Warsword Conquest


Please read top article for more information about the new release

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Update June 2017

News 19 comments

Dear Warsword fans


It has been a while since our last update and as we currently have no release date announcement in sight I would like to bring you all up to date on where we are and what can be looked forward to in the future.


Since the last patch we took our usual 6 months off and work restarted around the turn of the new year. The team has been much reduced again this year with our scener Jargon Darot and coder gsanders absent for all of 2017 so far. I do not know if Jargon Darot will return but gsanders has said he will return if his personal life gives him the chance and we wish him the best and hope to see him soon as he has given this mod much and I know there is much he wanted to finish for this update.


The trusty Polloio is still our community manager and we continue to be grateful for his presence on our forums and his sage like Warhammer wisdom and knowledge which is a great asset behind the scenes. He is also rewriting some of our character creation options to bring their flavour as close as possible to Warhammer lore.


In the modelling team Dankmar is still creating exciting new remodels of current factions and Hoedir has joined the team to bring new visions of the ogres and to work on new content which will be announced in the future. Last year Kraggrim produced an excellent demigryph model as well as some new skaven and dwarf models and he has recently agreed to make some more models for us which is excellent news.

Time is limited for those 3 and this is why we have recently asked for more modelling help. The timing of the next release date will very much depend on if any more help comes along and how much is done as we have a lot of models/retextures needed for this coming update which has the potential to be one of the biggest updates we have released.


There are a lot of new features which are in the design/testing stage both in terms of coding and modelling at the moment but I will leave those aside now for later announcements pending on how things go. Below I will talk about what has already been done so you can get an idea on the current status of the mod.


Bugs and fixes:


Many issues which have been reported over the last year have been fixed for the next update.


Town NPCs

Merchant sellers, tavern keepers, guild masters, arena masters and town seneschals are now the correct race/faction for the starting faction. They will not change when conquered but we felt this way around was better for immersion compared to what we have now.

Honour:

Honour does not exist in warsword anymore. Instead it has been changed to a character reputation system which similarly ranges from -99 to 99. -99 is the extreme of the evil side and 99 is the extreme of the good side. If you are one of the evil aligned factions such as chaos, skaven, dark elf, tomb kings, vampire counts, orcs and goblins you will no longer be penalised for acting evil. For example the negative reputation you get for acts like attacking neutrals and causing provocations will now be a desirable thing.

As you establish your character in the upper realms of your races disposition (-50 and below for evil, 50 and above for good) you will slowly start gaining right to rule (so long as you have a high enough renown) over time as your reputation grows and you become more inspirational to your peers in these times of fierce war.


Random events:

Currently there are 37 random events in the mod but by release there will be 50 – 60 random events which will fire on average once every 4 weeks. They have been put in to add some decision making and variation to each play through as well as a chance to add some more roleplay moments for your character. You can turn the events off but if you do you will miss out on the chance to get some unique quests, companions, rewards and an expanded narrative to your overall adventure.


New Keywords and abilities:

We plan to add a number of new troop abilities (some available for the player, some not) for the new update. These are the ones which are already in but many more are planned down the line.

Poisonous: If you are damaged by an enemy who has a poisonous attack (for example witch elves, dark elf and skaven assassins, wind globadiers, skink blowpipe, goblin spider rider archers) then you (as well as ai troops) will periodically lose small increments of health as the battle progresses and will also do so on the world map until the poison has cleared. Poison effects do not stack.

(undead and lizardmen are immune to poison)

Tomb rot:

Mummies now give off tomb rot which chokes the life out of nearby troops. At regular intervals the rot will emanate from the mummy and do very minor damage to any model within 2 metres of it. This damage will also affect allied troops.

(undead, lizardmen, daemons and clan Pestilens are immune to tomb rot)



Potions:

There are now a number of potions in the mod which if you are lucky enough to get during your playthrough can have various beneficial effects such as curing poison, enhancing stats or healing. They can mostly be acquired from events and tavern travelling merchants (they are not as rare as the wizards but not as common as ransom brokers).


Constitution:

This is a new strength based personal skill which will increase your recovery time from illness and infliction. You will also recover health on the world map faster. The higher your constitution there is a chance that potions will last longer and higher constitution will increase the positive and reduce negative effects of intoxication.


Intoxication:

We have decided to add this feature for those who would like the idea of piloting a drunken hero throughout the old world.

You can get drunk in taverns by talking to the tavernkeeper. When you get drunk you are dealt a positive and negative effect of your drunkenness. The higher your constitution and the more times you have been drunk the more chance of getting a better positive and a less harmful negative result. You will be drunk for 18 – 24 hours.

You go into battle with the effect changes from earlier and then every 30 seconds you get an in battle drunk effect. This will either be a positive effect, a negative effect or no current effect. All current effects will be reset before the next one is given (with the exception of the highest positive affect which will remain for the rest of the battle). The higher your constitution and the more times you have been drunk, the more chance of a positive and less chance of a negative effect.

