Mount & Blade II: Bannerlord

Mount & Blade II: Bannerlord

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Better Bandit Troop Trees
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Type: Troops
Setting: Native
Game Mode: Singleplayer
Compatible Version: v1.2.12
File Size
Posted
Updated
564.086 KB
16 Feb @ 3:32am
8 Oct @ 12:25pm
3 Change Notes ( view )

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Better Bandit Troop Trees

Description
Also available on Nexus Mods[www.nexusmods.com]

TL;DR:

  • A vast range of new bandit type units in expanded troop trees
  • Tier 4 Bandits now upgrade into Tier 5 Boss Bandits
  • Looter type units are available from some Gang Leaders in towns [New save required]
  • Bandit party templates are updated to include some of the newly introduced bandits
  • Bandit parties are now larger on average
  • Looter and Bandit type units are now available for selection in Custom Battle

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This mod introduces a variety of new bandits units, fitting into the existing bandit cultures. For each troop tree, I have made a few changes:

  • There are now tier 1 'looter' type units, which is at the root of each troop tree. These can be recruited from some, though not all, Gang Leaders in towns (in new saves only).
  • The Tier 4 Bandits now upgrade into Tier 5 Boss Bandits
  • Although existing bandit skills and equipment remain largely unchanged, some rebalance work has been done, and boss bandits in particular have generally seen significant buffs
  • Bandit party templates are updated to include some of the newly introduced units such that every party has the potential to include at least 2 different unit types e.g. both infantry and cavalry
  • The maximum bandit party size has been increased

In each bandit troop tree, there is a new alternate upgrade path [See below]
  • Mountain Bandits are split between 2 paths: Infantry and Cavalry versions of similar units
  • Forest Bandits now have Forest Raiders, who utilize axes, shields and thrown weapons
  • The Sea Raiders alternate path is Slave Hunters, who are generally mounted and use blunt weaponry for maximum prisoner collection
  • Steppe Bandits may instead be upgraded into Steppe Rovers, who are still mounted but not ranged
  • Desert Bandits alternative path are Camel Bandits who utilise ranged weapons
  • Looters may now be upgraded into better bandit units, with two paths; Raiders who utilise large two handed weapons and thrown weaponry, or Raider Marksmen who are equipped with crossbows

Additionally, Mounted Ransackers have an upgrade tree, and may upgrade up to tier 6 units. Also, Mounted Pillagers upgrade into Steppe Bandits.

Bandit units, whether new or pre-existing, are now available to those using custom battle. There are also some bandit options available for character selection in custom battle.

For more context and information, please see the images on this page.

SAVE COMPATIBILITY - This mod introduces new units into the game, so a save which uses this mod cannot be continued without it.



I hope you enjoy your time with this mod :)
69 Comments
BCMINISOOP  [author] 21 Oct @ 9:25am 
@yangchef - That's strange, I haven't had this issue myself so I can't confirm that this is this mod. But yes once a save uses this mod the save cannot be continued without it as the mod introduces new units
yangchef 17 Oct @ 8:45am 
When I walk through the main quest to Arzagos' Conspiracy, he asked me to deal with three bandit troops. Attacking one of them will make the game crash. I tried not to load this mod and the game crashed just after I load the saved game.
BCMINISOOP  [author] 9 Oct @ 8:49am 
@Nosigi - The game crashes in v1.3 beta because gang leaders in towns do not have the same culture as the settlement? The mod is made for v1.2 so I am not aware about this issue, but I will bear this in mind when 1.3 fully releases
Nosigi 9 Oct @ 8:31am 
changing gang leaders culture occur crash on start. beta
BCMINISOOP  [author] 8 Oct @ 1:57pm 
@Shumd@an - I did put out an update to this mod today because I felt some things could be improved. Although most things remain the same, I might hope it could be more to your liking now, with a replaced looter upgrade tree. If not, I can only say sorry, but it is largely the way I wanted it to be at this point.
Shumd@n 8 Oct @ 12:24pm 
Если ты отыгрываешь свое РП за короля бандитов как за Fourberie,а не хочешь управлять голодранцами которые выглядит убога.Балансить нужно мод между навыками и вооружением.
Shumd@n 8 Oct @ 12:24pm 
BCMINISOOP леснаые бандиты должны быть как минимум копии фианов,а имперские лутеры арбалетчики должны бегать с щитами а не с металками))).Если уже автор оталкиваешься от культуры.Имперцев должны быть разные войска между арбалетам и луками.Да и бандиты не бегают вообще с арбалетам в оригинале.Это сделано с точки логики что арбалеты стоили дороже луков всегда.Если брать навыки они ближе должны быть к основным тип войском.
BCMINISOOP  [author] 7 Oct @ 1:02pm 
@Shumd@an - If I am reading your comments correctly, 1. Yes, upgrading these troops will improve the Roguery skill, and 2. You believe some units are too weak, with special mention of Raider Marksman units? There is probably room for improvement here, to be honest. I did try to maximise the number of types of units across the bandit cultures, and the looter units I did later in my development time, but maybe I didn't give them enough thought. I think overall most things are done fairly well, though
Shumd@n 7 Oct @ 12:31pm 
За чем мародерам арбалеты и метальное оружие?Может я что-то не понимаю?)))))Слабый юнит.В новых юнита как например у главарей вообще слабая комплектация!?В моем понимании юнит должен становиться сильнее во всем,а не только в навыках.Не которые юниты бандитов даже стиль одежды не подходит им!!!За чем велосипед придумывать когда можно было сделать из грабителей хотя бы разные тир войска сделать разных культур.Лесной главарь разбойников просто шутка какая))))
Shumd@n 7 Oct @ 10:45am 
Если нанимать данный тип войск.Будет улучшаться мошеничество(перк бандита)?