Mount & Blade II: Bannerlord

Mount & Blade II: Bannerlord

The Old Realms - Core (Season of Doom)
A few issues
Found some odd things in ~40 hours of playing.

The magister career perk that is supposed to increase WoM by 4 per magister in your party does not seem to work. The maximum winds of magic do not change if I select it in a party that contains 7 imperial mages. If I have it selected and hire a new one, the WoM increase by 1. Removing old companions, permanently or temporarily, does not affect WoM.

Chillwind is completely overpowered compared to other starting spells. It has been a while since I used it, but as far as I remember, it kills everything in its aoe.

Some of the magic item boosts do not seem to work properly. I do not know which exactly since I got this information from my brother, but it was an elven set. Some of the boost was not being applied according to the combat log.

While it may not be a bug that AI casters can cast at extended range, could they perhaps have a short time before they do so in sieges? It happens rarely, but they can decide to cast right as the battle begins and the units are clumped up. In one case a single caster eliminated about 80% of the defenders within seconds.

The lore of life spell green eye is a starting spell for AI life wizards. Visually, it looks like it has dropoff and they seem to miss every time they use it. Might have been another kind of spell, but I am fairly sure it was the life wizard.

After completing the engineer's quests and giving the maximum amount of prestige, I never was able to purchase a grenade launcher. The ammunition spawned, but I never saw one being sold despite checking back multiple times.

The blunderbuss causes weird issues when equipped. I was unable to equip anything but a single melee weapon alongside it. Equipping the buckshot ammo was impossible as well.

An undead player character still needs to eat. I was not a necromancer, but a vampire, and I had no necromancers or living troops in my party. I am fairly certain I did not have prisoners as well, but it has been a while since that was my first campaign with this mod.

Shields of Ostland require 35 prestige to be upgraded. The unit is good, but the prestige cost is enormous. A greatsword costs 7 prestige iirc.

One of the beastman lair maps is very difficult to navigate. While it was atmospheric to stumble around in the dark without being able to see anything for most of the time due to the tall grass, that wears off quickly if you get lost. There are a few points of interest off the main path that contain no enemies and are not on the main route. Removing the torches from these would probably be a good idea.
I only stumbled upon the ending area through sheer luck, so these may form a continuous path, but if so I missed the signs completely.

Minotaurs seem very ineffectual when they engage my infantry. This could be due to them being large targets and weakened, but I suspect they get stunlocked easily.

Workshops suck, but that is a vanilla problem as well.

The career descriptions could say how they are charged. I found no hints besides some perk descriptions on what charges them. While it becomes apparent once you play a bit, this would make it easier for new players to decide on a class.

The witchhunter career ability seems pretty weak compared to the others. One change that could make it more interesting is if it always propagated when you killed a marked unit. With careful aim, it might be possible to mark a good number of units in a formation that way. If troops other than retinues would benefit from that, it might feel impactful.

Some of the keystone perks could make it clearer that they only modify the career ability. For example, the necrarch has a perk that regenerates WoM based on units hit. I thought it would work with normal spells at first.

Some of the imperial wizards do not seem to have enchanted items for some slots.

Travelling to Nuln when you lose your artillery can be a bit time-consuming depending on where you are situated. A way to access the shop from afar for a price might be nice.

Only half of the damaging lore of heavens spells are affected by electrical boosts. It might be better if enchanted items boosted a lore instead of an element. This would not work as well for multi-lore spellcasters, but perhaps there could be hybrid sets.
In the case of the lore of heavens, I actually prefer to boost magic for the comet. The thunderbolt is very low impact for a master spell, chain lightning is ok, and the lightning bolt is a waste of winds later on.
In any case, it would be nice if spells showed their damage type in the spellbook.

Strong power stones showed up before I had unlocked them. I am not sure if I could actually use them, since they never made sense to get with my mixed armies.

Getting some units that are not available to your culture, like blood knights as the empire, should probably not be possible. Their upkeep costs were pretty minimal. I never got them with a vampire faction, but I suspect they are supposed to cost dark energy. They cost less than 20 denars iirc.

The spellcraft perks that increase and lower costs and power seem a bit wonky. It could be a rounding issue, but even on costlier spells, the difference between the two perk costs was smaller than it should be. Perhaps other cost reductions muddled things up a bit.


Great mod by the way. It fixes a core problem with bannerlord for me: that your personal combat actions in most battles do not matter at all.