Mount & Blade : Bannerlord - Tis' almost harvesting season!

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What killed MnB Bannerlords from being a mainstream game.

is the game devs not be able to make a system that can handle mods
and with each game update = completely breaking pre-existing mods.
 
What killed MnB Bannerlords from being a mainstream game.

is the game devs not be able to make a system that can handle mods
and with each game update = completely breaking pre-existing mods.
Because it's own devs just don't care. They get government gibs by training upcoming programmers to strengthen the glorious turkish programming industry.
The entire dev process is just:
>code monkey student joins team
>code monkey student programs random stuff
>code monkey student has something to put on his CV
>code monkey either leaves or does something else while never actually finishing his project
 
What killed MnB Bannerlords from being a mainstream game.

is the game devs not be able to make a system that can handle mods
and with each game update = completely breaking pre-existing mods.
Bannerlord was destined for this fate the moment it required Windows 10 + modern hardware just to run and its development + marketing was all poured into e-sports and cinematic battles instead of the things people actually play M&B for. Taleworlds as a whole is just completely tone deaf. Before they started working on War Sails, they were developing a story driven DLC for over 2 years that they ended up cancelling.
 
The greatest issue I have with Bannerlord is that the endgame is a chore.
I am not having fun having to fight three enemies on three fronts!
I will try some overhaul mods, like Eastern Europe 1259. Maybe I will have more fun with it?
 
The greatest issue I have with Bannerlord is that the endgame is a chore.
I am not having fun having to fight three enemies on three fronts!
I will try some overhaul mods, like Eastern Europe 1259. Maybe I will have more fun with it?
Warband's endgame could be a bit grindy but I don't think it was nearly as bad. It helps that a lot of mods remedied that. I don't know of any that resolve it in Bannerlord.
 
Can any kiwis recommend me some good mods for Warband or Bannerlord? Im more concerned with kingdom management / city building / political intrigue etc. I was looking at Crusader Kings but its $60 so Id rather just have something similar in M&B.
 
Can any kiwis recommend me some good mods for Warband or Bannerlord? Im more concerned with kingdom management / city building / political intrigue etc. I was looking at Crusader Kings but its $60 so Id rather just have something similar in M&B.
Brytenwalda, Aut Caesar Aut Nihil, and 457 are the three I know off the top of my head that develop the city building mechanics. Aut Caesar Aut Nihil in particular makes some pretty radical changes.
 
I think one thing that would've really helped Bannerlord was breaking the infantry/ranged/cavalry lines into smaller chunks like total war does it. Having one big ass line really limits what you can do in terms of tactics, it's always shieldwall as archers shoot, cavalry around the rear, hammer and anvil stuff. I want to pull a Hannibal and do a double envelopment.

Can any kiwis recommend me some good mods for Warband or Bannerlord? Im more concerned with kingdom management / city building / political intrigue etc
It's more than a little buggy, but Nova Aetas is the most ambitious Warband mod I've played and it has some of that.
 
Shokuho announced for releasing next month.
Preservetube link for release date trailer.
I kind of wonder if this mod team had early access to the new War Sails DLC or did they work with the devs to add ship battle mechanics. Cause a year ago their big viral trailer showed ship battles and and fleet management. Either way it's cool that those mechanics will go into the game officially now so we can see it for other mods. Like a bronze age fleet mechanics or a Warhammer vampire pirate ships one for that big Warhammer mod that's out right now.
 
Necroing thread to state the mod has released just now.
Features many overhauls to things such as post battles and siege battles. Supposedly has naval battle too, which is interesting for the offical expansion implementing that is delayed to Q4 2025

 
Necroing thread to state the mod has released just now.
Features many overhauls to things such as post battles and siege battles. Supposedly has naval battle too, which is interesting for the offical expansion implementing that is delayed to Q4 2025
https://youtube.com/watch?v=62NreDs4P34
fuck beat me to it I was about to post the mod bein released since I saw it on the front page of the workshop

hopefully its as good as the Gekokujo (or however the fuck its spelt) mod from warband

edit: maybe one day those fucking jeets at Taleworlds might put some work on the launcher Modules UI to add a toggle all mods on or off button like every other normal fucking game?
 
So far it's been pretty good. I like how siege battles have several "checkpoints" you have to capture and go on to the next one. Instead of it just bomb rushing a single wall. I really like the idea of looting aftermath battlefields on the map. Really good early game to scrounge for resources. There is stealth and boat combat, but I haven't tried it yet.

I do wonder if the mod dev team got access to the stealth and boat mechanics from the official dev team. Like in a way, are we getting a taste of these new mechanics in this mod that will eventually be apart of the vanilla game this fall?
 
So far it's been pretty good. I like how siege battles have several "checkpoints" you have to capture and go on to the next one. Instead of it just bomb rushing a single wall. I really like the idea of looting aftermath battlefields on the map. Really good early game to scrounge for resources. There is stealth and boat combat, but I haven't tried it yet.

I do wonder if the mod dev team got access to the stealth and boat mechanics from the official dev team. Like in a way, are we getting a taste of these new mechanics in this mod that will eventually be apart of the vanilla game this fall?
Either way I have no doubt itll probably break the mod and be stuck on 1.12 for an age
 
So far it's been pretty good. I like how siege battles have several "checkpoints" you have to capture and go on to the next one. Instead of it just bomb rushing a single wall. I really like the idea of looting aftermath battlefields on the map. Really good early game to scrounge for resources. There is stealth and boat combat, but I haven't tried it yet.

I do wonder if the mod dev team got access to the stealth and boat mechanics from the official dev team. Like in a way, are we getting a taste of these new mechanics in this mod that will eventually be apart of the vanilla game this fall?
The sieges feel great to play. I've put a few hours in so far and am really impressed. This feels more like it's own game with how much detail and work went into it. All the very small details and artwork are really impressive. Even the intro splash movie starting the game up shows you are in for some really high end stuff.

It's quite a lot of fun being enlisted to an army as a low level grunt. I've been apart of a few sieges and battles just traveling along to see what happens.
 
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It's quite a lot of fun being enlisted to an army as a low level grunt. I've been apart of a few sieges and battles just traveling along to see what happens.
I really need to try that, cause it honestly does sound fun and a easier/faster way to get into siege battles without you fronting all the manpower and costs.
 
At this point Tale really needs to make playing a soldier in the army part of the game. Its been a popular mod as long as Mount & Blade has been a franchise
Made starting out in game a lot more fun. Could build a rapport with a lord or faction, improve as you went. Made for a more believable path than stabbing enough bandits to suddenly rate enough to become a lord of some shithole village.
 
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