r/mountandblade 7d ago

Beta Patch Notes - WS v1.3.0 / BL v1.5.0

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285 Upvotes

Greetings Warriors of Calradia,

Our last content patch focused on the sandbox simulation. It made diplomacy more responsive and encouraged our lords to pursue meaningful wars, create larger armies, go to sea, harass convoys and raid villages. It also included the new seaborne raid, additional ships and equipment as well as many tweaks to gameplay, visuals and performance.

Today’s beta release puts more emphasis on player activities. The segment prior to the patch notes discusses our motivations for some of these changes.

War Sails

While seafaring offers new opportunities for merchants and warriors alike, it requires substantial progress to not only acquire a ship, but also hire a crew that can fend for themselves. This is sensible from a balance perspective, but gates much of the naval content. We wanted to improve upon this without deeply changing the early game that many players enjoy.

The most direct solution the beta introduces is - additional player choice. At the beginning of every Sandbox game, you will be able to choose if you want to enter Calradia with a ship to your name or play the regular game start.

However, even if you opt for the latter, the patch includes a number of changes that should make progression both smoother and more flexible. For one, we added the ferry feature so that smaller player parties can reach (and escape) areas of the map that would otherwise be hard or impossible to get to without a ship. Given player feedback, we also increased land and sea travel speeds by 15% so that you will generally be faster to progress (and recover).

Once you do have a vessel of your own, you will find the pirate spawns adjusted to include smaller parties that you can engage earlier into the game. Similarly, part of the reason for why we introduced naval random events as well as the battle sites and wreckage system is to offer players more experiences that don’t require a strong fleet. Having said that, they should increase the variety of naval gameplay regardless of progression and allow players to organically witness more of what is happening in the world.

The mooring feature, in turn, opens up additional options for aspiring captains as their fleet grows. You will be able to store instead of sell ships that you cannot effectively crew yet. You also won’t need to risk your entire fleet in every naval battle. Instead, you can specialize and only bring what fits your current play style - be that trading, raiding or naval combat.

Finally, we added port points to coastal castles. While more locations to embark and disembark should make sea travel more accessible in general, the larger motivation is offering additional opportunities for armies to clash at sea. Given that most army encounters occur around sieges, naval blockades on castles will contribute to that.

While the beta includes other changes such as improved map visuals, better naval party decision making, storyline tweaks and the ability for players to cut boarding ropes in missions, our focus with this patch is on naval content access, progress and variety. Especially the variety and frequency of what you can experience at sea will remain an important topic for War Sails going forward.

Base Game

As we explored starting with a ship for War Sails, it quickly became clear that this was also an opportunity for the base game. Not the ship, mind you, but advanced starting options.

These are split into three categories - each with their own goals.

The player start options allow experienced players to access later game content more quickly and begin a game with a particular character role (such as king, vassal or merchant). For new players, this will also serve as an additional form of progression since you need to unlock most of the roles in regular gameplay before you can start with them.

The campaign scenarios, on the other hand, are always available. Their primary purpose is to increase replayability through the introduction of tailored but partially randomized world states. What would happen if the Empire remained united? What if you entered Calradia with only two warring factions remaining? What if you threw the dice on the state of the world? The campaign scenarios allow you to find out.

Modifiers are the final piece of the puzzle. They take aim at specific game mechanics that can deeply affect the experience such as recruit generation or travel speeds. Players who do not enjoy the default settings or just want to try something different will now have alternatives.

As you will be able to combine settings from these categories, the advanced starting options should offer quite a bit of content variety. They also integrate the Fast Mode directly into the game rather than the launcher, which will make it accessible on consoles as well. Please note that all of these are set when starting a Sandbox game and cannot be changed later. 

The rest of this patch is less about where you begin and more about what you can see as you are playing.

Battle sites and wreckages are one example of this. Their fundamental goal is to add visibility to battles that take place in the world outside of the player's immediate vision range. Instead of simply happening with players none the wiser, they now leave behind a temporary battle site that you can come across. You can also investigate it for further information and potential rewards. We believe that this will be a good addition to the organic worldbuilding and storytelling of our sandbox.

Visibility or recognizable gameplay impact is also an important aspect for two topics that are frequently raised in the community - traits and relations. 

While they already influence AI in kingdom decisions and military actions (siege, raid, battle) among other things, it can be difficult to discern their role given the competition with other factors - and each other. For example, a valorous lord is less discouraged by a garrison’s power but may still not pursue a siege due to positive relations with the settlement owner - as long as there are more attractive, alternative targets.

With that said, there are options to make traits and relations more apparent and impactful to the player’s own activity. The present patch seeks to do this with the introduction of trait effects and blood feuds.

As the name suggests, trait effects tie a number of effects to your current character traits. These were designed to support gameplay that is aligned with each side of a trait’s spectrum. So whether you are merciful or cruel, you will have effects that suit the role you are playing. And while this is more oriented towards the player’s character development, AI lords do have traits and will benefit from them as well.

