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Mount & Blade II: Bannerlord - War Sails naval warfare expansion coming Q3 2025

itsme

Learned
Joined
Apr 22, 2024
Messages
638
Have they touched diplomacy and strategic AI behaviour? If not, I cant even imagine playing this with a map which is even bigger than original.
 

thesecret1

Arcane
Joined
Jun 30, 2019
Messages
7,630
Been playing Shokuho for a while now. In most ways, it's a direct upgrade on vanilla, the only negatives being stuff that stems from the setting (ie. not as much unit variety as vanilla, virtually no shields or shielded units, etc.). A lot of the work seems to be in "just" fixing vanilla systems so that they actually work – obliterating an enemy army means an absolute armageddon for the defeated side as all the lords there will be captured (no random escapees) and even if they later manage to escape from jail, they don't spawn with a brand new super stack. Instead, it seems they spawn alone and have to go visit villages and towns to get some low-tier fodder same as the player. Economy also seems to be doing better, though the workshops seem prone to over-saturating the market with their produce and becoming unprofitable as a result. Still, I haven't found any outright exploits, and supply and demand rules seem to mostly make sense. Character progression is also handled better, IMO. Oh and the sieges are awesome.

As for new features, I love that you can hit multiple enemies at once with a melee attack. Nothing like charging into the midst of the enemy with a fuckhueg katana, and killing 8 troops with a single swing. Guns are also pretty cool – the way they work, if you hit someone or get hit by it, it's instant KO, as the damage dealt is massive. However, they take long as fuck to reload, so they don't become overpowered (in fact, I prefer bows, personally). The "historical events" seem to not happen at all past the initial two, so I wouldn't even call that much of a feature. Which is a shame because, just like vanilla, the mod could desperately use more flavor – all the companions and lords are basically just interchangeable mooks with no personality to the point I couldn't tell you the name of any of them from the top of my head. Similarly, none of the factions has any kind of identity, nor are you given a reason to interact with any of the characters in the game at all.

Overall, I don't see a reason to ever play vanilla instead of Shokuho unless you REALLY want the vanilla unit types for some reason. In every other aspect, it's either on par with vanilla or better.
 

Optimist

Arbiter
Patron
Joined
Jun 18, 2018
Messages
499
My team has the sexiest and deadliest waifus you can recruit.
I'm getting an itch to ride a horse around and slash/ shoot dudes again. I do have this specific brain damage though, which only makes M&B gameplay satisfying if there are guns involved, though.

Is Shokuho (or the Empires of Europe 1700 mod) worth it now? Or is modded Warband still better? thesecret1 post above makes it seem like this might be the moment for me to take a dive
 

Fedora Master

STOP POSTING
Patron
Edgy
Joined
Jun 28, 2017
Messages
36,258
Im watching videos of the Weeabo mod and it already does look cooler than the original game.
 

Fedora Master

STOP POSTING
Patron
Edgy
Joined
Jun 28, 2017
Messages
36,258
Im watching videos of the Weeabo mod and it already does look cooler than the original game.
Character creation is cursed though. Whatever you do, you get a pinch-nosed small-chin underbiter.
Reject Yamato
Embrace Ainu
1750682754857.png
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
102,485
Enjoy the Revolution! Another revolution around the sun that is. Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://store.steampowered.com/news/app/261550/view/536605983645895612
Dev Blog: Setting Sail
ae6ded314b5eebfe5626fdeb95aa93baecca8c8e.png

Greetings Warriors of Calradia!


Welcome to the War Sails developer blog series. We’re excited to share our progress on the features taking shape, though as with all things in development, please note that details may shift as we navigate our course towards the release of the expansion in Early Fall 2025.


With War Sails, Calradia’s horizons have grown — quite literally. Today, we want to take you behind the scenes of the world map expansion and share how we’ve reshaped the land and sea to support the introduction of the newly added Nords faction and naval gameplay. We’ll also be diving into the systems that shape life at sea — from the flow of ship movement to the tactics of naval blockades, and the stormy hazards that test every voyage across Calradia’s waters.


New Shores, New Struggles​

The world map in War Sails now stretches beyond its former borders with an expansion to the north. We can divide these additions into three parts, starting with a new rugged long strip of a south-facing coastline — the Nordvyg proper. Passing through this terrain often means crossing rocky mountains and pushing through valleys filled with dense forests, not to mention the icy, cold winters.


5c2554d840413740736c2e106061c563da75da24.png
Nordvyg proper


To the west of Nordvyg and across the sea, we find a recently colonized Island of Beinland — the land of bones. This refers to either the walrus ivory that drew the original settlers there or the remains they left along its desolate shores.


