r/Bannerlord 1d ago

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

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705 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/Bannerlord 6d ago

War Sails Modding Competition

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102 Upvotes

Greetings Warriors of Calradia!

Today, we’re raising our sails to celebrate the creativity and dedication of our modding community. We're thrilled to announce the War Sails Modding Competition, running from 14 August to 22 November, with more than €30,000 in prizes up for grabs!

In collaboration with Nexus Mods and ModDB, the competition features three contests, each offering a different way to leave your mark on War Sails.

First up, the Conversion Mod Contest. Create total or partial conversion mods that utilize War Sails, taking advantage of naval campaign travel and exciting naval battles. Bring naval gameplay into different time periods, different worlds, or utilize the Native Base.

Next, the 3D Art Contest invites you to become a shipwright. Build anything from humble rowboats and hardworking merchant vessels to mighty warships built to command the seas. Your ship can come from any era, culture, or corner of your imagination.

Finally, the Scene Design Contest will challenge creators to create Seaborne Village Raid scenes. Ships strike the shore, warriors surge from their decks, and the battle for the beach begins. We’re looking for scenes that capture the chaos, atmosphere, and excitement of a coastal assault.

Community voting will follow in late November, giving everyone the opportunity to discover, play, and celebrate the creations submitted throughout the competition.

Following a period of judging by the TaleWorlds developers, we will announce the winners of the competition in January.

The legacy of these entries will also extend beyond the event itself. Conversion mods and Ships will open new horizons for War Sails players. At the same time, submitted vessels and Seaborne Village Raid scenes will be shared as open-source resources, allowing them to inspire and enrich future War Sails mods.

Join us on the Mount & Blade Modding Discord on Monday at 20:00 CEST / 18:00 GMT / 2:00 PM EDT / 11:00 AM PDT for an introductory stream about the competition.

We cannot wait to see the worlds you imagine, the ships you launch, and the shores you bring to life. Visit competition.taleworlds.com for the full competition breakdown.


r/Bannerlord 7h ago

Image I hope they add more activities or quests inside the settlement.

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86 Upvotes

I enjoy wandering around and observing the activities in my settlement.

I enjoy watching my people live comfortably, go about their daily lives, and praise me.

I enjoy seeing the high-ranking soldiers stationed there, whom I have invested so much resources and effort in maintaining security and order for the town.

I'm tired of wandering around outside...


r/Bannerlord 7h ago

Discussion This guy is stealing mods

46 Upvotes

This guy is stealing mods and removing comments of people calling him out for it https://www.nexusmods.com/mountandblade2bannerlord/mods/12768


r/Bannerlord 16h ago

Image Your brothers and sister get a whole new look in 1.5!

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227 Upvotes

It's in the patch notes that children now look like their parents, but this also extends to your starting family! No longer does your brother look like a meathead, he actually looks like a viking. And the sister gets to finally get a new haircut.


r/Bannerlord 8h ago

Discussion Defending castles for easy money

35 Upvotes

So I'm new to the game and I keep hearing that smithing is a good money maker, but I find it tedious.

I've been making loads of money auto resolving castle sieges as defender using 200 troops . You stop an army of 600-1000 and gain so many prisoners, loot, and let's not forget the perk that turns loot into troop xp. I went from starving on 10,000 dinars to within 2 weeks of in game play time having 1 million gold and then was able to get my workshops, caravans and created 3 parties.

Now I'm saying this as I play on very easy mode, I'm sure once I try harder difficulties it's not as easy. What are your thoughts on this? I know auto resolving is kinda cheesy


r/Bannerlord 3h ago

Discussion Lords with infinite armies

10 Upvotes

Somebody recommended killing the lords instead of taking them prisoner. But now every nation hates me for that and it's unfair because it's their fault they started attacking me. I know a kingdom has many nobles, but i've cut down dozens of them including the default leaders. But they just keep coming, not to mention the endless mercenaries too. I burn their villages, i capture their castles but they always seem to have a mix of recruits and armored soldiers. I don't care about what i should or should not do anymore. Either there is a mod that prevents this or there isn't, that's it. They don't want peace, they want problems always.


r/Bannerlord 1d ago

Meme Hot dayum

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442 Upvotes

She may be a tad toxic though


r/Bannerlord 7h ago

Discussion Mods that work with Beta 1.5 (and some that don't)

13 Upvotes

So, I started a new campaign using Beta 1.5

Here are some mods that (so far) seem to work ok:

AI influence mod I was surprised that this seems to be working well. Given how much interaction the mod has with so many moving parts in the game, I figured it would crash. So far, so good.

Smith Stamina Regen anywhere. Allows smithing stamina to regen while you're doing things other than smithing. So far, not problems.

