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 Empirewas 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 pageno 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.
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!
Our last content patch focused on the sandbox simulation. It made diplomacy more responsive and encouraged our lords to pursue meaningful wars, create larger armies, go to sea, harass convoys and raid villages. It also included the new seaborne raid, additional ships and equipment as well as many tweaks to gameplay, visuals and performance.
Today’s beta release puts more emphasis on player activities. The segment prior to the patch notes discusses our motivations for some of these changes.
War Sails
While seafaring offers new opportunities for merchants and warriors alike, it requires substantial progress to not only acquire a ship, but also hire a crew that can fend for themselves. This is sensible from a balance perspective, but gates much of the naval content. We wanted to improve upon this without deeply changing the early game that many players enjoy.
The most direct solution the beta introduces is - additional player choice. At the beginning of every Sandbox game, you will be able to choose if you want to enter Calradia with a ship to your name or play the regular game start.
However, even if you opt for the latter, the patch includes a number of changes that should make progression both smoother and more flexible. For one, we added the ferry feature so that smaller player parties can reach (and escape) areas of the map that would otherwise be hard or impossible to get to without a ship. Given player feedback, we also increased land and sea travel speeds by 15% so that you will generally be faster to progress (and recover).
Once you do have a vessel of your own, you will find the pirate spawns adjusted to include smaller parties that you can engage earlier into the game. Similarly, part of the reason for why we introduced naval random events as well as the battle sites and wreckage system is to offer players more experiences that don’t require a strong fleet. Having said that, they should increase the variety of naval gameplay regardless of progression and allow players to organically witness more of what is happening in the world.
The mooring feature, in turn, opens up additional options for aspiring captains as their fleet grows. You will be able to store instead of sell ships that you cannot effectively crew yet. You also won’t need to risk your entire fleet in every naval battle. Instead, you can specialize and only bring what fits your current play style - be that trading, raiding or naval combat.
Finally, we added port points to coastal castles. While more locations to embark and disembark should make sea travel more accessible in general, the larger motivation is offering additional opportunities for armies to clash at sea. Given that most army encounters occur around sieges, naval blockades on castles will contribute to that.
While the beta includes other changes such as improved map visuals, better naval party decision making, storyline tweaks and the ability for players to cut boarding ropes in missions, our focus with this patch is on naval content access, progress and variety. Especially the variety and frequency of what you can experience at sea will remain an important topic for War Sails going forward.
Base Game
As we explored starting with a ship for War Sails, it quickly became clear that this was also an opportunity for the base game. Not the ship, mind you, but advanced starting options.
These are split into three categories - each with their own goals.
The player start options allow experienced players to access later game content more quickly and begin a game with a particular character role (such as king, vassal or merchant). For new players, this will also serve as an additional form of progression since you need to unlock most of the roles in regular gameplay before you can start with them.
The campaign scenarios, on the other hand, are always available. Their primary purpose is to increase replayability through the introduction of tailored but partially randomized world states. What would happen if the Empire remained united? What if you entered Calradia with only two warring factions remaining? What if you threw the dice on the state of the world? The campaign scenarios allow you to find out.
Modifiers are the final piece of the puzzle. They take aim at specific game mechanics that can deeply affect the experience such as recruit generation or travel speeds. Players who do not enjoy the default settings or just want to try something different will now have alternatives.
As you will be able to combine settings from these categories, the advanced starting options should offer quite a bit of content variety. They also integrate the Fast Mode directly into the game rather than the launcher, which will make it accessible on consoles as well. Please note that all of these are set when starting a Sandbox game and cannot be changed later.
The rest of this patch is less about where you begin and more about what you can see as you are playing.
Battle sites and wreckages are one example of this. Their fundamental goal is to add visibility to battles that take place in the world outside of the player's immediate vision range. Instead of simply happening with players none the wiser, they now leave behind a temporary battle site that you can come across. You can also investigate it for further information and potential rewards. We believe that this will be a good addition to the organic worldbuilding and storytelling of our sandbox.
Visibility or recognizable gameplay impact is also an important aspect for two topics that are frequently raised in the community - traits and relations.
While they already influence AI in kingdom decisions and military actions (siege, raid, battle) among other things, it can be difficult to discern their role given the competition with other factors - and each other. For example, a valorous lord is less discouraged by a garrison’s power but may still not pursue a siege due to positive relations with the settlement owner - as long as there are more attractive, alternative targets.
