Mount & Blade: Warband - Frank
Hello all!

We're pushing out an update to fix some of the issues you've been encountering in Invasion.

However, do note that most of these are server-side and so you'll need to wait until the server hosts update their files until you get the full benefit!

Our (almost day 1) patch notes:

-Shields now recover HP along with players at the end of each wave
-Reduced "it's almost harvesting season" sound frequency
-Fix for knockdown mace hitting mounted enemies and causing visual error
-Enemies captured with team change dart no longer visible in drop assignment UI
-Fixed potential crash causing issue on servers in Invasion mode
-All dropped items are now useable by all troops
-Invulnerable helmet is now more protective (but still not actually invulnerable)
-Disarming throwing axe can no longer by turned into an instakill knife
-Additional fixes
Mount & Blade: Warband - Captain Lust [TaleWorlds]
Hello all!

We're pushing out an update to fix some of the issues you've been encountering in Invasion.

However, do note that most of these are server-side and so you'll need to wait until the server hosts update their files until you get the full benefit!

Our (almost day 1) patch notes:

-Shields now recover HP along with players at the end of each wave
-Reduced "it's almost harvesting season" sound frequency
-Fix for knockdown mace hitting mounted enemies and causing visual error
-Enemies captured with team change dart no longer visible in drop assignment UI
-Fixed potential crash causing issue on servers in Invasion mode
-All dropped items are now useable by all troops
-Invulnerable helmet is now more protective (but still not actually invulnerable)
-Disarming throwing axe can no longer by turned into an instakill knife
-Additional fixes
Mount & Blade: Warband - Frank


New Multiplayer Mode: "INVASION"

  • Co-op mode that lets you fight waves of AI opponents with your friends!
  • Notable characters from single player feature and fight alongside as both friends and foes
  • Choose your companions and assign them classes to survive the waves of enemies
  • Enemies drop random items with special features, including armour that restores your health and a bow that fires javelins!
  • Defeat multiple waves and work your way past enemy lords to kill the king at multiple difficulty levels!

After a few days in beta, our previously announced brand-new free game mode for Warband, "Invasion" is out! Once your game updates, you can dive right into the action and try it out for yourself. This is a first release, so while it should run smoothly, there's a chance you'll encounter one or two issues - we'll keep an eye on things and release patches if and when necessary!

Enjoy the new mode, and be sure to let us know what you think. This mode was developed as a partial, small thanks for all the hours invested and great feedback we've had on Warband over the years.
Mount & Blade: Warband - Captain Lust [TaleWorlds]


New Multiplayer Mode: "INVASION"

  • Co-op mode that lets you fight waves of AI opponents with your friends!
  • Notable characters from single player feature and fight alongside as both friends and foes
  • Choose your companions and assign them classes to survive the waves of enemies
  • Enemies drop random items with special features, including armour that restores your health and a bow that fires javelins!
  • Defeat multiple waves and work your way past enemy lords to kill the king at multiple difficulty levels!

After a few days in beta, our previously announced brand-new free game mode for Warband, "Invasion" is out! Once your game updates, you can dive right into the action and try it out for yourself. This is a first release, so while it should run smoothly, there's a chance you'll encounter one or two issues - we'll keep an eye on things and release patches if and when necessary!

Enjoy the new mode, and be sure to let us know what you think. This mode was developed as a partial, small thanks for all the hours invested and great feedback we've had on Warband over the years.
Mount & Blade: Warband - Frank
After a while in beta, Viking Conquest's latest iteration is now playable for all!

Changelog 2.028
Changes since 2.025

- update and fix various texts
- update Spanish localization
- fix duplicate husband bug
- fix documentation for siege restrictions
- prevent player from gaining kingdom in story mode
- fix battle presentation for dog exclusion, player team (unrecognized troops bug)
- limit items in lords' halls (no more "sneaking" visible weapons with second outfit)
- initialize hunt globals correctly
- add looted hofs to recovery trigger
- refine faction identification for dialogs
- apply quest generation shutoff to "no tasks"
- apply seax exclusion to all rob prisoner dialogs
- add default to torturer dialog
- fix farmstead cattle
- allow Ashdown battle restart from mid-quest save
- bind bottom of relation boost in case somehow goes negative
- clean up post-quest locales (Sven's Hideout, Ashdown destroyed, and Boar Grove)
- avoid operations on null item or to null inventory
- fix scope, div-by-zero problems in script_battle_political_consequence
- fix capture of ships problem with autoresolve
- prohibit unusable landing points at map border
- disable companion political complaints, which are completely wrong
- attach Tref Meguaidd East to Caer Meguaidd
- fix misnamed variable (MP)
- strip practice weapons on ESC from Doccinga tutorial
- remove stray dog dialog from Doccinga tutorial
- remove dead code

2015 BINARIES
- 40 odd fixed scenes
Mount & Blade: Warband - Captain Lust [TaleWorlds]
After a while in beta, Viking Conquest's latest iteration is now playable for all!

