Mount & Blade II: Bannerlord
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ShutUpMalfoy

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ShutUpMalfoy

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About this mod

This mod expands bannerlord combat system. AI parties or armies nearby will enter your battle, and then, help you or attack you.

Requirements
Permissions and credits
Translations
  • Turkish
  • Spanish
  • Russian
  • Portuguese
  • Japanese




[Update Log]

V1.0.0
- First Version

V1.0.1
- English translation has been updated. And have uploaded a template for translation.
- Fixed a bug in which the enemy was less likely to participate in the battle than intended.
- Fixed the freezing problem that occurred when reinforcements were spawned.

V1.0.2
- Fixed a bug where the surrounding troops was not added to the list of reinforcements.

V1.0.3
- Fixed a ctd that occurred when reinforcements arrived during the village battle.
- Added Chinese Localization

V1.0.4
- Fixed a ctd that occurred when reinforcements arrived with no leader hero.
- The arrival time of the party has increased a little.

V1.0.5
- Fixed ctd problems from particular maps in the game.

V1.0.6
- Adjusted the spawn function so that it does not exceed the maximum of the game engine.
- Fixed a bug that did not apply the current state of the battle. (advantage, disadvantage)
- Fixed a bug that determined the victory or defeat of a battle while being spawned.

V1.0.7
- Fixed a bug that the soldiers who were created looked the same.
- Added settings for the maximum radius of searching, and settings that can increase or decrease the probability of participating as reinforcements.
- Fixed a problem that was occurring while investigating the relationship with the main character.

V1.0.8
- Additional fix for ctd problems caused by relationship filters.
- Added French Localization.

V1.0.9
- Fixed a bug where parties that did not arrive in the army were teleported and created as reinforcements.
- Fixed a bug where parties going to join the army was not registered as a candidate for the reinforcements.
- Fixed a bug that bad relationship but rather higher probability.
- When conditions on the battlefield are very unfavorable, the chances of appearing as reinforcements decrease more.
- Additional fix for ctd problems caused by relationship filters.

V1.1.0
- Fixed a crash that occurred while getting a hero's trait.
- Added Turkish Localization.

V1.1.1
- Now Timer options are available in three options
- The timer for the default option is also slightly longer than it is now. (They will arrive a little later than now)
- Fixed a bug in bonus point settings
- Slightly reduce the impact of trait scores
- Slightly increase the probability of ally to join.
- If AI is an army, it's a little less likely to join. (The army might have to go do something more important.)
- If the number of people who participated in the battlefield is too small or too large, you are less likely to join. (Need to consider the limitations of the engine and prevent too many party from joining. Also, they should not get into too trivial.)

V1.2.0
- Fixed a bug where a party in an event was treated as redundant.
- Fixed a bug that Radius settings did not apply to bandits.
- Fixed a bug the army come to the reinforcements if a party that had not yet reached the army came to the reinforcements.
- If reinforcements are not coming because the player is too advantageous, no message will be displayed.

V1.2.1
- This version was reworked as an unintended bug appeared in V1.2.0 version.

V1.2.2
- I've added more codes to make sure the reinforcements are the player's party.
- Fixed an error in code inspecting duplicate parties in the army.

- Those who helped with the translation.
/   English - by ArtemYouTube  /   Korean - by shrmsgud147   /   Chinese - by AlphyKimIp   /   Spanish - by hiyimadante  /   Russian - by VVL99   / 
/   French - by Charly30   /   Turkish - by kolpamanKayra5454   /   Belarusian - by khornau17   /   Português brasileiro - by madamer   /
/   Japanese - by 4lga6a5ka   /

Currently supported languages

English   /   Korean   /   Chinese   /   Spanish   /   Russian   /   French   /   Turkish   /   Belarusian   /  Português brasileiro   /   Japanese




Introduction


In the current system, when the battle begins on the campaign map, parties and armies outside of a certain range are ignored. 
This was often something that made the player wonder: 'There are armies or parties close by but they can't help one at all?'
The idea of this mod started from there.  AI parties or armies nearby will enter your battle, and then, help you or attack you.






Notice
Currently, this mod was created based on the combat size of over 1000!
Please be careful if you use the battle size mod or battesize is under 1000.


Features

- No requirements mod.
- This mod can be installed or uninstalled mid-playthrough.
- When the battle starts, the leaders of the nearby party or the army will know that the battle has begun.
- They evaluate the battlefield in several categories (relationships, with their traits, advantages or disadvantages, etc.)
- If the conditions are met, they will go into your battle.
- Troop's scouts will report whether they have participated in the battle or not.




Details

1. Search surrounding parties
- Search parties within the radius of the circle where the battle began.
- If there are no forces on either side that are at war in any way, they are excluded from the candidates.
- If certain conditions are included, they will be excluded from the candidate (already in battle, etc.)


