The Wild Wind is a multiplayer modification of Mount & Blade Warband that takes place in the United States in the year 1890. It takes inspiration from such games as Minecraft and Garry's mod, and even other Warband mods like Persistent World. There is no real winning objective; the only goal is to become rich and powerful through the means of your choosing. You can choose to build up a village, to run a store and sell items and supplies to other players, to hunt down criminals and collect the bounties placed on their heads, or even to become the criminal and live life outside the law. There are many new features which have never been seen in any other Mount & Blade Warband multiplayer modifications to this date, including a menu from which you can select props to build, item crafting, and an inventory system that updates in real-time.

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Up until now, the gameplay in The Wild Wind has not been very focused. v0.18 will change that.

Posted by Shredzorz on Mar 14th, 2012

Right, so at the risk of alienating the current Wild Wind playerbase and failing to attract any new players, I've decided to significantly change the mod's core gameplay.

You may have already noticed that this mod never really had any goals or objectives. Right now the only thing to do is walk around and be bored. To be honest, since the beginning of development The Wild Wind has been more of a collection of cool scripts and features than an actual mod. I've never known what I wanted TWW to be. I've always just been more like, "Hey, this is a cool idea that no one's really implemented before, so let's do it." There's no "design", just (buggy) features. Well that's going to change now. I know what I want to do and, unlike ever before, I know how to do it. What I have in mind is more of a strategy game with a focus on teamwork, as well as individual accomplishments.

I think the building system is the heart of the mod. However, it is also probably the worst part. The degree of freedom and customization is welcome, but building anything significant is painful. The solution I have in mind is to keep what we've got now, but build upon it by adding in whole building models that you can choose from to create, as well as many more small props. These "prefab" buildings will take time to construct and will benefit from multiple teammates working together to build them more quickly. To spread the workload throughout the team, instead of just one person, gathering resources will now add them to your team's stockpile, rather than your inventory. As a bonus for you efforts, you will also receive a small gold reward for gathering resources. Thus building things will require team effort, as opposed to being confined to each individual. This means that everyone will be able to use up the team resources, which may lead to some problems with griefing, but I will implement things to keep that under control.

Another much maligned aspect of the mod is crafting. To fix this, I think I will remove it completely. Honestly, crafting items is boring. Instead, items such as guns and clothing will be bought from special buildings constructed by the players and will cost the player gold, in addition to costing the team small amounts of metal/wood/cloth. Tools and plants will continue to be purchased through the "buy menu", but things such as weapons, horses and clothes will require a suitable building. Constructing more than one of a certain building will drive the cost down of the items purchased from all buildings of the type. The cost in gold should be enough to stop anyone from being able to suck the team dry of resources by buying huge amounts of items.

Originally, my idea was going to be to have two human teams competing against each other. But that seemed like it would still be a bit boring. Instead, there will be infrequent (but sudden) Native American invasions. These attacks will be unpredictable and will require the whole team to pull together to fight them off. Spawning will be restricted during the attack, and failure to defend your team against the invaders will result in something bad (that I haven't really thought much about yet [maybe some buildings will be destroyed or something]).

Add in some bugfixes and other minor features and you've got yourself v0.18. I hope everyone thinks these ideas will be positive changes. As I said before, I'm just hoping to give the mod more of an objective, so that it's less boring to play. If you agree or disagree with the new direction which The Wild Wind is taking, let me know by posting in this thread.

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rmp1234 Mar 14 2012 says:

i love this idea.... haven't played TWW in some time and when i have there has been next to no one playing. hope this brings a much needed revival to such a great mod

+3 votes     reply to comment
Urch Mar 14 2012 says:

This new direction makes me think of a sort of multiplayer Custom Settlements mod (from Mount and Blade Original) and that Invasion mod. Sounds fantastic.
I would love to see, say on a large map, perhaps there is a mine like area in one part and a town is built some distance away, the use of wagons to transport ores and mined resources. Then you could have Indian Stage Coach raiding parties and players moving their wagons into a circle. That would look impressive. Good thinking with the new direction, I prefer team player anyway.

+3 votes     reply to comment
Chezzlor Mar 15 2012 says:

Is it possible to release a more RP version of this mod once polished? So similar to PW. I reckon that would gain some popularity and it has the potential.

+3 votes     reply to comment
slapStick Mar 15 2012 says:

Honestly i'm glad to see it changed, to use prefab building might reduce the lag, since adding thousands of objects to create buildings adds to the lag, might actually start playing again :-)

+3 votes     reply to comment
hate4uall Mar 15 2012 says:

i think this is a steap forward , and will speed up game play

+2 votes     reply to comment
Crossbow_Joe Mar 16 2012 says:

The constant threat of an invasion which could destroy all your hard work is awesome. Unlike in Full Invasion where the only thing you stand to lose is your life, which was only given to you to fight off the invasion. And that's one of the funnest multiplayer mods out there

Brilliant design

+2 votes     reply to comment
leathery Mar 17 2012 says:

Truly a great Idea, But I'd Like to ask about the horde of natives how many? What will they be armed with? some horses some captured/bought fire arms? will you make it so its not just running away and shooting so you don't get surrounded by AI? Also never have play Wild Wind(But i would love tooo) will you be able to duel or fight with other players for personal gain like PW?

+2 votes     reply to comment
aneio Jul 9 2012 says:

hello every one dat playing TWW

can ennyone host a server?

+1 vote     reply to comment
shrike137 May 29 2013 replied:

Their is a server up Called MOV. team speak is called Men of Valour. Team speak IP:

+1 vote     reply to comment
shrike137 May 29 2013 says:

On the server we play on we want to use guns but on the big map, (Wild wind) and their is no carbon. If any one edits the map and most it on the server any one who try's to join but the person who made it cannot spawn. The map is just black. Now we have more than 20 people most of the time including Teredevil who play on our own server, we are Australian but we have people right round the world who come on our team speak called Men of Valour. Team speak IP: . I've been working on the big map for about 6 hours editing it but I'm really annoyed since we cant use it and some of our other members are also ****** off since it doesn't work. Now it would be really helpful if some one could help me with this. Also I've been talking to some of our members and they said they would love to continue modding Wild wind but they don't know how but I'm pretty sure people will be willing if you give them instructions or an tutorial.

+1 vote     reply to comment
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