FULL CONVERSION
Hello everyone!
It's been a bit since we made an article but I thought with the new release; I'll make one!
So we have finally reached v3.9.5 of the v3.9 series. This is nothing short of amazing. Pendor is over 10 YEARS OLD, that's right. Going back all the way to original Mount and Blade, before Warband!
There have been plenty, hundreds, of people helping out with the modification. We would not be here today without standing on their shoulders. Thank you so much for all the hard work yous put through if you are reading this!
So onto v3.9.5. We got lots of things going on here!

This time around, thanks to many volunteers, we have full translations of PoP in Russian and Chinese! This would not be possible without them and their community owes them a great deal. You can find their online personas in the credit section of our download for v3.9.5. Thanks again and we are glad PoP can be played INTERNATIONALLY!!!
Now, for those of you who don't know. Pendor has Demons. Scary right? Well now their even more demonic in v3.9.5. They not only got an entirely NEW look to them. But they now wield FLAMING SWORDS. Like why...why devs!!!?? Well not only that, they also got armor changes and new items to fit their demonic retinue. They are now more fearsome then EVER!
Some other big changes you'll see in the mod are CKO QoL Changes. You can now, in game, adjust how fast and expensive your Custom Knighthood Order equips and trains itself. That's right. No more being subject to The Man, the power is with YOU. We realized after lots of feedback, that many players don't always want to invest so much time and energy that by late game, there's no need for using these overpowered units. Now you can change it to in-game perimeters provided for you. Hope you guys enjoy that one! Oh, we also added some new items that are not only found as merchandise, but can also be equipped on your CKO for their own unique look!
That's right. Look at these bad boys. Well, I shouldn't say that. They form to female physique when you play as a female! Amazing huh? I think we got some more.. Oh yeah!!

We also threw in some new variants that you can find on a few lords. Other than that, they are located randomly in shops and are available for your CKO should you meet their requirements (if any are needed that is). We thought having some variant of one of the coolest helmets in the game would be worth it!
Speaking of shops, merchants have more money and restock quicker. Shopping should be a bit more fun for those fashionistas!
So while I can't list EVERY change we did, we have a whole sleuth of changes that may catch your eye. Between new armors, bug fixes, requested features like remote completion of radiant quests. There's a lot here that may convince you to start over from previous saves. Or maybe this is where you'll finally land in Pendor!
I'll show a few more things to entice you, like Griffon Grandmaster (on the right)!

