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    Mount & Blade II: Bannerlord - Iron Will – Kleptomania v.1.1.1 - Game mod A-Z | # A B C D E F G H I J K L M N O P Q R S T U V W X Y Z
    September 1, 2020 491 views, 86 downloads, 10 comments
    GAME MOD | Mount & Blade II: Bannerlord - Iron Will – Kleptomania v.1.1.1 - Game mod (mod) ...
    A sequel to the popular Mount & Blade game series, which skillfully combined action with strategy and RPG elements. The sequel was developed by the creators of the original game – Turkish developer TaleWorlds.

    File Size: 464.7 kb:

       DOWNLOAD


    Gameplay-facilitating mod for Mount & Blade II: Bannerlord - Iron Will – Kleptomania v.1.1.1 - Game mod. This mod may not necessarily work with your copy of the game.

    In order to unpack this file after download, please enter the following password: trainer if ask.

    For unpacking files we recommend using a free software - 7-Zip.

    ----------------------------------------------------------------------------------------------

    Being a criminal in Bannerlord is now more viable and flavorfull, with the mod Kleptomania's ability to steal trading goods and food from towns and villages. Although the interactions are limited to in-game menus, the goal is to create a Stealing mechanic with a feeling of risk vs reward similar from games like Skyrim, Kenshi, Fallout, Thief, and even Tabletop RPG.

    After a simple Roguery skill check, you might be able to get an dynamic ammount of loot and leave without been seen by anyone. But BEWARE, if you get caught there will be consequences.

    Keep in mind Stealing is different from the Native's Hostile Action "Force Peasants to give you supplies". The most important differences is that you dont have to fight the militia, chance to not get detected at all, can loot from towns, variable ammount of loot (sometimes more, sometimes less), amongst other things.

    For now, only the player can interact with the steal menus.

    FEATURES

    3 new menus for stealing from Villages and Towns, which allows player to steal trading goods, food or animal.

    Scalable Roguery XP on steal attempt, independent of the outcome. Current: 20 * learningRateBonus.

    Can steal without being detected (Skill Check with modifiers)

    If detected, decreases relationship with the settlement owner and settlement notable

    If detected, applies criminal rating with faction.

    Dynammic minimun received ammount of goods (Skill Check with modifiers)

    Max ammount of availiable goods scales with settlement prosperity / hearth.

    On steal, decreases settlement prosperity / hearth, affects the settlement loot pool and increase detection for consecutive steals atempt of the same Faction.

    Configurable Steal modifiers and default values at "xxKleptomaniaSettings.xml".

    NLogger for debugging reasons at "KleptomaniaLog.txt".

    Modifiers

    There are some conditions that can change the outcome of a steal attempt. To have the best outcome, you have to try to get as much bonuses and as little penalties as you can. Remember, some of these values are configurable at xxKleptomaniaSettings.xml.

    Detection Chance (75% by default. Less = Good):

    Bonuses:

    Roguery Skill (max bonus is 50%) = -(SkillLevel / 5)%

    Night time = -10%

    Penalties:

    High Crime Rating = +20%

    Recent steal attempt at same faction (Decays by -5% every day) = +(NumberOfAttempts * 10)%

    Minimun ammount of Goods (30% by default. More = Good):

    Bonuses:

    Roguery Skill (max bonus is 30%) = +(SkillLevel / 10)%

    steal from town thumbnail

    Results and Consequences

    Remember: there is always a risk. Once the Modifiers have been calculated and you have waited long enough to find a steal opportunity at the settlement, two Random numbers from 1 to 100 will be created. Think about this like two d100, dices with 100 faces being thrown. These values will be used to calcule your steal result.

    For the detection check, if the value are smaller than your "probability of detection" modifier you get detected while stealling. If the you get detected, you will receive some consequences like:

    Criminal rating with faction (25 for towns and 20 for villages by default)

    Decreases relationship with settlement notables (-15 by default, 2x if the player is from the same faction)

    Decreases relationship with settlement owner (-15 by default, 2x if the player is from the same faction)

    Only if from the same Faction, decreases relationship with Faction leader ( -15 x 2 by default)

    For the ammount of goods check, each settlement has a "storage with goods inside", which has a dynamic number of goods based on the settlement health/prosperity. The random "dice" number will never go below "Minimun ammount of Goods" and will be a porcentage of the items inside the storage. No matter the outcome, this will take place on on loot:

    Penalty of +10% detection chance for each consecutive steal atempt for the same Faction. Consecutive steal atempt decays by -5% every day.

    Decreases settlement prosperity / hearth.

    Subtract items from the settlement item pool. (Be careful to not steal from settlement without any items, or you might get nothing.)

    Roguery XP thats scales with Learning Rate. Current: 20 * learningRateBonus.

    To install:

    Extract into „… bannerlord\Modules\” and activate in launcher.

    ----------------------------------------------------------------------------------------------
    All files and updates for this game: DL:
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