This mod makes combat more realistic. Armor and damage is reworked according to experimental data. Weapons attack faster. Units parry and block more. Projectile damage is based on kinetic energy, ranged weapons use draw and projectile weight based simulation. AI tactics improved. Units climb ladders during siege. Optional unit overhaul included.
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Cavalry AI should be more agrresive when attacking enemy formation again (it changed due to changes done in BL beta).
Version 3.6.5
Fixed a crash that some people experienced when hoberimng over items in inventory.
Version 3.6.4
Hotfix of Gladius and horse localization.
Version 3.6.3
Experimental version of RBM that runs with Bannerlord beta version 1.2.2.
Version 3.6.2
Minipatch containing crash and bug fixes.
Version 3.6.1
Hotfix.
Version 3.6.0
Armor (equipment) damage model reworked - damage to the armor in the battle is now depended on the type of the weapon and power of the strike (more damage higher chance, swords will cut cloth to pieces very fast, piercing will deal much less damage than cut or blunt, blunt can crack plates easily but does not cause much damage to cloth or mail, mail in general has very good durability in comparison to other armor types, etc.
One handed weapons will now deal more blunt trauma (same ratio of attack as their two handed counterparts). Blunt trauma is generally increased for many of the melee weapons. Javelins and thrust attacks got little bit better armor penetration (deduced from pilum test by Tod but also some other experimental archeology videos). Cutting attacks are bit worse at cutting through armor now but as mentioned above will generally deal more blunt trauma.
Posture system rework: knockdown should be much less common, generally only when you overpower someone with 2H weapon (deplete their posture with strike that does at least 33% of maximum posture) or when you hit someone to head with lot of power. Breaking posture of shielded enemy will now result in high damage to shield regardless of weapon. Breaking posture of someone without shield will deal crashthrough damage. Depleting someones posture with strike / parry / block that deals at least 33% damage of their maximum posture will result in knocking their shield from their hand, if no shield is present weapon will be knocked away instead. This will generally happen when facing much worse (or better) foe, so you can for example cut through parry of looter or disarm them if you are much more skilled, or got speed advantage.
Version 3.5.8
Few bugfixes and crash fixes, code refactoring (should be fully compatible with harmony and BLSE).
Version 3.5.7
Another crash fix (2 armies attacking castle).
Version 3.5.6
Crash fix
Version 3.5.5
Bug fix - axe and polearm damage through block.
Version 3.5.4
Crash fix
Version 3.5.3
Tournament crash fixed.
Version 3.5.2
Version of the mod for beta 1.1.0. Testing on our part was limited due to other mods which we use for testing not being updated for 1.1.0 yet.
Version 3.5.1
Bugfixes (all melee weapons will deal some damage to castle gates), more castles had their defender positions updated, some formation fixes.
Version 3.5.0
Tweaks to melee combat weapon damage. AI tweaks and bug fixes. Added new tooltips for equipment such as weapon damage vs specific armor or armor value of specific hitbox - just hover over them.
Version 3.4.0
Rebalanced melee combat based on biomechanics of human body and IRL testing. Precision of the strike, footwork and relative speed should matter more, weapon damage on most weapons represents sharpness AKA ability to penetrate armor - this means that weapon damage (quality) will scale more with strike of the characters. Archers will aim longer before shooting. Bonus from skill will have diminishing returns now - higher the skill, less bonus it gives per skill.
Version 3.3.1
Fixed few missing face armors, tweaked range and accuracy of ranged units, bug fixes.
Version 3.3.0
AI tweaks. Added armor weak points: face and under shoulder/upper arm. Shots and hits to faces are deadly, armors with some kind of face covering will be safer (even nose guard will help), this will be displayed as body armour on helmet. Shoulder/upper arm will take into account only armor value of upper arm (generally similiar to arm armor on chest piece). Hits with shaft and pommel will deal blunt damage, its value was recalculated. As a result of these changes swords and daggers will be much more viable now for skilled palyers.
Version 3.2.2
Fixed spawn during siege. Lot of AI tweaks to frontline/tactics/behaviors. Fixed triple fire (speed shooting) bug with arrows going missing. Reworked shields on back - melee and ranged attacks now properly damage them, they work basically like normal shields now.
Version 3.2.1
Added toggleable armor status gui: green - above 100%( masterwork and such), grey - 100%, orange 90-70%, red - gone reduced to atoms ( 60%-50% ). Few helmet visual fixes, horse armor hitboxes fixes. Added archer positions to most common battanian castles, added toggleable option for realistic arrow arc (arrow will fly higher when enabled).
Version 3.2.0
Longer description of the armor downgrading added to the mod: new mechanic for dynamic downgrading of armor ( armor damage model ). Every hit now has 10% chance to lower an effectivity of an armor by 10%( for chainmail it's 5% as that was one of its historical advantages) down to -50%. This also applies to horse armor. Armor will NOT remain damaged after the battle ( so you don't have to worry about you masterwork lamellar :). This damage is only applied to armor that covers the part of the body that was hit( chest and abdomen hits will have a chance to damage body armor, head and neck hits helmet etc.) This change should help with higher tier troops being almost unstoppable and give lower tier troops a chance to at least make a dent in an armor so next wave of recruits will have a higher chance against them. You should be more wary of parking in low tier troops and just tank through their damage and cut them down.
Small AI tweaks, archer positions for more castles, removed flags from spears (they remain on lance), lower prices for cloth and leather armor, prizes in arena can be of higher quality.
Version 3.1.6
Slight nerf to cavalry speed - weight of horse armor, rider armor, equipment and rider himself will impact speed of the horse now - heavier armor will mean slower horse. Lot of AI tweaks (mainly frontline), fix of archer and crossbowman bug that caused aiming inaccuracy.
Version 3.1.4
Infantry bracing behavior fix, simulation battle experience gain fix, fix for when allied armies refused to move.
Version 3.1.3
Fixed bug when lances with flags could not be couched.
Version 3.1.2
Archer and Horse Archer accuracy increased, faster reload speed for archers and crossbowmen and also for players.
Fix for armies not being defeated when small portion of them rout from battle.
General update for release version of the game.
Version 3.1.1
Fix for low tier tournaments, named characters that don't belong there should no longer appear. Tweaks to frontline system to account for changes to unit physics, hopefully fix for crash caused by one of new tactics.
Version 3.1.0
RBM updated for 1.9.0 beta, numerous fixes and other small tweaks. For example, triple firing / speed shooting can be again used by AI. New horses and new mercs updated for RBM.
Version 3.0.3
Bug fixes, AI tweaks/fixes, Ustokol castle archer positions added, troop overhaul tweaks - archers will be less tanky, cataphracts slightly nerfed.
Version 3.0.2
Lot of small improvements to AI tactics and behaviors, horse archers should come closer when engaging, new archer positions for multiple castles/cities - Lageta and Takor castle template.
Version 3.0.1
Archer positions added for Jogurys Castle. Cavalry should use polearms more often, new defensive tactic for Sturgians, AI and frontline changes, some changes for AI tactic during siege.
Version 3.0.0
All modules merged into one package. Modules and settings can be chósen in the game main menu.
Combat module: Bow triple (speed) shooting disabled for AI until passive crossbowmen bug is fixed by TW. AI will now always use realistic reload speed, player can choose in the main menu. Small tweaks in arena and unit gear. Posture tweaks.
AI module: Tweaks to existing tactics. New tactics added embolon (flying wedge) for Empire, flanking skirmisher harrasment for Aserai, Archer flank for Battania, infantry flank for Sturgia. More improved castles and towns: Thractorae, Seanon and Varnavopol. Bugfixes etc.
Arena module: 1v1 fights will be sometimes fought without shield.