015d11a143535075d371ff8fa76d5a55a6a6a2a1.png
Island of Beinland


To the east of Nordvyg, you may find yourself wandering through the Jumne river area, where mysterious burial pits left by some long-forgotten people lie scattered along the riverbanks. The river runs south, eventually reaching Khuzait lands, allowing Nords to raid and trade along the shores of lakes Laconis and Tanaesis.


85412f34ee5d16b6cd97e160e2ab99eaa8efcb21.png
Jumne river area


Strategic Considerations & Blockades​

Adapting Calradia for naval travel meant more than opening the seas — it required reshaping the very veins of the continent. Certain rivers have been widened to support inland navigation, allowing ships to reach far beyond the open sea, while bridges have been reconsidered to maintain vital overland routes.


Widened%20rivers.png
Widened rivers


Several towns have also been relocated closer to water, weaving them into the expanding maritime trade network. For settlements now hugging rivers and coasts, danger sails closer — rival ports are now just a voyage away. To meet this new maritime threat, both parties and armies can now travel by water, gaining access to naval movement and combat. Armies, in particular, are restructured into fleets once they set sail — retaining much of their land-based functions, though with some changes and limitations.


Parties with ships and fleets play a major role in supporting sieges of coastal settlements — not by storming towns from the sea, but by enforcing naval blockades that cut off reinforcements, trade, and escape. When a force besieges a coastal settlement and has ships available, a blockade is automatically formed once the siege camp is established.


2dbd12050f31bc9dee3794223b1529e24076d5be.png
Naval blockade


Maintaining a blockade introduces new risks and decisions. Enemy naval parties may attempt to aid the defenders — the besieging player must then choose to engage in a naval battle or withdraw. Victory keeps the blockade intact; defeat lifts both the blockade and the siege; withdrawing preserves the land siege, but allows enemies to reinforce the town by water.


The player can also attempt to reinforce a besieged town from the water — either by breaking through the blockade at the cost of some troops, or by attacking the fleet directly to lift it. Likewise, if trapped inside, they may try a costly breakout or sally out straight for the enemy ships.


Hoisting the Sails​

Your naval journey begins at any town with access to the sea or a river. From these ports, you can purchase or sell ships, repair and upgrade them — all for the right price in denars. Ships can also be given to your clan — either through the port, which requires a few days and a small escort of troops for delivery, or instantly by speaking to the clan members directly, where you can also take command of any ships they currently control.


8484ea4c4a5a84c9d3108b8579a81e189055819f.png
Ship management


Once your ships are ready, you're free to set sail in any direction across Calradia’s expanding waters. You can then return to any town with naval access or disembark at suitable landing areas — though some coastlines, such as sharp cliffs and rugged shores, are not accessible for landing. Disembarking and boarding take time based on your party size and inventory weight, so consider this when pursuing enemies or trying to escape quickly.


After landing, however, you may find yourself busy raiding and sieging enemy settlements, eventually wandering far off from your ships. To set sail again, you can either head back to your anchored ships or make for the nearest coastal town and summon your ships to meet you there.


Naval Speed, Wind & Currents​

How swiftly you cut through the seas on the campaign map in War Sails depends on a range of factors, from ship design to shifting winds. A party’s base speed is determined by the ships it commands — their hull types and any upgrades they have. Ships with shallow drafts — like the Nordic longships — gain a speed bonus in coastal and river waters but are slower on the open sea. Open waters themselves offer a speed boost, while going over crew or cargo limits and operating with too few crew members leads to slower movement. Larger fleets also suffer penalties, mirroring the mechanics of land parties.


Movement speed over water is dependent on typical wind direction and local currents, which is represented visually by the direction of the waves and an arrow indicator. Ships going against the wind on the campaign map will automatically be shown with lowered sails.


ShipMovement.gif
Ship movement on the campaign map


To give an example, sailing downstream along a river is noticeably faster than going upstream, and not all rivers have the same flow strength. The seas, too, have defined flows — these do not shift over time and are set through a flowmap that influences movement speed across the water bodies.


e3c754a4c3d45294e1942120a00ad9a9a7522532.png
Flowmap in the scene editor (not visible while playing)


Sea Attrition, Seaworthiness & Storms​

Life at sea in War Sails wears down even the sturdiest hull. Ships take gradual damage when navigating the open sea and when under harsh weather conditions. This damage is influenced by weather strength, ship size, and a vessel’s innate seaworthiness — a stat that helps reduce the toll the seas take.


Previously mentioned wind effects are further intensified when sailing through storms. Storms are circular, dynamic weather events that move across the open seas with various degrees of strength and sizes, all the way up to hurricanes. They can form at open sea, and then continue to grow — or dissipate when crossing land terrain.


