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Ahao221

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About this mod

A combat mod, capable of running independently, with multiple configurable parameters Increase the randomness and intensity of battles. Unbridled brandishing of weapons has serious consequences.Combat must place greater emphasis on technique.

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Permissions and credits
Changelogs
- Introduces greater randomness in combat
- Intense battlefield combat
- Various combat strike effects(It's not going in the wrong direction.)
- Influenced by multiple factors
- Multiple adjustable parameters (customizable)
- Combat must place greater emphasis on technique.
- Be careful not to wield your weapon recklessly in battle, as it can lead to a variety of possible serious consequences!

To some extent, it may increase the game's difficulty.


The demo videos were recorded with the probabilities cranked up.

If you are surrounded and beaten, you're screwed.


Credits: Cheyron 、TadasTheLithuanian   for their great help in making the mod.



Core Mechanism

Most combat effects are calculated with random probabilities, but this randomness is influenced by various factors (such as character attributes, weapon attributes, weapon types, current state, etc.)

  • Uncertainty: No combat effect is guaranteed to trigger, nor is any effect impossible to trigger
  • Comprehensive Consideration**: The system considers multiple factors to decide whether an effect triggers, rather than relying on a simple fixed probability
  • State: When characters are in different states, randomness tends to yield different results

Main Combat Mechanisms


 Perfect Block
  • - The probability of a perfect block is influenced by various factors: skill level, attack direction, weapon attributes, hit location, etc.
  • - A perfect block can trigger disarmament, and a successful block rewards the defender
  • - Both weapons and shields can perform perfect blocks, but the mechanisms differ
  • - Weapons are more likely to achieve a perfect block compared to shields, but require consideration of block direction and timing. High risk, high reward
  • - Due to their large coverage and small defensive actions, shields are easier to defend with, but achieving a perfect block is more difficult. Even if the block direction is correct, a random probability influenced by various factors determines whether a perfect block occurs

Blocking
  • - Shield blocks and weapon blocks consume different loses of AH, with shield consumption being lower than weapon blocks. The final loss is influenced by various factors
  • - Incorrect direction in shield blocking causes more loss, and heavy weapon attacks may result in being knocked down or pushed back
  • - Shields offer better stability and protection
  • - The lose of consumption during blocking is calculated based on various factors
  • - When AH is exhausted, it may result in the weapon or shield being dropped, and being hit has a higher probability of causing both the weapon and shield to be dropped

Movement Speed Penalty and Attack Damage Penalty


Random Probability Influencing Factors in Functions
  • - Skill level (one-handed weapons, two-handed weapons, polearms, etc.)
  • - Weapon type (different types of weapons have different impacts on blocking)
  • - Attack type (thrust, slash, chop)
  • - Hit location (weapon tip, blade, hilt)
  • - Character's percentage

Note: Skill gains will gradually decrease when the skill is 200+


Loss 
The reset recovery amount after AH depletion can be customized.


Defender
Each block consumes the defender's AH, with the lose consumed based on various factors:

  • - Block Type: Shield blocks consume less AH than weapon blocks (large shield < small shield < weapon block)
  • - Block Direction**: Correct direction blocks consume less AH than incorrect direction blocks
  • - Attack Power: The greater the attack power, the more AH is consumed during blocking
  • - Defense Skill: Higher skill levels can reduce consumption during blocking

When the defender's AH value is exhausted, a failed block will result in the weapon or shield being dropped. Shield blocks leading to AH exhaustion may cause the shield to be dropped, and weapon blocks leading to AH exhaustion may cause the weapon to be dropped.

 Attacker

Attackers also consume AH during attacks, with different attack types consuming different lose
Being perfectly blocked will cause additional AH loss to the attacker. If the attacker's AH is already low, being perfectly blocked makes them more likely to be pushed back or disarmed.

 Randomness of Strike Effects

The probability of triggering various strike effects or disarmament (weapon drop) is highly random, ultimately influenced by the character's skill attributes, weapon attributes, and the AH difference between the attacker and defender. Characters with low AH are more susceptible to adverse effects, while high skills can provide some protection.

 Knockback Effect

Key Influencing Factors:
  - AH Comparison: When the attacker's AH is higher than the defender's, the probability of knockback increases
  - Shield Defense: Shield blocking reduces the probability of being knocked back, making shield bearers more stable
  - Combat Skills: Improved defense skills reduce the probability of being knocked back
  - Weapon Type: Heavy weapons are more likely to knock back opponents, especially two-handed blunt weapons
  - Perfect Block Rebound: After a perfect block, the attacker is more likely to be knocked back

Knockdown Effect

Different Weapons, Different Opportunities:
  - Heavy weapons are more likely to knock down enemies
  - Light weapons are less likely to knock down well-conditioned enemies but still pose a threat to weakened enemies
 Breaking Balance:
  - Enemies in a powerless state are more easily knocked down by any weapon
  - Targeting the legs with a slash is the easiest way to cause a knockdown
  - Two-handed axes and two-handed blunt weapons are the best knockdown weapons

Dismount Effect

 Influencing Factors:
  - Rider Skill: Riders with high riding skills have better mount stability
  - Weapon Choice: Polearms and heavy two-handed weapons increase the probability of dismounting cavalry
  - Attack Location: Head strikes are most likely to cause a rider to be dismounted
  - High-speed missiles (arrows, bolts, javelins, throwing axes) can cause knockdown, knockback or dismount when hitting targets.
  - The trigger probability is affected by equipment encumbrance and current status, meaning heavily armored soldiers will have higher resistance, and cavalry with higher skills and encumbrance will have lower chance of being shot off their mount.
  - Consecutive hits (even if blocked by shield) are more likely to cause knockdown, and will drain AH value slowing advance speed. This means concentrated archer volleys pose a major threat, requiring more tactical consideration when facing archers.
The default settings currently provide some protection for cavalry. If you feel the protection is still insufficient, you can adjust it yourself


Disarm
Multiple Trigger Paths:
  - Perfect Block: Both shield and weapon perfect blocks can disarm opponents
  - Hand Hit: Hitting the hand can disarm weapons, with the probability influenced by weapon type and character skill level
  - Being attacked in multiple directions in a row
  - Cavalry are less likely to be disarmed, and cavalry can more easily maintain their armament

If you don't want to turn unarmed soldiers into trash use another mod:
Pick It up-Agent Optimization at Mount & Blade II: Bannerlord Nexus - Mods and community
Recommended 
Feel the Hit at Mount & Blade II: Bannerlord Nexus - Mods and community
Different States Have Different Movement Speed Penalties (Adjustable)

Forgive me for what may be an inaccurate translation.


Tribute to the RBM MOD Team
Some aspects of this mod are inspired by the design and implementation of RBM MOD. I sincerely thank the RBM MOD team for their excellent work.