege improvements damage and building speed
    Cunning: map speed bonus/reduced terrain penalty, improved auto resolve outcome
    1. Durbatulukh
      Durbatulukh
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      Social: troop XP seems to be not very immersive, while renown modifier - is a good idea
      Endurance: interesting idea, but it doesn't seem to be very important/frequent or I miss something?
      Intelligence: actually I'm looking for options which aren't present in skills and for now Intelligence seems to be good enough, but I'll think about your proposal
      Cunning: reduce terrain penalty is very close to speed bonus, might be useful but doesn't seem to be interesting (because it repeats Scouting actually). Again I might miss something, but it seems that there are plenty of mods (including pretty good ones) that change auto-resolve mechanics to be much close to what you get in a usual battle. Will it play with them in your opinion?

      Right now "Renown modifier" seems to be great. Do you have any additional thoughts about it?
    2. Ravoboa
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      Troop xp % could be good because of a leadership perk which gives troop xp. Social is the attribute for leadership.
      If I recall, there isn't any way in game to raise your health on demand before a fight. So if you get knocked down, you get a disorganized penalty where you might get attacked again and be forced to auto resolve.
      Vigor give damage boosts which repeat in skills (same with Control and boosted accuracy/attack speed), so I don't think it matters much if there is some overlap with attribute or perk. There can always be an option to disable if the user wants to customize their attribute benefits like Vigor implementation, 2% damage, 0% speed per level customizable.

      How does patching affect implementation if bannerlord tweaks changes a function? Can you extend and not change the mod to make a hard requirement? Bannerlord tweaks uses 'Getmaxherocraftingstamina', 'CalculateRenownGain', possible conflict?

      I don't use an auto-resolve mod but I would like a modifier due to effect per level and not flat increase.
      I think a weighted scaling option so higher attribute level give the effect more 'weight' at higher levels would change build diversity because you need to specialize in one or two main attributes. Something I might try if I pull new branch.
    3. Durbatulukh
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      Weighted scaling seems to be interesting: I'll definitely work on adding it as an option (on by default). I don't know why I didn't think about it before:)

      I'm working on adding something for VIGOR, CONTROL, ENDURANCE, and SOCIAL that actually doesn't repeat skills. Actually, I can add some stuff that repeats skills/perks bonuses as opt-in, but on the other hand, it'll blow size of configuration. I have to think about it.

      I don't use BannerLord Tweaks, so I don't know exactly. But it's likely that my patch won't be applied on top of it. Anyway, I have to check it.

      I was depressed by vanilla auto-resolve, so I use Combat Mod Collection (https://www.nexusmods.com/mountandblade2bannerlord/mods/1121) which makes MUCH more sense since it changes the algorithm and not just adds some flat increase to output.
      I probably have one idea how to make CUNNING affect auto-resolve on both vanilla and Combat Mod Collection, but I'm not sure.

      BTW, I added a sticky post with the nearest roadmap, which might address some of your ideas. You're welcome to the discussion there since it seems that nobody (except you and me, of course) opens Forums tab:)