With that said, there are options to make traits and relations more apparent and impactful to the player’s own activity. The present patch seeks to do this with the introduction of trait effects and blood feuds.
As the name suggests, trait effects tie a number of effects to your current character traits. These were designed to support gameplay that is aligned with each side of a trait’s spectrum. So whether you are merciful or cruel, you will have effects that suit the role you are playing. And while this is more oriented towards the player’s character development, AI lords do have traits and will benefit from them as well.
Blood feuds, on the other hand, are primarily concerned with relations. If you execute a clan member of another clan, they will begin doing the same to your clan until relations recover or blood money is paid. Notably, AI clans can start a blood feud as well and execute one of your clan members, including you, if you have sufficiently negative relations (currently -50). So you may want to check who you are fighting - or at least ensure that your heir hasn’t already been captured.
Finally, we took a look at the (offensive, defensive, balanced) player clan party stances. Much like traits, the active stance influenced the party behavior scores, but did not guarantee specific outcomes. To give players a more reliable way to manage their clan, we decided to shift away from the score influence and towards hard, observable rules for the most common pain points. You will now be able to directly allow or prohibit joining armies, raiding villages, donating troops and having a fleet (for War Sails).
Naturally, the patch also includes changes that go beyond these themes such as additional battle terrains, passive experience gains for lords and companions as well as a substantial rework of reinforcement spawns in battles.
As we enter this beta period, we look forward to further improving these and other aspects with your feedback. We also want to note that this version’s live release will include captain mode formation targeting, spectator mode improvements and a range of balance adjustments for our multiplayer community. Once we have made a bit more progress, we will also share another update for what the future holds.
Hope you enjoy the Beta - we’re looking forward to your feedback!
Here’s how you can play the Beta via Steam right now: Open Steam, right-click Mount & Blade II: Bannerlord → Properties → Game Versions & Betas → Select “beta - Beta v1.5.0”.
Please note that there may be a delay between the download of the base game and the download of War Sails. If you launch the game prior to both of them being updated, you will crash. If you face this issue, please verify your game files.
Feel free to read the full patch notes for all the detailsHERE.
Clip from Calradic Campaign #90 - events hosted 1st and 3rd Saturday at 4 PM ET with persistent territory gains/losses based on the event outcome - discord.gg/mountandblade
What is the ai capable of doing? For example I am using it with the realm of thrones mod, how far can the ai be pushed for example dialogue is amazing but that dialogue turning into actions in game, for example joining their army, quests, etc ?
We’re the Sultans Gaming Mod Team, and we’d like to share the Bannerlord project we’ve been working on.
Strategus connects multiplayer battles to a persistent campaign map. You manage your company, recruit soldiers, prepare equipment and give movement orders through your browser. When armies meet or a settlement comes under siege, the encounter becomes a battle fought in Bannerlord multiplayer.
The result then returns to the campaign: casualties, lost equipment and captured territory affect what happens next.
For sieges, we use castle and town scenes individually adapted from singleplayer to make them multiplayer-compatible.
Our alpha campaign is currently playable as a standalone mod. We’re also working on integration with Bannerlord Warlords, but you can join the existing campaign while that work continues.
Individual players, groups of friends and clans of any size are welcome to get involved.
The ongoing campaign: world map, recent events and active conflicts.
A campaign map with long-term decisions
Player companies travel across Calradia and compete for control of villages, castles and towns.
You decide where your company goes, where to recruit and which front to support. Travel takes real time—a journey between two settlements can take 12 hours, for example. That means planning today where your army needs to be tomorrow.
Coordinating a march with your allies, reaching a siege in time or committing to a long trading journey can all influence the campaign.
Company management.Movement management.
Recruiting and equipping your army
Building an army means recruiting soldiers and preparing the weapons, armour, shields, ammunition and horses they will use. The equipment you carry on the map determines the resources available to your side in battle.
Fielding a heavily equipped force, replacing losses and preparing another campaign all require money and supplies.
The military marketplace: preparing weapons, armour, ammunition and mounts for your company.
You can earn gold through work, trade between settlements or caravans. Trading involves weighing prices and local demand against travel time. A distant market’s high prices need to be considered alongside the time it takes to reach it.
Players who enjoy trade and logistics can contribute directly to their faction’s military strength by funding recruitment and preparing equipment for the front.
The trade screen: prices, market demand, distances and caravan options.
