u/Piconi_TaleWorlds

Beta Patch Notes - WS v1.3.0 / BL v1.5.0
▲ 824 r/mountandblade+1 crossposts

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!

https://preview.redd.it/sp3krki3ibkh1.png?width=800&format=png&auto=webp&s=74a13e16ee31b3f827bb01a65a8cf5112cecc053

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.

u/Piconi_TaleWorlds — 1 day ago
▲ 191 r/mountandblade+1 crossposts

War Sails Modding Competition

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.

https://preview.redd.it/rt8x8hxaebjh1.png?width=845&format=png&auto=webp&s=8c17f95041c88c042acd752187b2f3977fa488e1

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.

https://preview.redd.it/9u4jchxaebjh1.png?width=845&format=png&auto=webp&s=33f2080561c478d5c5975b223daeed2dee7cdb69

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.

u/Piconi_TaleWorlds — 6 days ago
▲ 719 r/mountandblade+1 crossposts

War Sails Modding Kit Release & Patch WS v1.2.8 / BL v1.4.8

Greetings Warriors of Calradia,

The War Sails Modding Kit is now available! A big thank you to all the modders who tested the Kit during the Closed Beta. Your feedback and early creations directly shaped the Kit we're releasing today.

With this Kit, modders can:

  • Build their own naval world maps, and edit the War Sails map, including the wind/current flowmaps.

https://preview.redd.it/guq29r6aviih1.png?width=1920&format=png&auto=webp&s=f54d9813a27c216ef1022bf2ee74df410cb4b029

  • Create entirely new ships from the ground up, and edit existing ones.

https://preview.redd.it/sw1jh07aviih1.png?width=1920&format=png&auto=webp&s=ded3bd58d91ed3e76f56faff87622f072fd83073

  • Build upon the Nord armour sets to create new variants.
  • Use the new Nord architectural assets (walls, gates, houses, etc.) to design brand new settlements.
  • Create new Seaborne Village Raid scenes.

https://preview.redd.it/65qy1r6aviih1.png?width=1920&format=png&auto=webp&s=f962754b595a088a483edd999001dabaea48cf60

We are also releasing three new modding documentation pages to detail the new systems:

How to Access the Kit

You can download the Kit via Steam: Open Steam → go to Library → right-click “Mount & Blade II: Bannerlord” → Properties… → DLC → Install “Mount & Blade II: Bannerlord - War Sails Modding Kit”.

You can then open it via Steam: Open Steam → go to Library → launch “Mount & Blade II: Bannerlord - Modding Kit” → enable “War Sails” on the launcher’s “Mods” list → press “Play” → press “Editor” in the “Main Menu”.

Modding Kit Usage, Mod Creation & Distribution

The Modding Kit usage and mod creation fall under the Bannerlord Modding Tools - EULA. To learn more about the EULA and how to upload a mod to Steam Workshop, visit the War Sails Modding Kit & Mod Creation forum thread.

Thank you again to all the Closed Beta participants: [TAOM] Thyrell, Anate, Arcaddon, Awallacer, BlackRose, Byako, CaptainFRACAS, conleyc86, Cozur, Dedmond, Detals, Eogan, Fatrod, g-spurs, Ha_rang, Hart, HyperCharge, jabdimelborn, John_M, KAMBY, Le Profyteur, Lemmy1916, Litauen, NiceGuardian, Path, Shieldly, Sly, Snorri, toy boat, Vampy, Z3rca, Zodiac, zzensan.

------------------------------------

https://preview.redd.it/5ij0uy58wiih1.png?width=800&format=png&auto=webp&s=a00a565c9963e1ce5acd616250a3c5e47e43601c

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.

War Sails v1.2.8

The following changes are specific to the War Sails expansion and are not part of the base game.

Changes

  • Fixed a crash that occurred if the deceased notable had a caravan at sea at the moment of death.
  • Fixed a crash that occurred during the War Sails storyline when trying to initiate a conversation with Gunnar while the owner of Ostican is hostile.

Bannerlord v1.4.8

The following changes are part of the base game and apply to the War Sails expansion as well.

Changes

  • Added detection checks and warnings which appear in case the player has corrupted game files.
  • Added a fallback system to shader compilation to handle cases of corrupted local shaders. The system should recognize a corrupted shader cache and remove it without causing a crash.

Fixes

  • Fixed a bug that caused horse rein visual bug when a mounted agent died.
  • Fixed a bug that caused jittering on ragdolls.
  • Fixed a bug that caused drag-and-drop to use incorrect position with different UI scales and resolutions.
  • [MP] Fixed a bug that caused decals being removed in Multiplayer mission reset. Only newly added blood decals will be removed.

