Mount & Blade II: Bannerlord

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Squirrelfart

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Somecat

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About this mod

Bannerlord's faction identities, gameplay or aesthetic, are fucked in vanilla. This mod aims to fix that in a way that acknowledges the original intent (interpreted as to how the faction looks and plays in MP) while helping it with my own vision. Has wide-reaching changes to troop trees, some as minor tweaks, others as full-blown new units/nobles.

Permissions and credits
Installation instructions can be found in the download directory.

This mod is updated for 1.3, and should not cause any savegame issues, unless you were to remove it from your save with any of the new units introduced in the mod in your game, in which case your save might crash on start-up.

READ THE HOW_TO_INSTALL.TXT! THE INSTRUCTIONS ARE (imo) RELATIVELY SIMPLE BUT YOU CAN MISS THEM QUITE EASILY.

YOU SHOULD BE DRAGGING A FILE CALLED SPNPCCHARACTERS.XML IN MY MODULE FOLDER INTO MODULES/SANDBOXCORE/MODULEDATA, AND OVERWRITING THE SAME FILE IN MODULES/SANDBOXCORE/MODULEDATA WITH THE SPNPCCHARACTERS.XML IN MY MOD. MODULES/SANDBOXCORE/MODULEDATA CAN BE FOUND IN YOUR MAIN GAME DIRECTORY, STEAMAPPS/COMMON/MOUNTANDBLADEIIBANNERLORD. A LIMITATION OF THE MODULE SYSTEM FORCES ME TO DO THIS TO CHANGE EXISTING TROOP STATS. I AM CURRENTLY AWAITING A FIX OR A NEW METHOD TO CHANGE EXISTING TROOP EQUIPMENT.

This mod drastically overhauls the Sturgian, Battanian and Aserai troop trees in terms of aesthetic appearance, but also in gameplay identity and battle performance. The main thing here is that the three factions should now perform as per what I believe is their specific game play identity much better now, and not get powercreeped by some of the other factions. You will also find some stat changes and equipment tweaks here and there, for either aesthetic or balance purposes. This mod was designed to change appearance and gameplay without straying too far from the standards of vanilla.

Stats were changed in order to match what I feel was the main identity of that faction (according to my experiences in Bannerlord's Captain mode and as to how each faction feels, performs, and specialises in), but you will not find any drastic changes in gameplay besides balance. Most things have been buffed, and close to nothing was nerfed - deliberate changes were put into place to attempt to make Aserai, Battania and Sturgia's power levels more equalised with other factions, such as Empire. Certain troops have been buffed, those that correspond to what I believe is the identity of the faction - but those troops who do not correspond to said identity, you will often find unchanged in stats or performance. There's been an attempt at balance, and I want to advertise this mod as a rebalancing of the game, but don't expect anything perfect. I tried my best, and if you have any feedback, tell me.

There has now been an additional inclusion of noble troops, designed to mostly give the factions some extra noble options and emphasize their gameplay identity. Some of the new nobles I believe are less "immersive" or grounded in reality; such as Camel Cavalry, Crossbow Knights, and Ranged Cataphracts. Other noble troops are much more "vanilla" and don't disrupt the game balance and faction identity as much, mainly being the Battanian Infantry and the Sturgian Infantry/Cavalry. As such I have provided three download directories for users - if they wish to have the "basic" nobles (grounded in reality), the "unique" nobles (stuff like crossbows on horseback or camel archers), and no additional nobles at all.

Changed troops:

BATTANIA - I believe (based on how they perform in captain mode) Battania is a FOOT-ORIENTED faction, with emphasis on foot archers capable of defending themselves, and with deadly ranged potential, along with fast-moving and generally effective infantry (almost on-par with Sturgia) complemented by shock infantry. Battania is a faction built around ranged action complemented by melee - skirmishers, heavy archers, and solid infantry, who are left vulnerable by their piteous (nonexistent) cavalry, giving them a lack of flexibility and mobility. Remember Rhodoks? They're Rhodoks, with bows. Bowdoks?

