Mount & Blade II: Bannerlord

Mount & Blade II: Bannerlord

Damage Modifiers
47 条留言
Mortifer 9 月 19 日 上午 7:51 
there should be a guide that explain exactly how those damages works, the difference between each other, if they stack exc...
Syrus  [作者] 4 月 18 日 下午 2:51 
Version 1.2.12.0
Added modifiers for riderless mounts

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@abel1717
Not sure how it interacts with RBM, but any "... vs Player" modifier will modify the damage the player takes from the respective source, while any "Player vs ..." modifier will modify the damage the player deals.
abel1717 2024 年 12 月 25 日 上午 8:59 
if I play RBM, the default value of 1 means the RBM default ? In other words, if I give a value of 2 to player, it means twice the damage of the RBM value?
Zloy_Kott 2024 年 12 月 22 日 上午 6:33 
Прошу прощения вижу уже тут писали но в меру разницы языков, подскажите пожалуйста на какие значения и какие параметры установить для того чтобы было легче играть?)

Сильно благодарен Вам :luv:
start20051119 2024 年 7 月 25 日 上午 6:42 
Will support Traditional Chinese?
ONIGUMO 2024 年 7 月 25 日 上午 2:39 
Love this mod as base to combine with others.

One thins that feels really good is crank damage dealt and received up for everyone, and then reducing damage to shields to counter that a little, as well as other mods that increase armor toughness, but have it more chance/luck/skill based.

Wanted to ask: is damage to objects only related to barricades, doors, etc or also armor?
Rambousek ♡ 2024 年 7 月 2 日 上午 9:39 
what about throwable damage ? <3
fideldidumm 2024 年 4 月 12 日 上午 7:44 
Hmm, dying easy never felt like a problem to me. However the suicide attacks of nobles at the beginning of each battle do. Sounds a bit like a stop gap solution to make nobles tougher. Would love to see them trying to stay alive instead. + If they go down, their troops should behave different.
Syrus  [作者] 2023 年 12 月 29 日 下午 4:11 
Yes.
"Player" is very limited, it only affects the character currently controlled by a player (in code: anyone who is not "IsAIControlled")
"Hero" affects nobles, companions, as far as I could tell, all named characters, etc, though I never tested if it affects named townspeople as well (in code: everyone who is "IsHero")
"Other" is everyone else

The modifier for mounts depends on their riders. If one dismounts/is dismounted, they should fall in the "Other"-category.
Syliss 2023 年 12 月 29 日 上午 11:44 
So if i set the Player Vs Player, Hero Vs Player, and Other vs Player to 0.9, I will take 10% less damage from all sources then setting other vs hero to 0.7 makes all NAMES UNITS take less damage from none named units both Friend and Foe?
Syrus  [作者] 2023 年 12 月 27 日 下午 4:27 
Setting "Other vs Hero" to 0.5 means all non-player and non-hero troops will only deal half damage to heros, yes.
It's a good way to make heros stand out against normal troops, pretty much the main reason I made this mod! :)


(One thing to note, I don't remember ever looking into how siege engine damage is handled by this mod. The factor may depend on who uses the siege weapon, could be though that all siege damage counts as "Other".)
smoovasbutter 2023 年 12 月 27 日 下午 3:42 
Thanks very much for the Mod Syrus. Just to make sure: Setting Other vs Hero to 0.5 means that Hero will take half the damage all else being equal? And by others means non heros right? Thanks..
Syrus  [作者] 2023 年 12 月 23 日 下午 4:06 
Version 1.2.8.0
Update for 1.2.8.0

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@abel1717
"Other vs Other" is for all troops, not just yours.
For example, you can make fights last longer by reducing the damage regular troops do to each other - or make them be over quicker by increasing the damage.
abel1717 2023 年 12 月 17 日 下午 12:44 
so if i increase the damage of "other vs other" it means my regular troops will have and advantage over the enemy regular troops, or does it mean any regular troop will cause that damage regardless of if it is on my side or the enemy?
Syrus  [作者] 2023 年 9 月 28 日 下午 3:38 
Should be compatible with everything since 1.1.0 but maybe not 1.2.0, haven't tested the latest release version or 1.2.0 - I'd assume they did not change anything that breaks the mod though.
Achille 2023 年 9 月 28 日 下午 1:45 
with which bannelord version is this compatible?
Syrus  [作者] 2023 年 9 月 3 日 上午 6:58 
Yes. Modifiers are multiplicative.

