Mount & Blade II: Bannerlord

Mount & Blade II: Bannerlord

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Realistic Combat Adjustments
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Setting: Native
Game Mode: Singleplayer
Compatible Version: v1.2.12
文件大小
发表于
更新日期
543.698 KB
2024 年 8 月 3 日 上午 10:33
7 月 17 日 上午 9:15
21 项改动说明 ( 查看 )

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Realistic Combat Adjustments

描述
I feel like bannerlord animations in combat feels so robotic and unnatural, I used to do medieval HEMA long time ago in real life and I know how fast or slow some movements can be in the middle of a combat with medieval weapons, so I altered many aspects of that in regards of combat movement only.

My goal with this mod is to replicate real life medieval combat as close as possible with the tools given by Taleworlds.

Features:
Tweaked running speed to a more realistic level (including sprint ratio).
Ready speed before swinging a weapon will be slower and feel less robotic.
Release speed of an attack will be fast like in real life. No slow motion effect crap.
Tweaked defense speed to be more realistic and natural looking.
Tweaked collisions between friendly troops and enemies.
Added more animation duration for block stuns to reflect a higher impact.
Heavy attacks will now be stronger than normal attacks and cause a longer stun effect to enemies.
When shields are hit, this will cause the shield to spin more visibly increasing the perception of impact.
Implemented weapon collision when hitting enemies.
And some other changes... I also tried to increase fist fight damage, I am not sure if this feature working correctly yet.
In case you are wondering, yes, it is compatible with RBM. It is probably compatible with anything, but like always, I recommend you to load this mod at the bottom.

1.0.3 update
Improved collision of weapons when they hit a body, trying to simulate real life physics, I noticed that in "feel the hit" mod the weapon bounces back after a hit, but I was not 100% comfortable with that, so I did some research and practice, and found the closest parameters I could to simulate a generic real life hit.
If you look at the gif below. you can see the sword does not stop completely when it hits the body, it just reduces the acceleration but continues its way with less strenght.



Credits to Skallagrim for the content used in the gif image. Here is his youtube channel: https://www.youtube.com/@Skallagrim


COMPATIBILITY

This mod is 100% compatible with RBM as long as you load it after/below. There are no known conflicts with other mods as far as I know, you can use it freely without worries, and it is safe compatible.


Nexus link: https://www.nexusmods.com/mountandblade2bannerlord/mods/7116
160 条留言
hanz00 9 小时以前 
@Ulfkarl I do understand the reasoning and seen the faster attack chain in my run but this does confirmed that RCA disables the chain attack animation. I'm just answering @David so other people that use RCA can see this when wondering why their chain attack animation no longer works.
Ulfkarl  [作者] 10 月 30 日 上午 9:46 
@hanz00 base game combos are useless when the hits have collision and stop your attack, so they dont work anymore, you can do chain attacks when hitting the enemy faster
hanz00 10 月 30 日 上午 6:48 
@David Yes, yes for some reason it does. Another user also reported the same issue on the mod's Nexus comment page.
David 10 月 30 日 上午 4:35 
Love this mod. Does it prevent chain combos from base game? It seems to not play the animation when I have it enabled.
☠ Kibbe_Surdo ☠ 10 月 29 日 下午 3:43 
is it compatible with dismemberment plus please ?
Rikko 8 月 12 日 上午 9:20 
Gotta say just from the preview video. FINALLY, someone who tries to directional block with their shield so it takes less damage. Shit has made me want to strangle more than a few youtubers x3
kinngrimm 7 月 28 日 下午 3:42 
Does this work with Breakable Polearms or have you something similar already in your mod?
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3080363208
shek 7 月 27 日 上午 9:25 
landmeere have you ever actually seen a HEMA fight? You have no idea what you're talking about.
landmeere 7 月 19 日 下午 1:07 
It's too fast... there are good things here, like the lack of slow motion on release attacks and the damage bonus on pikes, spears, and javelins. But I think a knight in full chainmail armor, with a large kite shield, and holding a one-handed sword made of 2.5 kg of iron DEFINITELY won't be able to deliver 3 to 5 attacks in a row without tiring. By row, I mean attacks based on 3 milliseconds! Combat feels even more robotic than vanilla this way.

Not to mention that ranged troops are set to attack at their maximum range, which makes sense to a certain extent, but in the game they simply waste all their ammunition on misses... unless you order them to hold fire, only to give the order to fire when the targets are 70 meters away from your troops, which is a reasonable distance to have ANY effect in ranged combat. Meanwhile, the vanilla AI simply does all this micromanagement automatically.

Like I said, this mod has potential, but right now I think it's just a downgrade, infortunally.
Ksarkin 7 月 5 日 上午 1:36 
Игровое сообщество STURGIA ищет новых игроков.
Наш основной проект - Bannerlord online. Сотни игроков на глобальной карте, отряды НПС, боссы, клановые войны, рейды и битвы за ресурсы. Одним словом ванильный банерлорд, только в онлайне, все лорды - игроки, а одновременный онлайн достигает 400 человек.
Наш дискорд: {链接已删除}