Modding

  • Locally created shader cache is now deleted automatically after a module list change, to prevent shader cache-related crashes.
  • The mod publish system now compiles terrain shaders as well, reducing loading times for scenes in mods.
  • Added a system that lets modders override the water material on a per-scene basis for non-naval scenes.
  • Significantly improved the Settlement Distance Cache computation performance, reducing the overall time needed to generate it by half.
  • Fixed a bug that caused Settlement Distance Cache computation to fail silently on modded world maps. Errors are now properly reported to the user.
  • Fixed a crash that occurred while saving a metamesh from modding tools.
  • Fixed a bug that caused the world map water to render as black in the editor.
u/Piconi_TaleWorlds — 10 days ago
▲ 394 r/mountandblade+1 crossposts

Patch Notes - WS v1.2.7 / BL v1.4.7

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.

The patch is now live on all platforms, including consoles. Please note that console updates may take a few hours to appear due to each platform’s release process.

War Sails v1.2.7

The following changes are specific to the War Sails expansion and are not part of the base game.

Changes

  • Added manual ship selection for seaborne village raids. You can now choose which ships to bring on a naval raid.
    • Hovering over a ship shows a tooltip with its owner, so you can tell at a glance which vessel belongs to which noble.
    • If you deploy your own troops without filling the fleet's full capacity, the remaining space will be filled with allied troops.

Fixes

  • Fixed a bug that caused boarding hooks to be disabled on places where they overlapped with ship upgrades containing shields.
  • Fixed a bug that prevented "Hail to Gunnar's contract." option from appearing during the War Sails storyline.

Crashes

  • Fixed a crash that occurred due to a high memory usage on Xbox.
  • Fixed a crash that occurred in kingdom and clan pages of the encyclopedia.

Bannerlord v1.4.7

The following changes are part of the base game and apply to the War Sails expansion as well.

Changes

  • Improved the save / load times on PS5.

Fixes

  • Fixed a bug that caused formation targeting to incorrectly select formations that are behind the player character.

Crashes

  • Fixed a crash that occurred due to a null reference in AI behaviour code.
  • Fixed a crash that occurred when attacking a raiding party on the campaign map.
  • Fixed a crash that occurred after exiting a conversation.
  • Fixed a crash that occurred in missions when you attempted to defend a village during a raid, while the village did not have any militia.
  • Fixed a crash that occurred when mods re-added existing keys to save metadata.
  • Fixed a crash that occurred during cloth simulation.
  • Fixed a crash that occurred in battles due to memory ordering.
  • Fixed a bug that caused visual glitches and could induce a crash during longer playing sessions on Xbox.
  • [MP] Fixed a crash that occurred in Captain Mode when cavalry charged into a formation that braced spears/pikes.

Modding

  • Fixed a bug which caused the .sack bulk shader cache file to massively increase in size when compiling shaders.
  • Made the banner layers unlimited in the banner reader.
u/Piconi_TaleWorlds — 1 month ago

Community Tales #18

https://preview.redd.it/33fha4xg8t9h1.png?width=800&format=png&auto=webp&s=d1853271beb9fb4a1bb7d7dadb6c36137c93bdb1

Greetings Warriors of Calradia!

We’re back with the #CommunityTales where we feature the incredible creations from you, the Mount & Blade community!

Before we jump in, we wanted to address something many of you have been asking about: the War Sails Modding Kit. The Kit will enable modders to create and expand upon the War Sails experience with new ships, scenes, mechanics, and other content built specifically for the expansion.

We're excited to share that we've recently entered the Closed Beta phase of the War Sails Modding Kit, with a number of community modders already participating. Their feedback has been invaluable as we work through the final hurdles before making the Kit available to the broader modding community.

A huge thank you to everyone taking part in the beta, as well as to all of you for your continued enthusiasm and support.

Without further ado, let’s jump right in!

___

Artisan's Atelier

Battanian Trophy Husband by ManOfJelly147

https://preview.redd.it/0fw69frn3t9h1.png?width=845&format=png&auto=webp&s=a3cc0915dfccb124bb86ded59ab7771d0ef55b6c

Butter Lords by Artistic-Agent6049

https://preview.redd.it/8qad4u5r3t9h1.png?width=845&format=png&auto=webp&s=24659b66e4190750d378466d8772510faf4b7c90

___

Knightly Vistas

Mountain and The Forest by Scoten87

https://preview.redd.it/3z8j03st3t9h1.png?width=845&format=png&auto=webp&s=301bb765908e68c26b18bb8047b48cbd215d8168

Raiding the Aserai by Prado

https://preview.redd.it/grjhqvsv3t9h1.png?width=845&format=png&auto=webp&s=2d8e06d9d3e24084856e3dcbfe311b773938ead2

___

Crafting Marvels

Rise of the Rhodoks by JarlSnow907

https://preview.redd.it/dgwcdgw74t9h1.png?width=845&format=png&auto=webp&s=8ff377e1754e017645f11bdadc50ddbe49e2acd2

A mod that adds the Rhodoks as a fully playable culture. Character backgrounds, unique armor, and weapons are all added to reflect the culture. Pikes and crossbows are reworked, and a new Rhodok ship - a modified Lodya. Also included are seven new wanderers, two mercenary companies, over 40 equipment pieces, new load screens, a main menu cinematic, and a handpicked music playlist.