Storm.gif


Storms


Traveling into a storm is dangerous, but with the right ships and distance from the storm’s eye, it's possible to ride the outer edge and gain speed without taking damage. Managing your ship’s condition is vital — damaged ships must be repaired at port, and poor planning can leave your vessels battered or even destroyed long before the enemy arrives.


But what happens if you lose all your ships at sea? If you're not captured by the enemy, you and your surviving troops will make a desperate journey on rafts to the nearest shoreline — but not without cost. Along the way, some units may die or get incapacitated due to starvation. The same applies if you escape captivity while still at sea — you'll drift alone to shore on a raft.


And that’s a wrap! We will be answering your questions in another War Sails Q&A next week, so drop them in the comments below. In the meantime, join us on our socials where we continue to share development updates and chart the course ahead for War Sails.
 

oldbonebrown

Arcane
Joined
Jun 2, 2017
Messages
952
Location
TELAH
looking forward to trying the YSB captain mod when I reinstall for war sails
it looks like the follow-up to the fantastic mass captain server I played on last year which approached what Bannerlord multiplayer should be.

Side note but one of the glaring oversights is how the game lacks a 1v1 commander mode. I think I saw the devs claiming it couldn't be done, but mods have partially made it work. Importing your offline-army to play against a buddy would be fantastic.
If I got to dream even big, having all the lords on the map be players would be magnificent.
 

Konjad

Patron
Joined
Nov 3, 2007
Messages
6,645
Location
Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Enjoy the Revolution! Another revolution around the sun that is. Torment: Tides of Numenera Wasteland 2 Steve gets a Kidney but I don't even get a tag.
https://store.steampowered.com/news/app/261550/view/536605983645895612
Dev Blog: Setting Sail
ae6ded314b5eebfe5626fdeb95aa93baecca8c8e.png

Greetings Warriors of Calradia!


Welcome to the War Sails developer blog series. We’re excited to share our progress on the features taking shape, though as with all things in development, please note that details may shift as we navigate our course towards the release of the expansion in Early Fall 2025.


With War Sails, Calradia’s horizons have grown — quite literally. Today, we want to take you behind the scenes of the world map expansion and share how we’ve reshaped the land and sea to support the introduction of the newly added Nords faction and naval gameplay. We’ll also be diving into the systems that shape life at sea — from the flow of ship movement to the tactics of naval blockades, and the stormy hazards that test every voyage across Calradia’s waters.


New Shores, New Struggles​

The world map in War Sails now stretches beyond its former borders with an expansion to the north. We can divide these additions into three parts, starting with a new rugged long strip of a south-facing coastline — the Nordvyg proper. Passing through this terrain often means crossing rocky mountains and pushing through valleys filled with dense forests, not to mention the icy, cold winters.


5c2554d840413740736c2e106061c563da75da24.png
Nordvyg proper


To the west of Nordvyg and across the sea, we find a recently colonized Island of Beinland — the land of bones. This refers to either the walrus ivory that drew the original settlers there or the remains they left along its desolate shores.


015d11a143535075d371ff8fa76d5a55a6a6a2a1.png
Island of Beinland


To the east of Nordvyg, you may find yourself wandering through the Jumne river area, where mysterious burial pits left by some long-forgotten people lie scattered along the riverbanks. The river runs south, eventually reaching Khuzait lands, allowing Nords to raid and trade along the shores of lakes Laconis and Tanaesis.


85412f34ee5d16b6cd97e160e2ab99eaa8efcb21.png
Jumne river area


Strategic Considerations & Blockades​

Adapting Calradia for naval travel meant more than opening the seas — it required reshaping the very veins of the continent. Certain rivers have been widened to support inland navigation, allowing ships to reach far beyond the open sea, while bridges have been reconsidered to maintain vital overland routes.


Widened%20rivers.png
Widened rivers


Several towns have also been relocated closer to water, weaving them into the expanding maritime trade network. For settlements now hugging rivers and coasts, danger sails closer — rival ports are now just a voyage away. To meet this new maritime threat, both parties and armies can now travel by water, gaining access to naval movement and combat. Armies, in particular, are restructured into fleets once they set sail — retaining much of their land-based functions, though with some changes and limitations.


Parties with ships and fleets play a major role in supporting sieges of coastal settlements — not by storming towns from the sea, but by enforcing naval blockades that cut off reinforcements, trade, and escape. When a force besieges a coastal settlement and has ships available, a blockade is automatically formed once the siege camp is established.


