Companion Builds Mount And Blade Warband

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  2. Companion Guide Mount And Blade Warband

I've seen 2 different configurations, the one I use:ArtmimennerBorchaMarnidLezalitRolfMatheldNizarKatrinAnd another variation:JeremusBundukDeshaviKlethiYmiraAlayenFirentisBaheshturI also recommend that you send out everyone as soon as you get them to let everyone know you're interested in being king, as you can get them to do that before they complain and refuse to do so. If you happen to get 2-3 companions from one town; send them out to their factions to see what's going on there. When they come back, send them out again on what ever you have to until you can send them as an Emissary.

You end up getting like 48 right to rule from all 16 of them. I then dump the ones that won't be in the main team.

Companion

Right to rule is a one time thing. I send them out on the gather intel missions, because you can't sent them out on a right to rule mission right after you just sent someone else out. So for a day or two, you need them to go go away, so that they don't have a chance to bitch about hearing that 'so and so' went out on a mission I don't agree with and then get stuck with out being able to send them out on the same mission.

Once their right to rule mission is over, they're gone forever.There's also no point in switching teams at any time. These guys eventually level and even the party skill mules can be turned, although more slowly, into better then other end game units.

File creditsDevelopers:The Mercenary - One of the two founders, along with JinnaiJinnai - Ditto. Without these two, NE wouldn't exist.Josef - Much quest design and porting NE to WarbandLav - Stringing together all sorts of NE partsdaumor - Ditto.Pellagus - Models, textures, art, ideas, moderation and more.soulmata - One of the current dev team, along with LavLav - Ditto, on top of tons of useful stuff outside of NE (like better presentations)ThunderClaw - Honorary mentionFuture NE DEV - Could be you???Contributors, past and present:Lord Samuel - The amazing siege ladders packkt0faradondejawolfdarielAlphaDeltaWei XiadiamadeWellenbrecherTempereddstemmerTheMageLordMiratheiChel. Native Expansion in a nutshell Native Expansion in a nutshell is just that - an extension of the original game, Mount & Blade (and now Warband). Whereas many other mods strive to differentiate themselves by radically changing the game or its mechanics, NE is an attempt to take the same awesome gameplay experience which makes M&B so fun and put it on steroids, by adding missing features, fixing native bugs and extending gameplay further. You can liken it to us trying to follow directly in the M&B developer's footsteps. First and foremost, our goal is for us and others to have fun.

After that, our goal is to provide a rich gameplay experience that doesn't change what you'd expect from M&B, only makes it better. It's as simple as that. We're Native, but better. We're Warband, but better. We stand on the shoulders of giants and reach just a little bit higher. Rebalanced Kingdoms, Troops and Items Every soldier and item in the game has been overhauled, with careful attention paid to game balance. We tried to add a lot of flavor into the mix, but balance was the goal at the end of the day.

Each Kingdom has an entirely reworked troop tree (expanded below), built from the ground up with a standard formula to ensure that no 'super soldiers' sneak in and every faction has its own strengths and weaknesses. Here are some faction by faction details below. Many new quests. Dozens of new quests await you in NE, given out by a wide assortment of NPCs. Help the Guildmaster track down cheese thieves.

Crash a wedding and be a hero to some, a villain to others. 20+ new quests. Talk to the guild master, lords, ladies and village elders to receive these quests. Also, there is a quest given by each faction leader which is rewarded with a unique new weapon. Talk to a king/queen when you reach level 10 to receive these quests. Be warned that these quests provide fairly stiff challenges. Troops.

Massive number of new and rebalanced troops - every tree has been redesigned from scratch. Troops are now organised into three tiers. As a landless player, you will only have access to the Peasant Line of troops which you can recruit as normal from villages. When you eventually become a landowner, Noble troops are available to recruit in towns. All factions have their own Noble Troop lines. You can only recruit nobles from a faction you are member of.

If you choose to become a king or queen, you will have access to special Elite troops which can be obtained by sacking an enemy capital, or building your own recruitment centre in a captured city. Elite troops echo the strengths of their originating faction. You can also find these soldiers to rescue or capture and convert. New parties patrol the map. Fear the new Kingdom Patrols, led by elite troops, and the holy Crusaders, rugged Ivory Guards, massive Hordes, vicious Berserkers, noble Councilmen, and Sarranid Dervishes. Mercenary bands now roam the countryside.

