r/mountandblade • • 17d ago

Calradic Campaign Familiar Field - Bannerlord Calradic Campaign #90 (Multiplayer Event)

21 Upvotes

Lore

Two hosts converge on a long forgotten battlefield.

Years ago, Monchug Khan rode against the Aserai Sultanate to conquer the oft-contested Husn Fulq. His assault, while repelled, did not spare the settlement of chaos and death in the time since.

Aserai, Calradoi, and Darshi alike have taken their turns brutally battling over the fate of the city ever since the Battle of Pendraic. In recent times, Sultan Kofye was able to remove the grip of the Darshi from Husn Fulq through a devastating assault on the city. Luckily for Husn Fulq, the months following have been some of the city's best. Emir Yahunna, a trusted administrator and dedicated vassal, has done much to rejuvenate the ancient settlement by overseeing the restoration of trade routes and much needed repairs.

With Danustica now guarding the frontier against the ever-diminished Calradic Empire, some of the city’s inhabitants have dared to dream that Husn Fulq’s days as a frontier settlement are in the past. However, the ambitions of Temun Khan may indeed dash their hopes.

Ever vengeful and wrought with bloodlust, the Khuzaits have not forgiven the cruel occupation of Odokh by the Sultanate. While the city has been reclaimed for some time now, calls for retribution from those who suffered the most at Aserai hands have reached the court of Temun Khan.

Always eager to assert his dominance over his southern rival, Temun has raised a strong host to finally bring Husn Fulq under his domain. With a vast host of horselords riding for the Sultanate, Kofye, alerted by the scouts of Yahunna, has decided to confront the Khan on a familiar battlefield to them both: where it all began after Pendraic.

In Meta Terms

Welcome to the ninetieth Bannerlord Calradic Campaign! This event will feature the Khuzaits and Aserai battling over the fate of Husn Fulq.

If the Khuzaits prevail on the battlefield, they will move to siege Husn Fulq.

If instead the Aserai find victory in battle, they will move to siege Erzenur Castle and Odrysa Castle

Unfamiliar with the Calradic Campaign? Have no fear! The Calradic Campaign is a casual, player-driven, story-based event. There are no strict rules or signups, and players of all skill levels often come! If you've never tried multiplayer, now is your best chance to experience large-scale formations and battles without the overly strict practices typically found in line battle/clan-style events.

Victories in our flagship monthly events are represented on the overall campaign map, while roleplay surrounding the events and their consequences take place both during said events and on the community Discord. Joining our Discord allows you to communicate with your fellow faction members, trash-talk others, and rise through the ranks to one day become lord of a village, castle, city, or if you're particularly successful, an entire kingdom!

To join the event, you will need our Calradic Campaign Module. This module contains all of the custom battle and siege scenes used, as well as many stability fixes and balance changes. Most importantly, the module features two distinct empire factions in multiplayer, both featuring unique perks and cosmetics to lean into the differences between the two! (The South Empire was defeated in the campaign, join the discord to learn how!).

There will be a manual installation of the module available for those not playing on Steam. Check the Nexus mods page no sooner than the Friday before the event for the correct download. You will need the CalradicCampaign#90 file.

As a general rule of thumb, the Calradic Campaign module should be the only one enabled in your launcher! If you have any crashes or issues trying to launch the game / join the server, unsubscribing and resubscribing to the module on the workshop will often fix any issues.

Server Info

Community Discord

It is highly recommended you join our community Discord, as half the fun of the persistent campaign takes place outside of events. Meet fellow Mount and Blade fans, find new friends to queue with, and make fun of Battanians together in our community of 30,000+.

Leave any questions, complaints, observations, memes and faction based riffing in the comments below!


r/mountandblade • • Aug 19 '26

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

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288 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/mountandblade • • 7h ago

OC So what are the Rhodoks, after all?

67 Upvotes

Back before Bannerlord came out the only lore on the Rhodoks that we've had was that they were a tribal people that were submitted to the Swadians until Grunwalder came from "over the hills" and taught them to wage guerilla warfare. Grunwalder was killed in one of the significant battles, but the Rhodoks, having tasted strength and freedom, continued fighting, and eventually made their own independent kingdom.

