Mount & Blade II: Bannerlord

Mount & Blade II: Bannerlord

Dynamic Troop Equipment System
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竖琴海豹  [developer] Dec 22, 2023 @ 5:56am
2
Future Update Plans
1. Bug fixes:.
  • Continued efforts to identify and fix existing bugs in the mod for a smoother gameplay experience.

2. Detailed Loot Acquisition Improvements:.
  • Horses and horse armour that are killed or flee in battle are no longer recoverable.
  • Broken shields will no longer be collected.
  • Armour that takes a fatal or critical hit may not be salvageable.
  • Realistic arrow consumption.
  • When recruiting mercenaries, their equipment will be available (or they will always use their own equipment).
  • When recruiting, only one set of armour is added at first, then identical types of equipment from different sets are combined in the armoury.

3. Detailed improvements to soldier equipment selection:.
  • Allocation of surplus shields to unshielded troops with one-handed weapons and available equipment slots.
  • Allocation of surplus throwing weapons to melee troops with available slots.
  • Allocate surplus arrows to ranged units with available slots.
  • Equip troops with available slots and no two-handed/poly-armed weapons from the surplus of such weapons.
  • Prioritise cavalry for weapons suitable for lance charges.
  • Give more consideration to the original equipment characteristics of soldiers, such as bonuses against shields or spear bracing capabilities.

Long term goals:.
  • Extend the functionality of the mod to all NPC troops, fully integrating the dynamic equipment system throughout the game.
Last edited by 竖琴海豹; Dec 22, 2023 @ 6:15am
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Showing 1-6 of 6 comments
SKITTLZ Dec 22, 2023 @ 8:40pm 
For the points in 2. can you make sure to remember to add those as toggles in a MCM config menu? Personally I don't see myself playing with fleeing horses.

Also a point to add for you, allowing troops to purchase new weapons as they upgrade. Relying solely on my cash for it is getting costly and I often forget to buy enough horses, horse armour, spears, etc. Maybe base it on their daily wage (probably multiplied by a factor since it's actually really low) to give a chance to purchase equipment themselves when entering a settlement? If you're working on mercenaries always using their own equipment, then if you've added the ability for individual troops to keep their own "inventories", maybe stuff a unit has purchased this way will stay as theirs until they buy a better one or out grow it upgrading?

Alternatively, adding something to the shop UI of a town, or elsewhere (party screen would be a good place) that lists what equipment your troops are missing from their expected loadout would be nice. Something like "4 cavalry are missing War Horses" and "5 Archers are missing Crossbows" (not sure if the game can easily separate out crossbowmen from bowmen without listing individual unit types). Actually, can I make this request #1 from me. In my first few battles after upgrading some of my men to crossbowmen, they all had random melee weapons and I had to hike halfway across the map to buy crossbows since no-where in Valandia had any to sell despite having some powerful crossbow type troops. It took me a while to realise they weren't picking up bows if they didn't have crossbows available (maybe adding something like that too, archer types prefer ranged weapons?).

Anyway, LOVE the mod, keep it up! Xie Xie!
竖琴海豹  [developer] Dec 24, 2023 @ 1:48am 
Originally posted by SKITTLZ:
For the points in 2. can you make sure to remember to add those as toggles in a MCM config menu? Personally I don't see myself playing with fleeing horses.

Also a point to add for you, allowing troops to purchase new weapons as they upgrade. Relying solely on my cash for it is getting costly and I often forget to buy enough horses, horse armour, spears, etc. Maybe base it on their daily wage (probably multiplied by a factor since it's actually really low) to give a chance to purchase equipment themselves when entering a settlement? If you're working on mercenaries always using their own equipment, then if you've added the ability for individual troops to keep their own "inventories", maybe stuff a unit has purchased this way will stay as theirs until they buy a better one or out grow it upgrading?

Alternatively, adding something to the shop UI of a town, or elsewhere (party screen would be a good place) that lists what equipment your troops are missing from their expected loadout would be nice. Something like "4 cavalry are missing War Horses" and "5 Archers are missing Crossbows" (not sure if the game can easily separate out crossbowmen from bowmen without listing individual unit types). Actually, can I make this request #1 from me. In my first few battles after upgrading some of my men to crossbowmen, they all had random melee weapons and I had to hike halfway across the map to buy crossbows since no-where in Valandia had any to sell despite having some powerful crossbow type troops. It took me a while to realise they weren't picking up bows if they didn't have crossbows available (maybe adding something like that too, archer types prefer ranged weapons?).

Anyway, LOVE the mod, keep it up! Xie Xie!

Calculating individual finances and equipment for each soldier is not very feasible, as it would be excessively resource-intensive. However, your suggestion to show what equipment soldiers are missing is an excellent idea. I will definitely include it in my future plans.
Trevoga Dec 26, 2023 @ 3:17pm 
Let me see if I understand this.

--Arrows get consumed (Need to buy more before each battle)
--Horses that run away or die need to be replaced.
--Shields get damaged. Need to be replaced.
--Armor that gets damaged needs to be replaced.

What happens when you upgrade troops or when you capture bandits? Do they use new set of armour from your amoury?
Do troops get new equipment before each battle?
Do weapons get damaged?
竖琴海豹  [developer] Dec 29, 2023 @ 6:56am 
Originally posted by Angry Pelmeni (CIS):
Let me see if I understand this.

--Arrows get consumed (Need to buy more before each battle)
--Horses that run away or die need to be replaced.
--Shields get damaged. Need to be replaced.
--Armor that gets damaged needs to be replaced.

What happens when you upgrade troops or when you capture bandits? Do they use new set of armour from your amoury?
Do troops get new equipment before each battle?
Do weapons get damaged?

Recruiting prisoners, rescuing captives, or acquiring soldiers from other sources won't bring their equipment. All player troops, except for heroes, will take their equipment from the armory. Weapons do not get damaged.
Eyeless Deceiver Jan 4, 2024 @ 1:44am 
The plans are very ambitious. As it stands I am already very much enjoying the current status of the mod, great work on this!
Rewnaut Jan 7, 2024 @ 3:40pm 
It isn't clear, does units prefer their exactly inventory? Maybe if it's in best tear at least. If not, is it possible to do it as tweak?
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