Titles by kes369

https://preview.redd.it/up8pj2894t9h1.png?width=845&format=png&auto=webp&s=297dff99e81f6236574d2ad1f0cbb229fc940b63

Adds a feudal title system to Calradia, giving rulers and prominent nobles ranks like Baron, Count, Duke, and King based on the fiefs they hold. Castles, towns, or a mix determine each lord's standing, with cultural and gender variants for every faction plus map icons that let you spot powerful nobles at a glance.

Respec Player by Shinno

https://preview.redd.it/u38d9uia4t9h1.png?width=845&format=png&auto=webp&s=242a9bb278e74f86f6e280d0414e8d56e0cabe19

A mod that lets you reset your attributes (vigor, endurance, and the rest) and all focus points for both your player character and your companions. The ReSpec cost scales with your level but can be adjusted in the config file. You can access the ReSpec menu within the menu of any friendly town.

___

Chronicles in Motion

I Can't Believe This Is Bannerlord by Nord Horizons

PIRATES ONLY Playthrough in Bannerlord! by Mr.Chicken Bannerlord

The REAL Stat That Wins Every Battle By Bill Wavey

___

Chivalrous Assemblies

Multiplayer Battle Scene Competition

https://preview.redd.it/l39rf1gg4t9h1.png?width=1800&format=png&auto=webp&s=244b9ca314ada579216e642f64882ebe58de6272

The Bannerlord Development Hub has extended the submission deadline for their community map-making competition

The new submission deadline: 15th of August, 2026.

The submissions will be made open-source and may be used in other events hosted by the multiplayer community.

For all details on how to join, the contest rules, as well as the prizes for the winners, head over here.

Bannerlord Calradic Campaign #85

https://preview.redd.it/5ckux41m4t9h1.png?width=1920&format=png&auto=webp&s=ebbb15721ccf8a063fa6f3006ee9091315799478

The Calradic Campaign team is organizing their 85th Bannerlord Multiplayer event. Join up for some hack & slash on Saturday, July 4th, at 4:00pm EDT on their Calradic_Campaign server using their Module.

If you would like a quick overview of the CC events, check out this video - What is the Calradic Campaign?

You can check all the details, including how to join, in one of the highlighted posts on their Subreddit.

Bretonnie Roleplay Events

https://preview.redd.it/0bb6eeip4t9h1.jpg?width=2048&format=pjpg&auto=webp&s=c0e39313f18e01e03d66e1ea7b4e655634be77e2

The Bretonnie Roleplay Events are highly immersive weekly multiplayer community events organized by the Le Royaume de Bretonnie [BRE] clan. Their next Sunday event is on the 28th of June at 20:30 CET.

These recurring events focus on strict formation and roleplaying rules in an effort to re-create massive medieval battles with more than 500 players on the server at once. The story continuously unfolds and is impacted by the results of the battle events and roleplay scenarios. This narrative is further supported by the Mod Pack, which contains custom maps and items.

It is required to participate with or as part of a clan to join the event, so if you’re already in one - sign up with your clan here. Still searching for a clan? Then make your way to the Clans board and find your new home!

___

If you would like to suggest content for the next #CommunityTales, make sure to tag u/Mount_and_Blade on X or u/mountandblade on Facebook with the #CommunityTales. Alternatively, you can reach out on our forums to Piconi or Dejan.

reddit.com
u/Piconi_TaleWorlds — 2 months ago

Community Tales #18

Greetings Warriors of Calradia!

We’re back with the #CommunityTales where we feature the incredible creations from you, the Mount & Blade community!

Before we jump in, we wanted to address something many of you have been asking about: the War Sails Modding Kit. The Kit will enable modders to create and expand upon the War Sails experience with new ships, scenes, mechanics, and other content built specifically for the expansion.

We're excited to share that we've recently entered the Closed Beta phase of the War Sails Modding Kit, with a number of community modders already participating. Their feedback has been invaluable as we work through the final hurdles before making the Kit available to the broader modding community.

A huge thank you to everyone taking part in the beta, as well as to all of you for your continued enthusiasm and support.

Without further ado, let’s jump right in!

