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
(and main stable branch v1.5.3)
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
- Each level increases health by +5
ATTRIBUTE POINT BONUSES
- Each attribute point in Vigor increases health by +20
- Each attribute point in Endurance increases health by +10 and reduces stamina cost for smithing (from -10% to -50%).
- Each attribute point in Control increases health by +5
- Each attribute point in Intelligence increases workshop count by 1.
- Each attribute point in Social increases your companion limit by 1.
- Each attribute point in Cunning increases your party limit by 1.
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 Receive Damage" difficulty increases the chances of your party members of surviving when killed.
(Realistic: +0%, Easy: +20%, Very Easy: +40%) - "Player receive damage" setting gives the player additional health points
(Realistic: +0, Easy: +50, Very Easy: +100)
SMITHING
- Smithing & smelting items will show information of stamina costs, XP etc.
- You gain stamina while on the world map (less than waiting in town)
- Attribute points in Endurance will reduce the stamina cost of performing smithing actions.
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
WORLD MAP PARTY & ARMY
- Increased effect riding horses and cavalry have to parties speed.
- Siege construction speed now includes all parties designated engineers
- Party scouting skill helps increase party speed and reduce penalties.
- 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:
- Each tier increases a troops health by +25
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