Mount & Blade II: Bannerlord

Mount & Blade II: Bannerlord

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Missing features? [Curated Mod List]
If you could change anything in Bannerlord, what would you change?

What are the features you would like to see in Bannerlord, so it feels more complete?

Within the results of this thread i'm gonna curate an mod list, this could possibly help people to have an alternate experience with the game.

If you would like to contribute just comment down below a few things you guys would like to see in the game or mods that you're already using.

Curated Mod List:
https://steamcommunity.com/sharedfiles/filedetails/?id=3399267022
Last edited by neopnk; Jan 2 @ 11:00pm
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Showing 1-15 of 33 comments
Action Man Jan 2 @ 8:20pm 
From a high level:

Huge changes to the non-combat side of the game. I'd like these systems to be way more engaging, but also optional. Let the AI do it for those that just want to get to the fighting, but let players get into that side if they want it.

Thus far, the most promising mod I've seen for this is Banner Kings. It does quite a bit. I haven't tried it yet, but it's on my radar once it gets updated.

More ways to engage with the game overall. Let players live out their dream of creating a merchant empire, being a master crafter (which would mean more crafting) but not breaking the economy doing it.

More quests. The NPCs are generic, but that doesn't mean we could have more quests based on traits NPCs have. This can go a lot of ways, and I'd love to see this be explored.

More challenging combat. The game itself can be difficult, but once you get familiar with it, it gets boring. This game sucks in that the longer a game goes, the easier it gets. I want the game to get harder to win not because I'm overwhelmed with too many war fronts, but challenged in the fights themselves.

I'm currently using Feudal Warfare and True Relations for this. It makes recruitment a lot harder, and the new troop trees make noble troops much more rare and coveted. No more loading up Fian Champs and running the board.
I also use Enemy Armies Enhanced. It grants passive experience to NPCs for all skills. You as the player can set how much for each skill. I use this so the NPCs keep pace with the player, and even surpass. Games that go long enough can let the AI break the 330 skill cap.

More Diplomacy options: I use the Diplomacy mod for this (Banner Kings conflicts, so you have to choose), but it does give more options. I use it to maximize wars, because that's what this game does. Peace time is boring.

There's probably a whole bunch more areas I can't think of immediately.

For a bit more immersion:

Nemesis: This gives NPCs dialogue lines they will shout at you in combat. Some are better than others (Vlandian insults are hilarious), but it makes combat more fun.

Complex Characters: More dialogue from NPCs. They will comment on your actions, victories, defeats, etc.. It's still janky - sometimes NPCs say I lose a battle that I won (while fighting alongside that NPC no less), but it at least gives a bit more than "So then, what is it?"

Small Talk: More dialogue options with NPCs. Based on the traits of you and the NPC, and your skills, different options will work, and this is different with different NPCs.

AI Executioner: I keep this tuned low so it's rare, but an execution happens and blood feuds start rising up. It adds some flavor when a friend (or clan member) is executed.

There's a website I use to create my own Wanderers. You enter info into the fields, and the site will create the mod. Wanderers are still dry, but a new face and backstory is nice.

Less Menus, More Immersion: You have to go into the fief to interact, talk to people, tavern, arena, etc.. I'm not using it currently, but it was nice to have a reason to go through town.

More Hero Interactions/More Prisoner Interactions: More ways to interact with NPCs/Wanderers/Prisoners

Serve as a Soldier: You can join an NPCs party and wander with them to fight. It's slow going at the start (you're letting the AI decide where to go), but it's fun from that perspective. Wanderers will also be hired, so you see them in battles, and I really like this.

Distinguished Service: Soldiers that get enough kills are eligible to become a Companion. I'm not currently using it, but the player can tailor how much it takes, and how strong the new companion is.

Calradia Expanded: More fiefs, some are changed around. It also expands the traversable area of the world map.

Player Settlement: The player can create new settlements. Great for all those newly opened empty areas.

Unlanded Clans/Calradian Clans: Adds more clans to each faction.

Faction Change Mods: Lesser Kingdoms, A Very Simple Divider, etc.. Mods that add/change factions in the game.