Version 2.5.3
AI module: More siege improvements: Verescand castle and Varnovapol. Bug fixes and AI tweaks.
Arena module: Bug and crash fixes.
Combat module: Weapon and ammo price tweaks. Cavalry is more likely to be reared up (stopped) but polearms and can be reared up by projectiles. Horses will take some damage when they cause damage with their charge to enemy.
Version 2.5.2
AI module: Improvements to defender positioning in some of the sieges, more to come later. Sieges improved so far: Ab Comer castle, Veron castle, Zeonica and Vostrum.
Combat module: Increased speed of bow drawing, fixed tiers of arrows and shields and tweaked their prices. Buffed thrust speed of 2H polearms.
Arena Module: Complete overhaul of arenas. Arenas should be more fair - enemies will be roughly your tier, melee weapons and shields will be more varied and reward for winning will be appropriate.
Version 2.5.1
AI module: Tweaks to looter and bandit AI (they will be less sophisticated now). Parry, block and agression of bots can be now set to vanilla levels (hyperagressive suicidal bots) in the main menu. Player can now enable bonus to his/her posture damage in menu.
Combat module: Cavalry should again properly use polearms, temporary fix to crossbowmen and archers not fighting when they run out of ammo.
Version 2.5.0
AI module: Fixes to bugs in posture system. Some crash and bug fixes.
Version 2.4.9
AI module: Bug fixes, crash fixes. Respawning fixed, changes to cavalry AI. Armies should more reliably retreat when they are clearly defeated.
Combat module: Bug fixes, crash fixes, select decorated medium, heavy armors and "noble" weapons should be allowed to be used during prison break quest and in the towns in civilian outfit. Blunt and mace damage reworked.
Version 2.4.8
Combat module: More crash fixes (crafting), crafting pieces added to the game in recent patches made compatible with RBM.
Version 2.4.7
Combat and AI modules: crash and bug fixes.
Version 2.4.6
Combat and AI module: updated the mod for 1.8.0 beta + minor tweaks.
Version 2.4.5
Combat module: Fixed inappropriate gloves on archers and horse archers. Nerfed base damage of maces, improved skill scaling slightly. Each upgrade of cavalry will now require horse (player nerf). Aiming with bow improved - arrows will be released at roughly 5 degree angle just like IRL when you aim (gap shooting). Knocked down soldiers will take bonus damage - this should reward utilization of posture system and also represent how heavily armored soldiers were often killed.
AI module: Horse archers will be more accurate (comparable to player / hero horse archer perk).
Version 2.4.2
Combat module: Minor patch, fixed some bugs related to blunt arena weapons (related to another mod).
Version 2.4.1
Fixed javelin quiver visual bug. Added support for blunt couched lances and javelins.
Version 2.4.0
AI module: Super speed feature was added to the module (original mod is no longer functional) press ctrl + v to increase game speed (or return in back to normal).
Combat module: Armors added in the patch 1.7.2 added to the mod and to some units. Few bug fixes.
Version 2.3.9
AI and Combat module: updated for 1.7.2 beta.
Version 2.3.8
Combat module: Removed pila from Menavlations. Usually cutting weapons (swords, axes...) will be able to use blunt damage properly, this is important for other modders. Fast shooting will no longer be accompanied with buggy arrow animation when bow is unequipped.
AI module: Bugfix.
Version 2.3.7
AI module: General AI improvements, improvements to skirmish and horse archer behaviour, fall back order fixed troops will no longer turn their backs during fall back.
Combat module: Tweaks to some units, many archer units nerfed, reduced length of throwing lances.
Version 2.3.6
AI module: Improvements to AI (sieges, skirmish etc) and bugfixes. For example units will no longer push their teammates in siege battles, instead they will wait until there is place to go.
Combat module: Trebuchets will be more effective in siege battles, they will throw 7 grapeshot stones instead of one big stone that often misses. Cavalry will switch from lance to mace, sword or axe when stuck in melee. Initial reload speed of bows buffed - speed at skill level of 200 is the same, skill based scaling of crossbow reload buffed. Bugfix of incorrect damage on weapon mode switch (2h sword switching to one handed mode etc). Riding skill will modify your horse skill depending on skill. For example on unlocking horse character will have 80% of max speed, when skill is 50 above horse difficulty the speed will be 100% and once skill is 75 above difficulty speed will be 110% which is the maximum cap of the speed.
RTS camera: Bug and crash fixes.
Version 2.3.5
Bugfixes.
Version 2.3.4
Combat module: Balance tweaks to some units. Riding will no longer magically increase mount speed, only maneuver. As a result cavalry speed should be closer to real life speed. Skill based damage of couching was buffed to take this change into consideration.
AI module: Tweaks to battlefield AI, cav and HA should be more effective, advance with ranged units fixed. Parry and block chances returned to pre-posture levels when posture is disabled in the menu.
Version 2.3.3
AI module: Tweak to archer formation AI. Improved performance of reinforcements spawning. Fixed a crash related to reinforcement spawning.
Version 2.3.2
AI module: Improved visuals of posture bar, capped power of heroes and chance to parry and block for AI.
Version 2.3.0
AI module: Fixed buggy posture regen (was caused by different FPS with different devices). Both posture and its bar can be disabled in the mod options. Reinforcements will now come from the edge of the map instead of teleporting into middle of the battlefield. So you can actually use new deployment feature without participating in Protoss civil war.
Combat module: Bug fixes and tweaks. FE: Cataphracts will now use small shield insetad of bow, default speed of 2h axes slightly reduced, couched lance damage buffed (given recent changes to piercing armor penetration).
Version 2.2.9
AI module: Posture system added to the game, tweaks to parry and block chances of AI, tweaks to horse archer circling distance.
Posture system added to the game. Your posture bar is shown below your health bar. Enemy name, health and posture is shown in the top middle part of your screen (below balance of power bar). You lose some posture with each attack, you lose more posture when you receive attack, perfectly timing of your block / parry significantly reduces posture damage which you receive and reflects lot of posture damage back to the attacker, posture also regenerates passively. Attacking and perfect blocking / parrying enemy that has low posture has adverse effect such as crash through, knock back and knock down depending on type of action and weapon, however victim also gets half of its posture back as a form of a bounceback. Posture damage and regeneration scales with weapon types and weapon skills + athletics / riding, generally 2H weapons are good at dealing posture damage, shields are good at tanking, swords are good at parrying (high risk high reward).
Combat module: Bug fixes, Aserai skirmishers changed to archers. Vlandian, Sturgian and Batannian unit trees tweaked, Vlandians should field more cavalry and infantry, Batannians and Sturgians should field less cavalry and more infantry.
Version 2.2.8
Combat module: Fixed random huge damage of thrust attacks, thrust damage will now depent more on footwork of both attacker and victim.
Version 2.2.7
Fixed kick bug, cut arrow damage vs siege equipment, increased speed of swords and increased mace efficiency vs armor.
Version 2.2.6
Combat module: Fixed buggy couched lance and bracing damage. Greased and hardened arrows (and bolts) nerfed slightly.
Version 2.2.5
Combat module: Added sling support.
AI module: Tweak to siege AI (destroyed gate cutting fix).
Version 2.2.4
AI module: Horse archers will use their movement speed to increase their damage (hit and run). Horse archers will circle arround at shorter distance. Mod will remember your personal settings when the mod is patched.
Combat module: Crashfix, piercing attacks from melee weapons and javelins can now penetrate armor partially or fully (partial pene is easier to achieve and will cause up to 15 damage), blunt part of the damage is reduced, this will normalize piercing damage somewhat.
Version 2.2.3
AI module: Crash fixes and tweak to ladders.