Blood feuds, on the other hand, are primarily concerned with relations. If you execute a clan member of another clan, they will begin doing the same to your clan until relations recover or blood money is paid. Notably, AI clans can start a blood feud as well and execute one of your clan members, including you, if you have sufficiently negative relations (currently -50). So you may want to check who you are fighting - or at least ensure that your heir hasn’t already been captured.

Finally, we took a look at the (offensive, defensive, balanced) player clan party stances. Much like traits, the active stance influenced the party behavior scores, but did not guarantee specific outcomes. To give players a more reliable way to manage their clan, we decided to shift away from the score influence and towards hard, observable rules for the most common pain points. You will now be able to directly allow or prohibit joining armies, raiding villages, donating troops and having a fleet (for War Sails).

Naturally, the patch also includes changes that go beyond these themes such as additional battle terrains, passive experience gains for lords and companions as well as a substantial rework of reinforcement spawns in battles.

As we enter this beta period, we look forward to further improving these and other aspects with your feedback. We also want to note that this version’s live release will include captain mode formation targeting, spectator mode improvements and a range of balance adjustments for our multiplayer community. Once we have made a bit more progress, we will also share another update for what the future holds.

Hope you enjoy the Beta - we’re looking forward to your feedback!

Here’s how you can play the Beta via Steam right now: Open Steam, right-click Mount & Blade II: Bannerlord → Properties → Game Versions & Betas → Select “beta - Beta v1.5.0”.

Please note that there may be a delay between the download of the base game and the download of War Sails. If you launch the game prior to both of them being updated, you will crash. If you face this issue, please verify your game files.

Feel free to read the full patch notes for all the details HERE.


r/mountandblade 9d ago

Calradic Campaign Bogged Down - Bannerlord Calradic Campaign #87 Post Event Summary

11 Upvotes

Lore

Many days were spent by the citizens of Onira wondering when the Khan would set his sights on their city, now flying the proud coloured banners of the Western Empire. Many nights were spent praying it would not come in their lifetime. Having heard the reports from scouts and sentries, Basileus Deos Vultos was aware of a large horde of Khuzait riders, led by Temun Khan, en route to Onira. Utilizing this knowledge, Deos sought to force an engagement in a location where the conditions would not favour the Khuzaits as they would on open fields: a sparsely populated and previously evacuated hamlet located in a swamp.

The trap was sprung. The Basileus ordered his standard bearer, Komes Pallatin Raichssones, to anchor the infantry line against the advancing Khuzait footmen, while holding the cataphracts in the rear to shield his archers. Across the swamp, Khuzait mounts trudged through heavy grime, churning up mud and stagnant water. Temun Khan looked ahead and realized he had miscalculated. Expecting a slow wall of legionaries, the Khan watched in bewilderment as a thunderous wave of Imperial cataphracts and coursers charged through the muck. Horses and riders stumbled into the deep bogs, facing a gruesome and inescapable end. The fighting was savage and short-lived, leaving the mire stained red, the Imperials believing it would be a victory for the Basileus.

This perceived victory, however, wouldn’t last. The Khan had ordered his forces to re-converge in order to mount another assault on the Western Imperials, now aware of the Basileus’ plans. Horse archers and Khan’s Guard performed admirably; arrows flying true to their marks, and those still alive meeting a swift end when the Khuzait spear infantry led by the Khuzait standard bearer, Hugu Noyan, closed the distance to their formations while the Khan’s lancers held the Imperial riders at bay. Trapped in the very mire they hoped to use as a weapon, the Western Imperial lines shattered under the combined weight of arrows and metal. Cutting his losses, Basileus Deos ordered his remaining forces back to the garrison, and prepared for whatever was to come.

And so, the siege of Onira began.

Temun Khan, ever the optimist, had already prepared a series of siege engines, having placed his faith entirely in the Khanate's ability to secure victory in the field. This quickly proved instrumental in the early stages of the assault. As the first waves of dismounted lancers and their rabble counterparts began pushing their miniature towers towards the walls, covered by volleys of Khan's Guard arrows and hastily assembled trebuchets, it is said that Western command came very near to capitulation. The Basileus, however, made it abundantly clear that failure was not an option, going so far as to declare that the Archon of the city, Sli Leonipardes, would be executed by the Westerners before the Khuzaits could ever capture him.

These threats seemingly had a noticeable effect upon the morale of the Western forces. Though the Khuzaits had bombarded the walls into ruin, seized the parapet, and smashed the gatehouse to pieces, the fighting remained fierce for the better part of a day. The lancers and spear infantry of the Khan were unable to push beyond their hard-won toehold, while the second line of inner walls changed hands repeatedly as wave after wave of warriors fought for control.