In-game, Bunduk and Kastor (maybe Ymira as well, I don't remember) will tell you that the Rhodok spirit of freedom is reflected in their political system: their state is a monarchy, because it's ruled by a king, but also a republic, because the king is elected by the nobles and the rich merchants, and they're also familiar with the institution of 'Tribunes' as well (even if they don't have it). The Rhodok system was apparently inspired by customs of the old Calradic Empire. One can see the real-world inspiration taken from medieval republics such as Genoa, Venice, Ragusa, maybe Poland as well (Speaking of which, what would the difference be between a constitutional monarchy, and a medieval republic? Ah, but I digress.).

Of course, since Warband came out, the world map changed quite a bit. It no longer makes sense for Grunwalder to have had come from "over the hills", because the only "hills" he could come from are the mountains east of Jelkala and Veluca, because the north is literally all plains, whereas the south and the west are all ocean. That said, it's interesting how TW expanded the initial map to the south, west and east to make Warband's map, then did the same thing to make Bannerlord's map (also expanding it to the north).

Now then, Bannerlord came out, and Vlandia - Swadia's "ancestor" - controls roughly the same territories where Swadia and Rhodokia are located in Warband. But the Rhodoks are nowhere to be seen, not even as a minor culture. I've seen some of you on here claim that the Company of the Golden Boar is supposed to be Rhodok, but I don't buy it: besides their use of crossbows and their "homeland" being in Vlandian territory, there's nothing to suggest it. I mean, their lore states that they have ties to dey Cortain, which holds the town of Charas (Warband's Shariz), but by that reasoning we can also claim that the Company is Imperial (since it's so close to the Western Empire, and the Empire also uses xbows) or else Aserai\ Sarranid (since Shariz will eventually become the Sarranid capital). Yeah, it's a flimsy argument.

But disregarding that, Bannerlord's lore doesn't add up to what we know of the Rhodoks. If we look at what is known, initially the land that ultimately became the Kingdom of Rhodoks was inhabited by several different peoples: the Ialoi, the Massa, and maybe the Battanians (at least if this video is anything to go by). Then Calradios's Empire came and took it, pushing the Battanians north until they got confined to a corner between the Empire and the Sturgian tribes. Then the Empire started losing traction, giving space to foreign invaders such as the Nords and the Vlandians, who'd come from Nordwyg and Balion, respectively. (the latter part we actually know from the game) So, yeah, the prequel came out, but the lore we got from Mount&Blade (classic) is still the only lore on the Rhodoks that we have.

So, who are the Rhodoks? Are they leftover Battanians? One would assume so, given that they're tribal and kinda primitive, live in mountainous terrain, and wear green all the time. But then, maybe they're mongrel Imperials instead? They seem to worship the old Empire, practicing its alleged customs, we know that not all Imperials fled when the Vlandians arrived in force and established their own kingdom (realistically, it would just be impossible), they use the Imperial eagle on their banners and shields (see Etrosq's and Matheas's banners)(then again, so do the Swadians: Meltor and Rochabarth). Of course we can't 100% rely on these banners, since half of them are randomised every playthrough, but even so, two Swadian and two Rhodok nobles will always have banners featuring the Imperial eagle.

And then, what of Grunwalder himself? What hills did he come over from? Was he an old Imperial commander? You'd think so, given everything he's given the Rhodoks, and it kinda checks out with the new (Warband's and Bannerlord's) geography, since if there was an Empire left anywhere in Calradia, it would definitely be somewhere in the east, at least before the Khergits came. Or perhaps he was a disgruntled Swadian noble? It takes one to know one, and he knew the Swadians' weakness.

I'm just salty the Rhodoks don't exist in Bannerlord, and trying to understand when they developed as a standalone people.

._.


r/mountandblade • • 11h ago

Question Who’s your favorite Warband content creator?

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76 Upvotes

I’ve been going through a bit of a Warband drought lately and I’m looking for some new content to watch. I’d normally watch Oprionn, but he doesn’t put out content that often, so I’m kinda in need of some new names.

Who are some Warband creators you guys would recommend?


r/mountandblade • • 4h ago

Warband My first ever serious run. Tips?

