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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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.

The Wild Wind alpha v0.17

The Wild Wind alpha v0.17

3 years ago News 0 comments

The multiplayer Warband modification, The Wild Wind, has just come out with v0.17.

The Wild Wind open alpha

The Wild Wind open alpha

4 years ago News 4 comments

The Wild Wind open alpha v0.15 is coming to Mod DB.

Wild Wind v0.17

Wild Wind v0.17

3 years ago Full Version 15 comments

This is the latest alpha release of the Wild Wind.

Post comment Comments  (210 - 220 of 251)
gangsterwolf Apr 29 2011 says:

Allright are this gonna be finished soon or what?

-1 votes     reply to comment
BoomBoomBatista Apr 30 2011 replied:

No dude, mods and games can't be done in a snap of a finger, if they could, they would all suck...

+4 votes     reply to comment
gangsterwolf May 1 2011 replied:

I know but this mod have been in moddb in i think a year and some months.

-1 votes     reply to comment
Shredzorz Creator
Shredzorz May 1 2011 replied:

Actually it's only been on ModDB for less than two months.

+3 votes   reply to comment
TehJock Apr 25 2011 says:

Looks really promising, probably gonna spend lots of time playing this masterpiece, good job so far.

King of Scotland

+3 votes     reply to comment
Heikou Apr 13 2011 says:

I can't wait till this mod is released. Those are some fine models you got there. There'll sure be some fun hunting!

+5 votes     reply to comment
death2falcon Apr 17 2011 replied:

o they are better than fine they are down right borderline pornographic good. i wanna lick my screen every time i see a model from this mod and do not get me started about the videos.

-1 votes     reply to comment
TychusFindlayIT Mar 30 2011 says:

But the system of the maps how work? Like the singleplayer of M&B or Persistent World?

+2 votes     reply to comment
NapoleonBonaPARTY Mar 30 2011 says:

I can say that I am genuinely excited about this mod.

+4 votes     reply to comment
NoNameNeeded Mar 29 2011 says:

finish it already XD =) i wanna play it before fire and sword game comes out

+1 vote     reply to comment
patrush13 Mar 26 2011 says:

i cant wait till this is redy have any clue for when it will be out

+1 vote     reply to comment
gijas Mar 21 2011 says:

Looks like the 1866 western mod from the original M&B... I wish they would port that mod over to Warband.

+2 votes     reply to comment
johnkillzyou Mar 20 2011 says:

Time to get red dead redemption pumping to warm myself up to this mod

+1 vote     reply to comment
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Mount & Blade: Warband
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Released 2011
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113 votes submitted.

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Highest Rated (8 agree) 9/10

Need More Maps And Bots

Mar 15 2012 by soldat1500

Lowest Rated (3 agree) 3/10

id rate it higher if it gave a tutorial idk what to do at all if anyone can explain please do ive taken down trees but i get nothing the most ive done besides beat trees down with my fist is fill a bucket with water and id like single player as well

Aug 18 2012 by kreos69

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The Wild Wind
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3 years ago
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