Mount & Blade: Warband

Mount & Blade: Warband

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Brytenwalda Studios  [developer] 11 Jan, 2023 @ 8:41am
New patch: Useful information
A new patch is coming and we’d like to give you a heads-up about what will be happening because this update will bring some balance changes that might affect your game.



One thing that is hard to do in game development is to test the end of the game as rigorously as the beginning, especially in open-world games. This made the feedback and save game Hektor Riven provided particularly valuable to us (you can find the full post here). While Viking Conquest was never meant to be primarily a kingdom simulator, there were several things Hektor mentioned that seemed broken.



The coming patch, which should be out in the next weeks, will have a larger-than-normal impact. Vassal happiness will matter now, and disgruntled lords will have a chance to leave the player (100% for “mortal enemy”). We hereby give fair warning that players with kingdoms full of vassals that hate them are almost sure to face growing desertion after the patch comes out.



Also, as Hektor noted, the Warband base game throttled the economy by limiting the number of caravans for larger factions. We’ve basically removed the throttle, which should make the late game livelier.



We will welcome feedback after the patch is released on how these changes affect how fun it is to conquer the entire map, so make sure to let us know what you think.

Happy new year and see you soon!

The beta for the upcoming patch is available! To unlock it, go to Properties > Betas and type in “betapassword”. Here's the full changelog:


- Restore some story NPC heights
- Another attempt to init tourney practice right
- Keep those killed in the holmgang dead
- Make adventurers default faction for lords of defeated factions released from prison to avoid backdoor to zombie kingdoms
- Include non-companion lords in appropriate adventurer behavior
- Have script_change_troop_faction handle non-kingdom faction properly
- Use defection process to place adventurer lords of defeated factions in new factions
- Distinguish unconfirmed defectors to player and limit their spawn in player's court
- Defecting lords yield intel on their old faction when accepted by player
- Defecting lords do not defect immediately when rejected by player at player's court
- Add tracker for last faction to properly distinguish that from original faction
- For initiating defections, use the same function that counts disgruntled lords
- Make liege relation more of a consideration for defection
- Prohibit defections to factions from which lord will immediately defect
- Lords that have nowhere to defect are removed from game
- Use script_indict_lord_for_treason for quest incriminate loyal commander
- Redo caravan design to raise cap to level appropriate for when only two factions left
- Prevent escaped defeated faction lords from forming party until recruited into new kingdom
- Balance relation impacts of enfoefment
- Corrections in Spanish and German localization files
Last edited by Brytenwalda Studios; 8 Feb, 2023 @ 7:57am
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Showing 1-15 of 42 comments
Jab 12 Jan, 2023 @ 2:58am 
That's f*****g awesome :O


EDIT: in my late game, after ended the main storyline, I joined Northumbria faction and conquer Noregr, Danmark and half of England (from Alban to Gwynedd).
At this point is impossible to me to continue to invade the South because of rebellions started everytime on my cities o allied cities by reborn factions I destroy dozen of time in my gameplay.
Is there a way to prevent this happen?
Last edited by Jab; 12 Jan, 2023 @ 3:24am
Brytenwalda Studios  [developer] 12 Jan, 2023 @ 5:53am 
Originally posted by Jab:
That's f*****g awesome :O


EDIT: in my late game, after ended the main storyline, I joined Northumbria faction and conquer Noregr, Danmark and half of England (from Alban to Gwynedd).
At this point is impossible to me to continue to invade the South because of rebellions started everytime on my cities o allied cities by reborn factions I destroy dozen of time in my gameplay.
Is there a way to prevent this happen?

Hello Jab,
Keeping vassals happy should prevent rebellions, this includes settlements. The new patch will balance this better.
Pode 12 Jan, 2023 @ 6:23pm 
Wonderful news guys, thank you.
That's awesome news and thank you, any idea if/when the source code would be updated and released to reflect the patch for those of us with modded games?
Brytenwalda Studios  [developer] 17 Jan, 2023 @ 12:26pm 
Originally posted by Jab:
That's f*****g awesome :O


EDIT: in my late game, after ended the main storyline, I joined Northumbria faction and conquer Noregr, Danmark and half of England (from Alban to Gwynedd).
At this point is impossible to me to continue to invade the South because of rebellions started everytime on my cities o allied cities by reborn factions I destroy dozen of time in my gameplay.
Is there a way to prevent this happen?