___

Artisan's Atelier

Battanian Trophy Husband by ManOfJelly147

https://preview.redd.it/0fw69frn3t9h1.png?width=845&format=png&auto=webp&s=a3cc0915dfccb124bb86ded59ab7771d0ef55b6c

Butter Lords by Artistic-Agent6049

https://preview.redd.it/8qad4u5r3t9h1.png?width=845&format=png&auto=webp&s=24659b66e4190750d378466d8772510faf4b7c90

___

Knightly Vistas

Mountain and The Forest by Scoten87

https://preview.redd.it/3z8j03st3t9h1.png?width=845&format=png&auto=webp&s=301bb765908e68c26b18bb8047b48cbd215d8168

Raiding the Aserai by Prado

https://preview.redd.it/grjhqvsv3t9h1.png?width=845&format=png&auto=webp&s=2d8e06d9d3e24084856e3dcbfe311b773938ead2

___

Crafting Marvels

Rise of the Rhodoks by JarlSnow907

https://preview.redd.it/dgwcdgw74t9h1.png?width=845&format=png&auto=webp&s=8ff377e1754e017645f11bdadc50ddbe49e2acd2

A mod that adds the Rhodoks as a fully playable culture. Character backgrounds, unique armor, and weapons are all added to reflect the culture. Pikes and crossbows are reworked, and a new Rhodok ship - a modified Lodya. Also included are seven new wanderers, two mercenary companies, over 40 equipment pieces, new load screens, a main menu cinematic, and a handpicked music playlist.

Titles by kes369

https://preview.redd.it/up8pj2894t9h1.png?width=845&format=png&auto=webp&s=297dff99e81f6236574d2ad1f0cbb229fc940b63

Adds a feudal title system to Calradia, giving rulers and prominent nobles ranks like Baron, Count, Duke, and King based on the fiefs they hold. Castles, towns, or a mix determine each lord's standing, with cultural and gender variants for every faction plus map icons that let you spot powerful nobles at a glance.

Respec Player by Shinno

https://preview.redd.it/u38d9uia4t9h1.png?width=845&format=png&auto=webp&s=242a9bb278e74f86f6e280d0414e8d56e0cabe19

A mod that lets you reset your attributes (vigor, endurance, and the rest) and all focus points for both your player character and your companions. The ReSpec cost scales with your level but can be adjusted in the config file. You can access the ReSpec menu within the menu of any friendly town.

___

Chronicles in Motion

I Can't Believe This Is Bannerlord by Nord Horizons

PIRATES ONLY Playthrough in Bannerlord! by Mr.Chicken Bannerlord

The REAL Stat That Wins Every Battle By Bill Wavey

___

Chivalrous Assemblies

Multiplayer Battle Scene Competition

https://preview.redd.it/l39rf1gg4t9h1.png?width=1800&format=png&auto=webp&s=244b9ca314ada579216e642f64882ebe58de6272

The Bannerlord Development Hub has extended the submission deadline for their community map-making competition

The new submission deadline: 15th of August, 2026.

The submissions will be made open-source and may be used in other events hosted by the multiplayer community.

For all details on how to join, the contest rules, as well as the prizes for the winners, head over here.

Bannerlord Calradic Campaign #85

https://preview.redd.it/5ckux41m4t9h1.png?width=1920&format=png&auto=webp&s=ebbb15721ccf8a063fa6f3006ee9091315799478

The Calradic Campaign team is organizing their 85th Bannerlord Multiplayer event. Join up for some hack & slash on Saturday, July 4th, at 4:00pm EDT on their Calradic_Campaign server using their Module.

If you would like a quick overview of the CC events, check out this video - What is the Calradic Campaign?

You can check all the details, including how to join, in one of the highlighted posts on their Subreddit.

Bretonnie Roleplay Events

https://preview.redd.it/0bb6eeip4t9h1.jpg?width=2048&format=pjpg&auto=webp&s=c0e39313f18e01e03d66e1ea7b4e655634be77e2

The Bretonnie Roleplay Events are highly immersive weekly multiplayer community events organized by the Le Royaume de Bretonnie [BRE] clan. Their next Sunday event is on the 28th of June at 20:30 CET.

These recurring events focus on strict formation and roleplaying rules in an effort to re-create massive medieval battles with more than 500 players on the server at once. The story continuously unfolds and is impacted by the results of the battle events and roleplay scenarios. This narrative is further supported by the Mod Pack, which contains custom maps and items.

It is required to participate with or as part of a clan to join the event, so if you’re already in one - sign up with your clan here. Still searching for a clan? Then make your way to the Clans board and find your new home!

___

If you would like to suggest content for the next #CommunityTales, make sure to tag u/Mount_and_Blade on X or u/mountandblade on Facebook with the #CommunityTales. Alternatively, you can reach out on our forums to Piconi or Dejan.

u/Piconi_TaleWorlds — 2 months ago

Patch Notes - WS v1.2.6 / BL v1.4.6

https://preview.redd.it/d881u475im6h1.png?width=800&format=png&auto=webp&s=9b12f71d5c4d12246bbf3191d9f6304bbb5e4f5f

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.

