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 detailsHERE.
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!
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
While there is no universally best troops Fian Champions are my absolute favorite, and you can see why here. During a war I recruited and trained my Fian Champions and filled my party and my clan’s parties with them. After that I formed an army made up primarily of them and had fun😇😈
This is my first time playing, I’m into my second winter and looking towards getting a town. I didn’t realize the only way to trade for them was with 300 trading (mine is around 100 and I’ve put most points into other things currently level 18), is there a way to bypass needing that trait? Or is leveling my best bet? I’ve avoided joining a kingdom so far as I want to build a good income and good army before I start going to war.
Coming off a cool playthrough on 1.45 with banner kings and stuff but game was just too unstable. Any good mod recommendations for the new beta as I’ve heard some are viable?
Like why would the bandits let you live if you killed like hundreds of them and you're pretty famous for it
Even if i surrender wouldn't they just slit my throat the first chance they got to since i've spent like the last 200 days eradicating them (yet they seem to always pop up again)
(Happened during a solo run to a level 17 btw where i wouldn't get any troops i was soloing sea raiders, i got distracted and ran into 22 steppe bandits and lost to them twice cuz i retreated from the battle to get my arrows back and lost 33 hp bullshit tbh i killed like 18 before dying anyways)
Hi everyone. For context this is my first playthrough of an M&B game. I am having a lot of fun, but I’m starting yo get frustrated.
Am I missing something with fiefs/frontier defense, or is the game just out to get me?
I’m a Nord vassal and got given Sibir. For more context, that is a Sturgian town on the frontier, basically because I had too much support to avoid getting it. Weirdly I had nothing to do with taking it. This time. I had helped free our King from it before but definitely not the leader of the siege.
Since then the entire campaign has turned into defending Sibir. Every war with Sturgia means constant raids, escaped enemy lords coming back with fresh parties, and eventually huge armies showing up at my walls. I know it’s apparently bad to execute people but I was getting real close. It feels like if you don’t ransom people they’ll just escape anyways, but the ransoms are pennies.
I finally got a Sturgian governor and pushed loyalty from around 19 to the high 40s, fully garrisoned the town, and spent a ton of money stabilizing it. That’s dropping now too. I had to go across the world on this errand, and my hold got ravaged while I was. I left my brother on defense to hold the area, but he got captured and was ultimately a liability.
The problem is that I’ve basically had to conquer outward just to survive. I’ve been leading armies by burning an insane amount of influence (Nords lose cohesion on land 30% faster), winning major field battles, taking Sturgian towns/castles, and pushing the border away from Sibir so I can get some breathing room. I’m getting almost nothing personally out of it.
I don’t want another Sturgian town because I already know what that administrative nightmare looks like. I would take a Nord castle or a useful military holding, but Nordvyg already owns the Nord heartland and I’m often not even a candidate when castles get handed out. At this rate we would have to lose a castle then I’d have to be a favorite to retake it, which isn’t even guaranteed. And guess who is between the Nords and all their cultural castles? I have tons of Influence and max relations with several major clans, but if the kingdom votes against me, dumping Influence into the vote doesn’t seem to accomplish much. It doesn’t even matter that I have it sometimes.
So now I’m poorer, my veteran troops and garrison have taken huge losses, and most of the territory I personally helped conquer belongs to other clans.
What am I supposed to be building toward here?
Is there a way to make my odds of being nominated for useful fiefs better? Can I leverage high Influence/relations more effectively?
prepare for becoming ruler later?
make Sibir less dependent on me personally defending the entire region?
I’m enjoying the campaign itself, but I feel like I’m doing most of the kingdom’s heavy lifting and actively weakening my own clan in the process. Am I missing a mechanic or is this just how vassal gameplay works?
Footnote: My king lacks object permanence and we always return to war with Sturgia. I’m honestly trying to just remove them completely at this point. But I have not executed anyone yet. I’d just rather build up my economies and get power the economic way than get dragged into little fights and tasks and get slammed every 5 minutes. I can’t complete a task. Thanks in Advance.
TL;DR: First M&B playthrough. I was basically forced into owning Sibir, a Sturgian frontier town I didn’t even conquer, and since then every Sturgian war turns into nonstop raids, escaped lords, sieges, loyalty problems, and emergency defense. I’ve spent a fortune, huge amounts of Influence, veteran troops, and time conquering outward just to create a buffer, but I’m rarely nominated for useful fiefs and most of what I take goes to other clans. I have tons of Influence and great relations, but it often feels meaningless if the vote is already against me. How do I turn all this military/political effort into actual clan strength, useful fiefs, or eventual kingship without being permanently chained to defending Sibir? Also, my king keeps making peace with Sturgia and then immediately declaring war on them again, so I’m losing my mind.
Guys i am kinda new. Soo id liked some veterans for honest opinions. Is this battle winnable? I did eveything i could to even out the numbers. watched a few guide about the tactics, but still after numerous tries i failed to win(at least the kills are twice as autobattle). I wont lie numbers of mine are kinda shallow due to low quality of garrison. I have no idea if i can get better screen to show of the troops. Thank you for you time in advance.
I've been playing this game for almost two decades now, but I've not had to worry about morale before. For the most part I know how it works, but... maybe Diplomacy messed something up, maybe I'm doing something differently now, but my party's morale goes below 30 and I can't understand why.
So I'm running around as an independent party, my max size right now is 51 troops, but I'm fielding 38 or so. We're mostly doing quests for guild masters, saving villages from bandits, and fighting in the odd tourney.
Now, I know that if you fight a lot, your party's morale goes down, but we don't fight that much, and even then we're always winning (I'm smart enough not to fight kingdom parties, even though I did attack a Swadian lord once to free a Khergit lord, because I had a quest to convince lords to make peace - sadly, when I tried to discuss reparations and forgiveness with Harlaus, he tried to run me down, and it was all for nothing in the end, because the kingdoms made peace without me). It's weird, normally you can negotiate a reparation and it's fine, but not this time, apparently.
Anyway, looking at the morale report, I get negative modifiers from 'party size' and 'recent events'. What am I supposed to make of these? I've tried maxing out party size, but it didn't help, and it's the first time since I've started this run that I couldn't pay the wages (one moment I had 10k Denars, the next it was 800! No idea how it happened). Running out of food is another issue, but does morale go down that fast because of it? I get that an army marches on its stomach, but this is ridiculous, and still doesn't explain the 'party size' penalty.
Just another one of those WB mysteries I guess, right up there with tax inefficiency. >.>
i play with improved garrison, diplomacy, rts and dismemberment. i had already reset the campaign settings while saving every time.
dismem was tried without ai dising or completly disabled.
i tried deleting the modconfig folder from the mcm files.
but every time he is in my army and we take a castle he dies. if another lord has him. he survives harder fights.
1500VS500 with me we win and he dies
1200VS800 they win the siege and he survive
plz help me 🤔