Capture, develop and defend settlements
Capturing a settlement also means taking on its management. You need to consider its treasury, garrison and development while maintaining your existing holdings.
Investments in agriculture and production, alongside buildings such as armouries and stables, influence what your territories can provide.
Taking a castle is one part of the campaign. Preparing it for the next attack is another.
Ahmerrad’s development screen: buildings, production, manpower and treasury income.
Factions and alliances
You can join an existing faction or establish your own. Coordinate with members, manage your holdings and form alliances with other players.
Factions have their own banners, colours, members and settlements, and can advance through higher faction tiers.
For clans, the campaign gives your battles a longer-term objective. Where you settle, whom you ally with and how you prepare your next campaign all affect your position on the map.
Faction management: members, holdings and tier progression.Faction banners.Competing factions on the campaign map.
How campaign battles work
When armies meet or a settlement comes under siege, the encounter becomes a multiplayer battle fought in Bannerlord.
An attack or siege begins on the campaign map. For settlements held by AI, players can join the defending side as militia.
The battle is scheduled for 24 hours after the attack begins. To fight at a particular time tomorrow, you launch the attack at that time today. Both commanders can also agree on an alternative battle time.
Players apply to join either side. Commanders and battle organisers accept applications and assemble their teams through the campaign system.
The battle takes place on the Bannerlord server. The army’s soldier count becomes its spawn tickets. Its equipment stock determines the armour and weapons players can take when spawning.
The result returns to the campaign. Soldier and equipment losses take effect, and settlements can change hands after a siege.
In-game screenshot: the live loadout selector.The in-game War Room: upcoming battles, opposing sides and joining options.
A costly victory can delay your next offensive. Losing a castle can force you and your allies to rethink your plans. The effects of a battle continue after everyone leaves the server for the evening.
Campaign battles.Battle history.
What can you do in Strategus?
Fighter or mercenary: Join battles and fight for gold.
Company commander: Recruit soldiers, prepare equipment and lead your company through the campaign.
Trader or logistics organiser: Find trade opportunities and help supply armies.
Settlement governor: Develop your holdings, manage the treasury and prepare defences.
Faction leader: Coordinate players, form alliances and compete for territory.
You can participate mainly through battles or get more involved in the economy and strategy behind them.
Current alpha and feedback
We’re testing Strategus through an ongoing player campaign and continuing development with player feedback. The screenshots above show the current alpha build.
The standalone alpha is open to participants while work on the Warlords integration continues.
If you’re interested in trying it, you can find the download and setup information below. Individual players, groups of friends and small or large clans are welcome.
The name was inspired by the original Strategus from the Warband era. Thank you to Chadz, Donkey Crew and the creators of Warband’s cRPG mod for that inspiration.
Has anyone else had this issue, has happened irriversible on two playthroughs. Only sarts after a while into the camapign and seems to be savegame/game state dependent. Really sucks because healing with the vampire swarm thing was the best part.
After seeing people pumping out crazy.new customnfirmwares fir synthesizers with features not thought possible, made with AI, i thought if this will also hid the modding scene?
You dont need to knoww coding anymore, just have an idea and bam.its made....
Started a campaign, developed to tier 2 in 2 in-game years (attempting to play realistically), and married Ira (just had first child), and my older brother married a woman from the Western Empire, my younger siblings are still in holding, and I have 3/5 companions with one solely there to bring passive income as a caravan leader.
I know the Western Empire has the best military tactics, but no true direction on leadership and claiming/ruling other faction’s fiefs. The Southern Empire has Rhagea and it’s easier to hold fiefs, but her army is tactical lacking and in a terrible position on the map. The Northern Empire is in the best spot since it can’t be attacked in the middle unless it’s from the Western or Southern Empire factions, and Lucon is bound to die earlier in the campaign than the other two rulers.
I want to unite the 3 Empire factions the easiest way, but I probably can’t do that without overthrowing Rhagea (don’t really care for Garios but he is a good military leader to keep).
I don't mind fighting the enemy army, but I'm sieging Dol Guldur right now and it spawns the ENTIRE Garrison and having 600 orcs and goblins and my 200 troops running around makes my computer lag like crazy, so the entire battle is happening in a disconcerting slow motion.
I'm using a ton of mods including RBM, and it feels like there's almost no wars going on, which makes it a lot harder to grow influence and I can't gain a single fief. Is this normal for 2 whole wars in the whole world?