Combat module: Speed shooting is now available to players as well. You need to have 70 more skill than is the bow difficulty to unlock it.
Version 2.2.2
AI module: Crash fix.
Combat module: Updated for 1.7.0 version of Bannerlord, new imperial armors integrated to the mod.
Version 2.2.1
AI module: Small tweaks to cavalry AI.
Combat module: Falxes in Batanian arenas replaced with rhompalias, companions should use their swords now, greased and hardened arrows added to the game, shoulder strapped shields can be obtained now if you enable them, speed shooting added to some elite archers..
Version 2.2.0
Combat module: Additional options added to the ingame menu: shields on shoulders used by the troops and arrows visuals can now be adjusted.
Version 2.1.9
AI module: Siege towers can be now enabled and disabled in the game menu when you start the game.
Combat module: Increased power stroke of crossbows (buff), shields strapped to the shoulders will be used only by soldiers now, players will use standard shields. Reload realism and unit overhaul can be now adjusted in the game menu after game is loaded.
Version 2.1.8
AI module: Crash fix.
Combat Module: Improved XP system, parrying will give XP, hitting more powerfull foes than you will give more XP, training in the training area will give XP, arenas will give proper XP, tweaks to throwing axes and some unit balance tweaks.
Version 2.1.7
AI module: Archers will have correct range vs moving targets (up to 200+ metres), horse skirmishers will use speed of their horse to their advantage.
Combat module: Javelin tweaks, reload realism correctly set to 2 instead of 1, new armors and helmets added from 1.6.4-5, wooden swords fixed, saddle armor fixed, horses will have default +10 armor, skirmisher gear optimized.
Version 2.1.6
Crash fix for combat module.
Version 2.1.5
Updated both modules for 1.6.4 stable and 1.6.5 beta.
Version 2.1.4
Combat module: Some tweaks and bugfixes. Horse armor reworked. Horse harnesses will now have head armor, neck armor (arm), frontal body armor (body armor) and rear body armor (leg). Some harnesses are going to have good frontal but poor rear protection.
AI module: Possible crash fix, accuracy of AI javelinmen sohuld now scale with skill properly.
Version 2.1.3
AI module: Fixed bugs related to foot and horse skirmishers. Archers and crossbowmen will be more accurate at mid to long range. Crossbowmen will be more accurate than archers.
Combat module: Militias will have correct stats now, basic militias can be upgraded to veteran version.
Version 2.1.2
Combat module: Fixed javelin damage and dismount by bracing and couching.
Reduced amount of shoulder shields: Submod that reverts back the shields on shoulders feature, only one kite shield (worn by pikemen and menavlation) and one round shield (worn by elite menavlation) will remain shoulder strapped.
Version 2.1.1
Combat module: Crossbows reworked according to crusades are crossbows and spanning belt method of reloading. They will be bit weaker as result but will have faster reload than in previous version which was windlass reload based.
Combat module: Arrows and bolts now deal bit more guaranteed damage (blunt trauma).
Combat module: Config should be more understandable now, some new tweakable values added that can affect the entire balance globally.
Combat module: Kite shields and round "steppe" shields can be now worn on left arm / shoulder when they are not equipped in the hand (2 handed weapons), this will mainly affect pikemen and spearmen that are bracing against cavalry. Similarly pavises can be worn on left arm with crossbow equiped, which results in crossbowmen that hide behind their shields when they reload.
Combat module: Fixed the bug with couched lance and brace damage, it should work correctly now.
Combat module: All characters should now stay longer in combat ready animation after parrying / blocking / attacking - this has no impact on game balance, its just visual.
Arrows and bolts will now have historically accurate names, weights og bolts increased.
Vanilla arrows visuals: new version released that is compatible with arrow / bolt name and weight changes.
AI module: Towers will be enabled by default, you can still disable them in the config. AI module should work correctly with SiegeTowerFix mod.
Version 2.1.0
Combat module: Horse price reduced (can be tweaked back in the config), horse skirmishers can aim better now.
AI module: Siege towers can be enabled now in via the config file.
Version 2.0.9
Combat module: Updated for 1.6.3 beta, prices of weapons, armors, horses and trade goods is now tweakable in the config.
AI module: Updated for 1.6.3 beta.
Version 2.0.8
Combat module: Buffed armor of recruits.
Version 2.0.6
Combat module: Overpowered looter weapons and throwing knives were fixed. Changes to drawing speed of bows are now bound to setting of realistic reload (active only when set to 1 or 2). Light crossbow reload speed buffed to 12 seconds from 15 seconds (at setting 1, halved at setting 2), bows will now gain more reload speed from skill. Tweakes to how horse price and tier is calculated.
Version 2.0.5
Combat Module: Fixed the crash during siege.
Version 2.0.4
AI module: Bugfixes, tweaks, code cleanup (potentially improved performance).
Combat module: Rebalance of some units.
Combat module: Javelin throwing speed, bow and crossbow reload speed now scales with skill, bow drawing speed now scales with skill.
Combat module: Displayed swing damage of weapons now show how much damage weapon adds to your skill bsed damage (piercing bonus damage is 4 times more than shown in case of polearms and 2 times higher in case of swords).
Combat module: Heavy spear (pike) bracing can now dehorse riders.
Combat module: Bows and crossbows have pseudo historical reload speeds (double speed) now by default - value 2 in the config. For full historical accuracy chnage this values to 1, for vanilla relaod speeds change the value to 0 (this will disable reaload scaling with skill too).
Version 2.0.3
AI module: Tweaks to ranged AI, bug and crash fixes.
Combat module: Complete overhaul of how melee weapons work. Skill with melee weapon will be main contributor to the damage. Skill will also significantly impact couched lance strike. Melee weapon speed and handling now also scales with weapon skill. Default damage of melee weapon have reduced effect now.
Version 2.0.1
AI module: Added skirmishing behaviour for skirmisher heavy formations. Attacker AI will now start climbing the wall at the beginning of the siege. Tweaks and bug fixes.
Combat module: Tweaks to some units. Armors from 1.6.2 BL added to the mod.
Version 2.0.0
Combat module: Fixed siege crash. Tweaked javelin damage. Spear performance is now included in the combat module, no more native file overwriting.
Version 1.9.9
AI module: Bug fixes (death chance of companions). Tweaks to unit combat AI. Crash fixes.
Combat module: Improved javelin and throwing axe accuracy when used by AI. Fixed incorrect arrow on some ranged units. Battania will use more types of shields. Targe can be now used with bow, militias and some lower tier archers will now use buckler. Bug fixes. Shield on back and on bow hand will now block missiles.
Spear performance module: 2H polearms have longer range when they swing, imroved visuals of targe worn in bow hand.
Version 1.9.8
AI module: Improved range of archers, bug fixes.
Combat module: Tweaks and bug fixes.
Version 1.9.7
AI module: Tweaks to bracing and javelin throwing behaviour.
Combat module and unit overhaul: Unit overhaul can be enabled and disabled in the config (on by default).
Version 1.9.6
Fix to the cavalry AI. They will now again charge from distance and couch properly.
Combat module and unit overhaul: Combat and unit overhaul are now combined into one module. No more need for clunky file overwriting. Some crashfixes. Tweak of pike damage.
Version 1.9.5
AI module: Infantry will react to cavalry charges by holding ground and bracing. Additional tweaks to AI.
Combat module: Pikes and dedicated 2H polearms will knock back now with thrust. Pike weight increased to historical values. Tweaked thrust damage code.
Spear performance module: Tweaked performance of spears, they will deal less damage when not hitting with tip. Big buffs to the "handle" damage are no longer necessary due to improvements to AI and ability to hit at point blank range with lower thrust with 1h spears.
