Mount & Blade II: Bannerlord
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LL Muse

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kz14365

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About this mod

Add more things to do in a settlement while waiting around for your troops to heal. These actions will effect the stats of the settlement (prosperity, loyalty, security, militia) as well as relation with the noteables of the settlement. You can gain some skill xp and money as well from these actions.

Requirements
Permissions and credits
Translations
  • Mandarin
Changelogs
Version with letters at the end are same in terms of features as their counterparts without but just include bug fixes

Version 1.5.6.7
-After winning the battle to siege a town or castle there should no be an option to loot the settlement or let it be
-When looting there is the option to sack or to raze the settlement
-Sacking leads to the settlement losing half its prosperity and 1 building level for each building
-Razing leads to the settlement losing all the prosperity and resets all building levels to the minimal level
-Amount of gold from looting is 50 * prosperity looted + 5 * sum of building cost of buildings destroyed
-Looted settlements will have a negative daily loyalty penalty if own by the players faction that will last for 5 years
-The Citizens in razed settlements can be either sold into slavery for money, butchered and made into a pyramid of skulls for renown or settled in one of your towns for prosperity
-Added a dialogue option for enemy lords hiding in your faction's settlement - "Guards seize him/her".  It drives me mad how in the base game lords of factions you are at war with would just be chilling in your keep and there is nothing you can do about.

Version 1.5.6.6
-Mainly bug fixes and balance changes to remove exploits
-Added option to for tool maker workshop to automatically import hardwood and iron ore if you own slave estates producing hardwood and iron ore

Version 1.5.6.5
-Added togglable options for automatic tool deliver from tool workshop to slave estate
-applied once a slave estate runs out of tools in its stockpile and there are tools in the inventory of your tool maker workshop
-cost of 5 gold per unit of tools delivered
-Added ability to settle veteran soldiers in villages you own
-located under ruler actions in villages
-cost 200 gold per soldier to buy the land to resettle then
-resettled veterans will stay in the village as their own separate party and defend the village if attacked
-resettled veterans will provide daily loyalty bonus to the bound settlement, the size of the loyalty bonus depends of the number and tier of the veterans settled and the prosperity of the town (less effective on high prosperity settlements)

Version 1.5.6.4
-slave estates in livestock villages should now produce respective goods
-1 grain needed for hogs, 2 grain for sheep and 4 for cows
- will produce grain if not enough grain available for breeding livestock
-add option in town menu to reset main hero's home settlement to current town (if the option is not available at current town it means your home settlement is currently that town)
- heroes that escape from captivity will regroup at the home settlement of the clan leader
- note that heroes might wander to nearby towns to participate in tournament but escaped heroes should all be found near your home settlement instead of on the other side of the map (which tends to happen to me a lot in the base game)
- add an togglable option in mange slave estates to tell all your clan party leaders whether or not send their bandit prisoners to your slave estates or just hold on to them for ransom.
  
Version 1.5.6.3
-slave estates in silver ore villages should now produce silver
-slave estates in horse villages will now produce horses depending 
-requires 5 grain in stockpile to breed a horse, if not not enough grain is available in stockpile then the unit of work will go towards producing a grain, so effectively it takes 6 units of work to produce a horse, unless you want to manually deposit grain into stockpile to speed it up 
-horse will be 30% mules, 35% sumpter horse, 25% horse, 10% warhorse
-horse and warhorse type will depend on culture of the village

Version 1.5.6.2
-tool maker menu on towns where you own a smithy
-can assign companions as assistants
-companions with ironmaker and charcoal maker perks increase the efficiency of refining materials
-each companion added increases work rate of tool maker
-companion working at the tool maker will get smithing xp on a daily tick depending on how much work was done
-put ingots, iron ore, hardwood, charcoal and smeltable items into tool maker stockpile as inputs
-will prioritize converting iron into tools
-will refine lower tier ingots and iron ore to iron using charcoal when iron is not available
-will smelt down weapons in the stockpile using charcoal when no ingots of any type is available
-steel ingots of all 3 tiers might be in stockpile if higher tier weapons got smelted down.  They are not used but can be picked up from the stockpile
-will refine hardwood into charcoal when charcoal is not available