In theory the following modifiers could stack:
x vs x, Damage to Objects, [Melee/Ranged/Horse Charge] Damage and Damage to Shields.
In practise, Damage to Objects and Shields should never both apply.
So, if you for example got Player vs. Hero, Damage to Shields and Melee Damage all set to 2.0x, it would end up as 2.0^3 = 8.0x damage to a shield carried by a hero from a melee hit by a player.

Fall Damage is its own multiplier not affected by anything else.
jaker 2023 年 9 月 2 日 上午 6:09 
This may have been asked before but; if melee damage is 2 and shield damage is 1, is the double melee damage applied to the shield? So in theory, having shield damage on 2 would do 4 times the damage?
888 2023 年 4 月 30 日 上午 3:25 
@Syrus:
could you make a checkbox for preadjusted values that you use?
CatFish 2023 年 4 月 19 日 下午 6:23 
In the past 6 hours I've just figured out a way out. Use Agent and isPlayerAlly/Team could solve the problem. And about the native campaign settings, Im too tired now to look into all of the TaleWords codes, just let it go, maybe they only used IsPlayerTroop for the setting, who knows XD. Fortunately I reached my goal and thx for your reply.
Syrus  [作者] 2023 年 4 月 19 日 下午 4:32 
Sorry, I feel like that would just be too many settings at some point.
Base game options for friendly troops don't affect allied troops? Sounds potentially buggy to me...at least it sounds like something you might want to bring up to the devs, to me, it'd only make sense if all troops on my side were affected by a modifier reducing damage to friendly troops. Maybe the devs see it differently and it is supposed to only be "own troops".
CatFish 2023 年 4 月 19 日 上午 11:39 
could u please make it possible to modify the damage that our allies take? Since the leader of the army always let their men die easily due to their terrible command, and i can not do anything cuz i am not the commander. (and under my test, the native campaign option seems not working for ally troops)
FaeRust 2023 年 3 月 31 日 下午 12:58 
amazing, I always felt like everyone dies waaaay too fast in this game
Syrus  [作者] 2023 年 3 月 9 日 上午 9:37 
I imagine it would theoretically be possible.
Would need to look into how and when they are applied, how the armor and damage type system works and all.
Once I have have some free time, maybe.
Hecleas 2023 年 3 月 9 日 上午 7:58 
Could you do this same type of mod to adjust the armor multiplier and those of the damage of blunt, cut and pierce?
neal.zarkovic 2023 年 3 月 4 日 上午 5:25 
Thanks for this mod! Works great for me.
Syrus  [作者] 2023 年 1 月 7 日 下午 2:45 
"Player" only modifies the player (controlled*) character.
"Hero" are AI-controlled lords/ladies, companions, wanderers, etc.
"Other" are AI-controlled non-hero troops, or as you call them regular troops, though technically speaking this group includes anyone who does not fall into the other two categories.


(*Yes, it works when controlling other characters, though I have not tested what happens when you are not controlling your main character, for example when using the mod "RTS Camera". Most the character will coutn as a "Hero" then. Does work when you switch to another character using that mod though.)
Ancestyr 2023 年 1 月 7 日 下午 2:11 
So are regular troops considered as "player" or "other". I figured Lords and Companions would be considered "Heros". Appreciate the help, and the mod :)
Syrus  [作者] 2023 年 1 月 1 日 上午 5:15 
The game definitely has some balancing issues around the protection armor offers and the damage sharp/blunt/etc. do.

Technically speaking, I wonder if it is possible to see what is used to cause the damage, as well as seeing where the damage is caused on and what armor is on that part of the body, and have modifiers depending on that, for example if the attackers used a bolt (-> Crossbow damage modifier) and hit the arm, then check what armor is protecting the arm and reduce the damage accordingly via a second modifiable value.
I have not looked that far into how the whole damage-dealt works though, no idea if it is possible or not.

