Experience Calradia like never before in an unprecedented 'open-world' style RPG with persistent troop names, unique factions, stunning visuals - and no overworld map.

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What day is it again?

As you can tell, the 10th has come and gone and no new explorer version has been released. Don't worry! It is still on the way soon.

Why the delay? Well, I had hoped it would be ready to release, and it was not. How much longer will it take? Depends, but I don't want to spend much more time on it, so ideally by next week! Hey, you're lucky I still have the will to finish this thing at all! Which brings me to my next point...

become a patron button2x


You can now support the development of Explorer! on Patreon. I wasn't planning on setting up a patreon this time around, but all I had to do was reactivate it, so I figured why not? In all honesty if you really do want to see this mod continued, donating would be a great way to support my development time. This is a solo project for a game that's like, 15 years old or something. This mod is probably older than some of you reading this right now! So donate! Patreon.com

Feel free to check out the Discord server as well: Discord.gg


Worldmap Preview

mb7

Here at last is the full, (mostly) finished iteration of the new worldmap! By clicking on any icon in the worldmap, you will get a small display on the right showing the name, faction, distance, and a little preview of the map icon (just for fun.) There is also now an option to Fast Travel, though you can't use it all the time...

Thanks for staying patient,

Ruthven

Explorer! Beta Teaser

Explorer! Beta Teaser

News 15 comments

Some information and teasers about the new 2020 version of Explorer!

Explorer! Alpha Version

Explorer! Alpha Version

News 6 comments

Come get the new (patched) Alpha version of Explorer!

Explorer! Demo Version

Explorer! Demo Version

News 10 comments

Detailed feature list for the Explorer Demo release.

Demo Delays - and what to expect

Demo Delays - and what to expect

News 9 comments

New information about the demo release, updates on new features.

RSS Files
ExplorerSource

ExplorerSource

Source Code 10 comments

The module system source codes from the Alpha and Demo versions of Explorer!

Explorer Alpha

Explorer Alpha

Demo 54 comments

The newest version of Explorer! Join a faction, lay siege to enemy castles, raid villages, talk to the townsfolk!

Explorer Patch 2

Explorer Patch 2

Patch 7 comments

NOTE: You don't need the patch if you just downloaded the ExplorerDemo file - it's up to date! The latest patch for the Demo version: Compass, fixes...

ExplorerPatch

ExplorerPatch

Patch 20 comments

A small patch fixing some basic issues and crashes in the Demo

Explorer Demo

Explorer Demo

Demo 81 comments

Read the description for installation instructions!

Comments  (0 - 10 of 566)
carlosdelsol
carlosdelsol

GUIDE FOR NEW PLAYERS! MUST READ!

1.What are the special controls in difference with native? (keys and their functions)
P while traveling opens a companion management screen
M key - map | Y key - raven | TAB key - set up camps/siege camp | O key - compass
While using the raven: Backspace to view the worldmap

2.Can we take castles and cities and how?
You can besiege towns/castles: First you must join an existing faction, then go to a city/castle of a faction that is at war with yours. Wars are set randomly at game start, but every time you travel there is a chance war will break out between the two nearest factions that aren't allied - centered around the player. You can also give a motive for an enemy faction to go to war by attacking a neutral faction while allied to an existing one. Pressing TAB when you are at an enemy castle/town will let you build a Siege Camp; from there you can talk to your companions to build siege equipments and start the assault.
3.Can you send nobles to take other castles?
Actually, I don't remember if you can do this in the Alpha. I used a lot of Native code as a placeholder for lord dialogues, if there's an option to send them to besiege they will probably do it 100%. But maybe you can just command them to follow you. (They will join in your sieges!)

4.How does the prisoner system Works?
Not Yet Implemented in the Alpha

5.If we are in war on a faction will they attack us straight away when we entre a territory which they are spawned?
Any enemies have to actually see you before they will attack. Some enemies will attack but initiate dialogue, if they hate you enough they will just attack

6.What happens when we die in combat?
If you are killed, you will take over one of your companions and must try to recover your banner from where you last died. If the companion you are controlling is killed, they will die permanently! And then you move to the next companion, etc. If your entire party is 'wiped', you respawn as your original character. If you leave an area while controlling a companion, without recovering your player banner, then you will continue to play as that companion, until your party is wiped and you get to come back as your OG char.

