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Created by
ShutUpMalfoyUploaded by
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About this mod
This mod enhances the Bannerlord combat system by allowing nearby AI parties or armies to join your battle.
- Requirements
- Permissions and credits
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Translations
- Turkish
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- Portuguese
- Japanese
Notice
This mod has been designed for users who do not use BattleSize mod and use battle size of 1000. Users who use the BattleSize mod or prefer smaller battle sizes should exercise caution when using this.
If you absolutely must use BattleSize mod, it is highly recommended to significantly lower the upper limit for field battles, especially where cavalry units are involved. A range of 1100 to 1200 is advised. For siege battles, where cavalry units do not appear, there is slightly more flexibility, and a range of 1300 to 1400 can be used. However, please note that using BattleSize mod is generally discouraged.
Introduction
One of my main frustrations while playing Bannerlord was that nearby enemy or allied parties had no impact on battles unless they were within a certain range when the battle began.
This mod makes it possible for nearby parties to consider the situation and join your battle in progress.
No requirements mod. This mod can be installed or uninstalled mid-playthrough.
Details
Party Detection
When a battle starts, nearby parties within a certain radius are registered as candidates to join the battle.
Parties not involved in a war with either side are excluded from consideration.
If the parties are occupied with other tasks or specific conditions are met, they are also excluded.
Arrival Time Calculation
The arrival time is determined based on the distance between the battle site and the party, as well as the party's movement speed.
You can configure these settings in the config.xml file.
If you are using RBM (Realistic Battle Mod), which generally extends battle durations, the mod will automatically detect it and adjust settings accordingly.
Decision Factor 1: Battlefield Conditions
Parties considering joining the battle will evaluate the current conditions.
Favorable conditions for their side will earn them points.
Unfavorable conditions for their side will deduct points.
As a result, they are more likely to join battles they perceive as winnable and less likely to join hopeless fights.
Decision Factor 2: Relationship Score
The relationship between the joining party and the leaders of both the player and the enemy teams affects their decision.
If the joining party has a good relationship with the allied team’s leader, they gain points.
If they have a bad relationship with the allied team’s leader, they lose points.
Conversely, a good relationship with the enemy team’s leader deducts points, while a bad relationship with them adds points.
The likelihood of joining increases if the joining party has strong ties to allies or a grudge against the enemy.
This variable involves three factions (Allies, Joining Party, Enemies), so it changes depending on the situation.
Decision Factor 3: Social Score
The social relationships of each party also affect the score.
Blood relatives, members of the same clan, or the same faction gain points.
Attacking civilians or caravans will prompt lords of the opposing faction to intervene to protect their citizens.
Slightly more points are awarded for joining against bandit groups, as they are considered public enemies.
Relationships with individual heroes are also considered, but they are weighted differently depending on the opposing faction.
Decision Factor 4: Character Traits
Valor:
High Valor:
Disadvantage penalties are offset by:
30% at Level 1
50% at Level 2
Low Valor:
Disadvantage penalties are increased by:
30% at Level 1
50% at Level 2
High Valor increases the likelihood of joining disadvantageous battles, while low Valor decreases it.
Mercy:
High Mercy:
Increases the chance of joining to protect caravans, civilians, or those under attack by bandits. Increases relationship score bonuses by:
10% at Level 1
15% at Level 2
Low Mercy:
Increases the likelihood of interfering in any battles by:
5% at Level 1
10% at Level 2
High Mercy leads to helping the weak, but if you become a raider, they will stand in your way.
Generosity:
High Generosity:
Increases relationship score bonuses by:
30% at Level 1
50% at Level 2
Low Generosity:
Decreases relationship score bonuses by:
30% at Level 1
50% at Level 2
High Generosity values significant relationships more, while low Generosity ignores them.
Calculating:
High Calculating:
Disadvantage penalties are increased by:
15% at Level 1
30% at Level 2
Low Calculating:
Disadvantage penalties are offset by:
15% at Level 1
30% at Level 2
High Calculating improves decision-making accuracy, while low Calculating increases the likelihood of misjudgment.
Honor:
High Honor:
Increases same-faction bonus score factor by:
50% at Level 1
100% at Level 2
Low Honor:
Decreases same-faction bonus score factor by:
50% at Level 1
100% at Level 2
High Honor prioritizes duty to the faction, while low Honor neglects such responsibilities.
Dialogue and Other Features
When reinforcements arrive, a horn sound is played, and a message notifies you of their arrival.
Bandits will taunt upon arrival.
Reinforcements spawn at the map’s edge.
Allied reinforcements charge into battle, while enemy reinforcements follow the enemy AI’s orders.
Expected Benefits
Dynamic battlefield conditions introduce more varied and challenging combat scenarios for players.
Encourages players to either finish battles quickly or adopt delay tactics to wait for reinforcements.
Enhances role-playing experiences by making relationships with NPCs more significant.
Traits are more impactful, adding depth to character development and strategy.
Installation
Manual Installation
Download the mod, and unzip.
Drag and drop the mod folder onto the Mount & Blade II Bannerlord\Modules directory.
Check the mod in the game launcher.
Vortex Installation
Download and enable, the same way as with other mods.
It will remain the latest version except Beta version.