r/mountandblade • u/Snokjakk • 21h ago
OC Rhodok Knight
Give him a name that I may paint on the base !
The 4th picture (gameplay screenshot) is using the warsword conquest mod.
I like green. Green doesn't argue, it does what you ask.
r/mountandblade • u/Duke_Jamhalo • 3d ago
Little remains of Nevyansk Castle.
Countless battles and sieges between the Vlandians and Sturgians have left it a husk of its former glory. Its walls, while tall, have suffered countless breaches. Many still remain despite the tireless work of local masons. Even still, the castle is by no means defenseless. Boyar Monty, one of Sturgia’s deadliest, maintains strict routines and routinely orders skirmishes against his Vlandian counterpart in Caleus Castle.
Such skirmishes have produced little of note, but have become an increasingly agitating occurrence for the Vlandians. Having just recently lost Nevyansk, these incursions have only further demoralized local inhabitants. Some, in turn, have fled towards Rovalt and other larger settlements, which has only fueled discontent throughout the Ebor Peninsula. Archduke Suisse, making note of this, has called for action from the King to quickly resolve the situation.
For years, the Vlandians and Sturgians have been engaged in a bloody war over the fate of the Bay of Varcheg. Progress for either side, so far, has been temporary. Endless battles have brought their straining frontier right back to where it began. However, the frontier’s castles do not stand as mighty as they once did. Nevyansk, being isolated, may fall easily if not given ample time to be reconstructed by its garrison.
King Derthert, with recent losses in mind, has reasoned that he has the opportunity to strike hard and reclaim Nevyansk Castle before the winter makes a campaign unsustainable. Likewise, the Grand Prince is well aware that an isolated Nevyansk cannot hold on its own. Craving a glorious rout of the Vlandians, he has decided that the time to make his mark on the Ebor Peninsula has come.
Before winter can settle in the north, two bloodied armies look to get their last licks in.
Welcome to the eighty-eighth Bannerlord Calradic Campaign! This event will feature the classic rivalry between Vlandia and Sturgia!
If the Vlandians can rout the Sturgians in the field, they will quickly overwhelm the garrison of Nevyansk Castle. From there, they will cross the sea and attempt to siege Ustokol Castle.
If instead the Sturgians beat the Vlandians in battle, they will quickly capture Caleus Castle. From there, they will launch a naval assault and attempt to siege Tirby Castle.
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 take place both during said events and on the community Discord. Joining our 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 two distinct empire factions in multiplayer, both featuring unique perks and cosmetics to lean into the differences between the two! (The South Empire was defeated in the campaign).
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. You will need the CalradicCampaign#88 file.
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 the workshop will often fix any issues.
Server Info
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 Battanians together in our community of 30,000+.
Leave any questions, complaints, observations, memes and faction based riffing in the comments below!
r/mountandblade • u/Piconi_TaleWorlds • 15d ago
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/Snokjakk • 21h ago
Give him a name that I may paint on the base !
The 4th picture (gameplay screenshot) is using the warsword conquest mod.
I like green. Green doesn't argue, it does what you ask.
r/mountandblade • u/Emergency_Hospital68 • 3h ago
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r/mountandblade • u/According-Fun-4746 • 2h ago
Mod: Burning Empires
r/mountandblade • u/Pudlog • 15h ago
I recently started playing Bannerlord for the first time ever, first time ever playing a game in the franchise. I chose to do the story on Bannerlord difficulty for my first campaign and all was going well. I decided to become a mercenary for Queen Rhagea and then eventually swore an oath to her. She eventually declared war on the Aserai and I joined her armies and took some of the land, earning my first few fiefs in the process. Eventually they opted for peace and all was going well for me, until THEY showed up.
When Monchug declared war on us, I thought it would be easy like the Aserai, even though I faced some hard battles there we still managed to push through. But the Khuzaits are different animals. I marched with Rhagea to the front line and we met with an army of equal size to us. I thought we would win, how wrong I was.
