Mount & Blade II: Bannerlord

Mount & Blade II: Bannerlord

Bannerlord: Deathly Captivity
21 kommentarer
Lawh  [ophavsmand] For 15 minutter siden 
Updated it to 1.3+
𝔗𝔢𝔞 ❀ 8. okt. 2024 kl. 6:45 
There will be the perfect sweet spot, but it seems good as is.
Lawh  [ophavsmand] 8. okt. 2024 kl. 2:36 
Thanks for the info. I think I never updated this mod to the latest version where the chances were changed a little and I was never able to test things out properly until I got busy with other things. I will come back and change anything that needs changing though. I felt that the deaths were sometimes a bit too common, although still rare in the grand scheme of things.

If something goes very wrong and you get a chance, please do let me know.
𝔗𝔢𝔞 ❀ 8. okt. 2024 kl. 1:12 
Will use it next for a Batt run, and see if I can depopulate my neighbours and aid Battania's rise.
𝔗𝔢𝔞 ❀ 8. okt. 2024 kl. 1:11 
Quite a major mod. This is leading to small numbers of families dying off in the first three years of testing. It makes battles far more high stakes, but it isn't eliminating factions yet. This might be the best solution to the back and forth nothing-really-happens-until-the-snowballing-factions. It can also really help out Sturgia and Battania if they get some early wins. Vlandia isn't the nigh-on invincible force anymore, because they could lose very crucial nobles in just two battles. For those that love King Derthert, that he keeps back from initial engagements does mean he can last a while, even if he loses many nobles.
Lawh  [ophavsmand] 20. sep. 2024 kl. 4:39 
There is no menu for this mod. I have yet to look into the menu making business.
dawson2003perry 19. sep. 2024 kl. 17:54 
how do I pull up the menu for this?
Lawh  [ophavsmand] 8. sep. 2024 kl. 23:32 
It should be and I tested it out, but someone on Nexus reported that they had some issue with booting up a save. Not sure why and whether it was this mod or another mod I made.

If there is an issue, please so let me know.
lilbeemer302 8. sep. 2024 kl. 21:04 
is this save game compatible?
Lawh  [ophavsmand] 6. sep. 2024 kl. 17:23 
Yes, more than regular folks, unless your skills and clan is well know.
𝔗𝔢𝔞 ❀ 6. sep. 2024 kl. 15:05 
Do bandits execute?
Lawh  [ophavsmand] 2. sep. 2024 kl. 18:31 
Veré qué puedo hacer para mejorar este mod. ¡Gracias por las ideas que me diste!
festevez11 2. sep. 2024 kl. 18:18 
Hola que buena idea que has tenido! Quizá hasta puedas ajustar el tipo de condena de acuerdo a los valores de cada NPC capturado. De esa manera se podría prever el tiempo durante el cual tendrás un mayor control sobre esa facción al no poder contar con todos sus generales de nuevo en el corto lapso. Podría ir desde condenas de pena de muerte (cuando todos los valores del capturado son negativos), cadena perpetua, amputación de extremidades para los ladrones, etc. Creo que sería una forma de darle más realismo e inmersión al juego. Reflejaría lo que sucedía en la edad media cuando se cometían delitos o eran declarados prisioneros de guerra. Si bien la mayoría de las veces se cobraba rescate, en algunos casos y debido a la peligrosidad de dejarlo libre, se recurría a condenas severas. En nombre de todos los jugadores te agradezco el mod que estás creando. Saludos
Lawh  [ophavsmand] 1. sep. 2024 kl. 13:02 
Sounds good. Let's see how much I can open up while we wait for the patch to arrive and we know more.
Sharkie 1. sep. 2024 kl. 11:43 
Only good things can come from that kind of thinking...I will keep up with your mod and your progress. I will also try leave some suggestions once 1.3 comes and you figure out a little more of where the mod is headed.
Lawh  [ophavsmand] 1. sep. 2024 kl. 10:21 
I agree. After looking into things, I think there is much potential with a lot of things in the game. I hope to make more of these unintrusive additions as I go and learn more. Let's hope that 1.3 will be something to revitalize the game. I tried reading about it as much as I could find, and I feel I was left more unsure of what the patch will be as I was before I started looking. No learning work is ever wasted so I will carry on until I know that there is no proper future for mods.
Sharkie 1. sep. 2024 kl. 9:46 
Roger that, thank you for the mod regardless of how far you take it. Its what keeps people playing the singleplayer. I think if you end up sticking with it, there is a great amount of potential in regards to what you could do with prisoners and hostile lords etc.
Lawh  [ophavsmand] 31. aug. 2024 kl. 20:24 
Right here is good. I think I made the choice on how to handle the negative effects. Tomorrow I might be able to do some more testing and update to the latest version which has more room for balancing.

After that I would like to get a handle on the different events concerning captivity so that this mod would be less of a _prisoner_ to the rushed and overly speedy mechanics of vanilla.

Be advised, there is a chance I will drop all these mods at some point, depending on what type of an update 1.3 will be. I will let everyone know if I abandon ship.
Sharkie 31. aug. 2024 kl. 20:11 
Lawh, This mod has a lot of potential due to the prison system being quite basic in the base game. Do you have anywhere to leave suggestions/additions for the future?
Lawh  [ophavsmand] 30. aug. 2024 kl. 5:04 
I didn't consider that so it works for your prisoners as well. I should add an exception if you are holding prisoners alone, rather than having your soldiers guard them.

The idea is, that your troops can also not listen to orders and start pestering a prisoner, and mistakes happen. I will try to add more nuance to the system, like escape attempts and so on. For now, the new system is a base for all of this.

As an example, if you are holding captives, and your leadership skill is low, then your soldiers are more likely to step out of line.
Macapek 30. aug. 2024 kl. 0:37 
I understand that applies if I get arrested, right? This isn't a mod for when I arrest someone, is it?