War Sails v1.2.6

The following changes are specific to the War Sails expansion and are not part of the base game.

Fixes

  • Fixed a bug that displayed the "Leave" option when you tried to help a village under raid.
  • Fixed a bug that caused inconsistencies with ship icons on the scoreboard.
  • Fixed a bug that allowed non-shallow draft ships to join naval raid simulations.

Crashes

  • Fixed a crash that occurred when starting coastal village raids.
  • Fixed a crash that occurred due to excessive memory usage when opening the party and port screens together.

Bannerlord v1.4.6

The following changes are part of the base game and apply to the War Sails expansion as well.

Fixes

  • Fixed a bug that caused the conversation to open again after having already interacted with the army.
  • Fixed a bug that made Radagos' Raider troops too skilled.

Crashes

  • Fixed a crash that occurred when two armies are besieging the settlement while the player defends the siege.
  • Fixed a crash that occurred upon starting an encounter during the tutorial.
  • [MP] Fixed an MP community server stability exploit. Please make sure to only use the following in your map ID names (for example, mp_skirmish_001):
    • a-z
    • A-Z
    • 0-9
    • _
reddit.com
u/Piconi_TaleWorlds — 2 months ago

Patch Notes - WS v1.2.6 / BL v1.4.6

https://preview.redd.it/b0djp352im6h1.png?width=800&format=png&auto=webp&s=4cba45ce38c8fa5f936b45149d1e6031d64da394

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.

War Sails v1.2.6

The following changes are specific to the War Sails expansion and are not part of the base game.

Fixes

  • Fixed a bug that displayed the "Leave" option when you tried to help a village under raid.
  • Fixed a bug that caused inconsistencies with ship icons on the scoreboard.
  • Fixed a bug that allowed non-shallow draft ships to join naval raid simulations.

Crashes

  • Fixed a crash that occurred when starting coastal village raids.
  • Fixed a crash that occurred due to excessive memory usage when opening the party and port screens together.

Bannerlord v1.4.6

The following changes are part of the base game and apply to the War Sails expansion as well.

Fixes

  • Fixed a bug that caused the conversation to open again after having already interacted with the army.
  • Fixed a bug that made Radagos' Raider troops too skilled.

Crashes

  • Fixed a crash that occurred when two armies are besieging the settlement while the player defends the siege.
  • Fixed a crash that occurred upon starting an encounter during the tutorial.
  • [MP] Fixed an MP community server stability exploit. Please make sure to only use the following in your map ID names (for example, mp_skirmish_001):
    • a-z
    • A-Z
    • 0-9
    • _
reddit.com
u/Piconi_TaleWorlds — 2 months ago
▲ 93 r/mountandblade+1 crossposts

Seaborne Village Raids Trailer - War Sails

War Sails v1.2 unleashes Seaborne Village Raids — bringing a new dimension to both campaign and mission gameplay, deepening naval strategy in the process. With the right fleet composition, commanders can strike coastal settlements from the sea, disrupting enemy logistics while using the water to evade defending lords. Fleets raid coastal settlements from sea or rivers on the campaign map, before battles unfold in new amphibious scenes where warbands land from ships.

War Sails v1.2 is available now on PC via Steam, with a console release coming soon.

u/Piconi_TaleWorlds — 3 months ago

Patch Notes - WS v1.2.5 / BL v1.4.5

https://preview.redd.it/c877sxd9oh2h1.png?width=800&format=png&auto=webp&s=e6f9321203455678ce327a04c4792ce62e28bd7c

Greetings, Warriors of Calradia!

War Sails v1.2.5 and Bannerlord v1.4.5 are now live on PC, with the console release planned for early June, once the release process for them concludes.

Join us in watching the video below as we walk through the key highlights included in this update. Prefer reading instead? You can find the full text breakdown further below.

https://youtu.be/IWviRtS7egs

[WS] SEABORNE VILLAGE RAIDS

Your fleet can now make port in coastal villages to trade, recruit troops, and resupply. This not only makes long-distance naval travel far more practical, but also introduces an entirely new Viking-era activity — the Seaborne Village Raids.

Naval raids expand both the strategic and immersive layers of the game. On the campaign map, they act as a new way to disrupt the enemy economy, allowing you and nobles to strike coastal settlements directly from the sea or by navigating rivers. Additionally, they contribute to a stronger naval presence among lords, making the sea feel more active and contested.

These raids are not just limited to the campaign layer. Once underway, they transition into the mission in one of the new amphibious raid scenes. Your ships approach from the sea or river, landing on beaches and in shallow waters. From there, your warband disembarks and pushes inland to meet defenders scrambling to respond.

Seaborne raids also introduce new strategic considerations. Fleet composition is now of greater importance as naval raids require shallow-draft ships. At the same time, attacking from the sea allows you to more easily evade responding enemy lords - opening up new tactical opportunities and challenges.