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11 Upvotes

So essentially i wanted this to be a rhodoks run where i become the loyal servant of the mighty green mountain guys, since i never played them and i wanted to see whats what. My plans were foiled when the sarranids took Almerra castle, and, seeing it was weak, i decided to attack it. I had not yet pledged myself to the king, but i assumed the castle wouldve gone to him. This didnt happen, and instead i started my own kingdom on accident. Before i could pledge myself, the rhodoks declared on me to reclaim lost lands and i ended up fighting both the sarranids and the rhodoks for what felt like forever. I captured Shariz, moved my court there, then the sarranids peaced out, and then I secured my hold on rhodok lands and the rhodoks peaced out too. Then, the rhodoks declared again, and i managed to take Veluca, where i discovered that there were lords lining up to join me. I let them join, then I had to indict one of them for treason because he hated me so much. Now, after another war which ended with me taking Jelkala and peacing out because the Sarranids want to declare on me again, I am looking back on this and it is pretty crazy to me that I got this far. Ive done 3 runs before this where all I did was be a loyal servant to some kingdom or other, but now i actually control my stuff!

Any tips for kingdom management are welcome, but one of the problems I seem to face is that my lords have anywhere from +8 to -5 relations with me at all times, and I wonder how to get them to like me more without awarding fiefs, because whenever I award fiefs to one guy, all the rest hate me. So selfish and for what??


r/mountandblade • • 1h ago

Bannerlord How do I have fun at Bannerlords? Seriously?

• Upvotes

Maybe some of you can help me.

I really enjoyed Warband back in the days. Spent more than 600-700 hours into it. In Multiplayer as well as Singleplayer. The most fun I had in Warband, when I played with Floris Mod. Maybe some of you know it. Spent many hours in campaigns and had much fun. My favorite nation were the Vaegirs I think.

I stopped with M&B for a long time. Now it is my 3rd time that I'm giving Bannerlords a shot. And I just think, that it's bad. It feels like an early-access game for me, even though I really wanna like it, because I don't know any other alternative that isn't ages old.

To get a better picture I'll try to explain a few points, of what I think, that makes the game bad.

  1. The AI is borderline stupid. And I mean it. I'm not even sure if you can call this AI. I'm speaking about allies and enemies.

You are always on your own. You siege a settlement and have clan-members nearby? They just pass you. You pull it out, so that your allies have more time to help you? No one will ever come to aid you.

You create a kingdom, and give them their own thief and clan? You will never see them again.

You are a vassal, fight for your king, because you are in war with another faction? You nearly extinguish the faction are at war with? You siege the last settlement that they have. They are nearly out of food? AND YOUR KING, YOUR LORD, MAKES PEACE WITH THEM? MID-SIEGE? WHICH INTERRUPTS IT? THEIR LAST SETTLEMENT? Hello???? It's so dumb. Just bad. It's 0% realism. I don't even have an option to protest against it or do anything about it. Because it's SUPERFICIAL (See point 3.)

It's so bland. Soulless.

  1. 0 ways of interacting. You wanna make plans on how your clans (or your own) should patrol an area? You can't. You wanna launch a tactical attack on multiple settlements at once? You can't. You wanna make plans with your allies? You can't. You wanna sharpen your bonds with your companions? You can't (only superficial, not immersive). These are only a few examples of a dozen that come to mind.

  2. Don't you think, that every system feels superficial in this game? It's like everything is there, but nothing is good. Do you have Diplomatics? Yes. Are they good? No. Can you create your own Kingdom? Yes. You feel like a ruler then? No. This is the case for so many things. The basic ideas are there, but the systems are so minimalistic. Why? Why implement an offer tab with other people that looks like the diplomatics tab from Total War, when it's completely useless? Why can I let my companions create their own party, if they don't even know how to hire troops? If they can't buy new armor themselves? 2 Seasons into the game and your companions still sometimes lose against bandits, because they ran with a party of 30 people again. I just don't get it. You wanna rule the world and end up with allies that literally suck. And there's nothing you can do about it, apart of babysitting them in your own party to level them into eternity.

  3. I really love the atmosphere and graphics when playing battles. I mean sure. The game isn't that old. BUT WHY IN THE WORLD. Why. Why does the face of EVERY character look like mashed potatoes? It's so uncanny. There's not a SINGLE character in the whole game, that has a well modeled face. Not one. How am I supposed to marry a woman in this game, if they all look uncanny and weird? Where's the immersion in that? I thought this is what you aimed for. A medieval sandbox/sim where you can immerse yourself. Then please give me character models that don't look like a game from 1995. All of them are indistinguishable because they all look the same. Come on.

  4. Creating your own Kingdom is useless. You can't do anything. You feel like a rat. You have more different wood-blocks in Minecraft, than options to manage your kingdom in this game. And I thought that's one of the main features. You literally can't do anything. Also the economy doesn't really matter. You can't really do much with your settlements (the small villages) other than recruiting units. There's not really material that you need. Gold becomes more or less useless after some time. I don't know guys. Another superficial system in my opinion

I even came to the point asking myself how I could put a few hundred hours into the Warband campaign back then. I mean it's way older than Bannerlords. Was it, because I mostly played it with a huge modpack that improved so many systems and things? I don't even know.

