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💪 Collection of mods for the game Mount & Blade 2: Bannerlord that adds immersive utilities to aid the player and his party to survive. (NOT UPDATED)
bannerlord-iron-will's Issues
Acceptance Criteria:
Must be compatible with e1.4.2
If not, should be fixed
Acceptance Criteria:
New menu option: Steal from Rich Trader House
Used to luxury goods and jewelry from settlements.
More effective at Towns
No Minimun goods bonus (chance to not get loot at all), slightly higher crime rating penalty.
Acceptance Criteria:
Logs mod initialization
Logs each individual Steal Goods attempt and its result
Acceptance Criteria:
Proper Nexus page for the mod
Thumbnails
Acceptance Criteria:
Upload Iron Will - Kleptomania version v.1.1.1 to NexusMod and ModDB.
Acceptance Criteria:
User should be able to change the settings in game
Depency on the issue "User configurable settings and value"
MCM should be completely optional for the user to have installed
Acceptance Criteria:
Check for bug reported by NexusMod User "TotallyNotASkeleton" about crash on lauch at game version e.1.4.1 for Iron Will - Wound Experience
If is really occuring, try to fix it ASAP.
Acceptance Criteria:
Method should be refactored into 3 different methods. Currently its too big and does not follow the Single-responsibility principle
Acceptance criteria:
Check if the mod is compatible with Bannerlord beta e1.5.0
Acceptance Criteria:
All Penalties and possible results should be clear to the user from the start
Should show different messages based on the outcomes
Try to use % the least as possible, if something can be explained by other means. Use only when necessary.
Acceptance Criteria:
Add Athletics Experience to any Hero wounded in battle
Adds Generic Experience to any Troop wounded in battle
Acceptance Criteria:
Adds a +10% steal detection penalty for each consecutive from the same faction
Decays daily by 5%
Acceptance Criteria:
User should be able to change the settings in game
Depency on the issue "User configurable settings and value"
MCM should be completely optional for the user to have installed
Acceptance Criteria:
Should be compatible with Bannerlord game version of 1.4.3
If possible, should also be compatible with 1.4.2 at the same time
Acceptance Criteria:
Gives a "Stole from: [Settlement]" flag to stolen goods
Do not allow stolen goods to be sold on the same settlement and neighboring settlements it was stolen from
Acceptance Criteria:
Configurable Experience value for Heroes
Configurable Experience value for Generic Troops
XML Settings file should be in the mod folder
Acceptance Criteria:
Chance to not get anything or some loot (35% base?).
Increases chance by Scouting skill
Decreases chance by time in the map
Fix loot or variable?
Cant be acessed by anyone who participated in battle.
Should disappear after some game time
Should disappear after a sucessful loot
Acceptance Criteria:
Check if NLogger should log every wound experience received or not
Refatorate some log messages to add a prefix
TXT NLogger should be in the mod folder
Acceptance Criteria:
Crashes in e1.4.3 some times when detected stealing from towns
Acceptance Criteria:
Proper Nexus page for the mod
Proper ModDb page for the mod
Proper TaleWorlds forum page for the mod
Add Screenshot Thumbnails
Acceptance Criteria:
After some battle, adds a interactive entity (like a hideout) to the campaing map on the spot.
This is the new Battlefield Wasteland.
Appears only with either more than 80 total troops or 30 deaths.
The player should be able to interact with it. This opens a game menu
Acceptance Criteria:
Troops received wound XP scales with level or tier
Heroes received wound XP scales with athletics learning rate
Acceptance Criteria:
Proper TaleWorlds forum page for the mod
Proper ModDB page for the mod
Thumbnails
Acceptance Criteria:
Gives Roguery XP, regardless of the outcome.
Rewarded XP scales with Learning Rate
Acceptance Criteria:
Proper TaleWorlds forum page for the mod
Proper ModDB page for the mod
Thumbnails
Acceptance Criteria:
Should take the goods from the settlement item pool.
Max limit value of stolen goods are based on settlement wealth
Show wealth at intro menu
Actual Received number of goods based on RNG.