Battanian Clan Warrior (aesthetic change)
Battanian Trained Warrior (improved armour, aesthetic change)
Battanian Picked Warrior (aesthetic change, improved armour, +1h, +polearm, +athletics, now upgrades into Falxman)
Battanian Trained Spearman (changed to Battanian Oathsworn, +1h, +polearm, +athletics, helmet change)
Battanain Wood Runner (aesthetic changes)
Battanian Raider (now the Battanian Ranger, an archer troop with a good archery skill, and a 1h sword)
Battanian Scout (now the Battanian Yeoman, an archer troop with a very good archery skill, and a 2h sword)
Battanian Horseman (now the Battanian Marksman, an archer troop with an exceptionally good archery skill and a 2h sword)
Battanian Skirmisher (aesthetic wolf shoulder added)
Battanian Veteran Skirmisher (aesthetic wolf shoulder added)
Battanian Widlling (aesthetic wolf shoulder added)
Battanian Mounted Skirmisher (aesthetic wolf shoulder added)
Battanian Highborn Warrior (aesthetic changes)
Battanian Hero (aesthetic changes)
Battanian Fian (aesthetic changes, Fian is now spelled Fiann)
Battanian Fian Champion (aesthetic changes, 1h switched to 2h with corresponding stat adjustments, Fian is now spelled Fiann)

OPTIONAL NEW TROOPS:

COMES WITH BASIC AND UNIQUE NOBLES PACK - "Highland Warriors"
Battanian Highborn Fighter (is a noble infantry, not too groundbreaking, meant as a path to upgrade to the Battanian noble infantrymen. Javelins + 1h + spear)
Battanian Ceithernach (is a noble infantry, again, not too groundbreaking, meant as a path to upgrade to the Battanian noble infantrymen, but could shine on their own. Javelins + 1h + spear).

Battanian Gallóglach (is a noble infantry, 1h + romphalia (glaive) + javelin heavy infantry with stats tuned adjustingly to the power level of other noble troops. Designed to complement the Battanian Fianna and join the main infantry force as Battania's elite infantry.)
Battanian Gallóglach Champion (is a noble infantry, 1h + romphalia (glaive) + javelin heavy infantry with stats tuned adjustingly to the power level of other noble troops. Designed to complement the Battanian Fianna and join the main infantry force as Battania's elite infantry.)


STURGIA - I believe (based on how they perform in captain mode) Sturgia is a MELEE-FACTION, with particular emphasis on highly deadly infantry, complemented and dependant on versatile and unique cavalry. Their archers aren't "true" archers, but instead have shields and 1h skills, following behind their infantry. Their infantry should (and does, in captain mode) win every fight with every other faction by a narrow-medium margin. Infantry by itself is extremely helpless in this game, however, and that is where Sturgian cavalry comes in - they are enablers for the Sturgian infantry, their main killing force. Sturgian cavalry shouldn't be useless or nonexistent - they are what enable the infantry, what protects them from archer crossfire, from horse archers, from hammer-and-anvil tactics, from other cavalry, from kiting skirmishers or running archers - they should be turning every engagement with Sturgia into a infantry-infantry fight, a one Sturgia will win, keeping the archers and cavalry at bay so the Sturgian infantry can do what they do best. This isn't Nords, who literally only had infantry, and this isn't Vaegirs, who literally only had glass cannon troops - it's almost like Nord Infantry paired with Vaegir Cavalry, with nothing left in between.

Sturgian Archer (given a shield)
Sturgian Veteran Bowman (given a shield)
Sturgian Warrior (armour buff and aesthetic improvements, stat improvements)
Sturgian Soldier (armour buff, aesthetic improvements, stat improvements)
Sturgian Spearman (armour buff, aesthetic improvements, stat improvements)
Sturgian Veteran Warrior (now Sturgian Guard, with many stat increases, given a scarf mandatorily, aesthetic changes)
Sturgian Shock Troop (now Sturgian Sovnyanny, with many stat increases, and aesthetic/gear changes)
Sturgian Berserker (now the Sturgian Linebreaker, with improved armour, 2h, athletics, and was given a bardiche as a nod to the Sturgian predecessors, the Vaegirs, in Warband)
Sturgian Ulfhednar (now the Sturgian Úlfheðinn, with much improved armour over the original ulfhednar, much improved 2h and athletics, and was given a bardiche as a nod to the Sturgian predecessors, the Vaegirs, in Warband)
Sturgian Brigand (gear/aesthetic improvement)
Sturgian Hardened Brigand (aesthetic improvement)
Sturgian Horse Raider (aesthetic improvement)
Varyag (now Sturgian Varyag, +1h, +athletics, +polearm, aesthetic improvements)
Varyag Veteran (now Sturgian Veteran Varyag, aesthetic improvements, gear improvements as a result, +1h, +polearm, +athletics, +throwing)
Sturgian Druzhinnik (aesthetic improvement, horse barding changed and improved)
Sturgian Druzhinnik Champion (aesthetic improvement, horse barding changed and improved)