Vlandian pikemen will have best performing pike now.
Version 1.9.4
Combat module: Tweak to spears, voulges are bit longer, throwing axes deal bit less damage to shields, helmets from 1.6.1 added. Couched lances will knock back when they hit soldier to shield while blocking, couched lances will knock down unprotected soldiers.
AI module: Additional tweaks to the new AI.
Unit Overhaul: Recruits will have helmets now, tweaks to some of the vlandian troops and Batanian Wildlings.
Version 1.9.3
AI module: Improved melee formations in field battles. Soldiers in formations will behave more like people, they will poke each other, attack and retreat instead of attacking like robots. Phalanx, pikewall, shieldwall is more viable, battles are longer.
Combat module: Polearm bug fix.
Version 1.9.1
Fixed bug that caused javelins to deal low damage when used as spears. Horse prices increased to reflect better reflect their historical value. Bows, crossbow, arrows and bolts will now have proper tier.
Version 1.9.0
Javelins are held again like in vanilla. New items from 1.5.9 and 1.6.0 Bannerlord adapted to RBM.
Version 1.8.9
Spear module: Fixed clipping through shield when javelins are held in left hand, fixed reload animation of javelins.
Version 1.8.8
All modules - updated for 1.6.0 beta.
Combat and Spear module - fixed some bugs (throwing knives damage), javelins will be held the proper way now (peltast / Zulu style) and will have correct attributes.
Version 1.8.7
Combat module: crashfix.
Version 1.8.6
Combat module: Updated for 1.5.10 beta. Moved holding position of spears towards center of mass.
AI module: Updated for 1.5.10 beta.
Improved spear performance: Tweaked holding position of javelins. Spears have long reach and normal reach attack now.
Version 1.8.5
AI module: Tweaked cavalry charge distance due to some recent vanilla changes. They should couch more often now.
Combat module: Tweaked lances. Khuzait have longer but lighter lances, Sturgia have bit shorter but heavier lances, Cataphract lance is 2 long but 2 handed. Tweaked couched lance damage, it should now correspond with ash war lances used during crusades.
Unit overhaul: Elite cataphracts will not use shields (because they use long 2H lance now and shield breaks their behaviour).
Version 1.8.4
Less demanding arrow visuals - fixed crash, updated so it works like normal mod now.
Combat module: Throwing axes are now smaller again and two in stack (proper weight and size). Bolts and some arrows price fixed (according to their number and weight).
AI module: Fixed a bug that was causing soldiers to attack broken gates.
Version 1.8.3
AI module: Bug fixes. Two handed units should keep formation better (workaround for their behaviour no longer seem necessary).
Combat module: Throwing axes and daggers damage fixed. Voulge reworked. Axes will deal more damage against shields. Javelins will deal slightly more damage against shields. Individual body parts will take different damage (was not working properly before). Blunt damage is now lethal just like pierce and cut damage. Lord and companion death rate changed from vanilla 10% to intended 2%.
Unit overhaul: Tweaked gear of veteran falxman, pikeman and voulgier and knight.
Version 1.8.1
AI module: Archers in sieges fixed.
Combat module: Crash fix.
Version 1.8.0
AI module: Only ladders will spawn instead of siege towers during combat. Defenders should be better at defending the walls, defending archers should be better placed. Attackers should properly break the gate now.
Combat module: Nerfed attrition from siege engines in campaign. Buffed some of the high tier weapons (so they are more on par with other high tier weapons). Hewing spears can hew now. All 2H units will now have "dueling" behaviour. Throwing axes size increased. Added two new armors from 1.5.9 version of BL.
Unit overhaul: Rebalanced some of the tier 5 units so their power is more comparable. All Khuzait lancers have couched lances now.
Version 1.7.9
AI module: Tweaks to siege AI, ladders are now present together with siege towers, ladders cannot be removed from the wall, this should further help the AI climb.
Rework of siege engines, ballistas and catapults have correct projectile speed and damage. Catapults can hit targets both at shorter and longer range now, speed of catapult projectile is based on release angle (as was case with onager for example) and ranges between 20-65 m/s. Siege on strategic map reworked, more attrition from bombardment will be present.
Version 1.7.8
Combat module: Crash related to dehorsing fixed.
Version 1.7.7
AI module: Defenders will now have similiar force size as attackers at the beginning of the battle (unless they are too few), this should represent advanatge that defenders often had in historical battles. Horse archers AI tweaked. Reinforcements in big battles will be now bigger but less common (at 40-50% loses), this should fix constant regrouping problem.
Combat module: Scythe damage fixed. Couched lances will scale with speed properly. Couched lances to the center of mass can dismount enemy riders if hit is powerfull enough.
Unit overhaul: Fixed wrong / missing stats of some units. Mounted units will have bit more athletics now.
Version 1.7.6
AI module: Units with 2H polearms will try to keep their distance.
AI module: Light and medium cavalry will focus on charging and will try to avoid melee with other cav.
AI module: When two infantry formations clash, winning infnatry formation will react to nearby archers more.
Version 1.7.5
Combat module: javelin damage will have proper scaling with projectile speed now.
AI module: Cavalry on flanks will react from further distance.
Version 1.7.4
Unit overhaul: all weapons in arenas should now deal decent damage, all participants have some armor penetrating weapon available. Recruits (tier 1) now have spears and shields.
Spear performance: Thrusts with polearms should not get sucked on friendly shield wall, spears should always deal at least some damage even at point blank range.
Combat module: Thrust damage of weapons is now virtually (weapon stats in inventory, encyclopedia etc) reduced, real damage is same as before - 80-120. This way units will prefer swords / axes / maces over spears vs foot units or in cav vs cav melee..
Combat module: tweak to blunt trauma of some weapons, thrust damage from horseback (or against moving cav) have higher maximum now 140% (was 125% before). Couched lances buffed slightly - more blunt damage, lower tier lances will deal bit more damage now.
Version 1.7.3
Combat module: Javelin and throwing spear damage buffed. Fixed a bugged weight of scale armor (weight was over 44 tons).
Improved spear performance: Spears, pikes and lances should now work even at point blank range and should never get stuck on alies standing behind.
Version 1.7.2
Unit Overhaul: more armor penetrating weapons will be equiped in arenas.
Combat module: Two handed axes will be again 2H only since bastard behaviour was interfering with some of our features and it made no sense.
Combat module: Damage to heads increased.
Version 1.7.1
Combat module: Spear thrust damage increased by 40%.
Combat module: Some mid-high tier armors rebalanced to.
Unit Overhaul: High tier soldiers will not use the heaviest armors anymore, these are reserved for cavalry now.
Version 1.7.0
AI module: Horse archers will fight with their bows as long as possible.
AI module: Cavalry will be more mobile when fighting other cavalry.
Combat module: New batannian helmets from 1.5.8 will have correct stats now.
Combat module: Ranged units will fire properly in siege (fix of 1.5.8 bug).
Version 1.6.9
Combat module: Horse armors will have correct tiers and prices now.
Combat module: Melee weapons will have correct tiers and higher prices than before. Two handed axes buffed.
Combat module: All plate helmets armor values reworked based on same principle as armors in previous update.
Combat module: Due to changes to how armor works, shield penetration of projectiles was much less efficient than it should be. Also most of shields in Bannerlord have shield boss which would significantly protect hand from potential penetration. Due to this arrows will no longer penetrate shields, instead they will be efficient at destroying them (to simulate that deeply penetrated arrows would make shield useless).
Combat module: Flying crossbow bolts will now cause sounds just like arrows.
Version 1.6.8
Combat module: Stab damage of lances increased. Weapons and armors will now have proper tiers. Availability of weapons in the beginning improved. Added very heavy (125 g) arrow to the game.
