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Mount & Blade II: Bannerlord

Bloodeyes

Arcane
Joined
Jan 30, 2007
Messages
2,946
Is there any roadmap to 1.0 ? What they need to finish ?

There is no longer such a thing as 1.0 in indie game development. Patching continues until development of the next title begins. Then the updates stop. At some point the game may be declared "released" to garner more attention but this is arbitrary and meaningless.
 

Fedora Master

STOP POSTING
Patron
Edgy
Joined
Jun 28, 2017
Messages
31,774
They will shit out a 2.0 version and declare the game "done".

At least then modders aren't getting their work destroyed because of a miniscule typo hotfix,so by 2025 we might get a total overhaul that makes Bannerlord worthwhile.
 

Üstad

Arcane
Joined
Aug 27, 2019
Messages
8,622
Location
Türkiye
Is there a mod to make non sword weaponry more diverse and better or perhaps make smithing effective when it comes to weapon stats? It's almost pointless to use axes and maces, especially if you are playing as cavalry. Smithing doesn't help enough either as weapon reach is still a problem.
 

vota DC

Augur
Joined
Aug 23, 2016
Messages
2,318
They will shit out a 2.0 version and declare the game "done".

At least then modders aren't getting their work destroyed because of a miniscule typo hotfix,so by 2025 we might get a total overhaul that makes Bannerlord worthwhile.
They even didn't disabled oooga booga free stuff. If you mod a troop even if you give a blank gear they get stuff from nothing because something hardcoded.
 

Üstad

Arcane
Joined
Aug 27, 2019
Messages
8,622
Location
Türkiye
I sent a companion to complete a mission but she still hasn't returned, she's holding instead of returning. Da fuck I'm supposed to do?
 

Peachcurl

Arcane
Joined
Jan 3, 2020
Messages
10,680
Location
(╯°□°)╯︵ ┻━┻
Is there a mod to make non sword weaponry more diverse and better or perhaps make smithing effective when it comes to weapon stats? It's almost pointless to use axes and maces, especially if you are playing as cavalry. Smithing doesn't help enough either as weapon reach is still a problem.

What about swing-based polearms? Those do pretty well I think.
 

Üstad

Arcane
Joined
Aug 27, 2019
Messages
8,622
Location
Türkiye
Is there a mod to make non sword weaponry more diverse and better or perhaps make smithing effective when it comes to weapon stats? It's almost pointless to use axes and maces, especially if you are playing as cavalry. Smithing doesn't help enough either as weapon reach is still a problem.

What about swing-based polearms? Those do pretty well I think.
They are good, it's just I want to use one handed weapon and one handed weapons heavily favors swords.
 

Lokiamis

Savant
Joined
Aug 26, 2019
Messages
193
Is there a mod to make non sword weaponry more diverse and better or perhaps make smithing effective when it comes to weapon stats? It's almost pointless to use axes and maces, especially if you are playing as cavalry. Smithing doesn't help enough either as weapon reach is still a problem.

Realistic Battle Mod (RBM) is one of the most popular mods. One of its main features is increasing the effectiveness of armor, which means you'll need to rely more on the armor piercing properties of blunt weapons to punch through. Axes serve as a middle ground, letting you do good damage against heavily armored soldiers as well as cutting down light infantry and archers. It also makes using a spear on foot an actually viable option, whereas in the base game the thrusts do almost no damage if the enemy is too close.
That being said, it is a huge combat overhaul and you should definitely read through everything it has to offer because it completely changes the feel of the game. While I was used to playing a lancer and one shotting every troop in the game before, with RBM I had to change my playstyle, focusing on taking out lighter, cheaper units and marksmen. I definitely had to warm up to it, but now I wouldn't play without it.

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.

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.

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.

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.

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.

https://www.nexusmods.com/mountandblade2bannerlord/mods/791
 

Lokiamis

Savant
Joined
Aug 26, 2019
Messages
193
I might as well do quick reviews for all of the mods I've been using this playthrough. All are updated for 1.7.0/1.7.1(beta) and I haven't had a single crash. Not including framework/dependency mods. Nexus lets you know what you need.

Additional Quests
https://www.nexusmods.com/mountandblade2bannerlord/mods/3066
Could probably live without this one, but it's there if you want to add more shit for the sake of adding more shit.
Pros
-Adds a couple quests intended to be vanilla friendly.
Cons
-I'm never going to round up 20 spears for some idiot.

