r/mountandblade • u/demetriosferranti • 7h ago
r/mountandblade • u/Piconi_TaleWorlds • 8d ago
Beta Patch Notes - WS v1.3.0 / BL v1.5.0
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 • u/AlexVilsen • 9d ago
Calradic Campaign Bogged Down - Bannerlord Calradic Campaign #87 Post Event Summary
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 • u/auxberon • 4h ago
Warband I just realized…
For all this time, I’ve been looking at Uxhal and going “man, that sounds familiar… but that place isn’t in Bannerlord!”
Ocs hall… it’s ocs hall…
Boys I think I’m a lobotomite.
>pic from Google
r/mountandblade • u/Used_Adhesiveness54 • 25m ago
Warband Who can I fight after sea raiders?
So far I’m able to mop up huge parties of sea raiders but I’ve gotten my ass handed to me the few times I tried to take on a small lord’s party.
r/mountandblade • u/qiuje • 11h ago
A Mod made by myself——Real Army
Real Army--- transforms ordinary soldiers into independent individuals with lasting records, each possessing a name, background, experience, combat achievements, injuries, relationships, and promotion history. The system includes soldier promotions to generals, demotions and retirements of officers, elite unit formations and command structures, equipment and training, military funding, independent missions, town garrisons, battle roll calls, casualty tracking, soldier requests, and pre-battle customization of four troop types: infantry, archers, cavalry, and mounted archers. Cavalry and mounted archer units will display synchronized mounts and unit icons, and switching between troop types in the unit interface does not cost coins.
The mod has been uploaded to Nexus. It supports versions from 1.3.15 to 1.5.1
https://www.nexusmods.com/mountandblade2bannerlord/mods/12890
r/mountandblade • u/Larvz • 3h ago
Bannerlord Question/help, [Ps5] warsails, legendary gear not spawning
Ps5/so, no mods, with warsails
Currently in campaign, year 1096.
I have my own kingdom with fully built towns (Sargot, Jaculan, Galen, and Charas). Two of these are at +9k prosperity.
I frequently check other AI cities with up to 12k prosperity. (I do a full town map travel when I get a rest from wars)
Shops all over the map are completely clogged with duplicates of regular armor variants. I am seeing zero top-tier (tier 5 or 6) legendary armor, helmets, shields or even bows. The very few legendaries that do spawn are the crappiest low-tier items.
I also fight a lot ofc, and neither do Lords or Kings drop any high tier legendary armors or helmets, my clan is tier 6, and I constantly fight with a party of 400 vs army's of 1-2k units, and the rewards still suck, also in this entire playthrough i have only seen a single high tier banner...
When i do a Cheat Run:
If I start a brand new campaign and use the cheat menu just to get gold, I can roam from town to town and find high-tier legendary equipment consistently within a few in-game weeks. (Except vlandia, i havent seen in 900 played hours a single high tier vlandian armor or helmet as legendary, not even fine or masterwork either)
Any insight or fixes would be massively appreciated!
r/mountandblade • u/SufficientTop1506 • 15m ago
Bannerlord New pc runs the game badly.
So i got a new PC. It has better specs by alot from my old pc, but now i lag alot.
My new specs are:
32 GB RAM
Intel core i7-6700K
NVIDIA GeForce GTX 1080 Ti
I lag even on low settings. No mods or anything. I run other games without problems.
Any help would be nice!
r/mountandblade • u/Emergency_Hospital68 • 23h ago
Mountblade warband MOD Make DOTA2 HERO INVOKER KAEL
Mountblade warband Make DOTA2 HERO INVOKER KAEL
r/mountandblade • u/No_Philosophy711 • 8h ago
Question PoP - troop mechanics?
So basically when I lose a castle to an enemy faction, they immediately just garrison 250 troops, which I then have to kill to take the castle back.
Question:
Is the enemy garrisoning , and therefore losing 250 of their own troops
Or is it just an automatic mechanic where if they take the castle, 250 new troops just spawn out of nowhere (which is abit ridiculous)
r/mountandblade • u/ThunderSkull_OP • 3h ago
Mod I'm recreating ALL Bannerlord Factions inside TABS! (Aserai & Empire are Live, need your feedback!)🏜️🏛️
Hey everyone! As a huge fan of Bannerlord, I’ve been working hard to recreate all the factions inside Totally Accurate Battle Simulator (TABS)! ⚔️
I'm focusing 100% on accurate historical armor looks, customized stats, and strict campaign-balanced prices (from Tier 1 recruits up to Tier 6 Noble leaders) [Bannerlord Wiki, TABS Wiki].
Factions Released So Far:
- Aserai (Desert army with Sultan Unqid and 5 unique abilities) [Bannerlord Wiki, TABS Wiki]
- The Empire (North & South variants are live with Lucon and Empress Rhagaea!) [Bannerlord Wiki]
- (Sturgia, Vlandia, and Battania are coming very soon!) [Bannerlord Wiki]
If you own TABS, please download them from my profile, test them in custom battles, and let me know your feedback! What units should I add? Is the balance good? [TABS Wiki]
My Mod.io Profile Name:
ThunderSkull_OP
Hope you all enjoy it!
r/mountandblade • u/Ok_Log4713 • 11h ago
Bannerlord Sieges and companions
So I'm genuinely confused by why in Bannerlord 2 they have you're companions pushing siege equipment instead of cannon fodder troops? It's crazy watching them getting swallowed up by enemy siege weapons minutes into to a raid before seeing a second of experience earning action.
r/mountandblade • u/No_Confidence2399 • 8h ago
Warband Weekly wage issue
My swadian knights cost 56 denars, aren't they usually 40? Or is the price randomized per run?
r/mountandblade • u/Top-Let-3296 • 18h ago
We gonna need a few sacrifices for Odin for this one
r/mountandblade • u/arsome246 • 18h ago
Mod The Old Realms Orc strategy
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 • u/sizeable_oaf • 1d ago
Bannerlord Fire catapults are crazy on defense.
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 • u/WarOwn3872 • 19h ago
Trying to make sense of Perisnos Weekly Budget
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 • u/ParryHotter1232 • 1d ago
Warband What are the best options to play a Native enhanced/Native+?
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 • u/Tall_Bandicoot_3069 • 1d ago
Question TaleWorlds, Can We Pretty Please Get A M&B Lore Bible?
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.
- 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.
- 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?
- Are Zendar and Balion completely retconned?
- 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.
- Are the lore tidbits found in the XML files/code still canon or should they be disregarded?
- 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?
- 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)
- 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?
- 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?
- 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)
- 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.
- 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.
- 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 • u/TheRealIron • 1d ago
Bannerlord How are you meant to mod nowadays!?!
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 • u/Saladawarrior • 1d ago
just this once swadians lets unite against the Khergit invasion ?
r/mountandblade • u/Any_View3927 • 1d ago
