Mount & Blade II: Bannerlord
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Bananaedmonkey

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AJFireWar

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About this mod

Makes skills have a meaningful effect on gameplay rather than their pitiful current values.

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Skills Actually Matter
Have you ever grinded all day for a level 100 one-handed skill only for a measly 7% damage increase? Do you miss Warband's RPG elements where a character of power strike 1 would already have an 8% damage increase? Well look no further, this mod allows you to modify all of those scalings to your hearts content in a well organized xml file.


NOTE:
This is going to be the final state of the mod for a while now. Right now, skills are unimplemented for basicCharacters. You can test this yourself: fight some looters, observe their damage. Edit bandits.xml so looters skills are all 2000 or some other arbitrarily high number. Fight looters again, observe the same damage numbers.

Until troop skills are implemented, there is no way to make this mod effect troops and other common characters.  Hopefully TaleWorlds implements this soon.


Hurray! Troops are now actually effected by skills. Unfortunately I dont have the time to update this. If anyone wants to take the mod over go nutz.
Still works for me on version 1.5.9

Details:

the values in the mod by default are not meant to be used, they are meant guidelines based off what I like to use.

Incompatibility:
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BannerlordTweaks



Configuration:
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Opening up the Config File you will see a bunch of <dir> nodes that all contain a <id> and a <value>
The value is the amount that the effect will increase per skill level. So for example: setting one handed damage to a value of 1 will mean that for every 1 increase in one handed skill, there will be a +1% increase one handed damage effect. So at skill level 15 the on handed damage effect is 15%.
For another example: Setting two handed speed to a value of .06 will result in a +.06% increase for every skill point in two handed. So at two handed skill 15 you will have a .9% increased two handed speed stat
Some of these values are multiplicative (one-handed damage, two handed speed, etc) which means they will increase by a percentage. Some of the values are additive (stewardship's "increase party size") which means that the increase is by a flat amount.
One last example: setting stewardship's "increase party size" value at .5 will result in a + .5 increase for every skill point in stewardship. Thus at stewardship level 30 a +15 bonus to party size will be applied

TODO :
1. Create an option that scales all of the damage in the game back by a percentage

Ultimate goal of this mod:
Right now, the only difference between a peasant and a tier 5 legendary is the legionary's armor and equipment (and about 8% damage, but that is lame)
Because of this, pitting 3 peasants against 1 legendary generally results in the peasants winning. This feels so very wrong to me, so I went to change it.
Part 1 of my plan was to make damage have major scaling in regards to skills
Part2 was to decrease global damage values to account for this damage creeps
Thus, peasants would deal less damage, and professionally trained troops would hit like -well- professionally trained troops
With these two changes in place I hope the game will be closer to the point were 1 legendary can take on 5 peasants and barely win. To me, that seems like proper balancing.