Dismemberment (Plus)
https://www.nexusmods.com/mountandblade2bannerlord/mods/2190
With bladed weapons you can dismember heads/arms/hands/legs/feet.
Pros
-Looks very well done now. Earlier dismemberment mods looked goofy and left invisible holes instead of bloody stumps.
-You can fully configure dismemberment chance or simply select the realism option, which dismembers based on your weapon skill, health of victim, and damage of your swing.
Cons
-If you're unwilling to configure it to your tastes, you might not like how often you chop off heads.

Hybrid Blocking
https://www.nexusmods.com/mountandblade2bannerlord/mods/2386
This adjusts the mobility you have when moving your shield around to block attacks. Honestly, I hadn't played the game in a long time before this playthough, so the difference is lost on me.

Improved Garrisons
https://www.nexusmods.com/mountandblade2bannerlord/mods/688
Customize your garrisons by creating patrols, sending out troop recruiters, automate guards being sent out to defend your villages, and more.
Pros
-It's really cool being able to set which troops you want recruited, what level you want them to train to, and having your guys patrol your territory and ward off bandits.
Cons
-It's so good that it's going to make the game much easier for you.

Magic Holsters
https://www.nexusmods.com/mountandblade2bannerlord/mods/2368
Hides spears and other huge weapons being glued to your back when holstered. I don't mind 2 handed swords being strapped to my back, so I use the version that's just for spears.
Pros
-No more armies running around with 20 foot poles stuck to them.
Cons
-It's just as unrealistic for people to have invisible weapons
-An enemy can surprise you by switching to a spear you couldn't see on them.

Raise Your Banner
https://www.nexusmods.com/mountandblade2bannerlord/mods/3253
1 in every X of your soldiers will carry your banner. Same for your allies and enemies.
Pros
-The banners look great. They even have physics and blow in the wind. I think most of the code is just unimplemented basegame stuff.
Cons
-None. Perfect mod. Makes armies look way cooler.

Realistic Battle Mod
https://www.nexusmods.com/mountandblade2bannerlord/mods/791
Huge overhaul to combat and AI tactics. So huge that the combat and tactics overhauls are completely separate and you can choose to install them both or even just one of them.
Pros
-Armor is more effective, requiring new tactics and increasing the length of battles. Higher tier troops are now more distinctly powerful.
-All armies now use proper tactics instead of simply charging.
Cons
-It changes almost everything. Might not be to your tastes.
-Some of the enemy tactics can be abused pretty heavily.

De Re Militari
https://www.nexusmods.com/mountandblade2bannerlord/mods/2505
Overhauls all troop trees in the game. Separates lower and high tier units so that a simple levy soldier can never promote all the way to a heavily armored death machine. Relies on RBM.
Pros
-Makes all factions more distinct and plays to their strengths.
-A more realistic depiction of army composition.
Cons
-While AI lords will choose well rounded armies, a player with enough income can just staff their entire army with the highest tier troops and wipe the floor with everyone else.

Detailed Character Creation
https://www.nexusmods.com/mountandblade2bannerlord/mods/118
Allows for more character creation options, like age, weight, build, etc. Also lets you customize how NPCs look. Very useful if your kid has those stupid fucking dreads.

Bandit Militias
https://www.nexusmods.com/mountandblade2bannerlord/mods/1768
Bandits will eventually combine their forces and form armies. Kind of dumb, won't be using it again.
Pros
-Gives you an enemy to fight somewhere between small looter bands and lord armies.
Cons
-It's silly seeing huge bandit armies everywhere.
-No matter how many of them there are, hordes of low tier units don't pose much of a challenge.

Balanced Tournament Armor
https://www.nexusmods.com/mountandblade2bannerlord/mods/3471
Heals every unit to full for tournaments and forces them to use the same armor. Simple balance change.

Diplomacy
https://www.nexusmods.com/mountandblade2bannerlord/mods/832
Adds more diplomatic features like messengers, alliances, war exhaustion, and civil wars within factions. Also allows you to claim fiefs you capture like in Warband.
Pros
-It's nice having proper alliances and expanding the non-combat side of the game.
Cons
-In Warband you could request fiefs you capture be given to you, but it was ultimately up to your ruler. I haven't been denied a single one in this mod. Not sure if that's intentional.

Knock 'Em Down
https://www.nexusmods.com/mountandblade2bannerlord/mods/3613
Allows you to configure knockdown chances for everything in the game, including shield bashes, kicks, and every type of projectile and melee weapon. I like to give bashes/kicks a decent knockdown chance while adding 1%-5% to projectiles and small arms for added chaos in battles. One of my favorite mods.

