Mount & Blade: Warband

About this mod

A complete overhaul of native that uses Floris Mod Pack as a baseline. Adds over 3000 new items, 500 new troops as well as an invasion system that allows 11 minor factions to create armies, take castles or towns and form a new faction.

Permissions and credits
Translations
  • Spanish
Note : As this is the first released version of this mod, there might still be bugs or balance issues. Don't hesitate to report them.

Welcome to A New Dawn!

The goal of this mod is to considerably improve the Native game, through the use of Floris Mod Pack as a base, which is already a great improvement. Key changes are :

  • A much more active world, with dozens of new parties and factions fighting each other on the map.
  • Bigger parties and armies, which also makes the game harder, especially at the beggining.
  • 3000 new and high quality items.
  • Rebalanced item stats and skills. Armor is now much more protective, but also weighs more.
  • 500 new troops and a much wider troop tree. Each faction has several types of troops which all fill a specific role.
  • 11 new minor factions that roam the world. All of them can form armies and attempt to take a castle. If they succeed, a new faction will be formed and behave like the regular ones. There can thus be up to 17 factions at the same time (although such a high number is very unlikely). 12 new castle have also been added.




Detailed features


Combat 


  • Hit points have been increased for all troops (the player and his companions get increased hit points during battle, which aren't visible on their character sheet). Ironflesh gives 3 extra hp per skill level during battle for both the player and his companions.
  • Armor protection and weight values have been increased. In addition to that, troops that use light armor get high agility and athletics values while heavily armored troops usually get very low values. This makes heavy troops much more resilient than before, but also much slower, especially compared to lighter soldiers.
  • Crossbows take more time to reload but also deal more damage, in order to differentiate them a bit more from bows. The penetration rate against shields has also been increased and repeating crossbows (which deal lower damage) have been added.
  • Pike weapons have lost the overhead attack. This makes bots using them much more effective in groups, especially cavalry. 
  • The charge damage of armored horses has been significantly increased. Wounded horses move more slowly. Camels and elephants have been added!
  • Troops are now more likely to flee when the battle is about to be lost.
  • Formations can be used by both the player and the AI. Possible formations include wedge, square and shield wall.
  • The size of the battlefields has been increased significantly for large battles (more than 100 soldiers involved). This leaves much more space for deployment and should hopefully make strategy more important as more tactics become viable. New orders (like skirmishing) are also available.

Troop Trees

  • Troops have now got 3000 new high quality items to choose from. Low and middle tier troops tend to spawn with varied gear in order to reduce uniformity, while elite troops usually use have uniformized equipment.
  • Each major faction has now got 8 tiers of troops. The price and training time of these troops have been balanced in such a way that fielding a big army of elite troops is almost impossible economically wise, as top tier soldiers cost several hundreds of denars a week. Instead, the player should choose between a small army of high quality troops, a medium size army of decent quality soldiers or a horde of chaff. Leadership and charisma now grant a higher increase in party size.
  • Major factions specialize in 4 different types of troops which go up to T7 (only one of them reaches T8) and 6 types for T4 and T5. Each faction still has its own specialty (nords use almost no cavalry while khergits have very little infantry) but can choose between several roles - defensive (shield) and offensive (2 handed weapon) infantry for example. Dedicated anti-cavalry troops such as pikemen or hybrids (infantry / archer) now exist.
  • Mercenaries have got their own troop tree, which isn't much bigger than the native one. However, there are a lot of mercenaries that can't be acquired through an upgrade and must instead be recruited in taverns or from prisoner stacks.
  • Minor factions have got their own troop tree, albeit much smaller.
  • Some AI lords get their own retinue of special troops. Kings always get a special retinue of royal guards and the lord of certain towns will get a special retinue.
  • Troop trees can be viewed in game or in the screenshots section. 

   
Minor Factions and World Map

  • About 20 new factions have been added on the world map, each of which spawns its own parties and fights most other factions. The map is now much more active than in native, with battles going on pretty much everywhere. Some of these parties will be very tough to handle in the early game - the player must therefore avoid them and target weaker parties instead, or join forces with another party.
  • Attacking or helping parties will decrease or increase your relation with their faction.
  • Mercenaries roam the map as well, attacking pretty much everyone (including other mercenary parties). Both the player and the AI can hire them, making them follow their new master for at least a week. They may still switch sides if the price is high enough, though. There are 3 mercenary unique spawns that may similarly be hired, although the price becomes very high.
  • Most of these factions will sometimes spawn armies. These armies will wander around the map, sometimes looting a village. They may also siege a castle or a town which, if successful, will change the minor faction to a "real" faction, behaving exactly like the 6 regular factions (kings, lords and ladies will spawn). This makes the world much more dynamic and every game unique. You may even ally with one of these minor kingdoms and try to lead it to world dominance!
  • 12 new castles (2 for each faction) have been added to defend choke points and to provide more space for the new factions to develop.
  • Lords now have a pathfinding skill, making them much faster than before and able to catch or escape from the player. Most parties get a speed boost equivalent to the pathfinding skill. The player can no longer expect to be faster than everyone thanks to his pathfinding skill.