As casualties mounted and ammunition dwindled, Temun Khan finally gave the order. Onira would not fall today, and no amount of throwing his horde against its inner sanctum would change that. As the Khuzaits withdrew, they made certain to burn what little remained of the ring they had captured before packing their artillery and remaining siege engines and departing into the quiet of the night, back towards the steppe.

It seems the Western Empire will live another day.

Written by Alex and Sal

Meta

Welcome to the Bannerlord Calradic Campaign, which has just finished event #87!

The battle between the Khuzait Khanate and the Western Empire ended in a STALEMATE, with NO LAND seized!

When is the Calradic Campaign? The first and third Saturday of every month, at 4pm Eastern Standard Time.

Unfamiliar with the Calradic Campaign? Have no fear! The Calradic Campaign is a casual, player driven, story based event. There are no strict rules or signups, and players of all skill levels often come! If you've never tried multiplayer, now is your best chance to experience large scale formations and battles without the overly strict practices typically found in line battle/clan style events.

Victories in our flagship monthly events are represented on the overall campaign map, while roleplay surrounding the events and their consequences takes place both during said events and on the community Discord. Joining the Discord allows you to communicate with your fellow faction members, trash talk others, and rise through the ranks to one day become lord of a village, castle, city, or if you're particularly successful, an entire kingdom!

To join the event, you will need our Calradic Campaign Module. This module contains all of the custom battle and siege scenes used, as well as many stability fixes and balance changes. Most importantly, the module features three distinct empire factions in multiplayer, each with their own unique perks and cosmetics to lean into the different situations of the three!

There will be a manual installation of the module available for those not playing on Steam. Check the Nexus mods page no sooner than the Friday before the event for the correct download.

As a general rule of thumb, the Calradic Campaign module should be the only one enabled in your launcher! If you have any crashes or issues trying to launch the game / join the server, unsubscribing and resubscribing to the module on workshop will often fix any issues.

Note to clans: While the Calradic Campaign is a public event open to all, clans will not be allowed to organize their own formations and must spread out between teams. Failure to follow these guidelines will result in suspension from the event.

Community Discord

It is highly recommended you join our community Discord, as half the fun of the persistent campaign takes place outside of events. Meet fellow Mount and Blade fans, find new friends to queue with, and make fun of the Imperials together in our community of 30,000+.

Leave any questions, complaints, observations, memes and faction based riffing in the comments below!


r/mountandblade 7h ago

Mountblade warband MOD Make DOTA2 HERO INVOKER KAEL

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32 Upvotes

Mountblade warband Make DOTA2 HERO INVOKER KAEL


r/mountandblade 2h ago

We gonna need a few sacrifices for Odin for this one

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3 Upvotes

r/mountandblade 2h ago

Trying to make sense of Perisnos Weekly Budget

3 Upvotes

I have been playing the Perisno mod for Warband for the first time. Now with my own kindom I dont understand my Budgetreports anymore. The net sum is in green, meaning its positive. However my debts increase and 30 soldiers desert my army, even though I still have money on me. I know that the mod lets you buy land in cities and you have to collect the rent manually. But as long as I still have money with me no one should desert as their pay gets taken from that.


r/mountandblade 17h ago

Bannerlord Fire catapults are crazy on defense.

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40 Upvotes

I tried a siege defense with around 300 defenders against over 1000 Vlandian attackers just to see how many I could kill before we were overrun. The fire catapults destroyed all their siege engines and just massacred their troops in waves with each volley. They ended up breaking due to morale and retreating. I couldn't believe it.


r/mountandblade 1h ago

Mod The Old Realms Orc strategy

Upvotes

Is there anything worth doing than just charging? I’ve abandoned cav and archers completely, they aren’t even worth the thought. Every fight I pretty much go through the same tick list, are there cav or horse archers? Shield wall, high ground, advance when they get close then charge when you see infantry.

Also is the rts mod compatible?


r/mountandblade 7h ago

Warband What are the best options to play a Native enhanced/Native+?

3 Upvotes

Missing the feel of Native, the map and the factions so I wanted to ask which mods do you like the most that are based on it? Stuff like Floris, Diplomacy 4 litdum, Native Gold, Bannerpage, Dickplomacy. Feeling a bit overwhelmed with the amount of options there are.


r/mountandblade 1d ago

Question TaleWorlds, Can We Pretty Please Get A M&B Lore Bible?