I saw so many positive critiques for Bannerlords. I see people here talking about having 400 hours in campaign mode. And I can't comprehend how, as it is incredibly generic, superficial and feels like early-access.

And even mods this time couldn't help me somehow (I even tried Total Conversions. But they don't really help, as the base stays the same in many aspects it feels like most of the time). RBM did a great job in giving me more immersive battles. I love it. Magnum Opus improved a lot on the campaign map. But even then it is not enough. I feel like I need Floris Mod 2.0 to play this and really have fun.

So please tell me. Is it just the wrong game for me? Should I go to Total War? How do I have fun playing Bannerlords?


r/mountandblade • • 1d ago

Warband Swadian Sergeants in Praven when their Lords are feasting

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1.9k Upvotes

r/mountandblade • • 2h ago

My new work.....

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3 Upvotes

r/mountandblade • • 1d ago

Mod The Mount & Blade 2 VR Mod works with War Sails too, so full sea & land battles in VR!

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597 Upvotes

This is with the new early alpha of Bannerlord VR, Link to gameplay video and all mod links!


r/mountandblade • • 45m ago

Change Sand Box Settings in game

• Upvotes

Anybody know if that's possible? I'd like to turn off recruit shortage. It makes for a better early game but by mid to late game all the enemies are running around with tiny parties that are easily steamrolled and there's a lot less sieging


r/mountandblade • • 7h ago

Bannerlord ROT

3 Upvotes

Bannerlord – Realm of Thrones 8.1.2 Mod List
Game Setup
Mount & Blade II: Bannerlord — v1.4.8
War Sails DLC
Vortex Mod Manager
Core Mods / Dependencies
Harmony — v2.4.2.225
ButterLib — v2.10.4.0
UIExtenderEx — v2.13.2.0
Mod Configuration Menu (MCM) — v5.11.4.0
Total Conversion
5. Realm of Thrones — v8.1.2
ROT-Core
ROT-Content
ROT-Map
ROT-Dragon
AI Mods
6. AI Influence (AI Diplomacy) — v6.0.2.0
7. Realm of Thrones – AI Influence Compatibility Patch
8. Player2 — external AI application for NPC conversations
Other
Bannerlord’s built-in developer console and cheat mode (no separate mod required)
Looking for recommendations!
I’m playing Realm of Thrones with AI Influence and Player2, and I’m looking for additional mods that improve immersion, diplomacy, companion management, kingdom management, and roleplaying.
I’m particularly interested in mods that let me:
Assign meaningful titles and responsibilities to NPCs (Wardens, Hand of the King, etc.).
Improve companion autonomy and military commands.
Customize character skills and perks.
Improve prisoner management and prevent escapes.
Expand political interactions and NPC behavior.
Any recommendations that are compatible with ROT 8.1.2 and Bannerlord 1.4.8?


r/mountandblade • • 3h ago

I hate this game.

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0 Upvotes

r/mountandblade • • 4h ago

Homesteads Reloaded + Realm of Thrones — Can I use Winterfell as my homestead scene?

1 Upvotes

I’m using Homesteads Reloaded with Realm of Thrones. When choosing my homestead scene, I can select the Winterfell battle map and the build area appears to be inside Winterfell itself.

Has anyone tried using this map for a homestead? I’m mainly wondering if the existing castle is actually usable/walkable by the player and NPCs during normal gameplay and homestead defense battles, or if the castle is mostly background scenery with pathing/collision issues.

My goal is to start small inside the existing castle and gradually build up the homestead without needing to build my own walls immediately.


r/mountandblade • • 9h ago

Closed Steel Cap - closed_desert_helmet_with_mail

2 Upvotes

Anyone know how to obtain this helmet in Bannerlord? I can't seem to locate it anywhere.

It's the one Aserai Veteran Infantry and Aserai Master Archers wear.


r/mountandblade • • 1d ago

Warband Billion Bandits?

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19 Upvotes

r/mountandblade • • 1d ago

updated my hair mod

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33 Upvotes

r/mountandblade • • 1d ago

Mount & Blade II: Bannerlord VR Performance / New VR Mod with 6DOF Motion Controls / PCVR

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38 Upvotes

r/mountandblade • • 1d ago

Comprehensive Bannerlord 1.4.8 modding guide. I'm working on it for almost 2 years now.