7.Can we be criminals inside cities robbering and such?
Not yet implemented in the alpha
8. How do i know if a fie fief being attacked?
The only way yet is to use the raven and look if there is smoke coming from the fief
9.How does food consumption system work?
In the Alpha, there is no food consumption, and no morale
END OF GUIDE
Questions about development.-
1.What are the feautures you are/ or you would be working on if the mod was in active development?
This could be a big one, I will try to be brief
I am trying to release another version asap. I want to include some gr8 features though.
Some things I think will work really well, is a new TAB menu. In the next version, pressing TAB brings up a context-related menu that has multiple options, like save&exit;, set up camp/siege camp, or things relating to your location/actions, for example a siege menu to build equipment instead of talking to a companion, things like that.

I also want to give some more interesting player death scenarios. Being captured/imprisoned, or waking up in a ~special~ location; and even dying permanently. With this I want to give players the option to start new characters after death, in the same game world they left behind. This could mean taking over from your old character as a companion, or creating a new char from scratch in a totally different part of the map. The only thing saved from character to character would be how much you uncover on the minimap...

I also added tons of new locations. Outposts, ruins infested with bandits or deserters, swamps, etc etc. A lot of the scenes for these come from the Scening Contests on the forums.

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yorginvik
yorginvik

This is exciting! I have thought about something like this too, good luck!

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moonelord
moonelord

in the alpha the most annoying thing for me is, i've never seen any lords or kings staying at their castles. they are always roaming which makes it difficult to find them... i hope this will be fixed in the beta.

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�

you should make a basic native module with those skyboxes, it may attract a few modders to modify it from there for other mods. I know sebastion made them but I only seen many modders have complications with trying to put it in their mods without bugs like shaders breaking in some areas like calradia 1416 mod and rome mod which made the devs abandon the shader addition to their mods.

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Ruthventwo Creator
Ruthventwo

Hey there! I could port Sebastian's stuff to just Native and make a guide for other modders but... Where's the fun in it for me? :D

Seb's stuff doesn't have interior or worldmap shaders (since it was for a multiplayer mod), and while I did port back some point light shaders for Explorer, there are some issues with them... As for the world map, you can have things lit/visible, but there's no terrain blending etc, it doesn't look very nice at all.

If anyone reading this is curious about implementing the BoE shaders in their mod, you must change your materials to use the standart_ shaders, or everything will appear broken and terrifying.

Reply Good karma+1 vote
�

true it would be kinda off on singleplayer mods, but i guess its a decent template for the mods for multiplayer and mods like the strategy one where you build troops like a RTS. but its your choice on doing it and im fine with you not wanting to, its a lot time since i spend time on spending on replacing or modeling as well. and then theres always the very few errors that still take more time.

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carlosdelsol
carlosdelsol

more people need to support him on patreon, i've never seen anything like this on a community driven game like kenshi, arma or kenshi. This is extraordinary, just thinking about the possibilities makes me excited

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Ruthventwo Creator
Ruthventwo

Thanks again carlosdelsol, I appreciate it!!

Reply Good karma+1 vote
JoanLlinàsBas
JoanLlinàsBas

This mod os amazing! If it was in a Western setting that would also be cool, but either way it's great!

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Ruthventwo Creator
Ruthventwo

Thank you!! I actually talked with another modder who wanted to make a Western mod using Explorer as a base, but I'm not sure where that ever got to

Reply Good karma+1 vote
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Highest Rated (4 agree) 10/10

Boar hunting. Taking arrows in your back while fleeing for your life from steppe bandits. Nord incurisions in the deserts. Border clashes between sarranian city-states. 2 realtime hours spent riding from Bariyye to Ahmerrad orienting by the mountains on the khergit borders. So much for just a demo.

Sep 9 2018 by Erzya

Style
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Role Playing
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Single Player
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