Warsword Conquest


Please read top article for more information about the new release

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"For all those mac users! when you have trouble with the hitboxes, copy the skeleton_bodies.xml from the mod's data folder and paste it over warband data folder's skeleton_bodies.xml!

(Thanks to user hkajs)"



Greetings Warsword Conquest fans,


It has been a few months since our last update and during that time our modellers have been working on armours and apparels for our well known lords so that favourites such as Be’lakor, Arbaal the Undefeated and Heinrich Kemmler (to name a few) look closer to their real lore-friendly appearance. They have been working on other models too and also on lods for current models to help performance of the mod when full of our higher poly models. Some screenshots will follow to showcase some of the new lords.

On the coding front I have been focusing solely on magic for the last 6 months to try and get it into the mod in the best way to represent Warhammer Fantasy’s magic while keeping it within the mechanics and balancing requirements of Warband’s combat. I have tried to add all the spells in as accurately as possible, but some spells’ original effects had to be changed either for balancing purposes or because they couldn’t be well represented in the Warband envirnonment.

In terms of what magic casters are in the game, all real characters who cast magic on the tabletop cast spells in Warsword (yes, special lords are now even stronger) and each faction has 3 levels of casters with variations of that caster for each school available to them. Not every army will have a magic user in it, but many will.
Sorry dwarf fans but the rune guild will have to wait for the next update.

Note: Magic is for field battles only and not sieges for balancing reasons.

Here is a brief overview of how magic is going to work in the next update of Warsword Conquest:

AI vs Player:

AI’s and player’s magic works slightly different from each other. The player casts magic using their magic school’s activator (requires firearms proficiency to increase accuracy) to cast spells whereas for the AI will only use their activator for magic missile attacks. All other kinds of AI attacks are cast via script. I did this because a great deal of spells are augments and hexes and would benefit more from a decision-making AI than relying on the AI’s ranged targeting choices.
The AI will look at the battle circumstances before casting and try to choose the best spell for the situation.

In real terms, this makes one distinct difference. All AI casters will cast their spells at the very start of the magic phase while the player can cast at any time during the magic phase. This makes the AI much more efficient and deadly with the array of spells they have than if they used the activator for all.


New Magic Skill:

After the new Constitution skill, we’re going to introduce a second new skill in Warsword Conquest : the magic skill.
The higher your magic skill is, the more damage your spells will do and the larger radius your AoE (Area of Effect) spells will have and, in case you are casting a summoning spell, the better the troops you can summon. You will also regain mana faster and you’ll have a higher chance of making your casting roll.


The Magic Phase:

If there is a magic user in the battle, then the magic phase will be active and this will bring a new winds of magic strength number every 10 seconds. This number ranges from 1 – 8 and that is the amount of mana which casters regain (with bonuses for higher magic skill characters). If the winds of magic are at a 7 or an 8, then all casters are getting a +2 to their casting roll, while if it is a 1 they’re getting -2.

During each magic phase a caster may only cast 1 spell, with the exception of magic missile spells (which are normal Warband ranged attacks) that can be cast as many times as you have mana for.
At the end of the magic phase all spells’ effects (with one or two exceptions) are cancelled. This is the trade off for the player, who has the advantage of casting any time they like and in a more optimal place/situation, but the later they leave it in the phase the shorter time the effect will last.


Casting:

Each spell has a casting cost which the caster has to achieve equal to or better than on a D12 (plus a bonus for magic skill level) in order to successfully cast. If they cast it, then all affected troops who have magic resistance get a roll to resist the spell, in which case they will be uneffected.
If you fail a casting roll, you’re still going to lose 50% of the spell’s mana cost (which is the same as the casting cost) and you cannot attempt to cast again until the next magic phase.

There are penalties to the casting roll if you have a shield equipped (on back is ok) or if you are wearing too heavy armours.


Spell Types:

Magic Missile: An usual Warband ranged attack although some have bonuses

Radius From Caster: These AoE spells use the caster’s position as the center and usually require the caster to be close the action. These are more common in schools that don’t have a magic missile spell.

Radius Ranged: These AoE spells are a mix of the previous two kinds of spells and use the spot where the spell landed as the center of the radius.