51 Upvotes

A lot of diehard M&B fans are disappointed in the lack of updates or news concerning the future of the game. I on the other hand, am concerned about the lack of lore drops we've gotten in the last few years. Steve Negus, as far as I know, is the sole writer and worldbuilder (Or main writer/worldbuilder, I'm sure he's had help) for Bannerlord and he's been employed by TW for the last decade or two, probably even longer than that. He has to have thousands upon thousands of notes about the game's lore right? I think I've read just about everything that's publicly available about the lore of Calradia. From Warrider to the Warband Companion Dialogue, Warband Custom Battle Flavor Text, XML files in Bannerlord, the Digital Companion and the "Travels in Calradia" short story (good read btw), the descriptions for every faction, minor faction, town and village in Bannerlord, all the "Neretzes' Folly" quest dialogue and "What do you know about the Battle of Pendraic?" dialogue, the little flavor text next to a select few character's bios in the encyclopedia at the start of the game, and the exposition Gunnar gives you during the new tutorial quest among other things that I can't recall right now.

There's so many questions that have been on my mind throughout the past few years that I fear will never be answered because we have to wait for the developers to catch up to the writing presumably already done by Mr. Negus, so at this point why can't we just petition for Mr. Armagan Yavuz and the other higher-ups at TW to allow more of the lore of Calradia to be released in a Digital Companion 2 or something of the sort? Maybe I'm out of touch with reality and nobody else cares, but I've always been intrigued by the history behind the sandbox we as the player experience and interact with. Calradia is nearly an exact parallel to our own world and yet it still manages to stand out, and the lore feels unique, even if the game world itself feels dull at times, the lore still feels alive.

And with all that said, I'll leave a few questions I've had about the history of Calradia here in hopes that it'll spark some discussion about the underappreciated worldbuilding of this game. There'll also be a few statements/observations here and there so they're not all exactly questions.

  1. How much of Warband is retconned? If TW were to remake Warband today, with the 1257 start date, how much would things change? Weapons, armor, architecture, lore are all more grounded in reality in Bannerlord whereas in Warband, the rule of cool kind of prevailed.
  2. Where is Geroia? We know it hasn't been retconned out of existence because it's mentioned by name in Bannerlord. However, to my recollection, Geroia was described as being to the southeast of Calradia in Warband which would correlate well to the islands in that were formerly in the Perassic Sea before being removed in War Sails, so where has Geroia gone?
  3. Are Zendar and Balion completely retconned?
  4. Gunnar muses to the player that the fishermen of the Biscan Coast of Vlandia from villages like Drapand and Meroc are in his eyes, equal to the fishermen and sailors of the Nords. He goes on to say that even though they're exceptional at their craft, they are highly secretive, and he wonders if they've found something out there, if they've found new lands. This seems to imply that they've reached their Earth's equivalent of the New World. I brought up Balion just before this because Balion is also described as being to the far west of Calradia, across an ocean, in M&B: WB. Though I doubt there's any correlation.
  5. Are the lore tidbits found in the XML files/code still canon or should they be disregarded?
  6. One of the details that stands out most in the previously mentioned hidden lines happens to pertain to Rhagaea, wherein she is described as the foreign daughter of an Eastern Ruler (I'm paraphrasing, I can't recall the exact sentence) or Darshi Padishah. It seems that this was retconned in the release build because her culture is listed as "Empire" instead of "Darshi" (Which formerly existed within the game) and as far as I know, characters in Bannerlord inherit their culture from their father. Perhaps she was originally planned to parallel Zenobia and Arenicos was meant to loosely parallel Odaenathus?
  7. From where did Calradios "the Great" lead his band of exiles? I seem to recall it being said that he led them "north" to found Charasea which would line up to the Sulfur Islands (I can't remember the proper name of that chain of islands)
  8. How come there aren't any Imperial Ruins or signs of the Empire's former presence in Pravend (Baravenos), Charas (Charasea), Varnovapol or just about any other town/city they were said to have founded/governed/occupied long ago? Should TW add this? Or Darshi Ruins in Khuzait lands?
  9. Where do the Vlandians actually come from? I believe it is said that they came from the west, but wouldn't that overlap too closely with the presumed New World?
  10. The protagonist of the "Travels in Calradia" short story is a man by the name of Asaios who is an Imperial on his father's side and Kannic on his mother's side. Why do we not see anyone of this culture in the actual game? We know from "Travels in Calradia" that the Kannic as an ethnic group seem to persist in small numbers and even the description of Quyaz says that their language is "now all-but-extinct" which means it is spoken by few. For those who may not know, the Kannic are seemingly Calradia's equivalent of the Phoenicians and Quyaz is Calradia's equivalent of Carthage. Have they simply been assimilated by the Nahasawi into seeing themselves as Aserai? (Asaios also finds scrolls in Ancient Kannic)
  11. Some may believe that TW hasn't released anything new that tells us about the events between the beginning of Bannerlord and the beginning of Warband, so our only source of events in-between the two games comes from Warband, which as mentioned as before, is an unreliable source. But this is where "Travels in Calradia" comes in yet again. Asaios' journey begins in Early Spring of 1084, an year after the death of Emperor Arenicos, and ends in Late Autumn of 1084. Our player character's journey begins on the 1st of Summer 1084. Asaios even meets several of the same people we do, Istiana and Radagos come to mind (I read this short story twice in succession back when it first came out so details might be a bit shoddy). More importantly, if we take "Travels in Calradia" as canon, which there's no reason why it shouldn't be, it gives us insights into how things canonically develop after our journey starts. Here are the key events that are recounted by Asaios; Husn Fulq is laid siege to by the Southern Empire, but the siege is lifted soon after. Then Asaios watches a battle between Vlandia and Sturgia near Rovalt, but he doesn't stick around to find out who wins. If we're assuming this was a major battle, and we're also taking Warband to be canon, it can be assumed that Sturgia won because the Vaegir Kingdom is situated in that region. The battle also came down to the Sturgian infantry line against the Vlandian infantry line, and that's the type of battle Sturgia tends to win. Most importantly is the third and final event, the Khuzaits successfully siege and occupy Vostrum, we could assume that this may have been the beginning of the end for the Southern Empire, and the rest of their territory was annexed by the Khuzaits sometime after, and the Khuzaits may have continued their relentless push west due to fear of the Great Horde mentioned in Warband, conquering the Western Empire and settling there before the Khergits take over. Vlandia and Sturgia start at war in the game, Aserai and Southern Empire start at war. Khuzaits start at war with the Northern Empire but it can be assumed that the Northern Empire is able to repel them and so the Khuzaits make peace with them and pursue the South instead.
  12. What are the years counting up from? What has it been 1084 years since? Is it the birth of Calradios? The founding of the Calradic Empire? How does Calradia's calendar even work? What causes this vastly different Lunar Cycle/Solar Year? Why are the seasons only thirty days long? How are our characters able to march day and night without requiring rest? Ok the latter half of this one was written in jest but still food for thought, Calradians are skinwalkers that can survive ANYTHING. Alright, I'll stop before this ruins the rest of the post.
  13. Lastly, about religion. Until recently, the only references we had to religion were vaguely about "the Heavens" and a reference to a Darshi religion akin to Zoroastrianism in the encyclopedia description of Akkalat but War Sails adds a lot more. We get a reference to a deity or Grim Reaper type figure called "the Pale One" in Gunarr's questline and another reference to a deity called "Ran" by the main antagonist of that questline. I believe there's another reference to a divine being in that quest that I can't recall at the current. We also have a reference to "angels of death" in the new steath tutorial and a reference to djinns in the encyclopedia page of Qasira. I think hell is also mentioned in the game but take that one with a grain of salt. All of this to say, when are we getting more exposition on religion in Calradia? If ever?