Changelog 2.028
Changes since 2.025

- update and fix various texts
- update Spanish localization
- fix duplicate husband bug
- fix documentation for siege restrictions
- prevent player from gaining kingdom in story mode
- fix battle presentation for dog exclusion, player team (unrecognized troops bug)
- limit items in lords' halls (no more "sneaking" visible weapons with second outfit)
- initialize hunt globals correctly
- add looted hofs to recovery trigger
- refine faction identification for dialogs
- apply quest generation shutoff to "no tasks"
- apply seax exclusion to all rob prisoner dialogs
- add default to torturer dialog
- fix farmstead cattle
- allow Ashdown battle restart from mid-quest save
- bind bottom of relation boost in case somehow goes negative
- clean up post-quest locales (Sven's Hideout, Ashdown destroyed, and Boar Grove)
- avoid operations on null item or to null inventory
- fix scope, div-by-zero problems in script_battle_political_consequence
- fix capture of ships problem with autoresolve
- prohibit unusable landing points at map border
- disable companion political complaints, which are completely wrong
- attach Tref Meguaidd East to Caer Meguaidd
- fix misnamed variable (MP)
- strip practice weapons on ESC from Doccinga tutorial
- remove stray dog dialog from Doccinga tutorial
- remove dead code

2015 BINARIES
- 40 odd fixed scenes
Mount & Blade: Warband - Frank
Hey all!

Autumn means sales and for a limited time, we're knocking 70% off the price of all our titles on the TaleWorlds Store (comes with a Steam key and directly supports us!) and Steam.


Mount & Blade: Warband - Captain Lust [TaleWorlds]
Hey all!

Autumn means sales and for a limited time, we're knocking 70% off the price of all our titles on the TaleWorlds Store (comes with a Steam key and directly supports us!) and Steam.


Mount & Blade: Warband - Frank
- have player refuge always be in player supporters' faction
- apply player kingdom color to refuge, landed ships, quarters
- add player kingdom color change function to camp menu
- ensure NPC in party does not become adventurer
- overhaul duel system, mainly to set opponent properly
- deactivate player kingdom properly, using the script for that (NPCs on mission and prime minister now return)
- fix mission trigger time and make mission reports the priority
- have npc_mission_seek_recognition embassy_results include the other three logical outcomes
- drop missions that have no dialog in case a companion somehow ends up with one
- override prisoner escape chance properly
- rewrite auto-defect trigger
- add cultural considerations to new faction pick
- prevent random event losses for raiding villages during siege when not actually doing so
- remove lovers' system that was making all ladies adulteresses
- use correct title strings for Scots/Irish and fix other inconsistencies and omissions
- fix ask peace dialog
- fix ambiguity in player/faction relations (removes ability to threaten own kingdom's caravans)
- add Mod ID string
- place sound controls in mission templates to make sure loop tracks are killed
- add ambiance to lair interiors
- fix refuge chest
- fix logic of child count dialogs
- fix bard improve relations with lady
- fix behavior of rescued lords
- fix behavior of ambiance neutrals during jailbreak
- fix "hole" in recruit permission dialog when already have it
- move recruit permission update from triggers to script
- player loses permission to recruit in center that gets new owner
- fix fiefs string for lord select for fief
- remove player picture from refuge menu
- fix troop training management
- unset g_encountered_party when it is removed (invalid party bug)
- add proper conditions to Hadrian Wall dialog and kill experience reward exploit
- fix tutorial message for Roman Baths ruins
- adjust pricing formulas (attempt to prevent changes from buying/selling same article)
- disable some monastery options when learning to read (early exit exploit)
- disable scouts (and their loss) at sea
- shut down random events at sea
- exclude non-normal villages from lute search (quest was blocked when village inaccessible)
- allow slaughter of non-quest cattle after cattle delivered
- correct standard bearer report on Camp Menu
- allow only one town recruiting run from whatever menu (recruit picking exploit)
- clean up event_triggered dialogs, particularly for returning party members
- check spiral death cam is finished before attempting to leave scene
- attempt to eliminate sometime corruption of refuge text
- make immersive default ship names
- reinitialize item info (wiped out in someone's save game by unknown cause)
- fix craftsmen names
- test slot_faction_political_issue properly (has two default values, which rendered the system inoperative half the time)
- fix debug message producing false commander mismatches
- fix and improve mutiny duel trigger
- add backstop at automenu trigger to ensure campaign death after mutiny duel loss