[WS] INCREASED NAVAL ACTIVITY

In addition, we expanded on AI nobles’ behavior to increase purposeful activity on the water. During wartime, enemies now actively seek out town and village port locations to harass your noble parties, convoys, and fishing ships. Combined with seaborne village raids, this should increase the number of naval travels and meaningful encounters between factions.

Further, we’ve re-balanced AI assessments so nobles are more inclined to prefer naval travel as opposed to land for longer journeys. Together with other changes like longer naval battles and increased view distance at sea, the amount of naval activity and engagements have increased quite a bit.

[WS] NAVAL CAMPAIGN GAMEPLAY BALANCE & FEEL

The naval campaign gameplay balance and feel were also things we wanted to revisit. 

Naval combat is inherently costly, so we adjusted the risk–reward balance. Experience gain for troops in naval encounters is up 50% to better offset the losses that come with fighting on the water. Further, party wages and food consumption have both been reduced at sea.

Additionally, river travel has been made faster, with a 50% speed increase for parties, improving the utility of inland voyages.

[WS] NAVAL BATTLE MISSION

Naval battles have seen major improvements, aimed at creating a more fun and tighter experience. 

You can now delegate command of your ship, letting your crew take the helm while you move freely and fight. 

Further, we’ve refined spawn distances, ship handling, and boarding for smoother engagements. 

Finally, victory conditions have been reworked with battles now ending when all ships on one side are out of action - meaning sunk, burned, or critically undermanned - rather than when every troop was defeated. 

[WS] NEW CONTENT

On the content side, two new ships have been added to the War Sails roster, giving Northern factions more options for ranged-focused naval gameplay.

The Battanian Barlinnger was built to hold the line in larger naval engagements. Sharing traits with the Birlinn, it is slower and less responsive, but its broad deck and raised mid castle make archers and skirmishers especially deadly in ranged combat.

The Nord Battle Knarr, on the other hand, is an oversized and reinforced knarr built to carry ballistae as well as a large crew. When a longship won't do, the Battle Knarr steps in. 

We've also added two new body armors - the Reinforced Mail Coat and the Nordic Long Heavy Mail, alongside 9 new Nord helmets such as the Nordic Spectacle Helmet and the Brass Vendel Helmet. Finally, there are ten new armor variants, with seven in War Sails and three in Bannerlord, including the Heavy Mastercrafted Northern Armor, Reinforced Huscarl Armor, and the Reinforced Wolf Head.

[WS + BL] NEW NAVAL PARTY ROLES & PARTY ROLE UPDATE

Beyond the battles themselves, crew management now comes with more options. We've added two new naval party roles: the First Mate, which is tied to the Boatswain skill, and the Navigator, tied to the Shipmaster skill. 

To support these roles, three new Nord wanderer types have been introduced: the Easterling, the Boatswain, and the Sea-Raider - bringing the total to 11 new wanderers in War Sails.

And across both the expansion and the base game, clan members can now hold up to two party roles at the same time, reducing the pressure of companion limits.

[WS + BL] ARMY CHANGES

Moving on with changes that apply to both War Sails and Bannerlord - let's talk about armies.

The AI army creation system has been reworked. Armies now require a more sizable force before they can be formed; the influence threshold to create one has been doubled, and AI nobles are willing to spend more when doing so. These changes should result in fewer but stronger armies on the map.

Further, AI army formation and disbanding have been reworked to reduce ineffective defensive behavior. Armies no longer form or persist purely for defense and will disband if too weak to go on the offensive, giving nobles time to recover. 

Individual nobles respond faster and more efficiently to threats, which leads to a greater number of successful settlement defenses, reduces rapid settlement ownership changes, and frees up parties for mid-sized engagements. 

Finally, auto-resolved sieges now take twice as long, giving additional time for reinforcements.

[WS + BL] DIPLOMACY

Staying on the strategic layer, diplomacy has likewise seen significant changes.

On the war front, kingdoms without shared borders will no longer go to war and are more likely to seek peace when conflict stalls. This should reduce wars that exist only on paper.

Building on that, alliances and trade agreements have been expanded beyond their initial foundations. Their creation now better reflects the state of the world, taking into account factors like inter-faction marriages, existing diplomatic ties, and, particularly for alliances, owning settlements of another faction’s culture. This is especially interesting in the case of the Empire’s factions. Furthermore, breaking either of the agreements by declaring war incurs honor and relationship penalties.

Moving to alliances, specifically - they are now formed with improved reasoning, which puts a greater focus on surrounding threats. Further, they conclude with a Renewal prompt that gives kingdoms the chance to extend their partnership, while helping prevent immediate wars between former allies. 

Responding to your ally also comes with additional consequences - refusing a Call to War damages the relationship, while accepting one strengthens it.