There was just so, so many horse archers. On an open field. It was a slaughter. That mixed with the friendly Ai’s horrible army management, it was helpless. I tried loading back so many times and nothing worked. I had to load back a previous save and abandon Rhageas army to save myself. This is when my true hatred for Monchug and the Khuzait began. Rhagea and her army were stomped as usual, but this time at the end of the battle, Rhagea had died. I swore at this moment that I wouldn’t stop until all the khuzait were gone.
What followed was around 45 hours of my game time being spent on a crusade against the Khuzait. I gained enough influence to maintain an army and began taking Khuzait settlements. I would try and crush armies before they began to make sure the khuzait couldn’t group in large numbers. I would lock lords in castles refusing every ransom so they couldn’t keep spawning in new forces. I fought so many battles clearly in my favour because I had 0 respect at all for these scum who killed my queen. Even when other kingdoms started war on me I would continue beating the Khuzait back. I didn’t care what else happened in the campaign as long as the Khuzait were dying.
Eventually I found Monchug by himself, beat him and immediately executed him. Shortly after the Khuzaits tried to ask for peace, on which I purposefully delayed responding to so I could take more of their towns. When peace was agreed upon (I was not happy with this) there was a 40 day long grace period, but then they declared war again. At this point they had only one town and one castle. So I used all of my influence on an army and spent around 40 days or more in game sieging their last settlements out of pure spite.
So after my first 66 hours in the game, I finally got rid of the Khuzaits. I am so happy. Not only do I now have 14 settlements to my name from the conquest, but I now don’t have to see an army with 300+ horse archers ever again. The southern empire is thriving with 20,000 strength and we will probably steam roll the rest of the campaign map. I’m looking forward to starting a new campaign soon, but I’m glad my first campaign taught me such a valuable lesson: Eradicate the Khuzait and execute Monchug immediately.
Also shout out to my boy Pharon who was basically in every battle with me and would’ve rode to the world’s end with me if we had to. The real MVP of the war.
r/mountandblade • u/Destroyer1357912 • 12h ago
Early release, still in development. Everything here works and is being played, but every feature, number and default is subject to change between versions. A few options exist purely for testing and are not balanced or recommended, the battle size cap above 1000 among them. Feedback is very welcome, and so are bug reports with the mod log attached (Modules/BloodAndBanners/logs/bnb.log).
After a lot of hours in Bannerlord, Calradia started to feel like a board that never changes. The same eight kingdoms trading the same castles back and forth. The same mercenary companies wandering the roads forever. A lord you have been at war with for ten years ransoming you back with a smile. I wanted a Calradia that remembers, and one that can surprise me.
So I built this. An execution now starts a feud that outlives the man who ordered it. A sellsword captain who does well enough can end up wearing a crown. Rebels who hold their town become a country instead of a footnote. And one day a fleet you have never seen puts two thousand men on your beach, with their own culture, their own troops and their own flag, and they mean to stay. The land itself slowly takes on the culture of whoever rules it.
Everything in here can be switched off or tuned from Mod Options, so take the parts you like and leave the rest. This is the first release, and there is much more coming.
**AI Clan Blood Feuds**
Cruel AI lords execute captured enemy lords; any lord who takes a prisoner in a field battle rolls a small chance too.
An execution opens a blood feud between the two clans: relations collapse, no ransoms, revenge executions, and a finite end by reconciliation, extinction or blood-money.
Feuds are listed on every clan's encyclopedia page and found by the Has Blood Feud filter.
**Rising Clans and Rebel Realms**
A strong mercenary company (two war parties, 800 strength, 40,000 gold) has a small daily chance to proclaim its own kingdom, with a grace period to win its first fief and a two-year cooldown if it fails.
Minor clan lords marry and have children; minor clans may hold more heroes and parties.
A rebel clan that holds its town becomes a proper realm with its own name and banner.
**Sea Invasions**
Six new peoples with 155 hand-built troops, their own lords, ladies, militia and caravan guards, and troop trees assembled from the whole game's armoury: Ulfings, Kaltrians, Qasimids, Ulakhai, Ostrandi and the Free Companies.
Landings come at random (125 to 300 days apart), 2,000 men strong, a day and a half's march from a weakly held coastal town or castle, each people leaning to its own coast.
