Considering that all-archer teams can destroy pretty much anything even remotely resembling a reasonably balanced team composition in non-Captain modes, I think it might be worth bringing up the Super Armor suggestion that I posted a while back.
To those who are unfamiliar, Super Armor is a mechanic often found in fighting games where if a move has armor attached to it, the character will still take full damage but their attack animation will otherwise remain uninterrupted. I think the best example of this is Ike's Aether and Ganondorf's Warlock Punch from Super Smash Bros Ultimate. I think the best way to implement super armor in Bannerlord would be to do the following:
To those who are unfamiliar, Super Armor is a mechanic often found in fighting games where if a move has armor attached to it, the character will still take full damage but their attack animation will otherwise remain uninterrupted. I think the best example of this is Ike's Aether and Ganondorf's Warlock Punch from Super Smash Bros Ultimate. I think the best way to implement super armor in Bannerlord would be to do the following:
- All melee attacks from horseback cannot be interrupted by ranged attacks, with throwing spears and headshots being the sole exceptions. Preparing to swing or thrust (hold down the left mouse button) can still result in the player flinching if they take ranged weapon damage.
- Couchable Lance now has a "Super Armor" stat which indicate the number of ranged attacks it will take to force a stance break. This counter will slowly regenerate over time up to a maximum of the listed stat, with kills with any melee weapon restoring the counter by 0.4 (killing with the lance itself will restore an additional 0.3)