OPTIONAL NEW TROOPS:

COMES WITH BASIC AND UNIQUE NOBLE PACKS - "Northern Complementaries"
Sturgian Dvor Rider (is a noble cavalry, t3, meant to upgrade to the in-game Druzh and serve as a bridge that upgrades the Warrior Sons into a dedicated cavalry line. No shield, alright armour, not that strong)
Sturgian Dvor Cavalry (is a noble cavalry, t4 equivalent of the Druzh, is in the main Sturgian noble line alternative to the added infantry, that being the cavalry)
Sturgian Varyag Elite (is a noble infantry with high armour, t5, 1h + spear + throwing axes, stats tuned adjustingly to the power level of other noble troops. Meant to complement the Sturgian Druzhinniks and be Sturgia's highly coveted, tanky, elite infantry.)
Sturgian Varyag Guard (is a noble infantry with high armour, t6, 1h + spear + throwing axes, stats tuned adjustingly to the power level of other noble troops. Meant to complement the Sturgian Druzhinniks and be Sturgia's highly coveted, tanky, elite infantry.)


ASERAI - I believe they're (based on how they perform in captain mode), Aserai is an INFANTRY-DECENTRALISED faction. Aserai infantry is weak and low-quality, but numerous and have surprising striking power in the form of maces and spears, almost being able to contest other heavy infantry. However, where Aserai infantry fails, their shock infantry, cavalry, and archers make up for it by being extremely mobile, hard-hitting, and deadly. At the same time, SP factions introduced Aserai horse archers, and this only reinforces Aserai's identity, I feel. Aserai is a decentralised faction, strategically, with exceptional complementary troops such as horse archers, vulnerable foot archers, skirmisher cavalry, and shock infantry, who are all left vulnerable by their lack of armour, and lack of a core of infantry as a lynchpin. Remember Sarranids or Vaegirs, glass cannon troops? This is the closest thing, amplified.

Aserai Tribesman (given a mace and shield)
Aserai Mameluke Soldier (given a mace/sword, and a shield)
Aserai Skirmisher (given a mace)
Aserai Archer (armour changes, minor archery stat increase)
Aserai Master Archer (major aesthetic changes, archery stat increase, new, more powerful bow)
Aserai Footman (given a mace)
Aserai Infantry (given a scarf and a mace)
Aserai Veteran Infantry (given a scarf and a mace)
Aserai Mameluke Cavalry (armour changed significantly, barding improved)
Aserai Mameluke Heavy Cavalry (armour changes, barding improved, horse improved)
Aserai Mameluke Axeman (stat changes)
Aserai Mameluke Guard (aesthetic changes, armour improvements, +athletics, +2h, armour improved as a result)
Aserai Mameluke Palace Guard (aesthetic changes, armour improvements, +athletics, +2h, armour improved as a result)
Aserai Tribal Horseman (aesthetic changes)
Aserai Faris (scarf added)
Aserai Veteran Faris (horse improved, major aesthetic changes)
Aserai Vanguard Faris (aesthetic changes, horse improved, 1h stat significantly increased)

OPTIONAL NEW TROOPS:

COMES WITH UNIQUE NOBLE PACK ONLY - "Camel Marksmen"
Aserai Camel Rider (a relatively lightly armoured (by the standards of that noble tier), highly skilled horse archer on a camel. Two packs of arrows, a bow, and a sword, they're excellent at providing fire support from vantage points and staying mobile, but their relatively slow camels and poor melee gear won't stand a chance against any organized dedicated cavalry force)
Aserai Camel Master (the previous Camel Rider, but with a better bow, armour, and 1h skills. They are still vulnerable to cavalry and are relatively defenseless in melee)

EMPIRE - What do I say? They were the best faction in SP hands-down, because they powercrept the unique roles out of every faction by just having the exact same role but better. They do everything "good enough" now that I've powercreeped them with my changes to other factions. They're THE generalist faction, extremely basic, and they do everything "good enough", with no particular emphasis on any specific troop. They've got good crossbows, good archers, solid infantry, and solid cavalry. They're the most versatile faction - which makes me move onto the new nobles.