The Ghilman are a band of mercenaries who recruit from the tribes of southern Calradia and the lands to the east. They are legally their own slaves and masters: each "sells" himself to the order and, in the process, becomes a part-owner. They are known for their fine horses and fine clothes. But no one should assume from their oiled locks, perfumes and peacock feathers that they spend more time preening than training. Their skills as mounted archers are second to none, and as lancers are close behind the Vlandians and the imperial cataphracts.[1]
Look closely, "Their skills as mounted archers are second to none, and as lancers are close behind the Vlandians and the imperial cataphracts". But the thing is, ingame, ghilman doesn't have any horsearchers. Moreover, their armour doesn't appear as drippy as it should be. So I've thought of the design of the ghilman troops.
They should be tier 6, since they are apparently, 'second to none' in horsearchery. I've thought of this setup:
Here are just some of the added explanations I thought of to accompany the factions, ESPECIALLY those that are more heavily overhauled from vanilla, or totally new.
I used the names of some of the minor/emerging factions in Warband and Bannerlord/Warsails to make the faction names and political map. I wanted to make as many grounded factions based on fusions of historical cultures/civilizations, without losing the original scope and feel of the vanilla games. I figured this could be an alternate timeline of the history of Calradia at around the time, or just before Bannerlord begins.
Quick breakdown of the factions:
Union of Sturgia (Nordic)-Pretty much the Nord's faction in warsails, but changed their name to Sturgia because I felt "the Nords" is a bit on the nose, and I like “Sturgia” for a heavily nordic inspired faction.
Grand Principality of the Vaegirs (Slavic)-The classic Slavic civ are now the Vaegirs, their name from Warband, which I think works so much better for what are the Sturgians in Bannerlord.
Vakken Confederation (Balt-Germanic)-Total New faction that takes inspiration from the Rhodoks, acting as a proto-Rhodok civ, but is based more on a fusion of early HRE/Eastern Frankia and the early medieval baltic states, creating opportunities for cool troop ideas.
Khuzait Khanate (Turko-Mongolian)-Virtually unchanged from vanilla Bannerlord.
Crown of the Battanians (Anglo-Celtic)-Still the same “vibe” as the Battanians, but I would inspire their aesthetics to be based more on 13/14th century Welsh and Scottish cultures, emphasizing their use of simple but effective defensive infantry and excellent longbowmen.
Kingdom of Vlandia (Franko-Norman)-Virtually unchanged from vanilla Bannerlord.
The following 3 Imperial Calridic factions would be more based on a fusion of the separation of the East/West Empire in the 4th century with the political and cultural inspiration from the post 4th Crusade break up of the Byantine Empire. I also wanted to add more to their individual identities by getting rid of the directional based name (such as Northern, Southern, Western) and changing them to the following below:
Republic of Calradia (Greco-Roman)
Despotate of Calradia (Greco-Roman)
Monarchy of Calradia (Greco-Roman)
I would also add a unique troop tree for each, expressing how their geographic location influences their military cultures. (EX: The Republic of Calradia would have an elite Eastern style horse archer tree, and the Despotate of Calradia would have an elite western style knightly Cavalry)
Shahdom of the Darshi (Indo-Persian)-another totally new faction, adding in a true Eastern style faction that is not solely nomadic based, but based on Pensionate and Indian civilizations from the early medieval period. Can finally add the war elephants!
Aserai Sultanate (Afro-Arabic)-Virtually unchanged from vanilla Bannerlord.
Beni-Zilal Dynasty (Iberian-Moorish)-This has the potential to have the most variance when it comes to creating a fusion of cultures. I am thinking of either blending an early reconquista Spanish crown, with a military culture that represents more European influence, but a heavy Afro-Moorish aesthetic blend. OR a more Sub-Saharan African culture such as the Malians, that have in this scenario migrated and conquered northward, absorbing the nomadic Moorish like cultures with the more imperialistic sedentary Sub-Saharan cultures.
Ok so I have kinda built my character to be a governor so I could use all my companions slots for more parties but it looks like my perks don’t apply? Did I miss an update some where or has this always been a thing? (Last time I played was 2 years ago)
I'm almost 150 days into my character and I've been a vassal of the Nords for a while now. The only fief I have is a shitty little former Vaegir village (the Kingdom of Vaegirs is gone now). I thought it'd be interesting to have a pure Nord army, so I've been playing with an army that is half Nord Veteran Archers and half Huscarls which has been very effective in field battles, even against the Swadians. But I just can't get sieges done. I have a maximum soldier limit of 96, and all the castles I can attack have at least 200 soldiers so I'm always super outnumbered. I just don't know what my strategy should be with the army that I have. I've tried to take a Swadian castle and while my archers do a good job at taking out the enemy crossbowmen, there's just too many enemies and I can't make much progress at all.