Acceptance Criteria:
After a battle, should store part of loot Item pool in the Battlefield Wasteland
Player can take a ammount of items to their inventory, after the skillcheck in the gamemenus
Acceptance Criteria:
TextPrefixFromValue, CalculateDetectionBonus, CalculateLootBonus, CalculateDetectionResult, CalculateLootResult should be in a new class
Remove code regions
Acceptance Criteria:
User should be able to change the settings in game
Depency on the issue "User configurable settings and value"
MCM should be completely optional for the user to have installed
Acceptance Criteria:
Proper Nexus page for the mod
Thumbnails
Acceptance Criteria:
Upload Iron Will - Kleptomania version v.1.1.0 to NexusMod and ModDB.
Acceptance Criteria:
Add option to "Steal Goods" from Towns and Villages.
Possible loot quantity based on RNG.
Possible detection outcomes : "undetected" and "detected"
Not able to steal if detected recently
Acceptance Criteria:
Logs mod initialization
Logs each individual troop wound xp and their unique troop seed
Acceptance Criteria:
Minimum number of received goods scales a little with user Roguery skill
Chances of not being detected scales alot with user Roguery skill
Detection penalty for high crime rating of 20%
Acceptance Criteria:
User can disable in-game messages from the mod of the information manager by changing value at settings
Feature requested by NexusMod user dungeons0
Acceptance Criteria:
Logs mod initialization
Logs each individual troop wound xp and their unique troop seed
Acceptance Criteria:
If the party has bandit troops, 5 of the best bandit troops of the players party gives bonus to Undetected Chance and Minimum number of received goods.
Scales based on bandit troop tier. Higher tier gives stronger bonuses.
Loses one of the 5 troops on detection.
Reason for block:
Seems to not be possible with Native's code. not worth the trouble
Acceptance Criteria:
-Upload Iron Will - Wound Experience version v.1.3.0 to NexusMod and ModDB.
Acceptance Criteria:
Values of Consecutive Steal Penalty seems to not be affecting the detection change modifier as it should be.
Acceptance Criteria:
Show results and useful info at the information manager if debug mode is on
Acceptance criteria:
Check if the mod is compatible with Bannerlord beta e1.5.0
Acceptance Criteria:
New menu option: pickpocket
Used to steal denars from the settlement
More effective at Towns
Less total reward value, but less chance of detection and less crime rating penalty.
Acceptance Criteria:
3 menus after interacting with the Battlefield Wasteland "interactive entity"
The first is the intro, which tells details from the previous battle and gives an average of the expected loot.
The second is the wait menus, where the player wait for the result and see any modifiers
The third is the result menu, that shows the ammount of loot that was sucessfully able to take.
All menus are conected via gamemenu options.
Acceptance Criteria:
On detection, receives criminal status. Based on value stolen
Criminal status penalty: city > village
On detection, receives relation penalty with owner.
On detection, receives relation penalty with all notables.
On detection and if is allied faction, relation penalty is x2 and receive the with Faction Leader.
Acceptance Criteria:
Create a new Main thumbnail using GIMP for Iron Will - Scavenger
Acceptance Criteria:
Should investigate supposed crash happening when trying to loot a settlement with horses.
From NexusMod user aerosmei1 :
"looks like if your loot have something specific(horse ,weapon, armor etc),click loot will crash the game.
sadly because crash log dont show anything so I can not be sure.only thing I am sure is if you steal from a village do have horse to sell ,It will crash 100%.
I guess thats why sometime cilck loot will crash when you in the city.(market have horse too)"
Acceptance Criteria:
Should be compatible with Bannerlord game version of 1.4.3
If possible, should also be compatible with 1.4.2 at the same time
Acceptance Criteria:
Normal troops from the player party should earned wound XP in the information manager, like player's companions already do.
Acceptance Criteria:
Sometimes when detected, the player should be confronted about stealling.
There might be options like bribing or giving back the goods, to give the player some control about the result.
Should be a menu, as this option is the most time effective.
Acceptance Criteria:
Should give only Roguery XP on attempt