Diplomacy 4.3

   As a vassal

  • Persuasion attempts to convince your king to start a war
  • Appoint a chamberlain, who will decrease tax inefficiency by 10% and gives you the ability to set tax rates.  Taxes also have an effect on center relation and prosperity. In addition he will take care of paying wages and collecting income as well as giving you the possibility to secure your money
  • Let your companions pick items from the chamberlain item pool (autoloot)
  • Appoint a constable who recruits and trains troops and provides information about garrisons and troops of lords
  • Send patrols to important locations
  • Appoint a chancellor who sends gifts and messengers to other lords
  • Village and town riots may occure if the people hate you and have to pay high tax rates. Counter them or negotiate with the leader.
  • Pay staff salary
  • Troops will start running away if you go into debts (this also applies to garrisons)
  • Return fiefs to your king, he won't like this, though
  • Move your residence (via spouse)
  • Negotiate Mid-siege surrender/walk-out terms if defending your own keeps and towns
  • Affiliate to families
  • Send scouts to settlements
  • Pay to avoid defeat

  As king
  • Threaten other kingdoms with war and try to squeeze money out of them
  • If a faction sues for peace you will have the option to set terms
  • Possiblity to send a gift to another faction (fief or money)
  • Send a spy to another kingdom
  • Form an alliance, conclude a defensive pact, sign a trade agreement or conclude a non-aggression treaty with another faction.
  • Change the domnestic policy of your kingdom. Choose between Centralization/Decentralization, Aristocracy/Plutocracy, Serfdom/Free subjects, Quality/Quantity which affects trade income, vassals armies size, AI army strength, relation between king and vassals as well as tax inefficiency
  • When asking for a truce you will get the option to pay and/or give fiefs to conclude a truce.
  • If another faction recognizes you as king you will have the option to ask for help against your enemy and in certain circumstances support the decision by paying money
  • Choose your faction culture so all your lords will recruit the same type of troops
  • Exchange or release your (own) prisoners
  • Distribute spoils of war after you conquered a town or castle
  • Send emissaries to persuade lords to join your kingdom


Custom Commander

  • Choose an npc instead of the player to lead the battle
  • Autoloot
  • Auto-selling system
  • Increased speed for a short time when leaving soldiers behind when fleeing
  • Extra experience based on your intelligence
  • Mystic merchants where you can buy items without knowing the prefix
  • Custom camera for battles
  • Check ingame the effect of a prefix on an item
  • Many mod options in camp menu
  • Recruit troops for your own towns and castles
  • Change the faction colours
  • Show shot distance on screen
  • Show next pay day in report menu
  • Custom troops

Miscellaneous

  • New tournament system (thanks to Windyplains)
  • Cinematic compilation (graphic and sound enhancement)
  • Sea travel and battle (a ship needs to be bought first)
  • Color coded messages for a more organized feeling
  • Bridge battles
  • The ability to duel your own troops or even lords
  • Custom names for each NPC (guild masters, armorers...) for more immersion
  • Random events, like prisoners escaping from their dungeon or deserting from their lord's army
  • New quests
  • New NPCs in taverns to make them feel more alive
  • Detailed report of the casualties inflicted by each soldier at the end of every battle
  • Higher morale penalty for killing troops of the same faction (except for mercenaries)
  • New banners
  • Lords can be taken prisoner by non-kingdom parties (like bandits)
  • New music
  • Freelancer mod, allowing you to join a lord's party as a soldier
  • 6 new companions
  • Improved battle AI
  • New buildings that allow you to improve your troops' stats in battle (hit points, damage...)
  • A new building (training academy) that lets you upgrade your troops.
  • New presentations for character creation, factions, reports and companions overview
  • Unique titles for the lords of every faction depending on their best fief (town, castle, etc...)
  • New icons on the world map for each faction's lords as well as minor factions

Credits

Thanks a lot to all of you - without this awesome community, I wouldn't have been able to make this mod.

In particular : 

Taleworlds for their awesome game
The Floris Mod Pack team (this mod uses it as a baseline)

In no particular order :

Wei_Xiadi
Final Boss http://forum.melee.org/suggestions-corner/new-heirloom-models-(and-web-gui)/
16th century team
Xenoargh
Pino69
Barf
Dejawolf
Lucas_the_Benevolent
Monnikje
Mackie
Njunja
Pellagus
Rath0s
Jan Tuma
Fredelios
Iggorbb
Bogmir
Narf
Kovas
CD Projekt
SacredStoneHead
thick1988
Caba'Drin
Adorno
dia151
Rejenorst
Somebody
Gothic Knight
Yamabusi
Barabas
A2K
Llew
BrustwarzenLenny
Lav
Papa Lazarou
Waewulf
CounterPoint
SendMeSmile
ArRiad
Yoman
Ficus
Youhou
Andragorn
Tenka
Von_Krieglitz
DtheHun
Dedal
Alex_The_Dragon
Albertus Magnus
Spak
Akosmo
cow7488
Duh
myriliam
sonyer
rgcotl
sumskilz
Sarrie
Al_Mansur
Soulmata
Josef_the_Pretender
Slawomir of Aaarrghh
Windyplains
The Last Days team
Faradon
DOMA_
MarkQuinn
Utrehd
jrider
Zaitenko
Shredzorz
Arch3r
Lazeras
ShaunRemo