Mount & Blade II: Bannerlord

Mount & Blade II: Bannerlord

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HeroEnhancement
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Nov 19, 2022 @ 4:33am
Feb 6 @ 3:14am
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HeroEnhancement

Description
本mod需要安装基础5前置mod。

玩家长生不老,年龄会增长,但是身体永远处于年轻状态,不会老死(可关闭)(如果关了这个,将关闭所有相关功能,遇到mod冲突可以试试关这个)。

玩家家族的人获得多倍寿命。如果家族成员的跑动+魅力总和大于等于400(可设置),也将获得长生不老的能力。

玩家或者家族成员或者其他NPC自动学习两个分支的技能(需要满足技能等级)(可关闭)。

英雄每天自动获得角色经验,具体为 等级 x 智力 x 智力 x 2(可关闭)。

属性加强(可关闭),现在基础属性不再只提供技能等级上限的效果,还有额外效果。
以下所有数值都可以设置,且可以设置玩家,家族成员,其他英雄使用不同的倍率。

活力:每点增加2%伤害,1点全身防御,1点坐骑防御,10%的盾牌耐久上限。每3点强制增加1伤害,降低1受到伤害。 如果攻击被对方格挡,则计算两者活力差值,为正则每点5%概率突破格挡,为负且本来突破格挡则每点10%概率变为无法突破格挡。

控制:每点增加5%概率不消耗弹药,3%概率远程穿盾,5%跌落伤害减免,10%瞄准稳定性,5%坐骑操控性。攻方和被攻击方控制相减计算,获得差值为正则每点差值提升2%的暴击率(暴击造成双倍伤害),反之每点提供2%的豁免率(受到伤害变为0)。

耐力:每点增加5%生命上限,5%生命恢复速度,20%受伤硬直阈值,1%跑步速度,2.5%坐骑速度。

狡诈:每点增加10%俘虏招降速度,10%的俘虏上限,10%劫掠速度(部队指挥官),0.1的部队移动速度(斥候)。每5点增加1个同伴上限(家族领袖)。

社交:以2.5点为界限,以上增加,以下减少:每点0.25每天村庄户数增长,0.25每天定居点忠诚度,0.5民兵增长,5%招募刷新速度(家族领袖和总督),5%的税收,10%工坊产量(总督)。每5点增加1个同伴上限(家族领袖)。

智力:每点增加5%角色经验和技能获取量,对狡诈,社交,智力系技能经验效果翻倍;10%队伍弹药上限(军需官);10%的攻城器械耐久度(工程师),10%的城墙耐久度(总督)。围城开始,每3点智力获得一架弩炮(进攻方的工程师,或者守城方总督)。以1.5点为界限,以上增加,以下减少:0.5/1的定居点食物产出(家族领袖/总督),定居点繁荣度消耗的食物减少7.5%,驻军工资减少5%(总督),25%工坊产量(拥有者)。

如果定居点没有总督,那么所有的总督属性效果会被该定居点的家族领袖属性替代,但是只有一半最终效果。

Player will live forever and grow older, but their bodies will always be young and will not die of old age (can be closed)(If you met mod conflict you can disable it).

Player clan members gain multiple life spans. If the sum of running+charm of clan member is greater than or equal to 400 (settable), they will also gain the ability to live forever.

Player or clan members or other npcs automatically learn both branch perks(need to meet the skill level) (can be closed).

Heros gain role exp every day, the value is lv x intelligence x intelligence x 2 (can be closed).

Attribute enhancement (can be closed). Now the basic attributes no longer only provides the effect of the upper limit of skill level, but also has additional effects.
All the numbers below are setable. You can alse set player only , clan member only or all hero.

Vigor: each point increases 2% damage, 1 whole defense, 1 horse defence, and 10% of the shield's maximum durability. every 3 points increase 1 damage make and reduce 1 damage take. If the attack is blocked by the opponent, calculate the vigor difference between the two, which is a regular 5% probability of crush through the block at each point, and a negative 10% probability of crush through the block will become unable to crush through the block at each point.