Succession Laws and Civil Wars: New policies are added that govern how rulership transfers. There can also be civil wars. It can cause chaos if you're also using civil wars from the Diplomacy mod, but I like how this mod does it.

Reinforcement System: Parties will join your fights if close enough. The more time passes, the greater the radius extends, allowing more to join. Both allies and enemies can join, tipping the scale of battle. Currently the mod does not work on sieges. Hopefully this will get added.

---

Probably even more. That's just off the top of my head.
Last edited by Action Man; Jan 2 @ 8:34pm
neopnk Jan 2 @ 10:57pm 
Originally posted by Action Man:
From a high level:

Huge changes to the non-combat side of the game. I'd like these systems to be way more engaging, but also optional. Let the AI do it for those that just want to get to the fighting, but let players get into that side if they want it.

Thus far, the most promising mod I've seen for this is Banner Kings. It does quite a bit. I haven't tried it yet, but it's on my radar once it gets updated.

More ways to engage with the game overall. Let players live out their dream of creating a merchant empire, being a master crafter (which would mean more crafting) but not breaking the economy doing it.

More quests. The NPCs are generic, but that doesn't mean we could have more quests based on traits NPCs have. This can go a lot of ways, and I'd love to see this be explored.

More challenging combat. The game itself can be difficult, but once you get familiar with it, it gets boring. This game sucks in that the longer a game goes, the easier it gets. I want the game to get harder to win not because I'm overwhelmed with too many war fronts, but challenged in the fights themselves.

I'm currently using Feudal Warfare and True Relations for this. It makes recruitment a lot harder, and the new troop trees make noble troops much more rare and coveted. No more loading up Fian Champs and running the board.
I also use Enemy Armies Enhanced. It grants passive experience to NPCs for all skills. You as the player can set how much for each skill. I use this so the NPCs keep pace with the player, and even surpass. Games that go long enough can let the AI break the 330 skill cap.

More Diplomacy options: I use the Diplomacy mod for this (Banner Kings conflicts, so you have to choose), but it does give more options. I use it to maximize wars, because that's what this game does. Peace time is boring.

There's probably a whole bunch more areas I can't think of immediately.

For a bit more immersion:

Nemesis: This gives NPCs dialogue lines they will shout at you in combat. Some are better than others (Vlandian insults are hilarious), but it makes combat more fun.

Complex Characters: More dialogue from NPCs. They will comment on your actions, victories, defeats, etc.. It's still janky - sometimes NPCs say I lose a battle that I won (while fighting alongside that NPC no less), but it at least gives a bit more than "So then, what is it?"

Small Talk: More dialogue options with NPCs. Based on the traits of you and the NPC, and your skills, different options will work, and this is different with different NPCs.

AI Executioner: I keep this tuned low so it's rare, but an execution happens and blood feuds start rising up. It adds some flavor when a friend (or clan member) is executed.

There's a website I use to create my own Wanderers. You enter info into the fields, and the site will create the mod. Wanderers are still dry, but a new face and backstory is nice.

Less Menus, More Immersion: You have to go into the fief to interact, talk to people, tavern, arena, etc.. I'm not using it currently, but it was nice to have a reason to go through town.

More Hero Interactions/More Prisoner Interactions: More ways to interact with NPCs/Wanderers/Prisoners

Serve as a Soldier: You can join an NPCs party and wander with them to fight. It's slow going at the start (you're letting the AI decide where to go), but it's fun from that perspective. Wanderers will also be hired, so you see them in battles, and I really like this.

Distinguished Service: Soldiers that get enough kills are eligible to become a Companion. I'm not currently using it, but the player can tailor how much it takes, and how strong the new companion is.

Calradia Expanded: More fiefs, some are changed around. It also expands the traversable area of the world map.

Player Settlement: The player can create new settlements. Great for all those newly opened empty areas.

Unlanded Clans/Calradian Clans: Adds more clans to each faction.

Faction Change Mods: Lesser Kingdoms, A Very Simple Divider, etc.. Mods that add/change factions in the game.