Your early drinking days will be rough but you will get rewarded as time goes on. The cost of getting drunk and time it takes to get drunk increases the more you get drunk (also where you get drunk can have an affect).

(skeleton, vampire and saurus players cannot get drunk)


Current new models:

Demigryph, flagellants, Doombull, some new slayer models and hairs and a few new skaven items. Some new ogres and a wood elf stag and treekin. New herald and bloodletter model and a new model for Belakor.



This is where we are now but with much else going on in the background. There are a couple of major features being worked on right now but they will only be announced when fully finished and tested and if we can get them as we want them.


Thank you for your continued interest in warsword and as always your patience between updates. If you do have experience in modelling and texturing and you would like to assist the team please contact Polloio or myself via the moddb or taleworlds messaging service.

Many thanks

Nameless Warrior

Warsword Conquest Released

Warsword Conquest Released

News 86 comments

The latest update for Warsword conquest has been released

Release Date Announcement

Release Date Announcement

News 54 comments

Brief announcement about the release date of the new version of the mod.

Update and new features/changelog/Q &A part 3

Update and new features/changelog/Q &A part 3

News 48 comments

The latest update from the warsword team.The Q & A section will be updated as and when.

Update and new features/changelog part 2

Update and new features/changelog part 2

News 27 comments

Latest news concerning the new update and some of the new features of the next version.

RSS Files
Warsword Conquest Patch 1

Warsword Conquest Patch 1

Patch 372 comments

Please see the top article for information on this patch This hotfix is not game save compatible. There will be another hotfix in a few days (earliest...

Warsword Conquest

Warsword Conquest

Full Version 420 comments

Warsword Conquest is a total conversion of warbands mount and blade 1.168 based on the warhammer fantasy world by Games workshop.

Warsword Conquest Beta

Warsword Conquest Beta

Full Version 153 comments

Warsword Conquest is a total conversion of warbands mount and blade 1.153 based on the warhammer fantasy world by Games workshop.

Warsword Conquest beta bug fix

Warsword Conquest beta bug fix

Patch 76 comments

Warsword Conquest beta bug fix do not need to download the main file again, just unzip and copy and paste over files in the warsword conquest main file.

warsword preview

warsword preview

Demo 24 comments

for people downloading some poeple had some trouble downloadingwarsword preview Made by Del

Comments  (0 - 10 of 14,021)
Guest
Guest

When will we be able to download it with the new upgrade?

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Teeff
Teeff

I am very happy to see you are still updating this awesome mod. Will the upcoming patch be compatible with saved games?

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svartaraven
svartaraven

Hey so, i have a "weird" question. How come when i select my race as "Chaos" i cant wear marauder gear? is that a bug or meant to be? could maybe a Marauder race be implemented?

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polloio
polloio

Meant to be, we had to remove the choice to be a Marauder because we have reached the max number of skins the game allows, reason why we cannot even put it back.

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Teeff
Teeff

Yeah I had a problem equipping Erasmus (Chaos companion) with actual gear. Guess he is stuck wearing that crappy armor!

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ChristopherMPoet
ChristopherMPoet

A noobish question I may be smacked around for. I decided to play a vampire and, mind you, I know NOTHING about Warhammer at all, so how do I tell what kinds of armor are for my race or not? I just spent ten minutes looking through google search and found no clear answer on what I should be looking for. I don't think I can run around the game in nothing but a pair of trousers the whole game lol. Help?

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svartaraven
svartaraven

The armor you can wear can be bought from the cities of your race. I.E Sylvania and the places in it. Theyre colored black on the map and are located to the east of the map, and also more north than south.

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polloio
polloio

The armors for the vampires are sold in the Sylvanian/Vampire Counts' cities together with the skeletons' armors.

You can tell which armors are for which race by the name of it (skeleton armors usually have "skeleton" or "tomb" in the name, while vampire armors have "vampire" in their names).

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tetonhiker007
tetonhiker007

bug: The shadow bow does not flex like others when drawn back but remains rigid, still fires arrows though :)

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polloio
polloio

We know about it but there is noting we can do at the moment, as it's a problem with the animation and we don't have a proper animator in the team.

We'll try to correct it anyway.

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Highest Rated (84 agree) 10/10

Amazing mod. Has a really interesting setting and all the factions are just awesome. Hands down, the best mod I have ever installed for Mount & Blade.

Oct 23 2011 by jobels

Lowest Rated (8 agree) 3/10

Almost impossible to start. You start with almost no money, horrible weapons and armor, by yourself and surrounded by enemies. Even if your lucky enough to go to a few villages before being ambushed by dozens of enemy parties in order to recruit some villagers they are useless. Unlike in the unmodded Warband there are no small groups of bandits or thieves you can fight to level up you and your troops. All you can find is huge parties of heavily armored deserters who just kill you in seconds. Even…

Jun 19 2014 by Wesker4755

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