They're quite tough, but excellent source of loot and money for the experienced commander. Bandit troop numbers have been supplemented (parties are bigger). Lords have been boosted, and Kings made far stronger.

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They are extremely deadly on the field of battle. Faction monarchs are now often accompanied by contingents of elite guard. Even an experienced army may have a hard time with them.

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Weapons and Armour. Large number of new weapons and armour. Unique items can be gained from loyalty to your king, if you become a vassal. Special quest items can be gained from doing quests for other faction leaders.

Kings have unique weapons. If you are a monarch of your own kingdom and you own a town with a blacksmith forge, there is a good chance the blacksmiths will decide to forge a crown for you. Lords can be looted after a battle.

This means, in theory, it is possible to get the unique weapons off the kings if you manage to defeat them. A higher looting skill will improve your chances of this.

Lots of new horses. Each faction has a specialty horse or two, generally allocated to Elite troops. All horses can be bought at the horse merchant. A new food type has been added called hardtack. It gives 0 morale boost, but it lasts a VERY long time. Wine and ale are now consumables. A new item - Whiskey – has been added which gives a +30 morale boost when in inventory, but reduces your pathfinding and spotting skills.

This item can only be gained through a quest. If you are a vassal of an existing kingdom and you get a 50 or higher relation with them the monarch will reward you with a special item. Battlefield.

Death Cam - Many battles will now continue even after the player is knocked out. Hit the jump key to start moving the camera around the map to get a better look at what's happening.

Companion Builds Mount And Blade Warband

Use tab to leave the mission when you want to end it. Attack and defend change the height of the camera, and the forward, back, left, right keys control it's position and look angle. Hold shift to move faster. To order your troops in this mode, use Nackspace to call up the console. Troop Formation system has been implemented.

See below for instructions. Troop Morale system has been tweaked. When a reinforcement wave arrives a fleeing army will rally and a commander's tactics and leadership skills will reduce the chances of their army fleeing in terror.

This works for both the player and the AI, so be careful of monarch led armies, chances are they will never flee in terror. You can turn off the morale system from the camp menu and troops will never flee. Long term wounding has been added. If the player or a companion is knocked out in combat they will suffer a wound (-2) to one of their physical stats. The wound will heal, but it will take time. The player's wounds are listed in the player report, and the companion wounds are listed in the party morale report screen.

The wounding system can be turned off from the game settings menu (accessed by camping.). Modified Shield Bash code has been implemented (Hold defend and click attack while a shield is in hand.). Spear Wall ability has been added.

When on foot and with a spear type weapon equipped hit b to brace the weapon on the ground. Any cavalry charge against a braced spear will suffer horrible damage usually resulting in the death of the horse. While braced you cannot move, attack, or defend, doing so will release the brace. Troops that are also on foot and armed with a similar weapon will also periodically move into a spear wall stance if they have been given the Hold Position or Stand Your Ground orders. Damage from the spearwall is based on the speed of the horse. If the horse is going slow enough it will take no damage at all.

On the battle map a white dot will mark the location of your inventory chest. Similar factions can now group up in combat on the map screen. But only units that makes sense to fight. Passing villagers and caravans will not join most battles unless they are forced to. In field battles you can whistle for your horse. If you dismount and run around killing people hitting the 'm' key will cause your horse to come to you.

Of course, if your horse is dead or you never had one to begin with then nothing will happen. There is a possibility (based on the lord's personality) that the player will be allowed to go after being defeated, rather than taken prisoner.

When defeated, the player will be given a chance to make an escape based on their pathfinding skill. Looting. The Looting system has been completely rewritten from scratch. The looting skill is worth something now and you will notice this immediately.

If you have 0 looting you will have a hard time getting enough loot to upkeep a decent sized army. If you have 10 looting then money will never be a problem for you again so long as you keep killing things. The party looting skill is still used for looting village, etc.