One of the issues we attempted to address was the creation of "zombie kingdoms." One thing we found was that lords in prison were not getting their faction membership updated when their faction was defeated, so when they escaped and spawned armies, it created an unintended game state. Now (according to the test that was requested for this issue, VC-3916) "lords of defeated factions that then escape (average two weeks from the player party, one month from random prison)... should always form an army for an active kingdom." We've requested that TW put the patch out on beta first, and would be happy to receive any corroboration of our testers' approval.

This fix could only be applied to the game going forward. The player will still have to redefeat zombie kingdoms and armies in the field, but no new ones from lords not on the map when their faction is defeated should form.



Originally posted by Shane MacGowans Teeth:
That's awesome news and thank you, any idea if/when the source code would be updated and released to reflect the patch for those of us with modded games?

The source code should be updated right after the patch is released.
Jab 27 Jan, 2023 @ 12:23am 
Last edited by Jab; 27 Jan, 2023 @ 12:23am
ax23 29 Jan, 2023 @ 5:37am 
How about some actual effort in anglo-saxon troop trees so this DLC could be more enjoyable in battles and not only as norse.
Hektor Riven 4 Mar, 2023 @ 12:02pm 
Greetings, I really wasn't aware of this post until I found one quoting it on Mod.DB. I'm so happy that the information provided by my reports were a bit useful to you and I thank you again for this incredible work of love and dedication you're putting on the crown jewel of the Mount & Blade saga!

Mmm... Better for me to start improving relations with my vassals... You that have seen my save know what I mean...

By the way, have you by chance took a look also at that problem involving lords being too slow to the point they would interrupt many of their goals? I'm afraid that this issue would be hard to address as it would mean to alter the balance around speed factors.
To sum up, with bigger kingdoms, lords will end by having more fiefs, hence more troops, thus becoming very slow. In addition, a bigger kingdom means usually bigger distances when going to a feast, to court a lady or to join a campaign. Lastly, bandits keep spawning as usual (I've discovered that on hard settings some of their parties are bigger and a slower, but this doesn't really have an impact on the problem): lords immediately try to follow outlaw parties, then switch to another one more near, and repeat this until it's time for them to change their current objective. This really creates a static situation where most of the kingdom activites get skipped and most of the villages are everyday pray of the deserters faction (which, without any other kingdom left, will spawn priests, farmers and women, sometimes still with a bandit leader).
I know it would be hard work in finding a solution without altering too much the balance between party speeds... Maybe reducing the max number of troops that lords can have in their party and, to counter this, adding more soldiers to the garrisons of their settlemens the more fiefs they have?
I tried to improve lords speed using the Save Game Editor but it's a factor way too linked to the party size and, while with hundreds of soldiers they would still be very slow, they would get insanely quick with a small warband, so I guess this canno be the solution.
A last idea would be to make so that, instead of adding to the number of troops, the more fiefs are owned the better the troops a lord's party will have, possibly with more cavalry (which should have a less party speed penality, if I recall). However I'm afraid that this is hardcoded in a way that the quality of troops is semi-permanent and would be hard to dynamically change on a number-of-owned-fiefs basis.

Thanks again for your interest and it's a great pleasure even just to speak about this wonderful world you've created!
Brytenwalda Studios  [developer] 13 Mar, 2023 @ 12:03pm 
Originally posted by Hektor Riven:
Greetings, I really wasn't aware of this post until I found one quoting it on Mod.DB. I'm so happy that the information provided by my reports were a bit useful to you and I thank you again for this incredible work of love and dedication you're putting on the crown jewel of the Mount & Blade saga!

Mmm... Better for me to start improving relations with my vassals... You that have seen my save know what I mean...