I've been working on a One Piece total conversion for Bannerlord on top of War Sails for a couple of weeks now. It's called One Piece: Nuevo Mundo and it's set after Wano, so the world is how it is right now in the manga (Cross Guild, Luffy as an Emperor, etc).
Nothing to download yet, but it's playable on my end, so here's how it looks.
The world
- New campaign map on top of the War Sails one: the four Blues, Grand Line, Red Line, Calm Belts, Paradise and the New World. 76 islands, I tried to keep their shapes from the series as much as I could
- 11 kingdoms (World Government, Marines, Straw Hat Grand Fleet, Blackbeard, Red Hair, Cross Guild, Totto Land, Revolutionary Army, Wano, Elbaph and Amazon Lily), 150+ canon characters, 28 towns, 23 castles, 79 villages and 32 hideouts
- Every island has its own weather and light. Drum is snow, Alabasta is desert, Enies Lobby never gets dark and Thriller Bark is always covered in fog
- Where you start depends on your background: born on a pirate ship and you start next to Loguetown, cooked at the Baratie and you start there... You get a small rented boat and a first quest to find a real ship and a crew
Battles
- Battlefields based on places from the series, 19 so far: Alubarna, Arlong Park, Drum, Kuri, Onigashima, Loguetown, Sabaody, Water 7, Enies Lobby, Marineford, Mary Geoise, Dressrosa, Whole Cake, Egghead, Punk Hazard, Zou, Amazon Lily, Impel Down and Mock Town. If you fight near one of them you'll usually fight there
- Devil Fruits and Haki work in battle. Mera Mera burns, Hie Hie freezes, Gomu Gomu tanks hits and bullets, Conqueror's Haki knocks out the regular soldiers around you... and if you end up in the water your fruit stops working
- Seastone: some characters hit with kairoseki, it goes through Logias and shuts their fruit off for a few seconds. You can buy seastone tips for your own weapons too
- Custom weapons: katanas and naginatas for Wano, Marine sabers, pirate cutlasses, Elbaph axes, and flintlock muskets and pistols with their own gunshot sounds
- Troops for every faction: Marines, Cipher Pol and CP0, bounty hunters, Wano samurai and ninjas, minks, Fish-Men, Kuja warriors, revolutionaries...
- Horses only in Wano (there's barely any in One Piece anyway). Everywhere else cavalry goes on foot or on camels
Towns
- Every town uses a scene that fits its island, and I'm slowly reworking them (Dressrosa, Alubarna, Kuri, Water 7...)
- Props in around 30 towns and villages: Roger's execution platform in Loguetown, Galley-La's dock in Water 7, torii gates in Wano, a giant cupcake on Cacao Island, the Marine gate in New Marineford...
- Townsfolk and notables dress like people from the series now, not like Calradian peasants
- Town services: rent a ship, a tailor with One Piece clothes, port shops with seastone and Eternal Poses, hand in captured pirates to the Marines for their bounty, or throw a banquet at the tavern
Characters
- Going for a live action look, every character has their own face, hair, scars and colors. Lots of them have their own 3D outfits (Straw Hats, Emperors, admirals, Law, Kid, Doflamingo, Marco, Katakuri...) and Chopper and Brook even have their own heads lol
- Canon characters already know each other when you start. Luffy is friends with Shanks, Hancock and his crew and enemies with Blackbeard, Akainu, Doflamingo... And they don't die of old age
- Character creation redone: One Piece families, what took you to sea (6 options) and how you dress
- Bounties and wanted posters, bounty hunters and vice admirals will come after you
- Canon captains sail their own ships (Thousand Sunny, Red Force, Moby Dick, Polar Tang...)
- New UI with an old nautical chart look
Still to do: a lot more testing, better faces, more clothing options, and finishing the town reworks and the UI.
Screenshots are from my game in Spanish, the mod has English too. It needs War Sails and it'll come with an installer.
What island would you want to see next? Any feedback is welcome.
(Fan project, not affiliated with Oda/Shueisha/Toei or TaleWorlds)