Unit overhaul: fixed bugged stats on some units.
Version 1.6.7
Combat module: Rework of how armors work, they should be closer to what experiments and tests suggest.
Combat module: Only a portion of cutting and piercing damage, that is stopped by armor will result in blunt trauma.
Combat module: One handed melee weapons deal 60-100 damage (tests suggest 60-100 joules with 1 hand). Two handers deal 100-150 (tests suggest 100-135 for two handed swords and axes and up to 200 joules for halbers).
Combat module: Thrusts are limited to up to 25 % bonus damage from movement speed (normal thrust can deal roughly 100 damage, thrust with bonus speed can deal 125 damage). This represents limits of human hand and also makes cauching more powerfull than thrusting. Couched lances will deal up to 150-250 damage depending on their tier, heavier ones generally deal more damage (it was found that lances without lance arrest have impact energies of 100-250 joules).
Combat module: Armors are generally very good against cutting attacks, but less efficient versus piercing attacks. For example decent mail (40 armor) can stop 120-160 cutting damage from melee weapons, but only 80 piercing damage from an arrow. Some lamellar, coat of plates and scale armors were rebalanced to reflect their protection capabilities such as potential for bouncing, material and thickness of their plates.
Combat module: Two handed polearms and axes will now cause small stagger when their attack is blocked incorrectly or parried, this is to represent their ability to disturb formation, drag shields, and put more weight behind attacks.
Combat module: Lances are bit longer now. Only lances can couch now (since couch damage is weight dependent and spears are very light in order to be fast).
Combat module: Crossbow bolt quiver will now have 40 bolts instead of 20, high tier crossbows are bit slower now.
AI module: Low tier units are now more likely to parry and block in wrong direction which makes them more open to attacks.
Combat module: Shield Bash will now always work regardless of enemy armor.
Combat module: Polearms will no longer cause damage multiple times per attack.
Combat module: Fixed issue of modified weapons having ID conflict, multiple regimes of use, multiple similliar tags and wrong stats.
Combat module: Reduced the ragdoll effects significantly.
Version 1.6.5
Combat module: compatibility patch for 1.5.7 beta
Unit overhaul compatible with version 1.5.7 of Bannerlord was released.
AI module: Unit formations will now raise their shields to protect themselves from projectiles more often.
AI module: Defenders during siege will have more advantage during fought battles (they will be spawned in their full numbers even when severely outnumbered).
Version 1.6.4
Unit Overhaul: Fixed crash related to caravan ambush and mountain bandits.
Version 1.6.3
Unit Overhaul: Generic mercenaries hirable in taverns have correct gear now.
Version 1.6.2
AI module: Siege towers should work bit better now.
Unit overhaul: Tweaks to unit gloves, capes and boots.
Combat module: Gladius cutting damage buffed, Rhompalia reworked so it is esentially big tow handed falx (as it should be). Few other weapon tweaks.
Combat module: Helmet Hair Cover Tweaks for Realistic Battle Mod (basic) by LukeDanger was added to the combat module after request. This mod was based on Helmet Hair Cover Tweaks by OldManHustle which was for vanilla items only.
Version 1.6.1
AI module: Fixed the bug where player could not control his troops. Soldiers should now move bit more naturally.
Version 1.6.0
AI module: Defenders during siege will now properly hold breaches in the walls.
AI module: Many crash fixes.
Combat Module: Small buff to warhorse health and horse armor. Arrow visuals can be now turned back into vanilla ones by replacing arrow_visuals_modified.xml in RealisticBattleCombatModule//ModuleData (replacement in optional files category).
Version 1.5.9
Improved AI behaviour during sieges, for example soldiers are more likely to climb ladders and defenders will try to hold enemies at the gates instead of waiting. Units should now move more organically (no more senseless pushing).
Shoulder armors added in 1.5.6 version of bannerlord should have correct stats now. Siege engines should survive bit longer now.
Arena and unit fix submod renamed to Realistic Battle Unit Overhaul and moved to main files. Many tweaks were added in this version mostly to low-mod tier units, new armors from 1.5.6 were given to the units (not 1.5.5 compatible).
Throwing axes are more powerfull now but there is only one in stack, they work similarly to pila and other throwing spears.
Prices of civilian cloth armors were reduced, this will result in reduced profit from wool weavery (but still more than in vanilla).
Version 1.5.8
Arena and unit fix submod v1.1.2: gear from version 1.5.6 added to the units, overhaul of low and mid tier units.
Unit twitching bug resolved.
Volunteer Up Tier v 1.0.4 released. This is version for Bannerlord 1.5.6. New feature added, increases the amount of noble recruits to roughly 10% of all recruits.
Version 1.5.7
Gladius is now in the game (used by legion of betrayed in Arena and Unit fix).
Daggers and throwing knives have been added to the armor penetration config file.
Arena and Unit fix submod v 1.1.0 - big update, all the minor clan units and aserai noble line have been reworked. No more totally useless units from mercenary clans. Each of these minor factions should be now specialized in some unique way.
Version 1.5.6
Light crossbow can be reloaded on horseback.
New batanian armors added in Bannerlord version 1.5.5 have correct stats now. Batanian units in Arena and unit fix submod also use these armors now.
Version 1.5.5 Combat module
Maces should have correct weight now (1-1.5 kg).
Bash with polearms will no longer deal huge damage.
Version 1.5.4
Crash fix.
Improved spear performance submod added. It is inspired by fix the spears dude that was abandoned. Features: spears can be used in tight formation such as shieldwall, spears have full damage during entire stab animation including beginning of it. Works both as standalone and together with RBM. If you find spears to be OP when combined with RBM you can adjust polearm bonus damage in the config of RBM to your liking.
Version 1.5.3
Separated the mod into two submodules. You can play either only with chnages to damage or changes to AI or with both (just like before) by combining the two modules. Please remove the original Realistic Battle folder to avoid crashes.
Version 1.5.2
Updated horse saddle visuals.
Fixed crash related to column formation.
Version 1.5.1
Ranged weapons code reworked, bows are roughly the same, crossbows received buff.
Bonus damage of polearms such as spears can be now adjusted in config file (default value in the mod is 45). This bonus to damage is further reduced by armor of target so it is not pure damage.
Optional arena and equipment fix v 2.0.6 relesed: Few bugfixes, armor on vlandian tier 5 melee units buffed, militias buffed across the board (most of units in castles are militias, this should make sieges more challenging).
Lord Retinue Uptier version 1.0.1 - fix for crashes related to this mod (crashes when entering battle, simulating battle and holding alt while looking at aserai and battanian armies).
Version 1.5.0
Parry and block chance of AI soldiers is affected by combat difficulty option in campaign option.
Unit and arena fix - Druzhniks buffed.
Lord Retinue Uptier released - Lords will respawn (after they escape from prison, etc) with army of tier 5 units.
Version 1.4.9
Small fix to infantry behaviour.
Version 1.4.8
Small bug fixes, mod should be more compatible with RTS camera. Fixed one handed sword bug.
Version 1.4.7
Tweaked block and parry chance of troops. Low tier soldiers should be easier to deal with and even mid and high tier should be more menagable.
Hold fire / fire at will will work again with javelin infantry.
Tweaked behaviour of armies when they are reinforced. They will try to stay in fight more and will regroup when they will start loosing decisevely if reinforcements are on the way.
Swords, maces and axes will have more historical weights now (they will be lighter than in vanilla).
Main infnatry formation will focus on enemy infantry or ranged formation, they will not chase horse archers or cavalry if they have other enemies to fight.
Version 1.4.6
Fixed bug and crash caused by shooting modified bow or crossbow (cracked, splintered etc..).
