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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10 comments 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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Wild Wind v0.17

Wild Wind v0.17

Dec 20, 2011 Full Version 14 comments

This is the latest alpha release of the Wild Wind.

Post comment Comments  (40 - 50 of 248)
teredevil
teredevil May 28 2013, 7:12am says:

guys me and my group are hosting a wild wind server let bring this mod back to live!

+6 votes     reply to comment
Guest
Guest May 28 2013, 5:55pm replied:

Join the Men of Valor (Australian) dedicated server! With around 25 players on at afternoons [Australian EST]!

+1 vote     reply to comment
Moneyman12167
Moneyman12167 Apr 27 2013, 11:01am says:

Fellow comrades! We must fight for this mods survival. Shred (the mod maker) wants to stop working on this mod forever and he wants to work other mods like "Persistent Frontier" (another PW4 mod with muskets which will be "released soon"). We must show that we care For the The Wild Wind (which was renamed to Western Craft v1 but was not officially applied anywhere) We have around 400 watchers and around 175,000 visits on Mod DB for this mod so it shouldn't be hard. If we fail, the mod will die. We need fellow scripters, model makers, and a lot of people to show we really care for this mods survival. I have been backstabbed to many times by mod makers and this is a mod I would fight for!!! So, if you want to help, go here Forums.taleworlds.com and post something or send Shred a personal message that will change his mind or atleast give us all the files to keep this mod alive!!!

+5 votes     reply to comment
Moneyman12167
Moneyman12167 Apr 27 2013, 4:18pm replied:

"I did not put aside this mod for Persistent Frontier, that wasn't what I meant. I just helped them a little bit with fixing bugs. I put aside this mod for my new secret project.

Also, I plan on making WesternCraft completely open source sometime in the future, but I don't want to do it until I'm 100% sure that I won't come back to it." - shredzorz

+3 votes     reply to comment
redsteel224
redsteel224 Apr 23 2013, 2:13pm says:

Can some people put a server up its a brilliant mod but no one playes it

+3 votes     reply to comment
teredevil
teredevil May 28 2013, 7:13am replied:

we have recently hosted a server ;D

+2 votes     reply to comment
shrike137
shrike137 May 29 2013, 11:56pm replied:

Yes we have indeed. Now we have to be able to edit the maps and make more. Also be nice to fix the problems in the current patch if one is not being released. It would also be nice to fix up all the admin settings and rules and who will get the admin.

+2 votes     reply to comment
tommacool
tommacool May 23 2013, 8:26am replied:

There is a reason people are not playing it you know: It's ******* boring! If you want a good western with mount and blade, check out 1866. Best western game I ever played

+1 vote     reply to comment
Falloutdud3
Falloutdud3 Jul 6 2013, 3:53am replied:

Can you please point me to this mod 1866

+1 vote     reply to comment
slipknot98
slipknot98 Apr 9 2013, 3:18pm says:

When will the 0.18 be released? I am really looking forward to play it with my friends!

+4 votes     reply to comment
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Windows
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Shredzorz
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Released Oct 10, 2011
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Highest Rated (8 agree) 9/10

Need More Maps And Bots

Mar 15 2012, 6:12am 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, 10:23pm by kreos69

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