Summon: A successful cast of these spells will summon troops in close proximity to the caster.


Learning magic:

The player can learn only one school of magic from a list of schools available to their race (the ability to change schools will not be in this release) and they can learn them by visiting the Wizards’ Guild via the town menus. As the player goes up in magic skill and has the appropriate gold, more spells will be available for learning.

Once you have learnt a spell, it will appear as a scroll in your inventory (these are unlootable) and the way you organise them in your inventory from the top left will establish the order they scroll through when selecting them in battle.

In battle you can toggle through your spells using the V and B buttons. Then, firing your activator, it will attempt to cast the chosen spell, which is displayed in the top left hand corner along with your mana. If you have already cast a spell or do not have enough mana available the spell will not activate.

If you would like to read about the schools of magic, what spells they have and their lore attributes then download this text file here..

Filedropper.com

So when is it ready?

We are a while off of release yet. As I have been exclusively looking at magic for most of the year, I haven’t looked at issues such as sea battles or how to reduce the map lag yet. I want to add 10 more events before release and GSanders (Phosphor1) is yet to return to look at his side of the coding. Moreover, the magic’s coding still has work to be done as well.

Another major workload we have is modelling as we mentioned in the last update. We have some new modellers which are fantastic, but with all the new magic troops who all need equipment made, as well as some effects and models for the spells themselves, there is still much to do on the modelling front.


No date can be given yet but rest assured we will continue to work as hard as we have been throughout all of 2017. Hopefully some more precise news will come when closer to the Christmas period.


Thanks for reading and for your continued support of Warsword Conquest.


Nameless Warrior

Update June 2017

Update June 2017

News 39 comments

Here is the latest update concerning the current status of the mod.

Warsword Conquest Released

Warsword Conquest Released

News 88 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 50 comments

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

RSS Files
Warsword Conquest Patch 1

Warsword Conquest Patch 1

Patch 382 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 434 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

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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 14,799)
Dounter
Dounter

How do i build the outpost, i only get the option to build the camp, and cant find a way to upgrade it either :/

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polloio
polloio

You can't build outposts or forts in Warsword Conquest :)

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Dounter
Dounter

well on the wikia of your mod it says you can :o
Mountandblade.wikia.com

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Nameless_Warrior Creator
Nameless_Warrior

That feature was in the original mount and blade version of warsword but not the warband version. I can see why it is misleading as the original verion was called just 'warsword'.

I think the 'build camp' option is just a remnant of it. Does it even do anything? If not I may just remove it.

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Guest
Guest

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Tomisil
Tomisil

Dear polloio. I am very interested in the Skavens. So the availablity of the Skaven race in your mod make my heart warmed. The Skavens are very effective in defending and attacking town and castle thanks to thier powerful gunners but lack in cavarly when in open battle. They have a war with the Bretonnia at start and suffer heavily when being charged by the Bretonnia's Superior Cavarly (Trust me, they lost everytime when engage a full blow battle with Bretonnia in open warfare). Also they lack good melee infantry (Stormvermins arent good when compare with most other same level melee infantry in many ways, very lorefriendly, well done). And have war with Wood Elves and Brettonia at start make the Skavens defeated around turn 200 every save I play. I have some suggestion for the Skaven race in your next update, these are my good will, please appericate it:

+ Make them many: Skaven weaker than other races ? Yes! But there number is no matched. Rise the cap of Skaven lord's army, Also if can, rise the number of the Skavens can be recruited in villages.

+ Make them less adorable: Trust me, the Grey Seer is nothing different from a Walkable White Hamster. It's so cute, i love it <3. But please for the pride of a Skaven, make they scary or less adorable.

+ Make them summonable: I see you dont make any spell with summon Skaven in your Lore of Plague (Skaven). I played Total War and very fond of this spell. So if you can, please add the summon spell.

+ Make them cooler: Change Skaven Underworld into Skaven Thirdteen Council or something like that, that make them cooler in some ways.

+ Make them seperate: A settlement in the north of the map, one in the south, one in the New world, one in the Oldworld and their enternal capital - Skavenblight. This sound crazy cause if you serve them as lord you will have to travel all way along to send mail or something like that and they will likely to engage war with many other faction. But it is lorefriendly and make the Skaven more speacial than other faction. Or you can seperate them into major clans. Skaven everywhere!!!