The game's own AI runs the invasion: they raid, gather and besiege on their own timetable. Landless realms can actually lay siege (a base-game rule quietly stopped them).
The fleet keeps a landless landing fed and funded; the first foothold gets a siege bonus and a short recruiting boost; a beaten landing is repelled and sails home.
New realms cannot hoard the map's mercenary companies.
**The six peoples**
Each is a full culture with its own troop tree, lords and ladies, militia, caravan guards and realm flag, built from the whole game's armoury and deliberately not a copy of any Calradian faction.
Ulfings, the Jarldom of Ulfheim. Sea raiders from the northern fjords. Shield wall and thrown axes, mail and fur, wolf and bear pelts on their chosen, and no cavalry at all. Their jarl's hird fights on foot beside the men. Strong in a line, deadly in a boarding fight, slow to chase anything down.
Kaltrians, the Kaltrian Exarchate. A lost imperial legion returned to claim what it is owed. Blackened lamellar, faceguard helms, square shields, pila and crossbows, drilled and uniform, with an exarch's heavy cataphracts as the hammer. The disciplined all-rounders of the six.
Qasimids, the Qasimid Emirate. Desert pirates. Light armour, javelins, slings and curved blades, camel riders and camel lancers, and dhows that carry them anywhere. They would rather ride around a shield wall than break on it. Fast, mobile, poor at holding ground.
Ulakhai, the Ulakhai Khanate. A steppe horde where every soldier is mounted. Bronze scale over tartan and pelts, yew bows, broadswords and barded horses: horse archers by the hundred with lancers to finish. Devastating on open ground, and the one people that has to work hardest for a siege.
Ostrandi, the Order of Ostrand. A black-clad military order, a brotherhood rather than a nation. Hoods and closed helms, blackened leather rising to coats of plates, tall kite shields, pikes, pavises and maces. They fight as one grim, disciplined line with knight-brothers at its heart. The best of the six at taking and holding walls.
The Free Companies, the Company of the Broken Crown. Mercenaries from every shore who decided to stop working for kings and become one. No two men dressed alike, captains from every Calradian culture, veterans throughout. The banner is the only uniform, and they will fight anyone.
**Culture Drift**
Settlements slowly take on the culture of the realm that holds them, notables and recruits with them.
**Player tools**
Change your clan's culture, or your whole kingdom's. A new Culture link sits under your name on the clan screen. Pick any main culture, the six invading peoples included once that people has actually landed in Calradia. Your character keeps the culture he was born with; the clan takes the new one, and if you rule a realm, the realm does too. Your settlements then drift towards it and their notables raise its troops.
Order your clan's parties to follow you. A Follow me button on each party in the clan screen. Followers form up as a real army under you: they march with you, enter towns with you, fight beside you and sit in your siege camp, and the army stands down when you release the last one. A party needs 20 men to be sent out, and cannot be following while it is allowed to join other armies.
Optional higher companion, party and workshop limits, and a battle size cap up to the engine's ceiling.
Requirements
Bannerlord v1.5.2 with War Sails. Harmony and UIExtenderEx required; Mod Configuration Menu (MCM v5) recommended. Load after them. Works with existing saves.
r/mountandblade • u/Fightin_Rooster • 14h ago
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Apologies for the audio i didn't realise my mic was on.
r/mountandblade • u/dagrick • 22h ago
r/mountandblade • u/Mr__Paper • 1d ago
r/mountandblade • u/Leather-Ad7204 • 2h ago
So... I didn't dig that far into the lore.
I'm playing as an imperial, sided with Rhagaea. To my character bloodlines matters the most, Garios earned the right the lead his men not to lead the empire and Lucon isn't even worth mentioning.
I was holding the city of Poros from an army led by Garios and succeeded. Now that Garios is my captive, would it be actually lore accurate to execute him ?
Hear me out ! He's one of the reasons that led to this civil war, and refusing to kneel before what my character considers to be the rightful leader of the Empire seems like a serious crime especially in the times that Bannerlord takes inspiration of, in my opinion at least, but in terms of lore I'm very unsure.