AI will now raise their shields dynamically instead of at all times.
Troops will be better at blocking and parrying depending on their skill level. This helps a bit with formation cohesion, length of battle and makes the combat more challenging.
Version 1.4.5
Fixed some other potential crashes.
REMOVE MODIFIED BOWS AND CROSSBOWS SUCH AS CRACKED AND SPLINTERED FROM YOUR COMPANIONS AND YOURSELF TO PREVENT RANDOM CRASHES AT THE BEGINNING AND END OF BATTLES. YOU CAN STILL KEEP THEM IN INVENTORY JUST DONT USE THEM.
Version 1.4.4
Fixed horse vanguard crash.
Version 1.4.3
Hotfix for ranged AI and horse archer will circle enemy from slightly longer range in order to avoid bumping into the enemy.
Optional unit fix (for 1.5.3) v 2.0.3 released: Small hotfix for sturgian mounted skirmishers.
Version 1.4.2
Improved AI ranged tactics.
Maximum range of ranged units was tweaked, now ranged units should be always able to hit enemy formation (previously they might shoot 10 metres in front of their target at long range).
Cavalry lances will have now proper historical length and weight.
Optional unit fix (for 1.5.3) v 2.0.2 released: High tier units with shields will have better gloves and boots, this will improve their resilience to missiles and give them some advantage over 2h units. High tier ranged units will have good 1 h weapons instead of 2h weapons since 1h+shield AI seem to struggle vs 2h units. In arenas high tier bows and crossbows will be available now. Crossbowmen equipment improved to reflect that they were more of dual purpose unit instead of pureblood skirmishers in this era.
Version 1.4.1
Cavalry will now couch their lances when ordered to charge (F6 and F3).
Range of missile infantry increased.
Javelins will now deal more damage to low and mid tier armor.
Armor penetration of two handed axes and maces nerfed slightly.
Optional unit fix (for 1.5.3) v 2.0.1 relesed: most of two handed tier 5 units nerfed. Tier 5 melee infantry will now have either mace, axe, falx or spear as 1h swords are not good in the hands of AI right now. Tier 5 batanian cavalry will have 1h falxes and shields instead of regular swords and axes. Few other unit fixes.
Version 1.4.0
Fixes for few AI bugs.
Version 1.3.9
Archer AI improved, they will move now when most of them cannot shoot.
Skirmisher cavalry now works properly for AI and when player hit F6 with whole army or just the cavalry unit.
When most of enemy army consists of melee infantry (for example looters) they will no longer camp the hills but instead will charge now, since camping gave them no advantage anyway.
Small tweaks to few helmet stats.
Thrown stones now fly slower and deal less damage as a result.
New version of unit fix released, few batanian and sturgian units with wrong equipment fixed.
Version 1.3.8
Battanian chainmail armor added in 1.5.2 will have correct stats now.
Optional unit equipment fix - some of the batanian skirmishers and mounted skirmishers will use new chainmail armor now.
Version 1.3.7
Some high tier armor tweaks and fixed a bug caused by 1.3.6 (ranged units had no stats).
Optional unit fix 1.8.0 - some soldiers in their units will use spears now.
Version 1.3.6
Small tweaks to some armors.
Ranged units will use correct arrows and bows now. This does not aply to arenas due to limitation of this method. If you want fixed arenas and further changes to units such as 2H polearm usage, you still need to use optional unit equipment fix. - Big thanks to PCDug for advice on this.
Unit equipment fix v 1.7 - Saplings and thier unit line will now have melee weapon in addition to bow and arrows (this is vanilla bug).
Version 1.3.5
Crossbow bolts use same damage system as arrows now. 100 damage = 100 % damage.
Small tweaks to some weapons.
Recommended unit fix v 1.6 released for beta 1.5.1 - all main culture tier 5 - 6 tweaked when necessary to make them bit more unique so each of them have specific role, advantage and disadvantage.
Version 1.3.4
Cavalry will use their lances again.
Spear attack speed increased.
Cutting arrows and cutting bolts hopefully fixed.
Version 1.3.3
This time armor changes were actually uploaded. - Body armors rebalanced based on how they actually look.
Damage of projectiles capped to simulate arrows breaking on impact with heaviest armors, thus being unable to deliver full kinetic energy on impact.
Version 1.3.2
Body armors rebalanced based on how they actually look.
Cutting damage of polearms nerfed.
Arena and unit equipment fix v1.5.0 - units with 2H polearms will actually use them in battle now.
Version 1.3.1
Further AI improvements.
VolunteerUpTier standalone and in combination with main mod released for beta 1.5.
Version 1.3.0
Additional AI fixes and small weapon-armor interaction rebalances.
Version 1.2.9
Many fixes to combat AI.
Couched lances damage odjusted to originally intended levels - maximally 320 with high polearm skill.
Version 1.2.8
All units now throw their throwable weapons when used by AI (this includes F6 order).
Fix for arenas and some units v 1.3 - this time actually fixed equipment of Vlandian Pikemen, previous version was vanilla file.
Version 1.2.7
Tweaked some of the helmet armors. Buffed cutting arrows and bolts, buffed armor piercing capabilities of armor piercing bolts slightly.
Fix for arenas and some units v 1.2 - fixed equipment of Vlandian Pikemen.
Version 1.2.6
Vanilla armors overhauled to be more in line with vision of the mod. Cloth 5-20 armor, leather 15-30 armor, mail 30-45, lamellar and scale 30-55
Version 1.2.5
Fixed one of the crashes.
Version 1.2.4
Poundage of bows lowered to reflect presumable historic setting of Bannerlord (10th-12th century).
Horse archers fixed. Specifically, previous version of mod contained realistic horse archer physics, however AI in game was not able to handel it, therefore we had to revert it to vanilla version.
Version 1.2.3
Small bugfix and improvement of the code.
Version 1.2.2
Crash on campaign start, specifically in training area fixed.
Version 1.2.1
Bugfix of vanilla AI bug.
Version 1.2.0
Reworked all ranged items. Longbows, recurve bows and crossbows have now their missile speed based on thier draw weight and missile weight (and many other factors that are not shown in game to the player). Each of these weapon types have unique formula to calculate proper missile speed (and therefore damage), these simulations are based on experimental data and fit with real life tests!
Missile speed stat of bows and crossbows now represents their draw weight.
Throwable weapons have their missile speed based on their weight and energy of the throw (this energy is constant), so lighter throwables will fly faster while heavier ones will fly slower. Throwable damage was also rebalanced.
Fixed some of the broken infantry behaviour which was broken by some of the official game patches so AI will again recognize melee infantry with throwing spear (for example pilum) as a melee infantry and not as an archer(in vanilla any melee unit with some throwable is automatically considered as archer).
Version 1.1.9
Buffed effect of armor vs ranged weapons slightly.
Spears have longer reach.
Separate optional file was released that buffs ranged weapons in arenas and changes some of the obviously wrong gear of ranged units. It is required to replace original spnpccharacters.xml with modified one - backup recommended. Made from original file from v 1.4.3 of vanilla and tested only in this version.
Version 1.1.8
Since AI does not use tier 5 bows in patch 1.4.3, tier 5 bows and equivalent crossbows were buffed to level of 180 pound warbow (historically bows up to 200 pounds existed). Tier 5 was buffed to 150-160 punds etc.
Reload and draw / aim time of crossbows was changed to more realistic level. Heavy crossbows but also very heavy bows takes longer to reload / draw then lighter ones. Requiered skill of mid to high tier bows was increased, accuracy was reduced - you need to have 100 more skill than requirement to achieve 90 % accuracy.