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58 Upvotes

Link to the guide: https://www.nexusmods.com/mountandblade2bannerlord/mods/11354

Foreword: Back in 2024 when I started using mods to enhance gameplay I quickly learned that just putting a mod in the load order might just not work as intended, crash the game and especially not work very well when used together with a bunch of other mods. Slowly I started building and rebuilding my own mod list considering vanilla-like experience without any out-of-design decisions. After almost a year of building and refining I released it here for 1.2.12 game version, later it transitioned to 1.3.15 that you can find here, and as of now it is transformed to 1.4.8 game version. I have put a lot of my attention to these notes since late 2024 and I'm glad to know that people really appreciate the work I'v shared here. I would like to point out that modding a game is the process I find appealing enough to disregard the option of building a collection from these notes. I want to give kudos to Step Modifications's guide on Skyrim which is the main inspiration of how a good modding guide is constructed.

About these notes: Vanilla-likedesign is maintained, meaning no overpowered troop trees, items or mechanics. And no NSFW content. Currently contains 160+ mods, excluding essentials like Harmony. Almost every aspect of the game is modded including troops, items, battle behaviours, politics, sounds, music, UI and more. Tested while playing more than 24 in-game yearswith no problems.

Also I should probably mention that I'v written multiple of compatibility patches for this mod list and fine-tuned all the mods to work with each other. So if you want to just play bannerlord vanilla+ with no headache, you can try this list. It is not simple to do this, but it is worth it. Also I'm a modder myself so more or less I know what I'm doing. Thank you everybody if anybody will find this list interesting at least as a reference for their own mod lists.


r/mountandblade • • 1d ago

A video about the tactics from the comments in the last video

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20 Upvotes

My last video did go viral, thanks for everyone. This video is about the the tactics from other user. I rate all the tactics and even try them. If I would add the video where I try the tactic, it would be too long, so I just explain it on the map.


r/mountandblade • • 19h ago

Bannerlord Should I execute the a member of Eleftheroi who made my early game a living hell

0 Upvotes

After saving up for probably an in game month, finally bought a caravan and a good trader to use it. Within days this dude(Sotherys is his name btw) attacked it, captured my trader then forced me to pay 1500 to get her back. A year later, he attacks me with over double the troops as me. I absolutely destory him in battle (15-1 kill ratio) and now he’s my prisoner. I wanna execute him. Would the satisfaction of it be worth losing relations with his clan.


r/mountandblade • • 13h ago

Warband Have you ever reached level 63 legitly?

0 Upvotes

By this point it's common knowledge that using cheats to reach a high level quickly can lead to some unexpected, and unwanted results. But in case you're new, or never actually did this, leveling past lvl 62 or 63 makes the game spawn huge enemy parties, so you end up facing bandit gangs of 2k+ troops, and kingdom warbands of 5k-10k troops. It's not as fun as it may sound, even if you like the challenge.

But I was wondering if anyone's actually played long enough to reach those levels through normal progression. Does the game bug out then as well, or is it intended after all, so the huge enemy parties feel natural at that point?


r/mountandblade • • 15h ago

Does anyone remember a Bannerlord mod from around 2024 that made some vanilla armors and clothes shorter?

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0 Upvotes

Hey everyone!

I'm trying to find a mod I used to have installed in Mount & Blade II: Bannerlord, probably around 2024.

I don't remember if I downloaded it from Nexus Mods or if it was part of a Steam Workshop collection.

The mod changed the appearance of some existing clothes and armor pieces, making some of the outfits shorter, almost like mini-skirts, while keeping most of the original design and equipment.

I've attached a screenshot showing an example of what I mean. This is an edited image to illustrate the style I'm looking for, not necessarily an actual screenshot from the mod.

I don't think it was just a mod that added completely new armor sets. I remember it changing some of the existing clothing and armor in the game.

Does anyone recognize this mod, or remember a mod pack or collection that included something like this?

Any help would be greatly appreciated. Thanks!


r/mountandblade • • 1d ago

Highlands / GoT inspired Dragon Banner

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3 Upvotes

r/mountandblade • • 2d ago

Meme And have time to make the kingdom prosper😍😌

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489 Upvotes

r/mountandblade • • 17h ago

Meme Is this guy a gooner?

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0 Upvotes

I'm really worried about my niece.