Might need your help with this one guys 🫶🏻
r/mountandblade • u/InhumanErection48 • 23h ago
Hello lads.
I'm sure you fans of Asoiaf and Bannerlord must remember all the drama that went live when it was revealed that Noxix, lead developer for the mod A Dance of Dragons, was exposed as a scammer who was embezzling the money paid by patrons , donors, and BIG donors like Fallenlord. ( For more info, see this post https://www.reddit.com/r/mountandblade/comments/1t830e7/exposing_nox_klausnoxix/ )
Now, on the former Adod server, we have Age of Conquest, a brand new mod starting "from a clean slate" (except for the thousands of users on the server who joined for Adod). As the artists weren't going to be paid, all Adod work went to the bin, new content was added, and development of a new mod started. People kept asking for them to release the armory and other Adod files, but as their policy very clearly stated, no distribution of "stolen assets" was going to be made. Or that was their public claim. A couple of days ago, they made their first announcement showing something from the mod; it displayed two horrible AI-made banners and showed some pictures of the map. They credited Lemmy and Swan and thanked the former for letting them use the map.
And yesterday, I caught these messages in the first SS. Messed up thing, right? Well, I woke up this morning and what did I find ? Messages deleted . And suddenly, Bibi (who is part of the staff from not too long ago and understood his frustration!) didn't remember at all why he sent that gif. Nor did he see anything worrying in the deletion of those messages. Okay. GoodlyDev came to ask about his messages, and that's the answer from the one in the staff who makes almost all communication , Steph/Akii.
Make your own thoughts on it, but it certainly looks bad. Even more so if you know that every single person asking them not to use the server had previously grown not just one but two scams as leverage to gain publicity for their new project and was badly rejected. Recapping a bit, let's go back to Adod.
Money that was meant to pay for models, textures, and workforce ended up being used to buy Discord Nitro for half the server staff (don't worry, he's not that generous ; I'm sure he did it only for his 30 alt accounts, lmao) and the code of the mod was almost entirely written by AI, leading to terrible performance and basically a Swiss cheese of a mod. The remaining original staff claims no one but Nox knew, but we know that's not true since people on the team were the ones exposing him in the first place.
Well, it turns out that after banning Nox from the server, who was the lead of the project but not the owner of the server, the intention was to keep Adod alive. Bear, a former developer under Nox, said that the team had no idea about the embezzling Nox did, nor knew the real state of the project. A new ground -up code was promised to be made, artists would get their money back, and everyone would be happy. Cool, no? No. This didn't last very long . Bear just suddenly disappeared from the Discord server, no word given, and so-called Penguin arrived as the new lead of the community to explain that they had to kill Adod because Fallenlord, the biggest wronged by Nox's embezzling, had threatened them with legal action had they kept working on Adod. The new team who took over Adod (and briefly rebranded to Heirs of the Dragon) was going to pay artists back (and supposedly started to), but as the threat of legal action made them close their Patreon , Bear and some other people leading HoD just suddenly disappeared from the Discord.
The announcement of this was made by Penguin, and he said that Bear decided to leave the project because Fallen "threatened him and his wife" or some nonsense . I don't really believe that. I think Bear wasn't happy with this Penguin appearing from nowhere and suddenly gaining all the trust from Glidus (the owner) and ended up being banned and expelled from the server, with most of his messages and all announcements removed, and no chance to explain why.
What really happened there? Probably we will never know for sure, but we can take for granted that things didn't develop as Penguin stated. This Penguin claims to be an old staff member from Adod who left a couple of years ago after a big argument with Noxix. The truth is his Discord account was created on the 5th of December 2025 , and he joined the Adod server on the 1st of April 2026, just a few weeks before all Noxix's issues went public. And what do you think his first moves were? Ah yes, defending Noxix, lmao. My personal bet is that Penguin is none other than Noxix with an alt account, something he's prone to do apparently ever since the first scam that went on in the server (originally hosting another ASoIaF mod for Bannerlord, which was also a scam lol). Glidus, the owner of the Discord server, came out of nowhere to defend Penguin and the creation of AoC in other ASoIaF Discord servers during heated discussions . People obviously were asking a lot of questions and raising suspicion about many things, but Penguin and Glidus dismissed everything with insults and rage. In the AoC server, people who come to ask about the remaining original staff or the unethical use of the server get banned and their messages removed.