Armor penetrative arrows (Piercing, Bodkin, cultural ones) and crossbows have ability to pierce shields now. This effect is not guaranteed, strength of bow, armor of shield (more expensive shields = more amor, metal shields = most armor) and armor of soldier have huge effect. This feature is based on this discovery https://www.youtube.com/watch?v=y6IlEUm_Eo4
Shields were rebalanced, since they were overnerfed by 1.4.3 patch.
Low tier arrows (default, range, barbed) cause more damage but it is cut instead of pierce.
Version 1.1.7
Pilum can now pierce shield for real this time.
Javelin melee damage buffed slightly.
Version 1.1.6
Spears slightly nerfed after latest buff.
Cataphracts will use their lances more.
Different parts of body have different damage modifiers.
Pilum can pierce shield as was the case historically.
Version 1.1.5
Base damage of spears buffed, spears deal much more damage from point blank range than before.
Axe damage vs armor buffed.
Version 1.1.4
New version of Realistic battle was created, this is continuation of version with more armor, from now on this will be only supported version.
The weakest javelins were buffed.
Pilum is throwable again.
Flying arrows now look realistic instead of being wooden sticks.
Base damage of spears buffed, spears deal much more damage from point blank range than before.
Version 1.1.3
Couched lances are longer and properly held in hands, they deal more damage now. Spear thrusts from horseback are now weaker than couched lances.
Version 1.1.2
Couched lances now deal more realistic damage. Mostly between 100-300 damage before armor is applied this is based on scientific paper that studied impact force of couched lances.
All Cavalry lances / spears can be used for couching now since couching technique used in the game can be used for any spear from realism point of view.
Crossbow bolts armor penetration buffed slightly. This is represents higher rigidity of crossbow bolts.
Arrow damage is now shown in numbers that better represent their bonus effect. For example instead of 9 thrust damage there is 90 thrust damage which represents 90% of supposed damage being done.
Arrows and bolts damage vs shields nerfed slightly. Approximatelly by 28%.
Horse armor nerfed. Since effect of armor is buffed in our mod and default horse armor have very high values heavy armored horses were extremely hard to kill. Now horse armors have comparable armor values to armors worn by humans, for example imperial scale armor for horse have 50 armor, which is same as imperial scale body armor for humans.
Version 1.1.1
Fixed few bows, arrows and volunteer bug in one of the versions of the mod.
Version 1.1.0
Shields are more vulnerable to both melee and ranged attacks. Sword damage buffed slightly.
Version 1.0.9
Damage of cavalry charge is now physics based.
Javelin prices fixed. Throwing axe damage fixed.
Version 1.0.8
fixes for tacitcal ai, fixes for siege weapons ( previously they had absurd damage)
Version 1.0.6
Improved tactics of AI on the battlefield. In vanilla game AI uses charge most of the time. With this update it will use much more complex tactics.
Donations
Both straight donations and premium membership donations accepted
This mod makes combat more realistic. Armor values are based on experimental data. 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.
The mod contains multiple modules and settings which can be toggled on / off in the game main menu.
Combat module in a nutshell:
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 (edit config file in the user/documents).
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 light-medium 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. Heavy projectiles such as javelins profit from bonus speed more than lighter projectiles such as arrows.
Shields now have realistic hitboxes (in 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 kinetic energy based damage (heavier and faster is better). Stabbing with spear from horseback will generally cause less damage than couching at high speed as was the case historically. Couchable lances are held in last third 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. If blow from couched lance is particularly powerfull, it can dehorse enemy horseman. Similarly, bracing with heavy polearm like pike can dehorse rider too.
Horse charge cause physics based damage, horse receives some damage when it charges too.
All melee damage was changed to reflect kinetic energy from experimental test. One handed weapons generally deal 60-120 damage while two handers are in range of 100-180 depending on weapon type and its length.
All armors were rebalanced based on their material and how well they cover bodies of their wearers according to scientific literature and experimental tests.
Armors can full block incoming attacks if they are strong enough. In such case only a small portion of the damage will be transferred into blunt trauma damage. You can achieve higher damage by increasing relative speed of the projectiles (for example by shooting from running horse in direction of the enemy) or by increasing your character skill with the weapon. So just like in real life.
Hitboxes were reworked, to reflect actual armor coverage of armor pieces: Head hitbox = 100 % of helmet armor, neck hitbox = 60 % 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.
Melee weapons have weights and speed closer to the historical weapons (they are lighter and faster) than in vanilla.
Two handed swords can be used as bastards with both hands and one hand (since zweihanders are real 2h-only swords and they are difinitelly not present in Bannerlord).
Two handed polearms, two handed axes and two handed maces will stagger enemy when they are parried by melee weapons or blocked by shields from incorrect angle, this should help with their shock capabilities.
Axes will do more damage to shields.
Blunt damage can now kill just like pierce and cut damage.
Skill of the warrior is much more important than weapon it self. Damage, speed and handling of weapon is significantly affected by the weapon skill, for now applies to melee weapons. Damage stat of the melee weapon have reduced effect.
Damage with couched lance is strongly dependent on skill. Ballistic damage of the lance is the same no matter the skill, but weight added to the lance by the rider is skill dependent.
Melee weapon skill scaling: swords - low base damage, highest skill scaling; axes - moderate base damage, moderate skill sclaing; polearm - high base pierce damage, low pierce skill scaling, moderate base cut damage, moderate cut damage scaling with weapon skill, couched lance low base damage at moderate speed, high scaling of damage at moderate speed with skill; maces - highest base armor piercing damage, lowest skill scaling.
Throwing weapon skill scaling: Strength (and speed) of throw is based primarely on skill, if you want to deal lot of damage with javelin (or throwing axe) and if you want to throw heavy javelins you need high throwing skill. 10 (5 in case of axe) bonus m/s speed is added to throwing weapons, this speed is not added to the final calculation of damage, this is to make AI throw from further range (just in case you were wandering why you throw like olympic athlete) but the kinetic energy is still correct (so 35 m/s javelin have kinetic energy of 25 m/s javelin).
Bow and crossbow reload rate: Bow and crossbow reload rate was changed to historically accurate speeds relevant for war equipment - three setting are available, realistic (slow), semi-realistic (moderate), vanilla (fast). This setting is applied only to player, AI will always use realistic reload.
Bow drawing speed: When you unlock new bow with your skill, it will have draw speed of roughly 3 seconds, you can increase this speed further by training with the bow (skill scaling), when you have 50 more skill than is required to unlock the bow you will reach 2 seconds drawing speed, your drawing speed will further improve with more skill past that point.
Units have correct gear for their tier.
Each nation have specific strenght and minor clans are very specialized.
Spears will deal decent damage during entire animation including beginning of it, spears will not get stucked to allies when used in tight formation, inspired by now defunct fix the spears dude.
Due to changes to stats, prices of items have been reworked. You can tweak them in the config.
Shield on back was reworked, it can now stop all damage if the shield is hit. Kite shields, khuzait round shields and pavises are worn on shoulder instead of back when they are not equipped in hand, this results in protection when bracing and reloading crossbows, this can be adjusted in game menu.
Horse harnesses will now have head armor, neck armor (arm), frontal body armor (body armor) and rear body armor (leg). Some harnesses are going to have good frontal but poor rear protection.
Arrows and bolts use their real meshes instead of wooden bars, this can be reverted in game menu if you prefer original look or have performance issues since mod patch 2.2.0.
Parrying, fighting in arenas and training area will give proper xp now. Hitting and parrying enemies that have higher level than you will give bonus xp, this applies to AI leveling too.
If you want to understand more about weapon damage in RBM please see articles section.
Greased and hardened arrows and bolts added to the game (this items will turn into trash if uninstall the mod, so no crashing).
