Game Studio / Mod Guides / Gameplay

WPS Blood Pact

Adds a kingdom policy built around uncompromising offensive action, no surrender, and meaningful economic cost.

GameMount & Blade II: Bannerlord
CategoryGameplay
First published
Last Nexus update27 May 2026, 5:05 PM

Player guide

Install, configure, and troubleshoot WPS Blood Pact.

Use the sections below for setup, requirements, settings, compatibility, removal, and troubleshooting.

Overview

Adds the Blood Pact kingdom policy to Mount & Blade II: Bannerlord.

What it does

Warriors sworn to the Blood Pact vow never to yield on the field of battle.

This merciless code drives fierce offensive action, but maintaining such a warrior culture demands great expense.

Positive effect - No surrender or retreat when attacking

When a kingdom with this policy is the attacker in a battle or siege, its parties will not surrender or flee under the covered circumstances.

Player encounter menu - The Surrender option is hidden, even when morale is critically low.

Player lord conversation - The "Don't attack! We surrender." line is removed.

Player pre-battle encounter menu - The Leave option is hidden; retreating after combat begins follows Bannerlord's normal defeat path.

AI attacker map behavior - Morale alone cannot make attacker parties flee.

Siege Coverage

The encounter Surrender and Leave options use the same attacker-facing encounter menu during sieges, including active assault phases.

No separate siege menu paths are needed because:

The siege_attacker_defeated and siege_attacker_left menus are defender-side only - they are displayed to a defending player when the AI besieging force is beaten or retreats (PlayerSide == Defender guard in PlayerSiege.OnSiegeEventFinalized). They are never shown to the attacking player.

GetMapEventSideRunAwayChance (Patch 4) already returns 0 in vanilla for BattleTypes.Siege, SallyOut, and SiegeOutside - AI parties in siege events cannot flee via this path even without our patch.

If the attacker player retreats from the assault combat itself, the existing vanilla defeat path (DoPlayerDefeat -> "defeated_and_taken_prisoner") captures them automatically - no extra patch required.

Negative effect - +10% recruit cost

All troop recruitment costs are multiplied by 1.10 for a party leader whose kingdom has Blood Pact active. This applies to the player, garrison auto-recruitment, and AI lords. The cost breakdown labels the reason as "Blood Pact".

AI Policy Weight

Government formSupport weightRationale
Authoritarian+0.80Disciplined, conquest-focused rulers strongly approve.
Oligarchic+0.30High nobles see battlefield resolve as tactically valuable.
Egalitarian-0.50Egalitarian clans dislike the brutal ideology and recruit-cost drain.

Kingdom Policy Behavior

The policy appears in each kingdom's Kingdom > Policies screen and can be proposed, voted on, and repealed like a vanilla policy.

Requirements

  • Mount & Blade II: Bannerlord singleplayer
  • Bannerlord.Harmony, loaded before this module
  • Steam Workshop ID 2859188632: https://steamcommunity.com/sharedfiles/filedetails/?id=2859188632

Installation

  1. Subscribe to Bannerlord.Harmony on the Steam Workshop.
  2. Copy the WPS_BloodPact/ folder into: \Mount & Blade II Bannerlord\Modules\
  3. Enable [WPS] Blood Pact in the launcher (load it after Harmony).
  4. Start or load a singleplayer campaign. The policy should appear in each kingdom's policy list.
  5. Before removing the module from an existing campaign, repeal Blood Pact where practical and back up the save.

Technical Identifiers

FieldValue
Policy string IDpolicy_wps_blood_pact (prefixed to avoid vanilla collisions)
Harmony IDcom.wps.bloodpact
NamespaceWPS.BloodPact
Target frameworknet48 (Bannerlord Mono runtime)

Patched Methods

  • EncounterGameMenuBehavior.game_menu_encounter_surrender_on_condition - hides Surrender for player as attacker
  • LordConversationsCampaignBehavior.conversation_player_dont_attack_we_surrender_on_condition - hides the surrender dialog line
  • EncounterGameMenuBehavior.game_menu_encounter_leave_on_condition - hides Leave for player as attacker
  • DefaultEncounterModel.GetMapEventSideRunAwayChance - zeroes AI attacker flee chance
  • DefaultPartyWageModel.GetTroopRecruitmentCost - applies the +10% recruit-cost factor

Compatibility

  • No XML overrides - purely additive.
  • No vanilla methods replaced - Harmony Postfix patches only.
  • Designed to be added to an existing campaign. Repeal the policy and back up the save before removal.
  • Other postfix patches may stack, but compatibility depends on how each mod changes the same returned values.

Troubleshooting

If Blood Pact is missing from Kingdom > Policies, confirm Bannerlord.Harmony and [WPS] Blood Pact are both enabled and that Blood Pact loads after Harmony.

The surrender and leave restrictions apply only when the affected kingdom is the attacker and has the policy enacted.

If recruitment costs or encounter options look incorrect, test without other mods that patch the listed encounter, retreat, or recruitment-cost methods.

Report reproducible issues through the Nexus Mods Bugs tab with the game version, mod version, active kingdom, policy state, and load order.

Request support or a new idea

Having trouble with this release? Visit its Nexus page for downloads, bug reports, and player discussions. Have an idea for a new mod, feature, port, or compatibility update? Send WPS a gamer request.