Version 1.5.6.1
-mainly just bug fixes and changes to base game function calls that got removed in 1.5.6 that caused crashes when running old version on 1.5.6 beta

Version 1.5.5.2
-slave estates have a 85% production penalty if no tools are in the stockpile
-View all option on slave estate now has a log showing daily production, slave deashes and tools used

Version 1.5.5.1
-removed criminal and siege actions
-add action sell bandit prisoners as slaves at villages to gain relations with land owner notables and to increase hearth
-add action to return peasant party members/prisoners to villages of the same culture to gain relations with headmen notables and to increase hearth
-add ability to buy slave estates
-can only add bandit prisoners to them as labor force (dirty looters need to be punished)
-daily chance for prisoners to die (configurable in mod options)
-generates trade xp
-goods produces gets added to a separate stock pile that can be collected later
-produces the primary product of the villages with the exception of livestock and horse villages(not implemented yet and will produce grain)

Version 1.5.4.11
-transfer settlement action and abandon settlement action added to castles
-can now make tools from iron while working in smithy workshop
-balancing fixes to make it easier for companions in your party gain xp and their skill levels now make a minor impact
-added a patch that remove the production cap for village (600 hearth in base game).  Villages can now produce enough food to support higher towns and castle prosperity if properly protected and developed.

Version 1.5.4.10
-added kidnap noble as new criminal action

Version 1.5.4.9
-added noble troop conscription action to ruler menu
-adds tier 2 noble troops to your party at the cost of town loyalty and prosperity
-added transfer settlement action to ruler menu; transfers your town to another clan in your faction
-added abandon settlement action to ruler menu; a newly spawned clan takes over your settlement

Version 1.5.4.8
-added conscription action to ruler menu
-adds tier 1 troops to your party at the cost of town loyalty and prosperity

Version 1.5.4.7
-ability to sponsor a tournament in a town; adds a tournament to a town at the cost of gold
-ability to bribe solider in besieged town to sabotage their siege weapons 

Version 1.5.4.6
Added ruler actions to towns and villages you own
-only current actions right now is ability to spawn new notable in your settlement at the cost of influence
-they will spawn with a positive relation with you and start off as a supporter of your clan 

Version 1.5.4.5
Added town drunks event for patrol town

Version 1.5.4.4
ability to work in workshops to turn raw materials into finished trade goods

Version 1.5.4.3
-bribe besiege city to open gate action
-rob notable in town action

Version 1.5.4.2
-Gang battle from patrol action now has option to fight the bandits inside the town (in civilian clothes/limited party) or lure the out of the town where your entire army is waiting in full military attire.  Success chance for lure is dependent on scaling tactic level with 100% chance at 200 tactics
-Actions that give/decrease relations with  a notable will effect their power by the same amount
-Work as laborer option available at non livestock villages
-gains athletics xp, speed dependent on athletic level, quantity produced is dependent on party size, uses tools
-tool break rate used in producing good where every time a good is produce there is a chance that a tool breaks.  By default this value is 10% but is adjustable
-produced goods go into your inventory if your clan owns the settlement and goes into the village stockpile if the village is owned by someone else.  You will be paid per unit of good produced if the village you are working in is not owned by your clan.
-producing goods gives a very small power increase to all the notables in the village  

if you need a way to get a lot of tools, check out my other mod that lets you make tools from iron and charcoal
Bulk Refine at Mount & Blade II: Bannerlord Nexus - Mods and community

Version 1.5.4.1
-building housing -> gain prosperity/health, engineering xp and relations with notable.  Requires Hardwood
-Train Militia -> progress bar will repeatedly fill and add a militia to the settlement every time it does.  Gains leadership xp
-Clear Land in Villages -> add hearth, give athletics xp, uses  tools
-hold festival -> uses food, gain charm relations and settlement loyalty
-patrol street -> gain security and leadership xp.  Might lead to battles with gangs. Gain relation with none gang leader notables and lose relations with gang leaders