Mount & Blade II: Bannerlord

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YoungKim

Uploaded by

MathDotMax

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About this mod

Overhaul mod to add various new features to make it more balanced and dynamic! .. and a bit better sturgians.

Requirements
Permissions and credits
VanillaPlus(For 1.2.4Beta)

** You can load a vanila save with this mod and vice-versa. 
**Recommend to start a new game or load with sandbox , as this may  collide with the constant war features of the main quest line of campaign.
    with this mod, you can still have a family by recruiting other lords into your clan. 
** If you start a new game, please save it and load again right after the game start for stability. TaleWorlds's initializing is not perfectly stable on new game start.
**using other mods which cover same categories which this mod covers can lead to crash, obviously. 

**separate modules of this mod : RealisticSociety
**My Other Mods :DivorceOfCalradia

Sturgian Snow Bonus and Elite Infantry:


Sturgians literally live in snow. Finally, Sturgian Snow bonus for increased party speed and the elite infantry troop tree unique to Sturgians. We've extensively tested these elite infantry troops with Khan's Guards, Cataphracts, and Fian Champions for balanced gameplay. These elite units can pulverize all other basic infantry types, though.

War Diplomacy:
lords tend to propose war more to a kingdom in which they hate the kingdom leader. in a nutshell, relation matters so if you want to create a kingdom, make friends as many as possible.  
merciful lords start to cry if casualties increase and will propose peace(cruel lord tend to not declare peace as casualties increase, on the other hand.) 
calculating lords will try to reduce number of ongoing wars. 
lords without honor can easily overturn their previous decisions-  these lords can declare  war  again soon after a peace declaration. honorable lords will try to avoid this, of course. 



Enhanced AI (especially for lords with calculating traits) :
if you see carefully, 
you can recognize how stupid lords and lords with calculating traits behave differently


Fief Elections: 
if all clans in a kingdom have enough fiefs, ruling clan can be enlisted in a fief election again no matter how many fiefs it has, as a king's privilege. 
fief-election eligible clan tier starts at 3 here. this doesnt exclude player but if you are a king and make companion or knight clans, you can inhibit them get fiefs by election until they reach tier 3. 

Expanded Open World Features:New Clan Member Addition:
  • Transition from noble to commoner and vice versa.
  • Nobles can become wanderers in certain situations and are recruitable in taverns.
  • Powerful NPC clans can also recruit them.
  • As a king, you can add members to clans facing manpower shortages.
  • Elevate your wanderer companions to nobles using your renown(but Only when you have a kingdom. TaleWorlds doesnt allow this without kingdom system, so..)
  • Recruit lords from other clans under specific conditions, but persuasion attempts may result in relation disadvantages.

Trait Significance:Traits play a pivotal role.

  • Lords with calculating traits make more prudent and defensive military decisions. They can act as decoys in campaigns and prioritize managing their settlements over fruitless sieges.
  • Merciful lords are more likely to release other lords, fostering positive relations and future friendships.
  • Less merciful lords tend to execute other lords, leading to negative relations and potential enemies.
  • Lords' behaviors and traits can influence kingdom dynamics as the more enemies clan leaders in a kingdom have, the more likely other kingdoms may declare war on it.

Logistic Growth Model for Hearth Growth

:Implementing a logistic growth model for village hearth growth creates a more realistic production and prosperity system. Village hearth growth affects town prosperity, making it vital for the region's overall well-being. especially, what these villages produce matters enormously as the hearth increases. 


New Clans Created by Notables and Players:

  • Notables can establish their own clans when relations with their settlement's owner sour. These clans can operate as mercenaries and potentially become vassals.
  • Players, as kingdom leaders, can create knight clans that share their renown.

Revised NPC Marriage System:Fewer interracial marriages; marriages are now based on NPC trait affinities. (couples with similar traits get married with more probability)

NPC Self-Development:
  • NPCs mature at age 12, Don't wait until they become 18. That standard of Vanilla was too contemporary and was making us bored.
  • No more crossbow focuses on Khuzait lords. NPCs now have culturally appropriate focuses and equipment preferences based on their attributes and focus distribution.
  • NPCs inherit unchangeable genes relating to attributes, affecting clan breeding through arranged marriages.
  • Increased experience gain for melee skills, addressing the imbalance compared to bow skills
  • poor clans which have to run caravans tend to train their members focusing on trading and scouting.

Clan Survival After Kingdom Destruction:

The Vanilla version destruction was a bit messed up, and now, clans become mercenaries after their kingdom's demise and can be recruited into your kingdom if you're a king.

Modified Clan financial system 

NPCs earn income as mercenaries and by running caravans as players do.  Removed basic income from nowhere, and now they rely on kingdom subsidiaries and self-sufficiency.

Custom Clan Tier and Party Size:

Clan tier extended to 10. Basic party size increase by clan tier reduced to emphasize hero abilities.

Political Dynamics
:Recruiting clans with conflicting interests may lead to internal issues. Lords' traits significantly influence the direction of your kingdom.

Governor Importance
:Towns without governors face increased rebellion risks, prompting NPC clan leaders to hire companions in times of manpower shortages.
New Types of Companions
: For those bored with "the swift", "the boar" etc