Succession
https://www.nexusmods.com/mountandblade2bannerlord/mods/2908
Different cultures will have different succession rules. New rulers can be decided by inheritance, military strength, clan wealth, landowner votes, senate election, or pleb election. Some factions even have term limits. Seems really neat, but ruler deaths are rare enough for me to not have really experienced it much.

Distinguished Service
https://www.nexusmods.com/mountandblade2bannerlord/mods/1101
If one of your units gets a significant amount of kills in a battle, you can promote them to be a full fledged companion.
Pros
-It's great seeing an alternative to simply buying companions from taverns.
Cons
-Balance is fucked. You choose their stats when you select them, and I was able to just specialize guys to have 400+ points in medical/engineering/scouting/whatever. Can't recommend until this is fixed.

Settlement Auto Mount
https://www.nexusmods.com/mountandblade2bannerlord/mods/3622
Puts you on your horse when you go for a walk around towns or villages. Get this.

Troop Sorting
https://www.nexusmods.com/mountandblade2bannerlord/mods/3596
Sorts troops in your party. Not much to say about this one.
 
Last edited:

Üstad

Arcane
Joined
Aug 27, 2019
Messages
8,622
Location
Türkiye
Is there a mod to make non sword weaponry more diverse and better or perhaps make smithing effective when it comes to weapon stats? It's almost pointless to use axes and maces, especially if you are playing as cavalry. Smithing doesn't help enough either as weapon reach is still a problem.

Realistic Battle Mod (RBM) is one of the most popular mods. One of its main features is increasing the effectiveness of armor, which means you'll need to rely more on the armor piercing properties of blunt weapons to punch through. Axes serve as a middle ground, letting you do good damage against heavily armored soldiers as well as cutting down light infantry and archers. It also makes using a spear on foot an actually viable option, whereas in the base game the thrusts do almost no damage if the enemy is too close.
That being said, it is a huge combat overhaul and you should definitely read through everything it has to offer because it completely changes the feel of the game. While I was used to playing a lancer and one shotting every troop in the game before, with RBM I had to change my playstyle, focusing on taking out lighter, cheaper units and marksmen. I definitely had to warm up to it, but now I wouldn't play without it.

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.

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.

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.

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.

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.

https://www.nexusmods.com/mountandblade2bannerlord/mods/791
Is this compatible with already existing save games?
 

Üstad

Arcane
Joined
Aug 27, 2019
Messages
8,622
Location
Türkiye
The kingdom I'm supporting is keep voting for 2 front war, how do I keep them from doing retardo shit? I spent maximum influence but no avail. Things like this makes me regret for not creating my kingdom with absolutist laws.
 

Fedora Master

STOP POSTING
Patron
Edgy
Joined
Jun 28, 2017
Messages
31,774
You can't. AI is retarded. Dunno what happens with your own kingdom but I suspect once you get a few clans to follow you they'll start the same retarded shit.
 
Joined
Dec 12, 2013
Messages
4,334
To be fair ruling class making irrational decisions is quite realistic. I have no problem imagining some arrogant/scheming/overambitious/traitorous aristocrats supporting 2 front war.
 

Zanzoken

Arcane
Joined
Dec 16, 2014
Messages
4,064
To be fair ruling class making irrational decisions is quite realistic. I have no problem imagining some arrogant/scheming/overambitious/traitorous aristocrats supporting 2 front war.

Agreed, but I am also 100% certain this is the result of shit AI and not an intentional design choice.
 

Üstad

Arcane
Joined
Aug 27, 2019
Messages
8,622
Location
Türkiye
I'm on my way to create non-imperial kingdom. I choosed Battanian culture and I want my kingdom to be Battanian as well, so do I have to capture a Battanian settlement first?
 

Spectacle

Arcane
Patron
Joined
May 25, 2006
Messages
8,363
I'm on my way to create non-imperial kingdom. I choosed Battanian culture and I want my kingdom to be Battanian as well, so do I have to capture a Battanian settlement first?
IIRC you should be able to choose your personal culture as kingdom culture no matter what.
 

Zariusz

Liturgist
Joined
Nov 13, 2019
Messages
2,051
Location
Civitas Schinesghe


HAH so they did it! What Talecucks abandoned because "it waz too cumplicatet" modders just acomplished. Now we have to wait for someone to revive those old companion list from few years ago.
 

deuxhero

Arcane
Joined
Jul 30, 2007
Messages
11,974
Location
Flowery Land
Is there a mod that adjust tournament rewards and functions on modern versions? Tired of getting the same pool of mid-tier helmets, "rare" one handed weapons, 1 horse and that camel.
 

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