Finally, trade agreements are now limited to neighboring kingdoms and provide tangible, ongoing value. Caravans and naval convoys of trading partners generate gold with each settlement visit, which is then distributed daily among vassals.

[WS + BL] HIDEOUTS

Shifting to the covert side of things, hideouts have seen meaningful improvements to create a more challenging and responsive experience that rewards stealth.

In the stealth mission, you're no longer required to eliminate sentries before approaching the campfire - and reaching it without killing or alerting anyone earns you a Roguery experience bonus. 

We also added a skill-based success chance when sending troops to clear a hideout. Finally, Assault and Stealth approaches offer distinct rewards - Stealth grants access to the hideout stash, while Assault doesn’t.

[WS + BL] BATTLES & SIEGES

Back on the battlefield, encounters should now feel less punishing, with the medicine skill scaling better to provide a higher likelihood of troops being wounded rather than killed.

Combat has received further iteration as well. Melee units should commit to attacks more reliably, spear troops have improved aiming against cavalry, and cavalry is better at timing and choosing swing directions. 

All two-handed maces can also knock enemies down.

Finally, the default cavalry bonus in auto-resolve has been removed, reducing the disproportionate advantage of horse-heavy factions.

That covers the highlights for War Sails v1.2.5 and Bannerlord v1.4.5. Here’s an image to recap the important changes as well.

https://preview.redd.it/vt54da2vmh2h1.png?width=800&format=png&auto=webp&s=859792ca87b79794dddd875846819d32f5ef5f37

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

reddit.com
u/Piconi_TaleWorlds — 3 months ago

Patch Notes - WS v1.2.5 / BL v1.4.5

https://preview.redd.it/439z8jjboh2h1.png?width=800&format=png&auto=webp&s=38b3f3431097d7ee0906e800c90ea8b36806dd8f

Greetings, Warriors of Calradia!

War Sails v1.2.5 and Bannerlord v1.4.5 are now live on PC, with the console release planned for early June, once the release process for them concludes.

Join us in watching the video below as we walk through the key highlights included in this update. Prefer reading instead? You can find the full text breakdown further below.

https://youtu.be/IWviRtS7egs

[WS] SEABORNE VILLAGE RAIDS

Your fleet can now make port in coastal villages to trade, recruit troops, and resupply. This not only makes long-distance naval travel far more practical, but also introduces an entirely new Viking-era activity — the Seaborne Village Raids.

Naval raids expand both the strategic and immersive layers of the game. On the campaign map, they act as a new way to disrupt the enemy economy, allowing you and nobles to strike coastal settlements directly from the sea or by navigating rivers. Additionally, they contribute to a stronger naval presence among lords, making the sea feel more active and contested.

These raids are not just limited to the campaign layer. Once underway, they transition into the mission in one of the new amphibious raid scenes. Your ships approach from the sea or river, landing on beaches and in shallow waters. From there, your warband disembarks and pushes inland to meet defenders scrambling to respond.

Seaborne raids also introduce new strategic considerations. Fleet composition is now of greater importance as naval raids require shallow-draft ships. At the same time, attacking from the sea allows you to more easily evade responding enemy lords - opening up new tactical opportunities and challenges.

https://www.youtube.com/watch?v=PYAMfq-Aaso

[WS] INCREASED NAVAL ACTIVITY

In addition, we expanded on AI nobles’ behavior to increase purposeful activity on the water. During wartime, enemies now actively seek out town and village port locations to harass your noble parties, convoys, and fishing ships. Combined with seaborne village raids, this should increase the number of naval travels and meaningful encounters between factions.

Further, we’ve re-balanced AI assessments so nobles are more inclined to prefer naval travel as opposed to land for longer journeys. Together with other changes like longer naval battles and increased view distance at sea, the amount of naval activity and engagements have increased quite a bit.

[WS] NAVAL CAMPAIGN GAMEPLAY BALANCE & FEEL

The naval campaign gameplay balance and feel were also things we wanted to revisit. 

Naval combat is inherently costly, so we adjusted the risk–reward balance. Experience gain for troops in naval encounters is up 50% to better offset the losses that come with fighting on the water. Further, party wages and food consumption have both been reduced at sea.

Additionally, river travel has been made faster, with a 50% speed increase for parties, improving the utility of inland voyages.

[WS] NAVAL BATTLE MISSION

Naval battles have seen major improvements, aimed at creating a more fun and tighter experience. 

You can now delegate command of your ship, letting your crew take the helm while you move freely and fight. 

Further, we’ve refined spawn distances, ship handling, and boarding for smoother engagements. 

Finally, victory conditions have been reworked with battles now ending when all ships on one side are out of action - meaning sunk, burned, or critically undermanned - rather than when every troop was defeated. 

