Mount & Blade II: Bannerlord

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POWERUP MOD v1.1.6
by Fishbus
[email protected]

This is a Vanilla+ modification, with some personal additions, fixes and chances to some mechanisms within the game to create more content, variety and smooth out some edges.

Extract the contents of this archive to your "[Steam install]...\Mount & Blade II Bannerlord\Modules\" folder

----- v1.1.6 ADDITIONS / FIXES ----

SMITHING
- Heroes now replenish smithing stamina when wandering the map (+1/h on map, +5/h when resting in settlements)
- Rebalanced stamina costs, being reduced by the smithing hero's Endurance attribute.
- Rebalanced XP results.
- Rebalanced Ore, Wood and all Iron Ingot goods stats

----- v1.1.5 ADDITIONS / FIXES ----

- Updated to work with current game version

----- v1.1.4 ADDITIONS / FIXES ----

- Updated to work with current game version

----- v1.1.3 ADDITIONS / FIXES ----

PARTY SIZE
- Party size increases by +1 for every 4 skill points in the Leadership Skill

PARTY SPEED
- Rescaled scouting penalty and bonus to be lower on both cases.
- Party size has a speed penalty when it becomes much bigger, which can be reduced by having a higher Leadership skill.

HEALTH
- Player health increases by +20 per every point in the Vigor attribute.
- Adapted the extra health given to the player by difficulty. Easy +50, Very easy +100 (from 25 and 50)

BANDITS
- Bandit bases now have a larger count that scales according to your level and clan tier.

TROOPS
- Added T3, T4, and T5 Foot Archer units to the Khuzait nobleman's Son tree
- Khuzait Ranger, Khuzait Elite Ranger and Khuzait Khan's Marksman offer better trained, exceptional archery units.
- All troops have +25 health for every tier. (T1 = 100, T5 = 225)
- Improved arrows and bolts for higher tiered Vlandian and Battanian troops.

----- v1.1.2 ADDITIONS / FIXES ----

PARTY AMOUNT
- Party amount increases by +1 for every point in the Cunning attribute.

HEALTH
- Each level will increase health by +5.
- Each point in the Endurance attribute will increase health by +10

COMPANIONS
- Companion count increases by +1 for every point in the Social attribute.

BUILDINGS
- Workshop limit increases by +1 for every point put into the Intelligence attribute
- Town/Castle Workshops increase the maximum cost and build speed bonus by +50% for each level.

SCOUTING
- A higher scouting skill will decrease the speed penalty from terrain/night.
- A higher scouting skill will increase your movement.

----- v1.1.1 ADDITIONS / FIXES ----

PARTY SIZE
- Added support for leadership party size increase perks at level 250 and 275

COMPANIONS
- Companion pricing fixed from going to absurd 6000000+ numbers
- Gave companions general trait skillsets as a basic fix for the companion importing in v1.4.3
- Added many new names to all cultures

----- v1.1.0 ADDITIONS / FIXES ----

PARTY SIZE
- Fixed multiple party sized issues where values were not being read correctly.
- Base party size is 15 (previously 20)
- Party size increases by 10 every clan tier (previously 15)
- Steward perks man-at-arms and swords-as-tribue works as intended allowing more party members.

COMPANIONS
- Pricing adjusted again to grow exponentially the higher the level. So companions are more expensive overall.
- Fixed steward perks Ruler and Reeve, which now allow more companions.

----- v1.0.9 ADDITIONS / FIXES ----

COMPANIONS
- Added various new Aserai companions
- Added more female companions
- Companion hiring price reworked to be generally cheaper, as the levelling up requiements of v1.0.8 will make companions a higher level.

TROOPS
- Added T3, T4, T5 and T6 units to the Vlandian squire tree (Squire -> Banner Knight)
- Man-At-Arms, Crusader, Paladin and Templar Knight upgrades originally from the Squire as an elite versatile knight with a backup crossbow.

LOOTERS
- Defeating looters now gives you a relationship boost to nearby nobles (much like clearing a hideout).
- The stronger the bandit party, the greater the bonus.
- Added more variants to the Piledrivers and Deserters, giving more varied loot and visuals.

----- e1.0.8 ADDITIONS / FIXES ----

- Removed debug spam for learning rates

----- v1.0.8 ADDITIONS / FIXES ----

TROOPS
- Added T5 and T6 units to the regular Battanian tree
- Highlander and Highlander Champion, upgrades from Falxmen as a superior highly armoured two-handed claymore fighter
- (Falxman T4 -> Highlander T5 -> Highlander Champion T6)

LEVELLING
Reworked the player levelling system
- Reduced the rapid exponential growth for xp requirements at higher levels.
- XP requirement per skill is higher at level 1, but grows slower over higher levels.
- Reduced growth of SP required for gaining a level.
- Learning rate now increases overall as your level increases
- Learning rate now decays much slower depending on how far the skill is over the learning limit.
- Learning rates now has a minimum rate of 0.5x + (0.25x * Focus Level)