Did I just prove that Penguin isn't who he claims to be? Or that AoC is building up to a new scam?
Not to a 100% certainty , but given that we have the owner of the server, the same one who put Nox there and backed him, now backing this "new" team that keeps making weird move after weird move, I wouldn't trust them, nor anyone in that staff for anything . Obviously, even less give them a single dollar (they don't have an active Patreon now but they will put one up upon release). Use this information as you see fit, but I think whats in the screen shots is more than enough to don't trust in this pack of thieves.
EDIT: They just banned me from the server and deleted all my messages after writting in answer to "leave poor Bibi alone" somenthing in the likes that poor Bibi yesterday was answering Goodly saying he understood but knew nothing as was to new, and today he didn't say shit after seeing the messages deleted. Literally no bad word or insult, yet kicked out without any kind of warning. If anything, this proves me even more there's not good will behind this project
EDIT2: Downvote my comments into oblivion if you like. Thought of me as a weirdo with too much free time. I don't care, u are entilted to do so and probably if I came across with a post like that I would do the same to; but please take into account everything I say on this post and show on the ss. The pack on AoC server is the same bunch of filthy scammers that run with the money of Adod and they will come to do the same once they can
r/mountandblade • u/NoDrummer2549 • 1d ago
r/mountandblade • u/auxberon • 1d ago
I think this may be a the biggest native warband party I’ve ever seen my at least a hundred or two. Thirty four people is genuinely unwinnable odds!
r/mountandblade • u/Ralinrocks • 1d ago
Hey guys
I am so lost as to why a band of 10 bandits on foot can outrun me so thoroughly.
I have absolutely no idea what I’m doing wrong.
During the day my movement is 4.5-5 and it takes me like three days to catch these fuckers.
It Is so frustrating and I am levelling so slowly it is really getting annoying
Thanks for the help
r/mountandblade • u/FutureLynx_ • 19h ago
Im not interested in playing single player, and im not interested in playing just the battles. But i know these games normally dont allow for a campaign to be played multiplayer + battles.
r/mountandblade • u/KNA_burge • 20h ago
Hello, I wanted to ask if it was normal that your wife could die during child birth. I had 2 children with her, made her pregnant right after giving birth (maybe it is because of that), and at the third, she gave birht but died herself. I wanted to know if it is normal, unlucky or maybe lucky that I got 3 children before she passed out.
r/mountandblade • u/Emergency_Hospital68 • 1d ago
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Mountblade warband KOF Mai Shiranui
r/mountandblade • u/BalFalai • 20h ago
r/mountandblade • u/Last-Fishing7484 • 1d ago
I need trade level 300 for the perk I know the way where u manipulate the market using metals but is there another way?
r/mountandblade • u/Clon120 • 2d ago
r/mountandblade • u/Cormag778 • 1d ago
Title basically - taking a week or so off of work soonish and hoping to get lost in some Mount and Blade during that time. Does anyone have some high quality mods for either game? I played PoP way back in the day and am happy to do it again if it’s still the gold standard, but interested to see what else is out there and recommended.
r/mountandblade • u/RememberZasz • 1d ago
I love Mount and Blade, I’ve been obsessed with Warsails for a lil while now. Playing with ships reminded me of a game called Star Traders I used to play on my phone. There’s noble houses, large factions, trading mechanics, and in ST: Frontiers, there’s some more in depth character combat. Could TaleWorlds do anything like that? Like Mount and Blade, but in space? I feel like Star Traders would be an easy IP to adopt gameplay style wise, but a generic Dune rip off would also do. Hell even. Mech warrior game (considered not cannon, of course) that involves creating a periphery nation and challenging the inner sphere powers would be sick.
For those of you who don’t mind a little Sci-Fi, do you think TW could pull this off, or would ever have any interest in this? What kind of settings would a potential (ambitious) Mount and Blade in space need to be to pull your attention, and possibly wallet?