FACTION RESTORATION
- process just one faction at a time
- adjust rate of restorations to about 1/month at end of game
- produce no more than one "Possible Rebellion" message (if no rebellion), and have it escalate with number of walled centers
- remove player-based all-or-nothing phaseout
- make lord defection dependent on current king relation
- make sure faction leader joins resurgent faction
- avoid giving money to undefined troop
- fix the growth of the rebellion, include adventurers
- bring in supporting lords if rebellion threatened (to avoid stranding them if faction is destroyed AGAIN)
- avoid auto-war with player

FAST-TRACKED DURING BETA
- fix dog interference with army orders (order ALL bug)
- fix hire refuge armorer
- allow visit village leader at night from menu
- prohibit battle panel by down player (leading to crazy camera)

BINARIES
- Viking banner textures (fix some white backgrounds)
- scn_caravanatacada.sco
- scn_castle_37_exterior.sco
Mount & Blade: Warband - Captain Lust [TaleWorlds]
- have player refuge always be in player supporters' faction
- apply player kingdom color to refuge, landed ships, quarters
- add player kingdom color change function to camp menu
- ensure NPC in party does not become adventurer
- overhaul duel system, mainly to set opponent properly
- deactivate player kingdom properly, using the script for that (NPCs on mission and prime minister now return)
- fix mission trigger time and make mission reports the priority
- have npc_mission_seek_recognition embassy_results include the other three logical outcomes
- drop missions that have no dialog in case a companion somehow ends up with one
- override prisoner escape chance properly
- rewrite auto-defect trigger
- add cultural considerations to new faction pick
- prevent random event losses for raiding villages during siege when not actually doing so
- remove lovers' system that was making all ladies adulteresses
- use correct title strings for Scots/Irish and fix other inconsistencies and omissions
- fix ask peace dialog
- fix ambiguity in player/faction relations (removes ability to threaten own kingdom's caravans)
- add Mod ID string
- place sound controls in mission templates to make sure loop tracks are killed
- add ambiance to lair interiors
- fix refuge chest
- fix logic of child count dialogs
- fix bard improve relations with lady
- fix behavior of rescued lords
- fix behavior of ambiance neutrals during jailbreak
- fix "hole" in recruit permission dialog when already have it
- move recruit permission update from triggers to script
- player loses permission to recruit in center that gets new owner
- fix fiefs string for lord select for fief
- remove player picture from refuge menu
- fix troop training management
- unset g_encountered_party when it is removed (invalid party bug)
- add proper conditions to Hadrian Wall dialog and kill experience reward exploit
- fix tutorial message for Roman Baths ruins
- adjust pricing formulas (attempt to prevent changes from buying/selling same article)
- disable some monastery options when learning to read (early exit exploit)
- disable scouts (and their loss) at sea
- shut down random events at sea
- exclude non-normal villages from lute search (quest was blocked when village inaccessible)
- allow slaughter of non-quest cattle after cattle delivered
- correct standard bearer report on Camp Menu
- allow only one town recruiting run from whatever menu (recruit picking exploit)
- clean up event_triggered dialogs, particularly for returning party members
- check spiral death cam is finished before attempting to leave scene
- attempt to eliminate sometime corruption of refuge text
- make immersive default ship names
- reinitialize item info (wiped out in someone's save game by unknown cause)
- fix craftsmen names
- test slot_faction_political_issue properly (has two default values, which rendered the system inoperative half the time)
- fix debug message producing false commander mismatches
- fix and improve mutiny duel trigger
- add backstop at automenu trigger to ensure campaign death after mutiny duel loss

FACTION RESTORATION
- process just one faction at a time
- adjust rate of restorations to about 1/month at end of game
- produce no more than one "Possible Rebellion" message (if no rebellion), and have it escalate with number of walled centers
- remove player-based all-or-nothing phaseout
- make lord defection dependent on current king relation
- make sure faction leader joins resurgent faction
- avoid giving money to undefined troop
- fix the growth of the rebellion, include adventurers
- bring in supporting lords if rebellion threatened (to avoid stranding them if faction is destroyed AGAIN)
- avoid auto-war with player

FAST-TRACKED DURING BETA
- fix dog interference with army orders (order ALL bug)
- fix hire refuge armorer
- allow visit village leader at night from menu
- prohibit battle panel by down player (leading to crazy camera)

BINARIES
- Viking banner textures (fix some white backgrounds)
- scn_caravanatacada.sco
- scn_castle_37_exterior.sco
...

Search news
Archive
2024
May   Apr   Mar   Feb   Jan  
Archives By Year
2024   2023   2022   2021   2020  
2019   2018   2017   2016   2015  
2014   2013   2012   2011   2010  
2009   2008   2007   2006   2005  
2004   2003   2002