Thanks you for listening and hope a good incoming Christmas to you and your creator pals! polloio !! ^^

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polloio
polloio

I love your ideas....and you'll be happy to know that we already tried applying them and the results were very far from even barley acceptable.
Here's the debunk, hoping you'll understand why we can't do all that.

Rule #1: Warsword Conquest is a mod. We still have to follow many rules included in the programmation of M&B Warband, the main game.

That said, let's go:

+ If we raise the troop limit for the Skaven lords, the game is going to keep the same percentages of low-mid-high tiered troops, making Skaven the must broken faction in no time, because AI lord doesn't have upkeep costs and gain a lot of troops in a short time.

+ We are trying already to come up with a way of making skaven more "skavenish", but Warband isn't very friendly with non human skeletons, that's why our capabilities are fairly limited (same goes for Orcs, Lizardmen and in minor part Beastmen).
Also, Warband uses a fairly old graphical engine, making detailed unit really bad for performances, hence why we can't detail everything too much.

+ Summon spells in Warband are already a hell to code, Nameless Warrior could tell you a lot about it.

+ Skaven Underworld and Skavendom are the two official names of the united domain of Skaven. This is lore ;)

+ There already were divided skaven in the first Warsword mod for the original Mount & Blade. Skaven never lasted more than 100 days, as all their castles and towns were sieged by all other factions.
Same goes for Warband, where the AI isn't much better.
That's why Skaven and Beastmen have to follow the same rule as all the other factions and have their settlements grouped together, or at least close to each other.
Also the same reason why we can't divide them in clans, because they'll annihilate each other in no time and/or get destroyed by all the other factions.

Lore is awesome (I know something about it ;D) but has to bow in front of the fact this is only a mod and not a game, so we have to follow the rules the developers of the main game imposed us :)

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Tomisil
Tomisil

Thanks you :) I already know that some of my ideas may be unable to mod when i post my comment. But I just cant bear seeing such an adorable Grey Seer... hic :) So your creator are going to update troops and items for the Ratmen right ? I cant wait for thier pictures, so you are devoloping the Beastmen, I see. How long will the first progessing pictures of the Skaven are posted, I want to know ?

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polloio
polloio

It's actually different: we are not developing one faction only, we are working on a lot of things together, since the update is going to involve almost all the factions.
And our Skaven-guy is really busy with real life job, so the developement for Skaven has been even slower lately.

I know this doesn't sound good to you.....but the good part of it was hinting that we are not forgetting Skaven or favoring factions over Others :)

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Aerys_IV
Aerys_IV

Hello, thanks for this mod it's wonderful
I have one question :

I understand the freelancer mod was causing troubles because of race specific equipment compatibility issues. But is it not possible to implement it a way the player can only engage in an army of his race ? That would be huge !

(Sorry if my English is bad)

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Nameless_Warrior Creator
Nameless_Warrior

It was more the fact that quite a few armies have multiple races/skins in them. It is feasible that I could go through and ammend freelancer to be more compatible for warsword and also to look into the other issues it was causing us but that would take a lot of time and I would rather spend it elsewhere.

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Aerys_IV
Aerys_IV

OK I understand
Thanks !

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Aerys_IV
Aerys_IV

Also do you plan to introduce artillery and Magic ? I know it's very difficult but that would be insane to see Hellblasters firing on Tzeentch sorcerers :D
Giants for Orcs & Goblins would also be a very good implementation

I have no knowledge on modding (and I'm a Mac user so I don't have the adequate tools) but I volunteer to help you anyway if I can ;)

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Nameless_Warrior Creator
Nameless_Warrior

Artillery is not something I am planning to add currently. Giants would require another skin which we don't have.

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Guest
Guest

You cant cause some race like Beastman, Undead have many different model.

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Aerys_IV
Aerys_IV

If I'm not mistaking the special models such as giant rats, trolls etc are considered as special units only recruitable in War Academies and so are not part of the troop trees
I can be mistaken though

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Highest Rated (86 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

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