However, only the player's skill is used to determine what loot is available to a player after a battle. The companions with looting skill have sold all the loot they found for more money for themselves. They are mercenaries, are they not? You can turn this off in the Camp menu and go back to the classic Native looting system if you want. Politics. Towns and castles owned by the player will now periodically gain and train troops into their garrison exactly the same as with NPC owned towns.

Player owned kingdoms have the possibility of making peace with kingdoms they haven't angered too badly. But it'll cost them.

If you have defeated an enemy kingdom and have lots of captured enemy lords on your hands you can either wait for their ransom or try to convince them to join your faction. To try to convince them you need to have them rotting in a town or castle's prison. Go visit them in the dungeon and give them your ultimatum. The higher your persuasion and the more they like you the better the chance of them joining you. However, if you're very persuasive and they really don't like you it may be difficult to actually get them to follow your orders once they've changed sides. You can ask for lands back from the lord.

Be careful, he will either agree or he will take his land and leave for a different faction similar to when the player refuses to give up captured land. To ask for it back you must visit the lord in person. Such matters are best discussed in person, after all. Taking a castle or town in battle now causes a negative relation with the previous owner.

This is to help balance how easy it is to recruit defeated faction lords. A travelling minstrel is appearing at a tavern near you. He'll sing a song commemorating your achievements, if you ask him nicely. Intrigue. As well as bandits, you now have to deal with Assassins as you climb the ranks.

If you hold no fiefs, you will be beneath notice, but as you rise in rank and power, other lords will take notice, and hire assassins to hunt you down. A successful assassin attack will leave you debilitated and bedridden for a period of time, which may have serious repercussions if it happens at a critical point in the game. You too can order Assassin attacks, if you are ruler of a Kingdom.

Speak to your Spymaster, who will give you options to either 'assassinate' a lord, or attack a lord's troops. For assassinations, there's a 50% chance of success (after all, you will fight off your own attackers quite often), with various penalties for the lord.

For attacks, the mercs you've hired will persevere until either they, or the lord's army, is wiped out. You can ask another faction's monarch to go to war with a faction you are currently at war with. If they agree it will be very expensive, but you'll have another kingdom facing down your enemy. Sphere of Influence. The capital system has been implemented. If the player kingdom owns anything better than a single castle then you will need a capital town.

If you do not own a town then the player will be considered the capital. This is a bad thing, as will be described below. If the player owns a town and no capital is selected the game will pick one for the player after a few hours. Once moved a capital cannot be moved to a new town for a week. The capital extends a radius of influence about the town (or player if there currently is no capital town.) Within this influence no villages will rebel. Outside this influence towns and villages will slowly decide they no longer need to follow the player and might rebel. If the center has a 20 or higher relation with the player they will not slide into rebellion.

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If the village or town is awarded to a lord then the lord will direct their influence on the populace and keep them in line assuring they never rebel. On average a town can be outside the player influence for about 45-50 days before they will rebel.

If the player does not have a capital this makes it difficult to go off raiding for extended periods without leaving your lands in the hands of your lords. If a village rebels it will switch to the outlaw faction so anyone can attempt to loot it. If the player visits the town they can attempt to bring it back into submission by fighting the peasants and the bandits that have joined them. If successful the village will once again belong to the player, but be very poor.

Companion Guide Mount And Blade Warband

If a competing kingdom manages to loot the village it will become theirs. Lords can now rebel. The player needs to get within a certain distance of the lord (it's pretty large, the typical distance between a town and the 2nd closest castle) once per week or the lord will think he's not being watched. If the lord likes the player enough (depending on his personality type) nothing happens. If he doesn't like the player then his relation to the player drops. If it gets low enough he will rebel.

If his old faction still exists he simply goes back to that faction. If it has been defeated he will find, or free, his old monarch and reestablish the old faction. This can be extremely problematic because ALL lords in the game that came from that faction have a chance of joining the rebellion and moving back to the old faction.Towns and Villages. You can talk to village elders and guild masters from the menu upon entering the town or village.

Mills give their bonus every 2 weeks rather than only when their construction is finished. Troops can be conscripted from villages if the proper conditions are met. Look under the 'take a hostile action' menu, because they don't like being conscripted. Players can collect all the taxes for their kingdom at once by visiting a town.