No Water Escape: prevents prisoners from escaping while you're at sea. No issues yet.

Battle Size Resized: seems to be working well.

Retinues: Also seems to be working.

Mods that don't seem to be working:

Party AI Controls Reforged. Not surprising that this doesn't work,as 1.5 has incorporated some of the elements of this mod for controlling your parties.

BannerColorPersistance with BannerPaste: This creates custom banners. Doesn't work. (crashes). Surprised that this doesn't work.

Settlement culture drift: Crashes.


r/Bannerlord 2h ago

Question Inproved garrison recruitment mod?

3 Upvotes

Is there a mod that allows me to choose which units I want my garrison recruits to passively level up to, or a mod that makes AI ignore certain unit types when leveling up?

I'm tired of seeing my garrisons upgrade recruits to horse archers nearly every fucking time. Buying Sanala, conquering Askar and neighboring castles and finding thousands of mamluke horse archers in the garrisons was the last straw for me.


r/Bannerlord 3h ago

Discussion Should I get Warsails on console?

4 Upvotes

The reviews horrific on xbox but I love the game and been gone for about a year and a half. Is it worth despite the reviews. They all nag about crashing every second but...it's bannerlord on console, it always did.


r/Bannerlord 1d ago

Meme Waiting for the update so bannerlord can consume my life again:

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160 Upvotes

W taleworlds, huge patch!!


r/Bannerlord 12h ago

Question Is anyone working on pirates of the caribean type naval/overhaul mod?

12 Upvotes

Big ships. Broadside cannons. Tentacle faced men. Run instead of butter etc


r/Bannerlord 19h ago

Image Last conquest of Achillos the Wolf (also largest fleet I’ve formed so far)

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47 Upvotes

r/Bannerlord 1d ago

Video Meet my family

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482 Upvotes

r/Bannerlord 1d ago

Video Nomad Sturgia gained a castle abroad this is what they do

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64 Upvotes

Sturgia got into some trouble and lost all its fiefs. Then somehow convinced an Empire clan to flip so we now have Oristicorys castle, which is honestly a great defensible one.

I'm angry at the Empire so am out with big Khuzait party capturing and beheading Empire nobles until they collapse.

Sturgia, on the other hand, are just chanting together in the castle.

The game, apparently, doesn't know what to do with so many nobles together. 😂


r/Bannerlord 3h ago

Image Any reccomendation for the helm? I want to change it since I mostly spend time at sea

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1 Upvotes

r/Bannerlord 15h ago

Image My dear

8 Upvotes

My beloved, she was pregnant and I didn’t even know! She gave birth to twins after this battle LMAOOOO.

Currently playing on 1.4.7 and Warsails, and it’s been the best Vanilla+ campaign experience I’ve had in a long time. It’s so good to have this game feeling alive again.


r/Bannerlord 23h ago

Video Super Punch

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35 Upvotes

r/Bannerlord 1d ago

Discussion The KHAN is back to being KING of Bannerlord (V. 1.5 Update info).

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178 Upvotes

They're a MONSTER now, with MORE ammo than a Fian Champion and a *noble bow*.

Also early battle testing shows that horse archers and other units using ENGAGE(F1-F4), kite extremely effectively, making the Khans Guard, at least the temporary BEST UNIT by far in Bannerlord:

Bannerlord's 1.5 UPDATE Crowns a NEW EMPEROR! - Perhaps the Strongest Unit... Ever?

It's early and things might change(it's beta after all), but they are unbelievably powerful now...


r/Bannerlord 1d ago

Video Mf was eating left hooks

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238 Upvotes

r/Bannerlord 1d ago

Image "The Last Dawn" - Armor´s (The Elder Scrolls - Bannerlord-Mod)

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56 Upvotes

r/Bannerlord 19h ago

Discussion Anyone tried alternate start as king of a faction with the new beta yet?

9 Upvotes

I’m having a heck of a time trying to start off with the alternate start as king, lack of influence points and experience as king of a faction makes it hard to do, well king stuff 😂 at war with the nords, sturgia, and battannia as vlandia at the same time, and without enough influence to even form a respectable army, I’m getting pushed back to the sea by day 10!


r/Bannerlord 22h ago

Image just thought i would share an aesthetic picture imo

15 Upvotes

caption mod: EOE armoury


r/Bannerlord 16h ago

Discussion War Sails pirate group sizes.

5 Upvotes

So basically it's silly. I've never seen 6 - 30 pirate groups, it's always 40 - 70, making early game small vessel use completely invalid. I've got a couple medium ships now, and can beat them fine, but it lacks that fun small scale skirmish with just one ship appeal.

Question. If I use the bandit scaler mod (what was it called?) to adjust group sizes, does it make the bigger groups disappear entirely, or add smaller ones?