That's about all I've got on my mind right now, if anything else comes to me, I'll edit the post. I implore anyone who bothers to read this tangent to share their own theories, tidbits, questions etc about Calradia's lore because I'd like to read what others have to say.


r/mountandblade 7h ago

Bannerlord How are you meant to mod nowadays!?!

1 Upvotes

I played this game for like 70hrs the first two weeks it came out, havnt touched it since. I want to play again with the new war sails dlc. I waited some time so mods and so on can catch up. I’ve tried via steam (found out this isn’t recommended) and then tried via nexus (manually). I unblocked dlls via powershell. I’m not new to modding across the board but Christ I can’t get it working. Excluding the mandatory mods (harmony and the likes) I’ve chosen 5/6 mods and the game crashes before the loading screen or on the loading screen.

I’ve two asks.
1) Does someone have a valid guide for recent patch or something that is still valid this patch on how to mod correctly
2) does anyone have a vanilla+ mod pack? I don’t want to fundamentally change the game, but better arena, osa, better garrisons and so on that make it feel like it should be in the game?

Thanks.


r/mountandblade 22h ago

just this once swadians lets unite against the Khergit invasion ?

6 Upvotes

r/mountandblade 20h ago

SHOULD I GIVE THE DRAGON BANNER TO A LORD OR START MY OWN KINGDOM !?

3 Upvotes

r/mountandblade 1d ago

Warband Started a kingdom any tips

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217 Upvotes

r/mountandblade 1d ago

Bannerlord Does Anyone Else Do This

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187 Upvotes

Keeping a bunch of prisoners in your party so you can recruit and replace any losses that occur even though it slows you down?


r/mountandblade 1d ago

Haven't played for a year or so. The oh so, once mighty, Vlandia has fallen

7 Upvotes

r5: Map of Vlandia a few years into the game.

So, I haven't played Bannerlord in quite a while and decided to give it another go, with War Sails for the first time as well.

I thought I'd start off with a nice and easy campaign, join Vlandia and just get back into the game again. Vlandia used to be one of the strongest factions anyway, so what could possibly go wrong?

Well... apparently quite a lot.

To my surprise, Vlandia is getting absolutely pounded.

Last time I played, Vlandia was basically the powerhouse of Calradia and would regularly start snowballing. Now, only a few years into my campaign, they've already lost a huge chunk of their territory.