----- v1.0.7 ADDITIONS / FIXES ----

REWARDS
Reworks how loot is rewarded to the player.
- Better tier troops are more likely to give you better quality items
- There is a chance that loot will be bumped by 10, 20, 40, 80, 160 or 320 times the value (common, uncommon, rare, ultra, legendary, godly)
- This means there should be quality drops that are not all destroyed, tattered, broken trash.
- Added multiple new armour qualities and modifiers (as this is the only properly working system)

SETTLEMENT TRAINING
You can now train units by waiting inside castles or towns.
- Training xp starts at 20xp, with +40xp for each level of training facilities
- 3 troops gain this bonus xp, with this amount gaining in relationship to your Leadership skill (e.g. 140 leadership will mean 8 troops get xp)
- Training bonus occurs every hour

TROOPS
- Added another assassin troop, the Liquidator who has ungodly skills.
( Blade T3 -> Assassin T4 -> Executor T5 -> Liquidator T6)

----- v1.0.6 ADDITIONS / FIXES ----

LOOTERS
- Base looters have varied troop types (like army deserters).
- All looters and bandit parties are larger

MILITIA
- All militia for factions have unique variances and strengths between them (new types, extra tiers).
- Militia cannot be upgraded to regular troops now.

REWARDS
- Loot quality is now more varied (can create better quality than 'normal' or less)
(Loot can be between 2x to 0.2x the value of the object, it is more likely to fall on the worse side, however a higher tier troop slides both of these values upwards depending on their level)
- Loot quality is more likely to be better the higher level the troop is defeated (the possible value of items goes up both the top level, and bottom level)

----- v1.0.5 ADDITIONS / FIXES ----

TROOPS
- New troops for Asari, Kuzait and Sturgia.
- Added some new basic Looter types.

GOVERNORS
- Governors now give different bonuses according to their skill levels and combine with settlement buildings. (e.g. fighting and military skills improve militia experience, steward improves food production and storage etc.)

COMPANIONS
- More companions.

FIXES
- Some new weapons
- Militia adjustments.
- Increased relationship bonuses
- Improved siege bonuses according to engineers and how many clan role engineers exist in each army.

----- v1.0.4 ADDITIONS / FIXES ----

COMPANIONS
- Added many new companions, many for governor, leadership, caravan and other advanced roles.
(They have no dialogue trees so just "skip straight to business" to avoid localization errors

RECRUITMENT
- Recruitment in towns are increased slightly.
- More notable nobles will recruit faster
- Larger, more prosperous towns (prosperity) and villages (hearth) generate more troops than less prosperous ones.

SURVIVAL CHANCE
- Fixed issue with troop survival chance that had given them a greater chance than usual (+50% added by mistake on easy/very easy difficulties)

----- v1.0.3 ADDITIONS ----

EMPIRE
- Added a mounted Maceman unit
Imperial Maceman T4 ( Upgrades -> Imperial Mounted Maceman )

STURGIA
- Added a branch of Varyag units (T5 + T6) that foregoes using a mount (special recruit tree)

ARMOUR & WEAPONS
- Added item modifiers to work with crossbows and bolts
- Added more crossmow and bolt types
- Added more modifiers to Horses
- Added new daggers and shortswords

----- v1.0.3 CHANGES / FIXES ------

ARMOUR & WEAPONS
- Fixed the majority of item modifiers on armour and weapons

DILPOMACY & RELATIONS
- Generally raised all relationship changes values by 1 or 2
- Taking or being part of capturing a City or Town will give a large relationship bonus between you and some members to your kingdom.
- Relationship and Influence gained is split between all army members, so taking a settlement by yourself will result in a much larger bonus in general.

ALL FACTIONS
- All peasants now upgrade to their militia trees
- Started making militia more unique to each factions instead of generic infantry/spearman + archer

ASSASSINS
- Updated assassins with new shortsword daggers, so they are more formidable in combat.


----- v1.0.2 ADDITIONS -----

EMPIRE

Macemen:
- Add a non lethal element to your armies, macemen are useful for taking prisoners.

Imperial Infantryman T2 ( Upgrades -> Imperial Pacifier )
Imperial Pacifier T3 ( Upgrades -> Imperial Maceman )
Imperial Maceman T4 ( Upgrades -> Imperial Elite Maceman )
Imperial Elite Maceman T5

Assassins:
- Skilled in daggers and throwing knives, assassins provide impressivemedium and close combat piercing damage.

Vigla Recruit T2 ( Upgrades -> Imperial Knifeman )
Imperial Knifeman T3 ( Upgrades -> Imperial Assasin )
Imperial Assassin T4 ( Upgrades -> Imperial Executioner)
Imperial Executioner T5

Princeps Infantry:
- The empire are known for their well trained basic infantry, legionaries and menavliatons have a tier 6 version.