Succession Laws and Civil Wars: New policies are added that govern how rulership transfers. There can also be civil wars. It can cause chaos if you're also using civil wars from the Diplomacy mod, but I like how this mod does it.

Reinforcement System: Parties will join your fights if close enough. The more time passes, the greater the radius extends, allowing more to join. Both allies and enemies can join, tipping the scale of battle. Currently the mod does not work on sieges. Hopefully this will get added.

---

Probably even more. That's just off the top of my head.
I'm pretty sure we'll find more people like minded
kharille Jan 2 @ 11:34pm 
One thing comes to mind. I think upgrades should only happen depending on their tier level. Easy upgrades in villages, and then higher tier in cities. Having troops suddenly develop elite cataphract hardware in the field feels rather weird. Guess it means more trips to cities but they're there for a reason.


Maybe some game mechanics for iron levels. Price increases for upgrades if its a low iron resourced location. Possibly time required to upgrade your troops at towns.
Forgot about this last night, but also a more in depth character creator. Have more 'personality' questions so players can better fine tune the traits they start with. Let players have the negative traits if they want them. Use this same thing for kids. The old system of just getting parent traits was lame, and random doesn't feel good either.
neopnk Jan 3 @ 11:07am 
Originally posted by Action Man:
Forgot about this last night, but also a more in depth character creator. Have more 'personality' questions so players can better fine tune the traits they start with. Let players have the negative traits if they want them. Use this same thing for kids. The old system of just getting parent traits was lame, and random doesn't feel good either.
Added new mods onto the list, what you guys think so far?
Dropdead Jan 3 @ 12:26pm 
I'd like to see a refinement of the AI during wartime.
Far too often do I see AI armies, friendly & foe alike, end up doing the dumbest thing.
3 full strength armies going for a castle with like 150 defenders while towns & castles nearby are being assaulted...
AI in Bannerlord is ... well, retarded.
The Improved garrison mod breaks the game.
For IA garrison, the mod works so bad, you need to choose the limit for garrison, but this works poorly. Settlements with low income will burn the money for the garrison, letting parties with 30-50 troops, with lower tier. So if you choose a lower garrison, It will applied for every IA settlement, castles and towns making too easy to take towns and castles.
Also it looks noboy want to fight if the mod is ON.
It's a shame because the mod is very good for player experience but it need some changes.
neopnk Jan 10 @ 11:14am 
Originally posted by Saramambiche:
The Improved garrison mod breaks the game.
For IA garrison, the mod works so bad, you need to choose the limit for garrison, but this works poorly. Settlements with low income will burn the money for the garrison, letting parties with 30-50 troops, with lower tier. So if you choose a lower garrison, It will applied for every IA settlement, castles and towns making too easy to take towns and castles.
Also it looks noboy want to fight if the mod is ON.
It's a shame because the mod is very good for player experience but it need some changes.
You should report that at the mod page maybe they can take some feedback and constructive criticism
Action Man Jan 10 @ 12:12pm 
Originally posted by Saramambiche:
The Improved garrison mod breaks the game.
For IA garrison, the mod works so bad, you need to choose the limit for garrison, but this works poorly. Settlements with low income will burn the money for the garrison, letting parties with 30-50 troops, with lower tier. So if you choose a lower garrison, It will applied for every IA settlement, castles and towns making too easy to take towns and castles.
Also it looks noboy want to fight if the mod is ON.
It's a shame because the mod is very good for player experience but it need some changes.
I would say this is more a problem with the game than the mod. The economy develops very slowly in this game, and the AI does not have the player's ability to generate money.

Battles offer massive boosts to money, but the other game systems don't.

I don't mess with the AI at all using Improved Garrisons recruitment wise. If I want tougher sieges, I'll use the mod that prevents fiefs from starving. This way I have to fight the garrison whenever I siege a town, and it also has the side effect of massive prosperity growth. Raided villages and sieges won't starve a fief, so prosperity only takes a hit if the fief is Pillaged/Devastated.