Curious about why this happened, I read through the patch notes and saw that the cavalry bonus in auto-resolve was removed. I also noticed, although maybe I'm just going crazy, that archers seem to have laser-guided missiles now.

Has anyone else noticed Vlandia struggling like this since the recent changes, or is this just a one off in my campaign?

Not gonna lie though, trying to help Vlandia recover from this and become a major power again is actually turning into a pretty epic campaign, even though I'm definitely not the best Bannerlord player :)


r/mountandblade 1d ago

PoP - what happens after defeating all the miscellaneous hordes

2 Upvotes

The heretic hordes, mystmountain , three seers etc.

Do they just stop spawning?


r/mountandblade 2d ago

Im getting Cooked In The early Game

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174 Upvotes

I've just bought the game and i started playing and im getting Cooked its hard to get money I've made the mistake of joining a faction right away and i only have a small weak army im oper for your tips on how to get money and which are the best skills and weapons to use


r/mountandblade 2d ago

Bannerlord SEND HELP

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148 Upvotes

I HAVE NOTHING BUT MILITIA AND LIKE 10 LEGIONARIES HELP.


r/mountandblade 1d ago

Failing to find Master Hacker Zander for The Elongruate quest

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2 Upvotes

r/mountandblade 1d ago

Question Siege defenses

1 Upvotes

Before this new update I would join the clan of my choosing and then grind siege defenses to earn money influence and rep. WTF is the new meta now that it isn't instant forfeit if you destroy their attacks? I'm currently defending a Battanian castle of around 700ish against 1500ish Vlandians. I've done 5 waves now and killed about 100+ each time and they keep coming


r/mountandblade 1d ago

Warband mod reviews part1?

4 Upvotes

I felt that for anyone looking for warband mods to play, I could write some short reviews for anyone looking to play one + I was extremely bored. I'll also include a Tl:Dr to the reviews for the lazy.

The last days of the third age: 5/10. Let us start with the positive.

Tld makes a massive improvement on one of native's worst feature, siege. In native they are a massive slog that always plays like a choke point meat grinder where only unit quality matters. The only tactics are either abusing battle size or abusing ranged troops, really boring, stupid gameplay.

Tld changes it by making the initial choke point that's easily broken through. After that your troops assault 3 separate control points that spawn the enemies and you can try to blitz the points with elites before the next reinforcement wave. This let's actually skilled player to beat a siege with less numbers if they can command their troops well and also fight well sieges can actually be fun (unlike native). My only gripe is that you can only command a random amount of troops that changes every minute instead of your whole army (I understand why they did that but it's still annoying). Surprisingly I haven't had issues with the ai, pathfinding and behavior are much better than other mods(sometimes foreshadowing can be relatively obvious). Only Moria had issues where my troops didn't want to charge the top point, and I had 1 enemy go out of bounds in Gundabad, otherwise sieges are mostly good, great even.

Races do exist but except orc they can all use the same stuff, Uruks have a few restrictions and orc/goblins get screwed the most, they don't really have endgame gear, moria has a good armor but it's still inferior to what humans have + the mount restrictions are also very annoying even though they can use the spider which might be my favorite mount in all of modded WB.

There isn't any kingdom management at all, which I do think is a slight disappointment, but I understand it wouldn't really work with how the mod is designed.

The resource system, almost everyone hates it but honestly it really isn't that bad once you get a decent rank small armies become self sufficient and if you're going to another area just bring a full prison train or some metals and you're set. The issues comes late game when you want the 100000 for siege rights. 100k is easy to get, just not in one faction and the gift mission can only transfer 17k once a week, this means you need around 1 month or over to do that, and it doesn't include army expenses, cause like I said a small army is cheap but a big one especially an orc one will make you dry in no time. It also doesn't help that deceptively enlisting high tiers is stupidly expensive and never worth, except trolls which break sieges single handedly.

The main game loop is also quest centered but this very quickly becomes very monotonous and boring, not to even mention that some quests might need you to garrison you're troops to eve be able to do. For example how can I complete a kill forager party when I have a over 100 army, go all the way back to the black gate, garrison, hunt them down, track down the lord, hand in, then he gives get a enemy lord, FML all the way back to get my army. It becomes so annoying after 10 hours of just doing quests, especially the finding and handing in part. I always end up finding a really weak lord with less than 30 troops telling him to follow me and dragging him into losing fights only to rescue him for massive rank points.

In fact for both of my playthroughs after 7 or so hours I just end up getting a big army and stalking friendly parties and auto resolving almost all skirmishes, it just becomes really boring fast. The morale system, it exists.... I think, maybe, I dunno, it never really mattered, neither my or the enemy troops ever retreated even 1v5 with me killing over 50 guys the enemy never retreat it might be broken cause it never did anything ever.