Well that about wraps up for what we have to talk about. Lots of our changes can be found on our mod page.
We are only a few short ways away from the release of Early Access Bannerlord. Now I know what you're thinking here: are we going to mod PoP for Bannerlord?
Simple put: we don't know at this point. We don't have the mod tools that are to come with 'release' of the game (if early access counts as that).
We don't know how the set up will be with their module system like you see in Elder Scrolls game files or if it's in the EA release at the end of March.
We may have plans but we aren't at that point where we know for sure. I mean how can we not want Pendor in Bannerlord? It's too savory or awesome to NOT imagine. Maybe one day, if we are certain though. You all will know!
News on the new patch for Prophesy of Pendor! v3.9.2 is now out!
We have news on the possible release date for Prophesy of Pendor v3.9!
This is the current WIP changelog for Prophesy of Pendor v3.9
Release of the total conversion mod for Mount & Blade Warband: Prophesy of Pendor! v3.8 Has finally been release after a year in development!
This is the 5th patch to hit main version 3.9 in the mod: Prophesy of Pendor. With it, you will find many quality of life changes, new additions and many...
Compatible with 3.9.4 savegames To install, unzip and copy/paste files onto v3.9.4 directory and overwrite. This file contains all the hotfixs. So if...
Prophesy of Pendors 4th Patch for v3.9 is now here! It will require a new game to play and is not save-game compatible with other versions, or tweaks...
This is Prophesy of Pendor Full Version 3.9.3! This version is NOT save-game compatible with previous PoP saves/versions. This is the full download and...
Latest Patch to upgrade v3.9.x to v3.9.2 - Fixes KHO bounty points - Cko equipment bug fixed - Companion sent to train CKO, will report increase in firearm...
This is an upload of Version 3.611 for those who have an interest in playing the older version of the mod.
Sometimes I wonder how the D'Shar can manage to affor Firuz and his Singalian Slavers that has a 30k party size.. I couldn't win against them even by using cheats. My fingers hurt. Seems kinda unfair.. hope they will set a limit for how big these mercenary parties can become.
normally for me the firuz appears with 200 something
They do at first. I started the game up in north and took castles one by one that were at the border of the kingdom so I never went to D'Shar territories but once I went and seen dudes have Firuz it was first at 10k.. then next time I seen them after a few in-game months or years it was at 30k. There should be a limit to how big those parties can get.
So is there a new version being worked on? There have been no news for quite a while. 3.9.6 or 4.0?
any chance to expand the kingdoms building aspects, i love that we have additionally buildings that give perks like unlimited arrows ect, but how about a barracks option that provides chapter units for a garrison or something like that , i always wished more mods would look into the building aspect to make citys more worth investing money into defending and upgrading
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Hey, i'm not sure if you guys check your messages or if you check on here, but i've been playing a campaign for around 700 Days now, And i figured i'd compile a few bug reports that i've noticed.
#1 Sometimes when you defeat a unique spawn the game won't report that they have escaped rather than been captured. This has happened with Wolfbode about twice now and maltise once. Since neither of them can be killed like eyegrim i'm just assuming the game fails to report that they escaped after the battle.
#2 there's a couple model issues, For example the southern king helmet (bahadur khan wears it) has serious clipping and model stretching when you hold down a left swing attack with a one handed sword on horseback and you look to the right (Not really sure how else to explain that one, I can send in images if needed)
#3 Sometimes the game will simply freeze when fighting Heretic armies if there are Demonic Magnus units present.
Loving the mod though, Definitely the best warband mod out there in my opinion.
is there a mod discord?
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I have some ideas for a possible 3.9.6 update. Here they are:
1)Addition of foraging skill. In the late game, a group of 500-700 soldiers consume way too much food way too fast and you need them for unique spawns and armies. It made Perisno so much more fun.
2)Balancing the morale change rate. I'm tired of my group of 500 soldiers declaring war on me because I spent 2 seconds without fighting.
3) A new skill that may be called "Steady Aim". It basically increases accuracy for bows, crossbows and guns, and increases crossbow and gun damage by . Basically power draw, but for crossbows and guns.
4) Power draw also increases projectile speed for bows.
5)Leadership should multiplicatively decrease negative morale changes rather than additively increasing the overall morale.
6)I think potions having diminishing returns after 3 uses is unnecessary. It should either be completely removed, or fixed so that every 3 uses of a SPECIFIC potion starts having diminishing returns for THAT potion type only. For example, if I drink a Potion Of Harkon 3 times, it gives me 1 increase to all stats next time but I still get 2 intelligence when I use an Elixir Of Janos.
7) New diplomatic options like trade agreements and sanctions.
8) To be able to play as a companion in battle so that we can control their actions and level them up faster.
9) To be able to switch to a pre-determined troop once we get knocked out in battle so that momentum doesn't stop.
10) Making trading a viable way of making money. As its current state, it's useless.
11) New ways of gaining honor and expanding its consequences like more taxes from fiefs, higher party morale and the tolerance of vassals with negative relations.
Overall, I think these should improve the mod that is already a masterpiece even further. You guys are doing an incredible job. If Taleworlds released this as a completely new game like Fire And Sword, nobody would think that this is a mod. As a Turkish person just like most workers at Taleworlds, I humbly thank you.
6 - that is not "diminishing returns". It is not what this term means.
Plus people should really stop seeing that as a penalty. It's the other way around: +1 is standard, while +2 is an extra bonus for the first 3 uses. Most mods don't even have that.
1 + 8 + 9
this is highly needed
Good ideas, i just don't really agree on the 6th one. I think the problem is the fact that increasing levels becomes a pain in the a** since lvl 40. Increasing the amount of xp gained should be the first thing to do (you can actually tweak it easily), thus the potions don't become a way to replace a level-up that never comes.