Mount & Blade II: Bannerlord
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About this mod

A simple mod improves vanilla battle experience. Changes damage calculating formulas. Zero configuration.

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  • Mandarin
A simple mod which improves vanilla battle experience. Changes damage calculating formulas,
With Zero Configuration.

The following is description for legacy Drastic Battle, last version of which is v3.2.0.
Config menu was removed since e1.7.0.0.

How to open config menu:
(1) in battlefield, open battle config pages
(2) in campaign map, open campaign settings
(3) in main menu, open xml settings (since v3.0.0)

Features (Outdated since v2.4.0)
1. Overhauled damage calculating model which emphasizes armor effectiveness. Now high value armors should be hard to penetrate but not unbreakable. Even blunt damage can be blocked. Much effort was spent to ensure the game balance retained. (Didn't change any equipment values, only modified on formulas, so it shall be compatible with those mods that modifies "ModuleData" xml files.)
2. Realistic mount charge damage. Horse charge now inflict much more damage depend on relative speed, weight and charge property, and horses receive self-inflicted damage in the collision. Horses with low charge property will be at disadvantage in cavalry confrontation.
3. Friendly fire enabled for all circumstances. Now using short weapons in melee combat make sense, for the good of reducing friendly damage. Don't worry, your soldiers won't kill each other, any casualty caused by friendly fire will be judged as injured rather than dead.
4. Configurable and improved crush through. Ever wondered why anyone can block your great twohanded weapon with a dagger with a single hand? Now kinds of weapon's blocking capabilities are adjusted, you'll need a shield to protect yourself against those heavy attack.
5. Fixed body part armor. Now shoulder armor no longer provide armor value to chest / abdomen / arm in the damage computing process. Visual armor values are not changed.
6. No more horse rear up. Ever get annoyed when a peasant with a pitchfork stopped your fully armed warhorse in your full speed charge?
7. No more magnetic shield. The word "magnetic shield" means that shield's collision volume against missile is much bigger than its visual volume.
8. Configurable athletic skill speed bonus and encumbrance speed penalty.
9. Bleeding and spontaneous healing mechanisms based on exponential decay rate.
10... (new features in v2.4.0)

The mod is saved game compatible.
The mod is clean. It doesn't leave any data into your saved games / game files folder.
Always guarantee that all functions of the module can be turned off / configured.
Press Ctrl+Shift+D in battlefield or in campaign map to open two different config menu.
All configuration files are located in Modules/DrasticBattle.

Compared to the similar battle overhaul mod Realistic Battle, Drastic Battle follows a more conservative design philosophy that it didn't modify on any equipment properties and its functionalities are totally invisible outside the config menu. The aim is to achieve greater compatiblities while it brings a lot of improvements to game battle experience.
Compatible with Realistic Battle AI Module.
Conflict with Realistic Battle Combat Module.

About Armor Penetration and Material Parameters (Outdated: formulas changed in v2.4.0)
The armor effectiveness related parameters are probably the most confusing parameters among so many parameters in config menu.
Although those parameters are already well adjusted as properly balanced in current version you may still want to tweak them slightly to fit to your interest.

Vanilla Damage Calculate Process
d(r, m) = max{0, 100/(100+ar)*m-tr}
d, damage
r, armor value
m, blow magnitude
a, armor absorb main factor
t, armor threshold of that type of damage
The damage calculate procedure could be seperated into two stage, the absorption stage and threshold stage.
First, absorption stage, decides how much of the fraction of magnitude remain after absorption apllied. In vanilla case, the fraction is '100/(100+ar)', it's a number between 0 and 1, it multiplies the magnitude then pass the result to threshold stage. As you can see, the fraction amount depends on armor value only, since 'a' is a constant.
Second, threshold stage, subtract the magnitude remain with 'tr'. For blunt damage, there is no threshold stage.

Armor Penetration Mechanism
The penetration mechanism introduced in Drastic Battle v2.1.0 aims to improve vanilla absorption process in such aspect that absorption fraction, which only depends on armor value in vanilla, should also be related to the blow magnitude. Blunt damage should be not the only way to crack down heavy armor. Cut damage, with adequate blow magnitude, can break the armor too. The idea is, the higher the blow magnitude, the higher the magnitude percentages remain after the absorption stage.
d(r, m) = max{0, s*m-tr}
s(r, m) = 100/(100+(100+m/p)/(100+mp)*ar)
s, absorption remain fraction
p, armor penetration factor
By design, the armor penetration factor should cause the effect intended when it's greater than 1. Interestingly, when it's located in (0,1), it will have the opposite effect i.e. higher the blow magnitude, higher the magnitude percentages absorbed, in which case the overall armor effectiveness are drastically improved.
And of course, when armor penetration factor is 1, it doesn't effect, providing vanilla absorption percentages that unrelated with magnitude.
Here is an example of absorption remain fraction, when penetration factor is 1.8, material effect is 1 (off), compared to penetration factor 1 (off), material effect 1 (off).

Fig1 v2.3 penetration 1.8 material 1.0 versus vanilla
In which x-axis represents armor value, y-axis represents blow magnitude, z-axis represents absorption remain fraction.
Here is another example, which makes use of material effect.

Fig2 v2.3 penetration 1.8 material 1.5 versus vanilla

Material Effect Parameters
There is only four type of armor material in current bannerlord edition, and they are discrete, unfortunately, no mixed state like 75% chainmail and 25% plate.
In versions before v2.3, material parameters are used as multipliers on armor thresholds affect in threshold stage. The effect was not ideal, since blunt threshold is much less than other thresholds, the material parameters' effect is unfair to different type of damage and almost useless to blunt damage.
Due to many drawbacks, material parameters are redesigned and given great significance in v2.3.0. They work in absorption stage and serve as exponent of 's', the absorption remain fraction.
d(r, m) = max{0, s^e*m-tr}
e, material effect parameter