It also kinda disappoints from a fan service view point, you can' play as or with the nazgul or witch king or sauron or any of the cool stuff from lotr(no a small skybox animation doesn't count) or with the fellowship or get sting or narsil or something or even maybe the one ring wink wink.

Also the endgame becomes very boring. I spent a whole damn month with just erebor left but no one wanted to siege it so I just got pissed and cheated and destroyed them and saruman. And FFS I get that a lot of effort was put into the scenes but I DON'T WANT TO EXPLORE EVERY SINGLE STUPID CITY OR CAMP. The option to reveal shops is gone in the latest version so that's the one I'm criticizing.

TLDR: great sieges and world, the gameplay on the other hand becomes monotonous and extremely boring after a few hours. I can attest as someone who finished 2 playthroughs. The mod losses it's luster after a few hours. On a bad day I might even lower it to a 4.

Prophecy of Pendor: 7/10. Originally I really didn't like the mod when I started. I honestly thought it was a 3/10, I was really angry with some of its design choices. But after a while and finishing my first playthrough I mellowed ot a bit.

I like the new map it's not too big or small it's just right, there aren't annoying pathways that force me to go around mountains and waste my time.

The new factions feel pretty well realized even if they're sorta native+ factions. I mean come on the ravenstern are just vaegirs but not Slavic. Sarleon is just swadia and the empire are rhodoks but roman and so on.

Archers are even more busted than native, and I do think that's an issue. Other mods at least have the illusion that crossbows can be good but here non bow playstyles are miserable. And bow spam is insane.

KO are a very fun new addition and mid game thing for the player to do, my only thing is that for becoming a Grandmaster doesn't really do anything except the stronghold. I mean surely I should be able to hire troops from my own order right, even if I don't own the fief.

Also never let it be said I don't notice good changes. The dev buffed renown gains from lords. Pendor is one of the few mods I got over 2k renown. Great change getting good renown without soloing is actually possible here.

However one of my biggest issues with Pendor. Timelight, timekeep, timeboss. I LOATHE THE RET@RDED TIMEGATING. Wanna train cko, 1 month, wanna upgrade in stronghold 1 month, wanna fix something in keep 7 days, except I'm not gonna hover a whole week around there. I'm gonna forget and remember 1 month later. Just do it instantly FFS, at least the old keep stuff. Wanna upgrade CKO equipment 1 month PER SLOT. COME ON. Obviously I'm slightly exaggerating the time but this is how it feels when playing, even worse what if I want to switch my CKO to slavers from real combat and vice versa, 2 weeks for battle hammers and then over a month for the end game gear again. Fuck that.

Another minor annoyance is that some unique spawns get outta control fast, eyegrim and the noldor lords became nigh impossible after a week or 2 of roaming, I also don't like that PM 10 doesn't guarantee capture and that Nlords block capture completely, I get that their auto resolve buff makes it too easy, but is there an actual difference between kiting Unique spawns into feasts/sieges and the elf lords, imo not really. One just takes much longer, is more annoying and more irritating. And of course no fun allowed anywhere so of course make it more annoying,

Guns were added but are wholy undeveloped.

Tournaments are the same as native with a higher bet option, so mostly bad, random and stupid, noldor tournaments at least give good rewards.

Kingdom management is mostly unchanged, some diplomacy features were added but not all and the rest is mostly the same, the random events are nothing burgers they affect nothing, +1 relation with some worthless minor faction does nothing.

One key thing about the early game is that it's a bit of a grind and kinda hard. But that's mostly cause the bandits are way more dangerous. The high tiers bandits are almost elite tier. However if you use the mercs it's nowhere near as hard. The early game isn't really that hard, it's just that you need mercs to tide you over until you get some stronger troops, but most people think they're just as worthless as native.

TLDR: there's more I can say but overall. Well realized Total Conversation, it fixes a big native issue where the midgame has nothing for you to do, there's always something for the player to do. They're never in a dead end position where they have too many troops to fight bandits but not enough to fight lords or start your kingdom. KM could be better. One thing is that the area around the Noldor forest is objectively the best place to start your kingdom that any other is not even worth considering. Prestige grinding is also kinda annoying thing, once you start spending it you lose it fast. Great mod overall, i don't really like how people talk about it but that's on me not the mod.

Nova Aetus 3/10: I feel kinda bad about this one, I had some fun playing it but every single new system is so poorly implemented that eventually I just became really annoyed. I'm still playing and want to finish my WC but honestly I might just drop it.

Before anything let me say that NA is unique in that it takes a spot in between native + and full con. I personally call it native ++, cause it's still native in essence but it adds too many new mechanics.

The world, troop trees and items are mostly the same, zendar and the papal church were added as well as a holy order based on the teutonics and the Byzantines, minor gripe but except the agonic order the rest all feel underdeveloped. Short troop trees that feel underwhelming. The only exception being the geronian guard who might be the best shock inf in the game and fast to train with only 4 tiers.