Control: each point increases 5% avoid consume ammo, 3% chance to penetrate shield, 5% less drop damage, 10% aim steady, 5% maneuvering. Subtracting control from attacker to victim, if the result is postive, then each point provide a critical hit rate of 2% (double damage caused by critical hit) . On the contrary, each point provides a 2% exemption rate (damage received becomes 0).

Endurance: Each point increases 5% maximum HP, 5% life recovery speed, 20% injury stagger threshold, 1% run speed, 2.5% horse speed.

Cunning: Each point increases 10% of the prisoners surrender speed, 10% of the prisoners upper limit, 10% of the looting speed (party leader), and 0.1 of the army's movement speed (scout). Increase 1 companion upper limit every 5 points (clan leader) .

Social: taking 2.5 points as the boundary, the above increases, and the following decreases: each point 0.25 village hearths per day, 0.25 settlement loyalty per day, 0.5 militia growth, and 5% recruitment refresh rate (clan leader and governor), 5% more tax income, 10% more workshop production(governor). Increase 1 companion upper limit every 5 points (clan leader).

Intelligence: increase 5% role exp gain and skill exp gain per point, and double the effect on cunning, social and intelligence skill exp; 10% max ammo to party(quartermaster);10% siege equipment durability (engineer), 10% city wall durability (governor). At the beginning of the siege, you will get a ballista (the attacking engineer or the defending governor) every 3 intelligence points. Taking 2.5 points as the boundary, the above increases and the following decreases: 0.5/1 settlement food output (clan leader/governor), and the food consumed by the prosperity of the settlement decreases by 7.5%, wage of garrison decreases by 5% (governor), 25% more workshop production(owner).

If a settlement has no governor, then the clan leader of the settlement's attribute will come into force, with half final effect.

更新日志:
2025-02-06:修复总督属性低于阈值会导致城市无法产出各种商品的BUG。玩家/家族成员/其他英雄拥有不同的属性增强系数了。
2024-08-27:现在可以设置属性增强对其他NPC是否生效了;优化了设置界面布局。
2024-08-18:控制属性现在有穿盾概率。
122 Comments
AdventurerX  [author] Apr 19 @ 10:13pm 
这个原版点了一个perk后,提升医疗等级就能实现
滑行奶酪 Apr 19 @ 5:37pm 
您好,请问能不能添加一个医疗方面的强化呢?比如基于属性尽可能地让敌我双方伤而不亡,非常感谢(给大佬递茶
AdventurerX  [author] Apr 12 @ 10:37pm 
你把其他人的系数设置为0,那就是其他人无效
Vedice Apr 12 @ 11:46am 
大佬,请问现在是没办法设置效果对象了吗?就是效果只对玩家有效或者所有人什么的设置。
夏莉兰斯洛特 Apr 4 @ 7:57am 
使用此mod不要加强粮食,粮食加强越多繁荣度越高民兵越多,后果就是商店没装备民兵几百万人问你要工资
夏莉兰斯洛特 Apr 2 @ 12:48am 
配合嗜血mod使用可能会出现的bug会有 技能上线设置成1024会造成总督管理等级过高,各项数值爆炸溢出,民兵指数级增长吃穷你的金币,攒的再多一口吃完 。管理等级过高还是会出现商店无商品或者商品种类缺失。还有就是工程器械建造一轮后被摧毁重建会卡住不会建造。反正不是这mod有问题就是嗜血mod有问题,安装时注意设置点数不然要炸档,能不动民兵尽可能不动民兵数据或归零民兵加成。商店没武器至少还能玩
AdventurerX  [author] Feb 6 @ 3:21am 
总督属性太低导致商店无商品的BUG已修复
AdventurerX  [author] Jan 18 @ 6:22pm 
确实是这个城的总督(或者拥有者)属性太低导致的
swbot Jan 17 @ 10:45am 
你好,我下了这个mod之后开新档商店武器护甲盾牌弓箭一点也不卖了,是因为ai总督属性太低导致什么都没有吗?还是说是什么奇怪小bug,谢谢
Wolfram Müller Jan 12 @ 11:35pm 
I've been looking for mods to make the player immortal