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Mount & Blade II: Bannerlord

Zariusz

Liturgist
Joined
Nov 13, 2019
Messages
2,051
Location
Civitas Schinesghe
Anyone knows if they work on converting Anno Domini 1257 to Bannerlord?
I just want hear this glorious music once again, massacring world with my horse archers.
 

Zariusz

Liturgist
Joined
Nov 13, 2019
Messages
2,051
Location
Civitas Schinesghe
Zariusz looks like there are a couple of projects going.

https://www.moddb.com/mods/1066-ad
https://www.moddb.com/mods/anno-domini-1141

I tried several different total conversions for Warband and didn't really care for them, but my brother is obsessed with AD 1257. He won't even play Bannerlord until it has a decent Crusades mod.
That 1066 ad looks interesting. I mostly follow In The Name Of Jerusalem II but that is more like middle east + caucasus + balkans instead of whole europe, west asia and north africa like AD 1257.
 

vota DC

Augur
Joined
Aug 23, 2016
Messages
2,318
Just don't get too hyped for those mods right now, the suspense might be fatal. I don't expect any full conversion mods to release in the next two years.
They will release very soon after mod tools to take advantage of all guinea pigs eager to play even if 90% of mod Is still placeholder, some unfinished mods of warband are still fun to play.
 

Peachcurl

Arcane
Joined
Jan 3, 2020
Messages
10,662
Location
(╯°□°)╯︵ ┻━┻
They will release very soon after mod tools to take advantage of all guinea pigs eager to play even if 90% of mod Is still placeholder, some unfinished mods of warband are still fun to play.

I agree that some unfinished mods are fun. I'd still stay with my estimate. Maybe they'll release parts of their assets earlier, like armor / weapons. Which by itself I wouldnt be a full conversion mod.
 

AwesomeButton

Proud owner of BG 3: Day of Swen's Tentacle
Patron
Joined
Nov 23, 2014
Messages
17,096
Location
At large
PC RPG Website of the Year, 2015 Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath
TC mods aside, how playable is the game nowadays? Any glaring bugs or lacking features, or is it just down to balance yet?
 

Spectacle

Arcane
Patron
Joined
May 25, 2006
Messages
8,363
TC mods aside, how playable is the game nowadays? Any glaring bugs or lacking features, or is it just down to balance yet?
Combat is fun and fully playable, but there's very little depth to the strategic layer. The character system is also a bit of a mess. There are some bugs and glitches, but nothing game-breaking or really annoying.
 

vota DC

Augur
Joined
Aug 23, 2016
Messages
2,318
For some reasons Custom battle Is very meh despite being quite easy to fix in theory, just give the freedom to choose each troop rather than just 4 classes. A m&b 1 (1, so before warband) mod did the job better.
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
99,596
Codex Year of the Donut 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://steamcommunity.com/games/261550/announcements/detail/2865936253730712508

Modding Tools Beta
e289ab85fbb04120f0cbdf020162b8f96dfaf777.png


Greetings warriors of Calradia!

After a short delay, the first batch of modding tools is ready for a beta release! It includes:

Scene Editor Toolset
  • Entity Placement Tools
  • Terrain Import, Export, and Editing Tools
  • Navigation Mesh Tools
  • GI Baking Tools
  • Level System Editing Tool
  • Path Editing Tools

Resource Editors
  • Resource Browser
  • Material Editor
  • Mesh Editor
  • Texture Editor
  • Body Editor
  • Cloth Editor
  • Atmosphere Editor
  • Skeleton Editor
  • Particle Editor
  • Model & Animation Viewer


6a5a5a0fcdbeb120a6f5e609dbf0e3069b977dd8.png


Currently, you will need to own the game on Steam in order to access the tools. To download them, you should head to your Library page and select TOOLS from the list filter. You can then search for Mount & Blade II: Bannerlord - Modding Kit and proceed to download the tools after accepting the Mod Tools License Agreement. Please note that you will need to have the game installed for the tools to work. Likewise, your game version and tool version need to match in order for the tools to operate.

With tools in hand, you can then head over to http://docs.modding.bannerlord.com/ to access the modding documentation. Please be aware that these are living documents and, as such, they will be adjusted and updated over time. With that in mind, if you experience any issues or have any feedback you would like to share in regards to the documentation, you can head on over to the Official Modding Documentation thread. Similarly, you can go to the Official Tools section of our modding forums to provide suggestions and report any problems you run into while using the modding tools. And if forums aren’t really your thing, you can join the Modding Discord to find like-minded users to discuss the tools with.

For those of you that are new to modding, or for those that simply want to get up to speed with our tools, you can check out this recent Developer Workshop livestream where we gave a detailed overview of the scene editor and its many features. We hope to share more content like this in the near future, so make sure to follow our channels to keep up to date with those announcements.