Imperial Elite Legionary T5 ( Upgrades -> Imperial Legionary Princeps )
Imperial Legionary Princeps T6
Imperial Elite Menavliaton T5 ( Upgrades -> Imperial Menavliaton Princeps )
Imperial Menavliaton Princeps T6

KUZAIT

Elite Horse Archers:
- Khuzait horse archers are notorious hit and runners, the elite heavy horse archer underlines this dominance.

Khuzait Heavy Horse Archer T5 ( Upgrades -> Khuzait Elite Heavy Horse Archer )
Khuzait Elite Heavy Horse Archer T6

VLANDIA

Skilled Crossbowmen:
- Vlandian Snipers are the most skilled infantry with a crossbow, while Pepperers have just a crossbow and stacks of ammo for long lasting volleys.

Vlandian Crossbowman T3 ( Upgrades -> Vlandian Pepperer )
Vlandian Pepperer T4

Vlandian Sharpshooter T5 ( Upgrades -> Vlandian Sniper )
Vlandian Sniper T6


BATTANIA

Master Bowman:
- The Fian Master is the ultimate ranged troop, and a rare site to see in battlefields.

Battanian Fian Champion T6 ( Upgrades -> Battanian Fian Master )
Battanian Fian Master T7

STURGIA

Shock Troops:
- The Sturgian Grizzled Ulfhednar are some of the fastest - and craziest - foot soldiers.

Sturgian Ulfhednar T5 ( Upgrades -> Sturgian Grizzled Ulfhednar )
Sturgian Grizzled Ulfhednar T6

ASERAI

Royal Infantry:
- The Royal guard is a personal bodyguard of royalty, with impressive armour and huge 2 handed axes.

Aserai Mameluke Palace Guard T5 ( Upgrades -> Aserai Mameluke Royal Guard )
Aserai Mameluke Royal Guard T6

----- v1.0.2 CHANGES / FIXES -----

CLAN
- Clan Tier goes to level 15
- Increased Companion limit => (Clan Tier * 2) + 1
- Increased Party limit = Clan Tier + 1

COMPANION HIRING
- Companion hiring prices increases exponentially according to their level to put more emphasis on high level skilled companions to purchase later, or getting cheap companions and training them up cheaply at the cost of time.
(e.g. Level 9 = 680, Level 10 = 970, Level 11 = 1520, level 12 = 2450 ... level 16 = 13800 ... etc.)

DIFFICULTY
- "Player recieve damage" setting now gives the player additional health points
(Realistic => +0 , Easy => +25, Very Easy => +50)

PARTY SIZE
- Party size increases by 10 per Clan Tier instead of 15, however there are more clan tiers (15) than the base game (7).
This would mean the total at max level would be +150, instead of +105

CHARACTER DEVELOPMENT
- Attribute points are gained every 3 levels (instead of 4)
- Player starts with 4 focus points (instead of 5)

TROOP WAGES
- Low tier units are tier 1 & 2 & 3
- Medium tier units are tier 4
- Veteran tier units are tier 5 & 6 & 7

- Low tier wages increased by 1.4x
- Mid tier wages increased by 1.6x
- Vet tier wages increased by 1.8x

- All prices for units - including upgrading - are increased.
- upgrading cost is 3x less than purchase value (instead of 2x)

- Mounted units are all more expensive to hire, especially those that require a warhorse.

MORALE
- Food variation gives exponentially more/less morale.
(instead it was linear)

BANDITS & HIDEOUTS
- Max bandit count on map is 350
- Max number of bandit parties that can hide in a hideout increased to 13
- Reduced max number of hideouts in each bandit faction to 10
- Reduced the starting amount of bandit hideouts in each faction to 1.

- Number of base party members allowed to enter a hideout increased to 10 (instead of 9)
- Each Clan tier level allows another +1 member of your party to enter a hideout. (Max bonus: +15)
- Each 10 levels of tactics allows another +1 member of your party to enter a hideout. (Max bonus: +30)

DIPLOMACY & RELATIONS
- Raiding and Sieging in an Army will have a chance of increasing your relations with party leaders inside that army.
- Raiding and Sieging will have a chance of increasing your relations within your party companions
- Being a part of taking a settlement will increase relations with the capturing faction. Towns give greater bonuses than castles.

- Increased the "Support Clan" influence cost to 100 but increased the relationship value to 10.
(This means the relationship increase is now 1 per 10 denars, instead of the old 1 per 25 denars)

HEALING
- Healing in settlements is dramatically increased, with villages, castles and towns giving better healing rates respectfully.
- Surgeons now give a base healing rate to yourself and your troops according to their skill in medicine.

- Player "Troops Recieve Damage" difficulty increases the chances of your party members of surviving when defeated.
(Realistic: +0%, Easy: +20%, Very Easy: +40%)

PARTY SPEED
- Cavalry and spare horses have a increased effect in speed.
- Forests speed reduction increased.

WEAPONS

- Increased throwing axes stacks to 6 (from 3)
- Increased thowing knives stacks to 12 (from 3)
- Increased mace blunt damage by +30-50%
- Increased dagger piercing damage by +50-100%