Mount & Blade II: Bannerlord

Mod articles

  • Scum and Villainy - Tutorial

    This is a very brief tutorial for Scum and Villainy; a lot of initial features are hidden until you get higher levels of Roguery, have enough denars at your disposal or if you have a high enough criiminal rating. This is all intended as criminals aren't known to be very trusting if you have not made a name for yourself or if you have enough money.

    Troops

    The main feature of this mod was always the addition of a large amount of troops based on banditry and organized crime. There are over hundred new troops, with more than six expansive troop trees. To bring these into the world, there are over a hundred new parties roaming the map. These parties spawn and increase in size over time. Large, unique parties will not spawn until later in the game, so the game is not imme...

  • Actual Content

    Hey all,

    I would like to point out that me, Anopey and 8Thor8 (from the Distinguished Service and Sergeants for Hire) are working on adding more content to the Scum and Villainy mod (and Anopey to Custom Spawns in general). Currently done:

    - Sultans increase party size by 7. For each Sultan your imprison and recruit, you maximum party size increases by 7 (8Thor8)
    - Slave Drivers/Slavekeepers/Slavemaster increase the amount of prisoners you can have in your party by 1/3/5 respectively.

    Future plans:

    - Dialogue/improved AI for Custom Spawn parties (Anopey)
    - Sell slaves at Slave Markets for increased profit (a flat extra price of 100 denar per troop), will increase criminal rating.
    - Hire troops at slave markets, towns a...

  • 13.0.0 and new limitations on bandit factions.

    Hey all,

    Some good and some bad news.

    Good news: I fixed the mod for 1.4.1, no more war declaration and no more illogical gangs that do not fight eachother. Now Calradia is divided.

    Bad news: My vision of rival gangs has diminished a lot now they are no longer able to fight eachother, this is hardcoded and can't be fixed easily. I hope Taleworlds makes some changes to their code so we can allow them to fight eachother again. Another disadvantage of this is that I have tried balancing it towards them not taking eachother down anymore, but it quite possible the map will be flooded in bandits after a year or so....

  • The Seven Scimitars of the Shifting Sands

    The Seven Scimitars of the Shifting Sands are a collection of seven sultans from the deep south of Calradia, who have come north to end the reign of Sultan Unqid of the Aserai. They disagree with the methods of Unqid, who uses the Banu Asera to his advantage, whenever he feels like it and they demand retribution.



    Banner by u/Noslack8

    They mainly focus on assassination and work together with the Crimson Cartel to gather enough coin by assassinating targets to create an army that can accompany the sultans to move into Aserai territory. Once enough coin has been collected a sultan will move into the Aserai region with a reasonable large army, attacking nearby villagers, caravans and lords of the Aserai.



    As the travel through the du...

  • Rivalry Update - Crimson Cartel vs. Iron Fist (new factions and heroes)

    This week I will be introducing two factions:

    The Crimson Cartel
    The Iron Fist

    The Crimson Cartel was shown previously in the mod if you used the banner and name replacement (though then they were called Criminal Cartel). They now have their leader "The Kingpin" to join the field as hero.

    The iron Fist is group of thugs and scumbags who collect coin for protection, enslave innocents and oppress farmers and villagers by forcing them to hand over part of their produce.

    The Iron Fist are led by the Godfather and are direct rivals of the Crimson Cartel....

  • New Troop Tree - Expanded troops and regional variations.

    Hey all,

    New troops are here. I wanted to get some shield warriors in. Also the entire tree has been redesigned to fit this massive amount of troops.
    

    Additionally I have been working on a faction (also thanks to Aponey), but it is not quite there yet. It functions but games crashes after 4-5 days of playtime for unknown reasons.

    I will upload the new troops in the old format tomorrow however....

  • Regional Variations

    One thing that is important to me is that not all troops look-a-like and especially that terrain should present slight differences in troops.

    I can obviously take horses to the desert, being well-stocked, but criminals would prefer camels. Hence regional variations:

    ...

  • Now crime has its' own faction and hideouts (V3.0)

    Now criminals will group up in specifically designed hideouts (these replace some of the general bandit hideouts as they do not share faction anymore). These settlements for bandits have custom names and should immerse you more into the feeling of organized crime.

    Currently the faction name remains Looters, until I figure out a better way to do that :)...