Mount & Blade II: Bannerlord
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Created by

Fishbus

Uploaded by

ItsFishbus

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About this mod

This is a Vanilla+ modification, with personal additions, fixes and changes to some mechanisms within the game.

Including but not limited to:
- More companion & troop types
- Better relationships & natural boosts
- Settlement healing & training bonuses
- Fixed armour/horse/shield bonuses

Permissions and credits
Changelogs
BUILT FOR LATEST BETA BRANCH e1.5.2
(and main stable branch v1.5.1)

This is the Power Up! mod.

It contains my personal set of tweaks, fixes and additions I wanted to add to my Bannerlord experience. As this is my own vanilla mod, I have dumped everything into a single set of files - which may not quite play well with other mods which change game models and troop content additions (however it DOES NOT change core code via injection!) - despite that, I hope that others can still enjoy it too!

Here is the main points of what Powerup does:

WEAPONS
  • Increased overall blunt damage of maces by around 1.5 times
  • Increased piecing damage by daggers by 2/3 times
  • Added various 2 handed hammers and longer maces.
  • Added more short sword daggers with improved cutting and piercing damage.
  • Throwing axe stacks increased to 6
  • Throwing knives increased to 12
  • New crossbows and bolt types.

LOOT
  • Loot quality is now implemented correctly for Armours and Horses
  • Loot has a chance to drop much better quality items, so not all of them are destroyed/tattered etc.
  • Added more quality types.

RELATIONSHIPS
  • Increased all positive player relationship interactions by +1 or +2
  • Capturing settlements will increase relations with random party and/or army members.
  • Capturing settlements will give a large influence & relationship bonus, which is doled out between all army leaders (which means solo captures will result in much larger bonuses)
  • Sieging or raiding villages will sometimes increase relations with party and/or army members every hour.
  • Defeating bandit parties will give a relationship boost to nearby nobles

DIPLOMACY
  • Increased the "Support Clan" influence cost to 100 but increased the relationship value to +10.

LEVELLING
  • Player levelling is now much more linear, instead of exponential.
  • You gain an attribute point per every 3 levels (instead of 4).
  • Attribute points and Focus points increases the level limit higher.
  • Learning rate slowly increases the higher your level is.
  • Learning rate reduces slowly after passing the level limit, and can now never drop below a certain rate.
  • Reduced SP growth required for each level

SETTLEMENTS
  • Governors now give bonuses according to their skills, such as improved militia training, production, garrison etc.
  • Staying inside a settlement increases your healing rate.
  • Staying inside a town or castle will train 3+ random troops per hour by 20xp, increasing in amount by training facility level, and the number of troops scaling from leadership skill.
  • Recruitment in towns and villages scales according to their prosperity.

COMPANIONS
  • Added many new companions, for governor, leadership, caravan and purebred fighting roles.
  • Companion hiring cost now scales according to the level, with lower levels being 600, rising up to 12000+

DIFFICULTY
  •  "Troops Recieve Damage" difficulty increases the chances of your party members of surviving when killed.
  • (Realistic: +0%, Easy: +20%, Very Easy: +40%)
  • "Player recieve damage" setting gives the player additional health points
  • (Realistic: +0, Easy: +25, Very Easy: +50)

CLAN 
  • Clan level increased to level 15 (from 7)
  • Companion limit increased to 2 * Clan Level
  • Party size limit increased to (Clan level / 2) + 1

PARTY & ARMY
  • Increased effect riding horses and cavalry have to parties speed.
  • Siege construction speed now includes all parties designated engineers
  • Food variation gives exponentially more/less morale

LOOTERS & BANDITS
  • More Looter types
  • Looter and bandit parties can grow much larger
  • Hideouts can now get much larger
  • More troops can enter a hideout, scaling by Tactics skill (+1 per 20 points) and Clan level (+1 per level) 

TROOPS
  • Troop purchase cost increases exponentially by each tier
  • Increased horse troop cost by about 2x.
  • Troop wages are now higher overall.
  • Peasants can now be trained into militia troops
  • Militia upgrade trees are more varied and have particular cultural strengths, however they cannot be trained to regular infantry now.
  • New troops for each culture, underlining particular cultural strengths:

BATTANIA
- T7 Fian Master
- T5 Highlander
- T6 Highlander Champion

STURGIA
- T6 Grizzled Ulfhednar
- T5 Huskarl
- T6 Huskarl Champion

EMPIRE
-T3 Pacifier
- T4 Maceman
- T5 Elite Maceman
- T5 Mounted Maceman
- T3 Blade
- T4 Assassin
- T5 Executioner
- T6 Liquidator
- T6 Legionary Princeps
- T6 Menavliaton Princeps

VLANDIA
- T6 Sniper
- T4 Pepperer
- T3 Man-At-Arms
- T4 Paladin
- T5 Crusader
- T6 Templar Knight

KHUZAIT
- T6 Elite Heavy Horse Archer
- T4 Khuzait Borjigin
- T5 Khuzait Khorchin
- T6 Khan's Quiver Bearers

ASERAI
- T6 Mameluke Sultan Guard 
- T4 Spearman
- T5 Silihdar
- T6 Hajib Silihdar

Replaced Game Models:
DefaultClanTierModel
DefaultDifficultyModel
DefaultCompanionHiringPriceCalculationModel
DefaultCharacterStatsModel
DefaultPartySizeLimitModel
DefaultPartyWageModel
DefaultCharacterDevelopmentModel
DefaultPartyMoraleModel
DefaultBanditDensityModel
DefaultDiplomacyModel
DefaultPartyHealingModel
DefaultPartySpeedCalculatingModel
DefaultPersuasionModel
DefaultVolunteerProductionModel
DefaultSiegeEventModel
DefaultBuildingEffectModel
DefaultBattleRewardModel
DefaultPartyTrainingModel
DefaultWorkshopModel
DefaultBuildingConstructionModel