Imperial Menavliaton (+polearm, aesthetic change, helmet change)
Imperial Elite Menavliaton (+polearm, helmet change)
Imperial Legionary (+1h, +polearm)
Imperial Sergeant Crossbowman (aesthetic improvements, armour nerfed by scarf)
Imperial Trained Infantryman (aesthetic change)
Imperial Palatine Guard (aesthetic change 50 armour Imperial Scale Mail to the 40 armour Legionary Mail, armour nerf, but DID get a Menavlion in return)
Imperial Bucellarii (now the Imperial Bucellarius, aesthetic changes, and got an armour nerf from the 50 armour Imperial Scale Mail to the 40 armour Legionary Mail)

OPTIONAL NEW TROOPS

COMES WITH UNIQUE NOBLE PACK ONLY - "Imperial Jack-of-all-Trades"
Imperial Ranged Cataphract (they're slightly nerfed cataphracts with a weaker horse in exchange for a sword-lance-bow combo. They're not supposed to be a dedicated horse archer, but they can do "good enough". They're not supposed to be a normal cavalry, and lose out to normal cataphracts, but they can do it "good enough". I think it embodies the versatile nature of the Empire to have possibly the most versatile unit in the game as an alternative for their nobles.
Imperial Elite Ranged Cataphract (same design philosophy, their horses are still nerfed, but they're possibly the most versatile unit in the game and are the ranged, "jack of all trades" equivalent of the Elite Cataphract).

VLANDIA - I don't have any issues with their faction design in SP - they have exceptional crossbows and fantastic cavalry, but their infantry is a bit lacking (but not as much as Aserai). They're a very generalist faction, and I can't put them into a box as well, so they do everything perfectly fine according to me. Their new nobles were more or less created to fill a vacuum that the other nobles in the other troop trees created.

Vlandian Levy Crosbowman (+crossbow)
Vlandian Crossbowman (+crossbow)
Vlandian Hardened Crossbowman (+crossbow)
Vlandian Sharpshooter (got his sword back, +crossbow)
Vlandian Spearman (aesthetic improvement)
Vlandian Infantry (aesthetic improvement)
Vlandian Swordsman (given a hood)
Vlandian Billman (helmet change)
Vlandian Voulgier (helmet change)
Vlandian Pikeman (helmet change)
Vlandian Sergeant (aesthetic improvement, no cape, just a hood, also helmet change)
Vlandian Knight (now the Vlandian Retainer, some aesthetic improvements)
Vlandian Champion (now the Vlandian Knight)
Vlandian Banner Knight (ugly green hood removed, got a cape)

OPTIONAL NEW TROOPS:

COMES WITH UNIQUE NOBLE PACK ONLY - "Western Dragoons"
Vlandian Arbelist Knight (a sort of "dragoon" type cavalry for the Vlandians - a slow, mounted crossbow on horseback, with a shield and a sword. The general idea is that they are supposed to fire initial volleys of crossbow bolts to complement their standard equivalents, then to charge in with melee and join the fray as normal melee cavalry. They are NOT supposed to be dedicated horse archers - a possible bug for the mounted crossbow makes it so that one can only start reloading it while they are not changing speeds or direction on their horse.)
Vlandian Arbelist Champion (the Vlandian Arbelist Knight, but at t6. They're better, but are complementary "dragoon" cavalry, and are not designed to have the striking power of the Banner Knights. Again, the crossbow bug mentioned above may affect how these units perform in combat.)

COMES WITH UNIQUE AND BASIC NOBLE PACK - "Western Defenders"
Vlandian Sentry (a low-tier stepping stone for what will eventually become the Vlandian Guardsmen, who are armoured crossbow + billhook defenders and sharpshooters. Has a military bill, a good crossbow, and respectable armour - the role of this noble line is to be a sort of castle defender, with anti-cavalry capability and excellent crossbow skills. A sort of advanced Rhodok, if you will)
Vlandian Elite Sentry (another stepping stone for the Guardsman - is essentially a slow sharpshooter with good crossbow skills, a long billhook, and respectable armour)
Vlandian Guardsman (a respectably armoured, voulge-wielding crossbow generalist, with good proficiency in both the crossbow and the voulge. relatively low athletics compared to the Fiann)
Vlandian Royal Guardsman (a highly armoured, voulge-wielding crossbow generalist with excellent proficiency in polearms and the crossbow, but relatively low athletics compared to the Fiann)

KHUZAIT - No changes. I think they're fine. Khan's Guard could use some nerfs, but I want to see how the new Camel nobles from Aserai and the new Ranged Cataphracts from Empire perform in relation to the Khan's Guard.

Khuzait Heavy Lancer (stats fixed, major aesthetic improvement)
Khuzait Khan's Guard (aesthetic improvement)

Some items' stats were changed to accommodate the new aesthetic appearance of other troops while trying to retain their previous armour values (or in some cases in which I believed the unit needed a buff, better armour values).