2dbd12050f31bc9dee3794223b1529e24076d5be.png
Naval blockade


Maintaining a blockade introduces new risks and decisions. Enemy naval parties may attempt to aid the defenders — the besieging player must then choose to engage in a naval battle or withdraw. Victory keeps the blockade intact; defeat lifts both the blockade and the siege; withdrawing preserves the land siege, but allows enemies to reinforce the town by water.


The player can also attempt to reinforce a besieged town from the water — either by breaking through the blockade at the cost of some troops, or by attacking the fleet directly to lift it. Likewise, if trapped inside, they may try a costly breakout or sally out straight for the enemy ships.


Hoisting the Sails​

Your naval journey begins at any town with access to the sea or a river. From these ports, you can purchase or sell ships, repair and upgrade them — all for the right price in denars. Ships can also be given to your clan — either through the port, which requires a few days and a small escort of troops for delivery, or instantly by speaking to the clan members directly, where you can also take command of any ships they currently control.


8484ea4c4a5a84c9d3108b8579a81e189055819f.png
Ship management


Once your ships are ready, you're free to set sail in any direction across Calradia’s expanding waters. You can then return to any town with naval access or disembark at suitable landing areas — though some coastlines, such as sharp cliffs and rugged shores, are not accessible for landing. Disembarking and boarding take time based on your party size and inventory weight, so consider this when pursuing enemies or trying to escape quickly.


After landing, however, you may find yourself busy raiding and sieging enemy settlements, eventually wandering far off from your ships. To set sail again, you can either head back to your anchored ships or make for the nearest coastal town and summon your ships to meet you there.


Naval Speed, Wind & Currents​

How swiftly you cut through the seas on the campaign map in War Sails depends on a range of factors, from ship design to shifting winds. A party’s base speed is determined by the ships it commands — their hull types and any upgrades they have. Ships with shallow drafts — like the Nordic longships — gain a speed bonus in coastal and river waters but are slower on the open sea. Open waters themselves offer a speed boost, while going over crew or cargo limits and operating with too few crew members leads to slower movement. Larger fleets also suffer penalties, mirroring the mechanics of land parties.


Movement speed over water is dependent on typical wind direction and local currents, which is represented visually by the direction of the waves and an arrow indicator. Ships going against the wind on the campaign map will automatically be shown with lowered sails.


ShipMovement.gif
Ship movement on the campaign map


To give an example, sailing downstream along a river is noticeably faster than going upstream, and not all rivers have the same flow strength. The seas, too, have defined flows — these do not shift over time and are set through a flowmap that influences movement speed across the water bodies.


e3c754a4c3d45294e1942120a00ad9a9a7522532.png
Flowmap in the scene editor (not visible while playing)


Sea Attrition, Seaworthiness & Storms​

Life at sea in War Sails wears down even the sturdiest hull. Ships take gradual damage when navigating the open sea and when under harsh weather conditions. This damage is influenced by weather strength, ship size, and a vessel’s innate seaworthiness — a stat that helps reduce the toll the seas take.


Previously mentioned wind effects are further intensified when sailing through storms. Storms are circular, dynamic weather events that move across the open seas with various degrees of strength and sizes, all the way up to hurricanes. They can form at open sea, and then continue to grow — or dissipate when crossing land terrain.


Storm.gif


Storms


Traveling into a storm is dangerous, but with the right ships and distance from the storm’s eye, it's possible to ride the outer edge and gain speed without taking damage. Managing your ship’s condition is vital — damaged ships must be repaired at port, and poor planning can leave your vessels battered or even destroyed long before the enemy arrives.


But what happens if you lose all your ships at sea? If you're not captured by the enemy, you and your surviving troops will make a desperate journey on rafts to the nearest shoreline — but not without cost. Along the way, some units may die or get incapacitated due to starvation. The same applies if you escape captivity while still at sea — you'll drift alone to shore on a raft.


And that’s a wrap! We will be answering your questions in another War Sails Q&A next week, so drop them in the comments below. In the meantime, join us on our socials where we continue to share development updates and chart the course ahead for War Sails.
The vanilla is too barebones, unfinished and shit to make me think this could be anything but the same. I don't trust devs.
 

RobotSquirrel

Arcane
Developer
Joined
Aug 9, 2020
Messages
2,710
Location
Adelaide
Judging from the look of things, sea trade is going to make the economy even more broken and easy to flood. One of the main inhibitors was carry weight, well you've now eliminated that due to the fact that these ships have as much capacity as an entire army of horses. And if you're even letting us build the ships oooh boy is this going to be exploitive, I'll just start doing the old timber, charcoal, steel loop again before I know it I'll be able to buy everything in the game 10x over. Besides due to that army stacking bug that occurs which they still haven't patched you can have some campaign ending events occur in the first hour of gameplay. This expansion frankly is the last thing we need when the base product is so underdeveloped.
 

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