[WS] NEW CONTENT

On the content side, two new ships have been added to the War Sails roster, giving Northern factions more options for ranged-focused naval gameplay.

The Battanian Barlinnger was built to hold the line in larger naval engagements. Sharing traits with the Birlinn, it is slower and less responsive, but its broad deck and raised mid castle make archers and skirmishers especially deadly in ranged combat.

The Nord Battle Knarr, on the other hand, is an oversized and reinforced knarr built to carry ballistae as well as a large crew. When a longship won't do, the Battle Knarr steps in. 

We've also added two new body armors - the Reinforced Mail Coat and the Nordic Long Heavy Mail, alongside 9 new Nord helmets such as the Nordic Spectacle Helmet and the Brass Vendel Helmet. Finally, there are ten new armor variants, with seven in War Sails and three in Bannerlord, including the Heavy Mastercrafted Northern Armor, Reinforced Huscarl Armor, and the Reinforced Wolf Head.

[WS + BL] NEW NAVAL PARTY ROLES & PARTY ROLE UPDATE

Beyond the battles themselves, crew management now comes with more options. We've added two new naval party roles: the First Mate, which is tied to the Boatswain skill, and the Navigator, tied to the Shipmaster skill. 

To support these roles, three new Nord wanderer types have been introduced: the Easterling, the Boatswain, and the Sea-Raider - bringing the total to 11 new wanderers in War Sails.

And across both the expansion and the base game, clan members can now hold up to two party roles at the same time, reducing the pressure of companion limits.

[WS + BL] ARMY CHANGES

Moving on with changes that apply to both War Sails and Bannerlord - let's talk about armies.

The AI army creation system has been reworked. Armies now require a more sizable force before they can be formed; the influence threshold to create one has been doubled, and AI nobles are willing to spend more when doing so. These changes should result in fewer but stronger armies on the map.

Further, AI army formation and disbanding have been reworked to reduce ineffective defensive behavior. Armies no longer form or persist purely for defense and will disband if too weak to go on the offensive, giving nobles time to recover. 

Individual nobles respond faster and more efficiently to threats, which leads to a greater number of successful settlement defenses, reduces rapid settlement ownership changes, and frees up parties for mid-sized engagements. 

Finally, auto-resolved sieges now take twice as long, giving additional time for reinforcements.

[WS + BL] DIPLOMACY

Staying on the strategic layer, diplomacy has likewise seen significant changes.

On the war front, kingdoms without shared borders will no longer go to war and are more likely to seek peace when conflict stalls. This should reduce wars that exist only on paper.

Building on that, alliances and trade agreements have been expanded beyond their initial foundations. Their creation now better reflects the state of the world, taking into account factors like inter-faction marriages, existing diplomatic ties, and, particularly for alliances, owning settlements of another faction’s culture. This is especially interesting in the case of the Empire’s factions. Furthermore, breaking either of the agreements by declaring war incurs honor and relationship penalties.

Moving to alliances, specifically - they are now formed with improved reasoning, which puts a greater focus on surrounding threats. Further, they conclude with a Renewal prompt that gives kingdoms the chance to extend their partnership, while helping prevent immediate wars between former allies. 

Responding to your ally also comes with additional consequences - refusing a Call to War damages the relationship, while accepting one strengthens it.

Finally, trade agreements are now limited to neighboring kingdoms and provide tangible, ongoing value. Caravans and naval convoys of trading partners generate gold with each settlement visit, which is then distributed daily among vassals.

[WS + BL] HIDEOUTS

Shifting to the covert side of things, hideouts have seen meaningful improvements to create a more challenging and responsive experience that rewards stealth.

In the stealth mission, you're no longer required to eliminate sentries before approaching the campfire - and reaching it without killing or alerting anyone earns you a Roguery experience bonus. 

We also added a skill-based success chance when sending troops to clear a hideout. Finally, Assault and Stealth approaches offer distinct rewards - Stealth grants access to the hideout stash, while Assault doesn’t.

[WS + BL] BATTLES & SIEGES

Back on the battlefield, encounters should now feel less punishing, with the medicine skill scaling better to provide a higher likelihood of troops being wounded rather than killed.

Combat has received further iteration as well. Melee units should commit to attacks more reliably, spear troops have improved aiming against cavalry, and cavalry is better at timing and choosing swing directions. 

All two-handed maces can also knock enemies down.

Finally, the default cavalry bonus in auto-resolve has been removed, reducing the disproportionate advantage of horse-heavy factions.

That covers the highlights for War Sails v1.2.5 and Bannerlord v1.4.5. Here’s an image to recap the important changes as well.

https://preview.redd.it/3vegeoypmh2h1.png?width=800&format=png&auto=webp&s=78dabae1dce86409dcc5c4d3bcc157d77c3d6034

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

reddit.com
u/Piconi_TaleWorlds — 3 months ago