Mount & Blade II: Bannerlord
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Marnah93 and Philozoraptor

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About this mod

This mod makes combat more realistic. Armored units are more resistant to damage. Each weapon type has different effect vs armor. All units defend themselves more, units with shields actually use the shields. Projectile damage is based on kinetic energy, ranged weapons use poundage and missile weight based simulation. AI tactics improved.

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This mod makes combat more realistic. Armored units are more resistant to damage depending on weapon type used vs armor. Each weapon type has different effect vs armor. All units defend themselves more, units with shields actually use the shields. All projectiles now cause damage based on their kinetic energy. Kinetic energy of projectiles is result of simulation based on real life experimental data. All battles are significantly longer now. Damage of horse charge is physics based, couched lancing is scientifically accurate. AI armies use more tactics. Spears are buffed in melee in comparison to vanilla.

  • In the base game there are three types of damage: pierce, cut and blunt. In this mod each weapon type has unique armor penetrating properties, which results in more realistic experience. For example sword is poor at cutting heavy armor, axe is better at this and mace punches through the best.
  • Values for weapon modifiers and few others are all configurable in config file.
  • All units have their shields in front of them in all formations with the exception of skein (wedge), unless they are using 2 handed weapon.
  • Unit defensivness is set to higher factor, units now fight as if they're trying to live through battle not speedrun it.
  • Unlocked tactical options for AI and modified them to perform better than in vanilla, prepare for some interesting battles.
  • Projectile speed is simulating real life physics. Bows and crossbows have their draw weight displayed as missile speed stat. Actual speed of projectile is based on weapon type, draw weight (missile speed), missile weight and many other factors such as draw length and efficiency of energy transfer from work to stored energy, then from stored energy to actual projectile. Crossbows, longbows and composite recurve bows (mostly horse archer bows) have each unique simulation based on real life experimental evidence. For example composite bows are more efficient than longbow of same poundage and they are more efficient with lower weight arrows. Generally higher weight arrows are more energy efficient than lower weight arrows (damage) but heavier projectiles are slower and therefore have shorter range just like in real life.
  • Javelins and throwing axes are good against lightly armored enemies and they can destroy shields now. Arrows now also deal reasonable damage to shields. Speed of the throw is based on weight of throwable - smaller = faster, larger = slower.
  • Shields now have realistic hitboxes ( vanilla their collision hitbox is much bigger then their visual size). This means arrow volleys or well aimed shots can now go around shield or even pass through shieldwall. ( hitting arms, heads or legs that are sticking out ). 
  • Couched lances now deal less damage (100-300) that is based on scientific research instead of crazy 500-900 which guaranteed instant kill all the time in vanilla, all spears and lances that can be used on horse are couchable now. Stabbing with spear from horseback will generally cause less damage than couching at high speed as was the case historically. Couchable lance are held in last quarter of the shaft and are longer to reflect their purpose of outranging spearmen and regular horsement on the other side they are less wieldy and pretty much useless outside of charging.
  • Horse charge cause physics based damage.
  • Base damage of spears was buffed, spears deal much more damage from point blank range than in vanilla and have longer reach.
  • Pila and high velocity armor piercing arrows can potentially penetrate shields and cause damage to its wearer.
  • All armors were rebalanced based on their material and how well they cover bodies of their wearers.
  • Hitboxes were reworked, to reflect actual armor coverage of armor pieces: Head hitbox = 100 % of helmet armor, neck hitbox = 80 % of helmet armor, chest and abdomen hitbox = 100 % of "body armor" on your chestpiece, shoulder (breasts, shoulders and upper half of arm in game) = 100% of armor on your shoulder piece and 100% of your "arm armor" on your chestpiece, hand hitbox (from hand to elbow) = 100 % of armor on your gloves, leg hitbox = 50 % of your boot armor and 50 % of your "leg armor" from your chestpiece.
  • As a final result battles are much longer and more realistic now.

Our optional mods:
  • VolunteersUpTier - this optional mod changes starting tier of volunteers that appear in settlements. This tier is configurable with config.xml in mod files. This submod aims to up the difficulty in campaign mode. AI lords in campaign fight battles all the time and they often loose entire armies, so then they fill up their whole armies with recruits. Player is much better at conserving units and often has elite armies. As a result battles in campaign are often extremly one sided because of this. This mod serves as hotfix for this problem as AI lords armies will be closer to player's and battles should be a more challenging. In future we hope there will be some other way to fix this problem ( better soldiers from prosperity, training soldiers in castles and so on ).
  • Fix for Arenas and some of the units - This submod aims to fix some of the blatantly wrong equipment on some of the units such as barbed arrows (that have cutting damage with poor armor penetration in our mod) on high tier units, supbar horse armor on tier 5-6 cavalry when upgrade actually exists, obviously low tier armor on high tier units, etc. Unfortunatelly this submod needs to replace you vanilla spnpccharacters.xml file so it is recommended to do backup first.
Recommended mods:Check whether these mods are supported in current version of the game before installing them.

We highly recommend playing our mod with fix for arenas and some units submod. Since many top tier units and arenas in vanilla use arrows that are considered cutting in our mod (AKA bad for armor penetration). Aditionally many pieces of high tier equipment in vanilla are not used on units, which we are trying to fix in this submod (tier 5-6 units will use some new weapons you might not have seen before, when it makes cultural sense of course). Also many obviosly 2-handed units such as vougliers and pikemen dont use thier respective weapons in vanilla, we are also fixing this. Finally every unit in roster should serve some purpose, that does not mean every unit should be equal to every other unit in its tear but there should be reason for existance of all units, I am trying to fix this as well - tier 5-6 of main factions for now.

Of course if you play with some unit overhaul compatible with our mod, you dont need this submod.

Warning: Most mods that modify spitems.xml (for example some armor mods) do it in a very clunky way and change the entire file, as a result balance of our mod is broken by these mods (for example bows are turned into ballistas :D). If you want to avoid these issues try loading our mod last or try disabling the other mods.

Please note that any mod that affects stats of bows, crossbows, arrows and bolts is not compatible with this mod.
Any mod that changes how damage formula of arrows or melee weapons works is also not compatible.
Other mods should be compatible.

Mods to look out for:
Special thanks to Mod Template for Visual Studio mod which allowed us to do this mod and Another Armor Damage mod which helped us understand programming in Bannerlord.

Source files are included. For finding how code works in original game i highly recommend program called ILSpy. You can use it to browse game's .dll files and see original methods and callbacks.

Put our mods in modules folder just as any other mod, run DLL activator. We recommend manually installing the mods, there seem to be problems such as crashes for some people when using vortex.

Before posting your problem or question please check the sticky posts, you may find solution to your problem or answer to your question there.

Source code:
GitHub Project