Partial penetration is now possible with all piercing attacks but arrows and bolts. This means that blade can partially penetrate the armor (splitting single ring, making small hole in the armor) for up to 15 damage with relative ease but any damage above that requires much more power to fully penetrate.
Speed shooting is available both to player and the AI (disabled in version for 1.8.1, works in version for 1.9.0). You need to have 70 more skill than is the bow difficulty to unlock it.
When targeting reticle (crosshair) is disabled your shot angle will be increased by roughly 5 degrees just like IRL with most of archery anchor points. This improves aiming at longer distances.
AI module in a nutshell:
Esentially armies will use some tactic (instead of Charge) when in battle, in vanilla army leader needs to have like 150-200 tactics skill for this to happen, with RBM tactics will always happen.
Also some of the vanilla tactics are literally broken or not function properly so we disabled these (circle of sucide when facing horse archers, hold the "choke point" in shield wall until you get surrounded and murdered and so on).
We also upgraded the remaining tactics. For example archers will often stand behind infantry line in much wider formation than infantry so they can flank while having some protection. When army holds the high ground it will actually do few steps forward so archers can properly shoot and infantry in front of them does not obscure vision, in vanilla archers actually stood behind the hill and they could not shoot while infantry stood on the hill.
Horse skirmishers (javelins) will circle around enemy formation and throw all their javelins (just like horse archers) and only after that they will charge, in vanilla they just charge through formation and sometimes throw javelins.
Horse archers will circle around from safe distance so they wont just bump into enemy infantry all the time. They will also charge close (which adds speed to their arrows) and the turn arround (hit and run).
Cavalry will used their couched lances properly, it will charge then disengage to the distance and then charge again instead of getting stuck in the fight.
When archers are in range but for some reason they cannot shoot, for example because of hill they will do few steps forward, they will keep doing this until most of them starts shooting.
Adden brand new tactics to the AI - Embolon to Empire, Skirmisher flank to Aserai, Archer flank to Battania and Shock Trooper flank to Sturgia.
Soldiers with shields will block arrows more often and when under heavy fire entire formation will raise their shields.
Units block and parry much more than in vanilla which makes the combat bit longer, this depends on skill of soldier and combat difficulty setting.
Infantry will properly throw their javelins both when defending and attacking.
Defenders will now properly hold the gate when it is broken and the wall when it is breached.
Units with two handed polearms will try to keep proper distance and as result will fight from second line of formation more often.
Improved melee formations in field battles. Soldiers in formations will behave more like people, they will poke each other, attack and retreat instead of attacking like robots that dont care about dying. Phalanx, pikewall, shieldwall is more viable and battles are longer.
Spear and Pike infantry will hold their ground and brace when charged by cavalry.
Skirmisher infantry (troops with more than 2 javelins) will now try to skirmish when they are dominant unit in formation.
Posture system added to the game. Your posture bar is shown below your health bar. Enemy name, health and posture is shown in the top middle part of your screen (below balance of power bar). You lose some posture when you attack, you lose more posture when you defend from enemy attack, perfectly timing of your block / parry significantly reduces posture damage which you receive and causes lot of posture damage to the attacker, blocking into incorrect side with the shield or holding parry for a long time before actual attack will result in more posture damage than perfectly timed block or parry. Posture regenerates over time. When soldiers posture fully depletes he will recieve some adverse effect (read below) and will regen half of his posture back (so you can turn the tide of battle evne if you are loosing at first).
If you attack enemy with shield that dont have enough posture to block he will be either knocked back (if he times his block in correct position properly) or knocked down (if the enemy does not block in correct position). However if you perfect parry / perfect block attacker that has low posture and is carrying a shield, this attacker will be knocked down.
If you attack enemy without shield that dont have enough posture to parry he will be knocked back and will receive crush through. If you perfect parry someone that has low posture, you will knock him down and cause crush through.
Heavier weapons (such as maces) are better at dealing posture damage but receive more posture damage when they parry in comparison to more nimble weapons (such as swords). 2 handed weapons are generally better for parrying thna one handed (they reflect more posture damage when they perfect parry). 2 handed swords are best for dueling.
You character weapon skills and athletics (or riding when on mount) affects you posture damage and posture regen.
You can disable posture system or its GUI in the mod options.
Reinforcements will come from edge of the battlefield instead of teleporting into static point that is mostly behind default spawning position. This means you can actually use the new deployment system and you will not screw yourself in the process.
Super speed feature was added to the module (original mod is no longer functional) press ctrl + v to increase game speed (or return in back to normal).
Improvements to defender postions on some maps. So far: Ab Comer castle, Veron castle, Zeonica, Vostrum, Verescand castle, Varnovapol, Thractorae, Seanon, Jogurys, Lageta and Takor castle. More to come in future patches.
Arena Module:
Enemies in arena will be on your tier level. Player tier is calculated from player level and gear, whichever of these two values is higher will be chosen.
Rewards are 1 tier higher than tier of the tournament, so player should be able to upgrade by fighting in arenas.
Renown reward for fighting in arena is increased as well (higher tier = more renown).
Melee weapons and shields will be randomized and of appropriate tier and culture. Bows and arrows will scale with arena tier aswell.
Since tournament is fair now it is good way to train and learn how to fight with Combat and AI module. Combat module also enables normal XP gain in arenas.
1v1 fights will be sometimes fought with shields, sometimes with just 1 handed weapons instead.
Also all of this aplies to AI, player can activate all the tactics related stuff by "delegating command to sergeants" with either entire army or specific unit formation (proper charging with cav and proper distance with horse archers work with "Charge" command as well).
If you are interested in tweaking some of the mod settings go to users/"user name"/documents/Mount and Blade II Bannerlord/configs, you will find RBM combat and AI config folders there. These changes will be remembered even after new patch. Our optional mods (in files section below main mod files), both of these mods also work as standalone mods:
VolunteersUpTier - at the moment archived (only up to 1.7.2) - 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 ). Works also as standalone.
Lord Retinue Uptier - this optional mod improves the armies (AKA retinues) that are spawned with AI lords (not your companions) when they are spawned / released / ransomed / escape from captivity. This will put more good units into game and also make battles vs AI armies harder.
Installation: RBM is installed like majority of other mods, AKA put its folder into modules folder. VolunteersUpTier and Lord Retinue Uptier are again standard mod installation. Recommended mods:
More income - from one of the authors of RBM, increases price of trade goods, which
increases income from workshops, manual trade and hopefully caravans. Good if you want to focus more on leading armies and less on griding money.
RTS camera - very good mod, aside from the camera stuff also allows you to play as
one of your soldiers after dying and increase or slow down the game speed. Original mod is again updated for the current game.
Diplomacy - makes strategy map part of the game better, alliances, non-aggression pacts, factions within kingdoms et
Auto Resolve Rebalanced - highly recommended, it makes autoresolve battles much closer to results from actual battles, which helps AI siege. Recent changes to garrison growth made in vanilla makes it very hard to take castle in autoresolve.
Check whether these mods are supported in current version of the game before installing them.
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.
Compatibility: Please note that any mod that affects stats of bows, crossbows, arrows and bolts is not compatible with the combat module. Any mod that changes how damage formula of arrows or melee weapons works is also not compatible withcombat module. Other mods should be compatible. Spear Rework is conflicting with combat module and may be cause of crashes. ANY mod that adds armors and/or weapons is NOT compatible with Combat modules unless there is a RBM patch for it. Raise your banner mod is in conflict with AI module, and breaks AI behaviors.
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.
Installation: 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.
Troubleshooting: Before posting your problem or question please check the sticky posts, you may find solution to your problem or answer to your question there.