2. Timer function
- Depending on the distance, each arrival time timer will start operating. (Every Parties have a different time to arrive at the battlefield.)
- When all candidate parties arrive, the timer detection system stops.


3. Determination Function 1 - Factors by Relationship
- The basic relationship with the main character also influences the decision to participate by the score.
- Additional points are earned by social relations with the main character. They are more likely to participate.
(Parents, brothers, descendants, clan members, kings, vassals, same kingdom, etc.)


4. Determination function 2 - Factors by the advantages and disadvantages of the battlefield
- Participating candidates consider 2 situations. -> 1) Current situation on the battlefield, 2) The situation that changes if they participate
- The more advantage the battlefield situation is to them, the more points they earn. The more likely they are to participate in the battlefield.
- The more disadvantage the battlefield situation to them, the points they lose. The less likely they are to participate in the battlefield.
- If the current battlefield situation is too advantage for players, they won't bother to participate. (avoid excessive interference)
- Especially in the case of bandits, if the player is in danger, every bandits will rush in to take a part.


5. Determination function 3 - Factors by Traits
- Have a Mercy Trait, and 1) earn score if the current battlefield situation is disadvantage to the player.
(The more dangerous the player is, the better the merciful lords help.)
- Have a calculate trait, and 2) if the battlefield is very advantageous when they participate, they earn the score.
(Calculated lords tend to take part in an advantageous fight.)
- Have a calculate trait, and 2) they lose the score if the battlefield is at a disadvantage even if they participate.
(Calculated lords are reluctant to engage in a disadvantage fight.)
- Have a Valor trait, and 2) if they're at a disadvantage in the battlefield even if they participate, they'll get the score.
(Brave lords are more likely to help players despite the disadvantage.)
- Have a Cautious trait, and 2) they lose the score if they're at a disadvantage in the battlefield even if they participate.
(Cautious lords are reluctant to engage in a disadvantage fight.)


6. Determination function 4 - Factors by Diplomacy
- Trying to participate in the battle, but if there's an enemy force in my team, they don't participate.
- Trying to participate in the battle, but they don't participate if already have an ally in the enemy team that is fighting.
- It is to prevent bugs that our allies fight or enemies fight together.


7. Spawn function
- In the case of our reinforcements, they basically charge only.
- In the case of enemy reinforcements, enemy AI manages them.
- The reinforcements tend to spawn in the corners of the map, slightly off the battlefield.


8. Scripted lines and horn sounds
- When the reinforcements arrive, a message and notification appear indicating that the reinforcements are here.
- Scripted lines vary depending on the character's social relationship. (Parents, brothers, vassals, kings, bandits, etc.)
- When the reinforcements arrive, the horn sounds play.
- In the case of bandits, provoke are output and voices are played instead of horns.


9. Example of Operation
- You're a vassal of the Southern Empire, and you've met a powerful enemy. A short distance away, Rhagaea is passing by.
- The party arrives, and Rhagaea judges the situation on the battlefield. First of all, they lose points because it's a disadvantage battle.
- But because you are a vassal, the queen Rhagaea is more likely to come to help. Scores by social relations.
- The situation on the battlefield is disadvantage, but scores will be added because her merciful trait .
- If she decide to join the battle, she arrive in reinforcements with a notification that the Queen has arrived.




Expecting effect

- Relationship with NPCs is a important factor in deciding whether to participate or not, which can improve the gaming experience of interacting with NPCs.
- The trait of the NPC is now really influenced by the participation in the battlefield.
- The battlefield situation is now anomalous. The winning fight may become disadvantageous, and the losing fight may win.
- Even if you earn a lot of extra points, there's another variable that determines whether they want to participate or not. This score is randomly given. They may suddenly come to help even you don't have a relationship. This makes the situation more anomalous.
- The strategy of holding out before the reinforcements arrive is will be possible. You can also add a strategy of speeding up before the enemy reinforcements arrive.




Future plans

- Extension for a siege battle scene
- Supports xml files for language localization.
- If a player participates in a battle between NPCs already in progress, the battle is in progress (not like a new battle)
- Find a better spawn function.
- Check the appropriateness of the participation determination algorithm according to the factors.
- Check for appropriate delay with distance.
- Add as an element so that the speed of the party affects the arrival timer.
- Allows customization of horn sounds (such as immersive battlefield)





Installation

Manual Installation
- Download the mod, and unzip.
- Drag and drop the mod folder onto the Mount & Blade II Bannerlord\Modules directory.
- Check the mod in the game launcher.

Vortex Installation
- Download and enable, the same way as with other mods.
- It will remain the latest version except Beta version.




Check out my other mods!