I'd not say it is completely out of this mod's scope to implement sliders for this, but it would take quite a bit of time to implement.
To be honest, I don't have the time for it. Maybe in the further future. It also comes with a few compatibility problems I foresee, like, what if someone adds further armor or projectile types? Makes this very complex.
RedCorsair 2022 年 12 月 31 日 下午 4:00 
and save your current sliders on other tab they are good for difficulty adjustments after balancing damage types
RedCorsair 2022 年 12 月 31 日 下午 3:57 
also there should be at least 5 armor ranges - for cloth, leather/fur, chainmail, scale armor, plate and combined armor
RedCorsair 2022 年 12 月 31 日 下午 3:49 
weapon type is damage type too, because crossbow have same damage type as bow but it should have much more damage vs armored (but not too heavy armored you know)
RedCorsair 2022 年 12 月 31 日 下午 3:44 
they one-shot you on realism dude :D
i dont think damage mults can fix balance but...
only if you can add this sliders for weapon types and add armor value to this formula...
i mean if you take spear or thrust sword it should damage a lot, but in game thrust damage is nothing. also bows should do much less damage to armored but devastate unarmored foes
so idea:
add sliders for armor type ranges so we can adjust what is heavy plate what is chainmail/leather etc
add sliders for each weapon type that modifies damade to each armor type
Syrus  [作者] 2022 年 12 月 30 日 下午 4:29 
So, you think bandits are too easy? With this mod you can increase the damage normal troops do to you. It's real simple, just set the "Other vs Player" to something higher than 1.00 and normal troops will deal more damage to you.

Though, you give me an idea there. Maybe I should split up the options further and add a bandit-modifier?
Then again that might be a few too many settings...
RedCorsair 2022 年 12 月 30 日 下午 4:16 
really dude, this game so casul, i can kill bandit squad nude and unarmed
Brother Ramos 2022 年 12 月 18 日 下午 5:54 
Heal On Kill is superior imo
Syrus  [作者] 2022 年 12 月 18 日 下午 2:59 
It's not and won't be part of this mod, but I saw a mod on NexusMods called "Health Regeneration" which probably does what you want.
Haven't tested it myself.
RacistMoose 2022 年 12 月 18 日 下午 12:53 
You should add like a health regen
Syrus  [作者] 2022 年 12 月 18 日 上午 6:50 
Version 1.0.2.1
Reworked modifiers into "attacker vs victim"-modifiers for player, heroes and others
Added modifiers for ranged, melee, horse charge, damage to shields, damage to objects and fall damage

Complete rework pretty much.
Sorry, but your settings will have reset due to this!
Offers more customizability though.


@Красный Корсар
Thanks. I got better.
RedCorsair 2022 年 12 月 17 日 上午 6:48 
pff lol just git gud
Syrus  [作者] 2022 年 12 月 10 日 下午 3:05 
Was thinking about that earlier when I was doing some testing for another mod. Not something I would use myself, except for testing, but if others are interested in it, pretty sure it could be added.
Will look into it tomorrow (or rather, today, seeing as it's alredy 0:05h) probably.
Kaiju 2022 年 12 月 10 日 上午 10:16 
Are you able to add how much dmg heroes do, I like the idea of having op heroes like in movies
Syrus  [作者] 2022 年 12 月 7 日 上午 11:43 
It does.

I see no reason why it should not, as it only affects damage calculations.
magaldipits 2022 年 12 月 6 日 下午 4:40 
Did you know if it Works in a saved game already in progress?
Syrus  [作者] 2022 年 12 月 6 日 下午 3:38 
Version 1.0.2
Added a null-check which should prevent an exception I've been seeing; the exception was caught and printed into "harmony.log.txt", if you wonder why you see/saw that file on your desktop. It's for debugging and preventing unnecessary game crashes.
(Just a little minor internal code change.)
Syrus  [作者] 2022 年 12 月 4 日 上午 7:48 
Version 1.0.1
Removed "initialized" message, added error message on initialize instead
Fixed dependencies