You can use the console commands to give all the clans a whole bunch of money so they can afford the troops, but you'll probably have to do this multiple times in the game, because that money will be spent. Or find a mod that gives money to the NPCs. This is what I do so the AI can maintain better clan parties for me to fight.

The only way I've seen this stop war is if you're making the garrisons too big too early. Most AI clan parties start pretty small and grow over the course of the game. They can't form big armies at the start, so you should tweak your settings to account for this. I use IG and I have wars breaking out all the time, but that's what I like. :)

Maybe the IG team is willing to add in something to give passive money to the AI to afford beefier garrisons.
neopnk Jan 10 @ 6:33pm 
Originally posted by Action Man:
Originally posted by Saramambiche:
The Improved garrison mod breaks the game.
For IA garrison, the mod works so bad, you need to choose the limit for garrison, but this works poorly. Settlements with low income will burn the money for the garrison, letting parties with 30-50 troops, with lower tier. So if you choose a lower garrison, It will applied for every IA settlement, castles and towns making too easy to take towns and castles.
Also it looks noboy want to fight if the mod is ON.
It's a shame because the mod is very good for player experience but it need some changes.
I would say this is more a problem with the game than the mod. The economy develops very slowly in this game, and the AI does not have the player's ability to generate money.

Battles offer massive boosts to money, but the other game systems don't.

I don't mess with the AI at all using Improved Garrisons recruitment wise. If I want tougher sieges, I'll use the mod that prevents fiefs from starving. This way I have to fight the garrison whenever I siege a town, and it also has the side effect of massive prosperity growth. Raided villages and sieges won't starve a fief, so prosperity only takes a hit if the fief is Pillaged/Devastated.

You can use the console commands to give all the clans a whole bunch of money so they can afford the troops, but you'll probably have to do this multiple times in the game, because that money will be spent. Or find a mod that gives money to the NPCs. This is what I do so the AI can maintain better clan parties for me to fight.

The only way I've seen this stop war is if you're making the garrisons too big too early. Most AI clan parties start pretty small and grow over the course of the game. They can't form big armies at the start, so you should tweak your settings to account for this. I use IG and I have wars breaking out all the time, but that's what I like. :)

Maybe the IG team is willing to add in something to give passive money to the AI to afford beefier garrisons.
Wdym adding passive money
Originally posted by neopnk:
Wdym adding passive money
Giving money to the NPCs so they can pay troops.

There's a mod I use - Enemy Armies Enhanced - that allows you to power up the NPCs. One of these is letting lords respawn with more troops at higher tier. This means more fights, but if all the nobles are broke, those troops desert. So the mod also allows a setting to give all the NPCs X amount of gold every day so they can pay their troops.

If Improved Garrisons is used to stuff AI garrisons, those AI clans will also need a lot of money to pay for it.
neopnk Jan 12 @ 11:14am 
Originally posted by Action Man:
Originally posted by neopnk:
Wdym adding passive money
Giving money to the NPCs so they can pay troops.

There's a mod I use - Enemy Armies Enhanced - that allows you to power up the NPCs. One of these is letting lords respawn with more troops at higher tier. This means more fights, but if all the nobles are broke, those troops desert. So the mod also allows a setting to give all the NPCs X amount of gold every day so they can pay their troops.

If Improved Garrisons is used to stuff AI garrisons, those AI clans will also need a lot of money to pay for it.
But you can add money onto the pot and the ai does that automatically if I'm not mistaken
Not sure what you mean by 'onto the pot'.
neopnk Jan 22 @ 10:32am 
Originally posted by Action Man:
Not sure what you mean by 'onto the pot'.
check the mod list
No cap on town /castle prosperity growth. Let it grow until 20000 or 50000 all the way to 100000.

Currently it is capped by village hearth. The higher village hearth will hinder the town growth because negative food multiplier

Max a castle prosperity can go is around 1600 then the castle will not have anymore food stockpile. Anytime opponent ai army besiege it, it will have 0 days ration.
Last edited by Wanted111who; Jan 22 @ 11:19am
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Date Posted: Jan 2 @ 7:41pm
Posts: 33