By the way, have you by chance took a look also at that problem involving lords being too slow to the point they would interrupt many of their goals? I'm afraid that this issue would be hard to address as it would mean to alter the balance around speed factors.
To sum up, with bigger kingdoms, lords will end by having more fiefs, hence more troops, thus becoming very slow. In addition, a bigger kingdom means usually bigger distances when going to a feast, to court a lady or to join a campaign. Lastly, bandits keep spawning as usual (I've discovered that on hard settings some of their parties are bigger and a slower, but this doesn't really have an impact on the problem): lords immediately try to follow outlaw parties, then switch to another one more near, and repeat this until it's time for them to change their current objective. This really creates a static situation where most of the kingdom activites get skipped and most of the villages are everyday pray of the deserters faction (which, without any other kingdom left, will spawn priests, farmers and women, sometimes still with a bandit leader).
I know it would be hard work in finding a solution without altering too much the balance between party speeds... Maybe reducing the max number of troops that lords can have in their party and, to counter this, adding more soldiers to the garrisons of their settlemens the more fiefs they have?
I tried to improve lords speed using the Save Game Editor but it's a factor way too linked to the party size and, while with hundreds of soldiers they would still be very slow, they would get insanely quick with a small warband, so I guess this canno be the solution.
A last idea would be to make so that, instead of adding to the number of troops, the more fiefs are owned the better the troops a lord's party will have, possibly with more cavalry (which should have a less party speed penality, if I recall). However I'm afraid that this is hardcoded in a way that the quality of troops is semi-permanent and would be hard to dynamically change on a number-of-owned-fiefs basis.

Thanks again for your interest and it's a great pleasure even just to speak about this wonderful world you've created!

Hello Hektor,

Thank you for your kind words. I will forward your comments to my colleague who has reviewed the incidents reported by you.
Our policy has been to address things that just aren't working like the end-game problems you also reported.
The lord thing affects how Warband works and game balance, however, we're going to take a look at it and see if it can be improved in any way.
Hektor Riven 14 Mar, 2023 @ 5:26am 
Thank you, but, please, do not feel forced to address this "issue", the DLC is really polished as it is. Lords being too slow and too few for a map that "becomes" too big in the end of any game is, in my opinion, an unavoidable consequence of the many and complex Mount & Blade mechanics. While I think most of the players will, eventually, aim to conquer the whole map, every module, official and mod, has always been more interesting at the beginning, with the most factions and lords.

Just a quick question: does your update affects earlier saved games? Because when I loaded that famous save I've found some very weird things concerning lords (and their families) who previously left the realm.

Thanks again for everything!:MorganBlack:
Brytenwalda Studios  [developer] 14 Mar, 2023 @ 1:14pm 
Originally posted by Hektor Riven:
Thank you, but, please, do not feel forced to address this "issue", the DLC is really polished as it is. Lords being too slow and too few for a map that "becomes" too big in the end of any game is, in my opinion, an unavoidable consequence of the many and complex Mount & Blade mechanics. While I think most of the players will, eventually, aim to conquer the whole map, every module, official and mod, has always been more interesting at the beginning, with the most factions and lords.

Just a quick question: does your update affects earlier saved games? Because when I loaded that famous save I've found some very weird things concerning lords (and their families) who previously left the realm.

Thanks again for everything!:MorganBlack:

Hello Hektor,
I agree about the beginning :), however, we like to revise all the feedback.
Could you detail what weird things? Thank you.
Hektor Riven 14 Mar, 2023 @ 1:50pm 
1. Lords that previously "left the realm" don't have anymore the "has left the realm" description in theirs "Q" menu page, as shown here:

:cogwheel: https://drive.google.com/file/d/1JBVtvvFTk4Y0k-hqfJsE9oGEPGqa2FGp/view?usp=share_link

2. Ladies linked to the lords who previously left the realm don't show the "has left the realm" description too, instead they figure as they are vassals of "*Player Name* of the Outlaws", as shown here:

:cogwheel: https://drive.google.com/file/d/1OJv09l80wO5GwKUO05WBCRcYbWHTnJ9f/view?usp=share_link

3. Lords that were still within a defeated "ghost" kingdom joined the last remaining faction now, but this is bugged: they aren't found in the capital lord's hall, instead they can be found (not always) on the map, with a party standing still with just them as single troop, as shown here:

:cogwheel: https://drive.google.com/file/d/1v3f66ZONdw5pCzvlRyYGY9V8pBgx-gYW/view?usp=share_link

3a. When approached, if player doesn't grant them the vassallage request, they don't do anything, and this can be done repeatedly. If they are granted the status of vassals, instead, they answer in this way:

:cogwheel: https://drive.google.com/file/d/1vXHJjGYyim3uU0o4155VL1GaiA17ea-u/view?usp=share_link

3b. They become effectively vassals and, if they are later expelled, their family members will remain listed as "vassals of *Player name* of the *Player Kingdom name*":

:cogwheel: https://drive.google.com/file/d/1Kn23KY2vRP3gO7AbLGODYqIAklLcJrhy/view?usp=share_link

3c. While above mentioned lords will be then listed as vassals of "*player name* of the Outlaws" as shown here:

:cogwheel: https://drive.google.com/file/d/1sOucWRRas8-LbQKzJszGvkRB-mZjumlS/view?usp=share_link

The adventurers ai package given to everyone who falls into that faction seems to work now.
Last edited by Hektor Riven; 14 Mar, 2023 @ 1:51pm
Brytenwalda Studios  [developer] 21 Mar, 2023 @ 9:36am 
Originally posted by Hektor Riven:
1. Lords that previously "left the realm" don't have anymore the "has left the realm" description in theirs "Q" menu page, as shown here:

:cogwheel: https://drive.google.com/file/d/1JBVtvvFTk4Y0k-hqfJsE9oGEPGqa2FGp/view?usp=share_link

2. Ladies linked to the lords who previously left the realm don't show the "has left the realm" description too, instead they figure as they are vassals of "*Player Name* of the Outlaws", as shown here:

:cogwheel: https://drive.google.com/file/d/1OJv09l80wO5GwKUO05WBCRcYbWHTnJ9f/view?usp=share_link

3. Lords that were still within a defeated "ghost" kingdom joined the last remaining faction now, but this is bugged: they aren't found in the capital lord's hall, instead they can be found (not always) on the map, with a party standing still with just them as single troop, as shown here:

:cogwheel: https://drive.google.com/file/d/1v3f66ZONdw5pCzvlRyYGY9V8pBgx-gYW/view?usp=share_link

3a. When approached, if player doesn't grant them the vassallage request, they don't do anything, and this can be done repeatedly. If they are granted the status of vassals, instead, they answer in this way:

:cogwheel: https://drive.google.com/file/d/1vXHJjGYyim3uU0o4155VL1GaiA17ea-u/view?usp=share_link

3b. They become effectively vassals and, if they are later expelled, their family members will remain listed as "vassals of *Player name* of the *Player Kingdom name*":

:cogwheel: https://drive.google.com/file/d/1Kn23KY2vRP3gO7AbLGODYqIAklLcJrhy/view?usp=share_link

3c. While above mentioned lords will be then listed as vassals of "*player name* of the Outlaws" as shown here:

:cogwheel: https://drive.google.com/file/d/1sOucWRRas8-LbQKzJszGvkRB-mZjumlS/view?usp=share_link

The adventurers ai package given to everyone who falls into that faction seems to work now.

Thank you so much, Hektor.
We will check all this out.
Hektor Riven 21 Mar, 2023 @ 11:48am 
Thanks to you but, before everything, make sure that it's not because the new patch isn't previous-saves compatible as, in this case, you have nothing to fix module-side and just starting a new game solves all of these problems.
Brytenwalda Studios  [developer] 22 Mar, 2023 @ 10:02am 
Originally posted by Hektor Riven:
Thanks to you but, before everything, make sure that it's not because the new patch isn't previous-saves compatible as, in this case, you have nothing to fix module-side and just starting a new game solves all of these problems.

Hi Hektor,
We are revising the different points.
3 and 3a issue, they respond to situations imposed by Warband limits. The lords that can be displayed in the hall are limited and there is a problem when there are many lords from the defeated realms, which overwhelm the halls. It was decided to give priority to the usual lords, allowing the presence of the others in a more casual way.
These same lords, when defeated or excluded, can find themselves on the field alone and disoriented. It was left as an acceptable solution.
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