Finally, we just want to say how thrilled we are to be able to share these tools with you all! There are already so many amazing mods out there and others with huge potential that are still in the works, and we are just happy to be involved and to be able to support these kinds of efforts with the release of this first batch of tools. So, on that note, we want to give a huge shoutout and thanks to our amazing modding community, in particular the testing group that helped us to bring these to release, and say that we are truly excited to see what you manage to accomplish with these tools!
 

The Wall

Dumbfuck!
Dumbfuck Zionist Agent
Joined
Jul 19, 2017
Messages
3,695
Location
SERPGIA
LOL! Why did I make half Codex vomit and other half severely butthurt by merely pointing out that roaming Tamriel, killing elves and founding first human empire would be best done on Bannerlord's engine
:gd:
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
99,596
Codex Year of the Donut 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/newshub/app/261550/view/2894084386926975028

Development Update #4: Perks and Maps
c4bfdf77d352403d0da8ccca568d1a93799b3010.png


Greetings warriors of Calradia!

In this video, we take a look at the progress we are making with perks, before taking a look at some of the new maps and UI changes that will arrive in upcoming beta patches. We hope you enjoy the video, and for those that prefer to read, a text version is available below.

INTRO
Greetings warriors of Calradia and welcome to Development Update #4!

In this video, we’ll be taking a look at the progress we’ve been making on perks before having a quick peek at some of the new maps that are being added to the game.

MODDING TOOLS BETA
But before we move on to look at the upcoming changes to the game, we just want to remind you all that we recently released the first batch of modding tools alongside some documentation to get you up to speed. Currently, you will need to own the game on Steam in order to access this beta version of the tools. This is something we hope to rectify in the future by making the tools available to everyone who owns the game, regardless of where they bought it. To access the tools, you need to head to your Steam library, select Tools from the filter, and search for Mount & Blade II: Bannerlord - Modding Kit. You will need to ensure that you have the game installed alongside the tools and that the version numbers match between the two for the tools to work. Then, you can simply launch the modding kit and press CTRL+E at the main menu to open the editor.

To keep up to date with the latest announcements regarding the tools, or to leave feedback or seek assistance, we encourage you to head on over to our modding forums or to join the modding Discord. Links can be found in the description below.

https://forums.taleworlds.com/index.php?pages/modding/
https://discord.com/invite/ykFVJGQ

PERKS
Perks have been a work in progress for quite some time now, to the point that community member Gregorio246 made a useful website for checking which perks are implemented and working in-game.

https://www.bannerlordperks.com

Thankfully, this is something that we’ve made great progress on as of late, with many skill trees now almost fully implemented, and the remaining few being actively worked on. You can expect to see Crossbow, Throwing, Trade, and Scouting completed very soon, with others to follow shortly after.

NEW EMPIRE VILLAGES
Another part of the game that we are starting to make progress on is singleplayer scenes, with 5 new Empire village maps being added to the game, bringing some additional variety to the world. Scening will be an ongoing long-term process, so you should expect to see new scenes added to the game over time, and well on into the distant future.

SAVE CATEGORIES
A new structure for organising save files has been added to the game. This new structure groups saves from the same playthrough under a single header, making your save files easier to navigate.

TOWN QUICK-TALK
A quick talk button has been added to the town menu, allowing you to talk to settlement notables without needing to load the entire scene. This works in the same way as conversations on the world map and massively reduces dead time.

CLASSIC CROSSHAIR
A three-part crosshair has been added to the game allowing ranged veterans of the series to use something a little more familiar when hunting their prey.

CRAFTING POP-UP
The weapon crafting pop-up has been reworked to display a weapon’s stats more clearly, as well as to show which weapons are classed as civilian, meaning that they can be used in town scenes.

CAPTAIN MAPS
And finally, two new maps are almost ready to be added to the multiplayer Captain mode map pool.

The Cliffs of Akkalat is a map from the early days of the multiplayer beta that has been reworked and made ready to reintroduce to the game. This map pitches players against each other amongst canyons and over steppes, with a wide front line that gives plenty of opportunities for flanking and intercepting manoeuvres.

Ebereth Hillfort is a walled settlement in the Battanian highlands. Both teams start outside of the walls and will have to push to secure valuable positions within the settlement. The map’s close quarters approach lends itself to ambushes and crossfires, while the asymmetrical layout will demand that teams constantly have to adjust their tactics.

OUTRO
And that’s it for development update #4! Please be aware that most of these changes are not currently on the live branch just yet, and will be arriving in upcoming beta patches.

Make sure to leave a reply in the comment section below to let us know what you think, and as always, thank you for watching and we hope to see you again next time!
 

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