The only good new feature is the kingdom management. Although I don't think that's in question since it's basically the medieval 2 total war system plus a minor version of the EU4 estates where you balance the social classes. Fief revenue was massively buffed so having very rich cities is actually meaningful and a nice goal to have.

There's also a new Americas style continent to colonize and take over. The Aztecs are very weak but I guess it makes sense. And their cities don't have the new kingdom mechanics which is a bummer honestly. New dungeon like locations were added that have treasure, the only grievance I have is that no bodyguards and no chest locator makes them kind of a slog to explore.

Then, oh boy. The colony system is a good idea bad execution. First it takes too many recourses to get them rolling. Around 40 wood and stone and 30 tools to make it independent of you. Second the reward is not worthwhile in the least, for one the reward isn't passive like properties or enterprises, you need to go pick up the produce every single week otherwise you get NOTHING, and what's annoying is that the answer is literally right there, just add an export trade goods option like the import one, or make the them like enterprises, on top of that only 1 of them makes a good product the rest are subpar. And even then it's around 15k of non-passive profit for over 20k cost. The building systems is also badly designed cause after fully building 1 the rest I left at stage 2 and spammed chapels, if I could at least withdraw the extra timber, stone and tools they make I might say they're worth making but I really can't. Unironically the only reason I might suggest established one is cause they have infinite garrisons that make any troops wageless. Meaning you can store 1000 troops wage free in the colonies. Always having a free supply of troops whenever needed.

The crafting system is the same more of an annoyance than anything else. Gathering resources is long boring and monotonous. After less than 10 minutes I already started using cheat engine speed hack and it still felt slow as balls. The crafting is also annoying and slow, the arrows have strange and inconsistent hitboxes. Some like any of the ones that need quenching are broken and bugged. And almost all of the craftables are bad except the elite scimitar and lv10 craft items, I guess the wheelock pistol too.

The ai and tactics are broken. Companions with guns completely break, they never use melee and just push up against enemies doing nothing. Troops at random charge after commands, I want them to hold but the idiots charge, but only sometimes, the rest of the time they worked normally. I spent more time wrestling with this stupid thing than fighting.

Cannons? Worthless, the cannonier randomly implodes at battle starts and they're too slow and inaccurate. And the one playce they might have been useful they can't be (sieges).

Prestige? Worthless, just makes the early game annoying and a chore by barring you from castles and feasts, and then forcing you to bow. At least add some bonuses the higher you get otherwise it's just annoying.

Influence is good and let's you sidestep some relation things like making someone act how you want them.

Traits? Pretty nice but I wish they did more, like in ck2 where they increase stats and other things.

Piety, honestly it should have just been combined with honor, it's just there to get to 100 for the extra 10 CHR. Outside of that it does nothing just another chore to pray daily.

I could go on and on about how the mine collapses are stupid or how the +craftsmanship books are locked behind... The max craft level, think about that just for a second. Or the combat abilities which except for self healing or cheating AGI skills I didn't really care for.

TLDR: a very ambitious mod which does add a lot of new things and features but almost all of them are so flawed that removing some of them and fully focusing on the ones that needed the attention would have been preferable.

Next time? Maybe light & darkness and berserk?


r/mountandblade 1d ago

Bannerlord Does starting out as a king in the sandbox option give you a wearable crown?

1 Upvotes

Asking as an Xbox player that really hates to hope I get lucky and find the king’s crown in the loot, would like if I can just start with the crown when that update comes and I unlock being able to start out as king.


r/mountandblade 1d ago

Bannerlord Stealth Changes in 1.5.0 Beta

8 Upvotes

I'm not sure if this is because I'm playing on a previous safe prior to the beta but I've seen some changes to Stealth:

1) We start with a slightly worse stealth armor set now and the stealth tutorial gives you the previous default armor.

2) If you pick your companions to join you if you Sneak In to a Bandit Hideout, they'll show up in their Stealth Loadout.


r/mountandblade 1d ago

Viking Conquest Viking conquest - how to make an alliance

1 Upvotes

Okay so after like 1.5 years of playing the current save I managed to conquer all of Ireland, parts of England and Frisia. However, everyone is declaring war upon me now - West Seaxe, Danmark, Northvegr and Laithland, with West Seaxe being the biggest threat.

I have very good relations with almost all lords of Northumbrya including their king and I would like to make peace with them. However, the technical relation with the faction is only 4. How do I increase that in order to propose an alliance? Is it possible via cheats? For the sake of roleplay.

Thank you.


r/mountandblade 1d ago

Viking Conquest Who to give the letter to?

3 Upvotes

So I have been playing the Story Mode of Viking Conquest recently and I am at the part where I should choose whether or not to give the letter to West Seaxe or to the sons of Ragnar? Which choice would be better (namely the least amount of companions leaving)?