We apologise for posting this update a little later than usual, we have some fantastic stuff we wanted to cram in for this month! Read on to find out what we have in store,
Starting as we usually do, we have a range of fantastic armours to showcase. From knights of Bretonnia to the best the Empire has to offer! As we dig into new territories, as well as some new mechanics we will mention later on, we have a number of new assets for our campaign map.
3D
We are still expanding the map, and with this, we are also working on populating our fair Brettonia with its iconic towns and castles, starting with Carcassone and Brione.
Also to give life to the mountains we created placeholders for the dwarfs for now.
The Religion System
Alongside our major Knights & Saints update, we are planning on introducing our own custom-made religion system, this system will affect both the players and ai. Bringing with it a range of interactable, and background, mechanics.
This is just the start, as we continue to expand our world we will also be expanding the faction pantheons.
The new Religions
Every character within our mod, including the player, will have some direct or indirect interaction with the various gods of the Old World. For now, our system covers three deities; Sigmar, The Lady of the Lake and Taal.
These gods will provide blessings, when a party goes to shrines dedicated to their specific deity on the campaign map, they can choose to pray for a reward. These blessings can result in moral or speed buffs for the party on the campaign map, choosing to pray will also aid in the recruitment of ‘holy’ troops such as Flagellants.
Through the act of praying at these shrines the player's alignment with any one of the gods can shift and this will apply to the ai as well. Choosing and changing your alignment will have ramifications that affect your campaign further down the line, such as leading to wars etc.
The specific methods and requirements will be made clear on release!
new Faith perks
Praying affects your "Faith" skill", this Faith skill in turn affects the gifts you can receive from your god. Each point put into this skill tree will increase the duration of blessings and increase the amount of religion-related troops you can acquire.
You can also donate items from your inventory to your chosen deity, to receive influence.
We have chosen a few examples to highlight our system further:
Revival: This perk increases the chances of troops within your party surviving a fatal blow.
Blessed: Your clan gains 3 influence points for every clan member in a blessed party.
A miracle: Your faith is so strong that it is able to manifest positive religious events from time to time.
What are these miracles you say? Wait and see!
Cursed sites:
While there are new holy sites to visit, there are also unholy ones! The Vampire Counts will have their own counterpart that will allow both necromancers and vampires to recruit ghost units. While also, in the future, offering sinister boons to those who choose to worship much darker powers.
Cursed sites are also an inconvenience for non-undead factions, as an example all parties that move through the cursed swamps of Sylvania will suffer from attrition and should not risk staying too long. Lest ye join the dead.
Discord.gg @TheOldWorld
When will the update come out?
Hello! I’am from Ukraine. You guys do something phenomenal. Respect for your creative work. Warhammer + Bannerlord = better combination
thank you!
(buried)
It's a pity Bretonnians absolutely don't have bretonnian armors, but armors taken from "For Honor" or "Dark Souls" licences... You should more refer to tabletop original figurines...
Hey sorry you feel that way buddy, we matched as best we could whilst also considering how bannerlord engine works. As for the "taken" comment I am the creator of these models and if you look at my artstation Artstation.com you will see this is well within my skills to make simple knight armour.
It's a good work, but these knights don't have the Bretonnian or Warhammer style. Bretonnian knights either have fantasy helmets with ridiculous embellishments for the real world or go into battle without a helmet (like many knights errant or questing knights models). Your knights look like historical knights. And Warhammer has a lot to do with fantasy.
Perhaps capes should be reserved for characters or Grail knights.
I hope this message helps the mod team to do the fantastic work that everyone is thankfully following closely.
Appreciate all feedback, it does help us. I think you might be thinking of knights of the realm or grail knights? If you check my artstation linked above you will see those models with their ridiculousness. If you have a reference that you think they should look like please link. I will take a look for any major differences and add them in. My main references were this Static.wikia.nocookie.net Please notice the cape on the rear character. Also Total wars Cdna.artstation.com which I feel shares a lot of similarities, other than the helmets but this is bannerlord so armour has an actual value unlike total war. Sorry for the wall of text. I put 70+ hours into these and feel all my choices are researched thoroughly
I check your artstation. The Knight of the Realm are pretty cool.
- Questing Knight: https:/ /whfb.lexicanum.com/mediawiki/images/f/fa/Questing_Knight_M01.jpg
(remove space between slashes). Like your main reference image, the models either have no helmet or the helmet doesn't cover the face of the knights.
- Knights Errant: https:/ /images.dakkadakka.com/s/i/gallery/img/2020/3/9/1048875.JPG (remove space between slashes). You can use these helmets for some knights errant models. But most models don't have a helmet either.
Both types of knights show their faces, but the errants are very young and the questings are older.
Hey really appreciating you taking the time to engage with me on this (helps us and other users). I think perhaps there is some confusion. These are the most heavily armoured version of that unit/model but with variation, the reason we do this is because in bannerlord your troops gain experience, as they improve they will get more armour visually, most of your base questing knights wont have the shoulderpads or helmets, only those with upgrades will have some of these options much like in the miniatures picture you referenced. The models are shown like this just as a "hey we have made this so far" not an exact representation of a whole unit but the potential variation of the most ranked up of the questing knights. I hope this helps clear up the added armour options. Thanks again
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First off, hats off to you for the wonderful work you're putting into this mod for everyone's enjoyment.
I just wanted to add onto the point that was being made, in that, I don't know how familiar you are with historical arms and armor, but needless to say GW original creators were very knowledgable.
And to separate the traditionalist high-feudal Kingdom of Bretonnia from the Early Renaissance/Late Medieval Empire of Sigmar, they carried that distinction into their arms and armor.
Bretonnian knights (and infantry for that matter) will typically use XIIIth to XIVth century helmets (Great Helms, Mail Coif, Kettle hats, Nasals, ...)
Whereas the Empire troops will heavily rely on late medieval helmets (Sallets, Armets, Great bassinets).
Southern Realms rely on even more advanced (in time if not in protection) helmets, such as Morions and Burgonets.
This is part of Warhammer's genius of cleverly using real-world cues to quickly create very distinctive feels about those armies. Which might explain Sirmicou's violent (and unwarranted) reaction as well as their difficulty in articulating "what" FEELS wrong in those models specifically.
In the case of your models, No.1 is a fantasy design that looks goofy to people who know either the Warhammer or Historical models. The shape of the Helmet itself (outside of the balls) is appropriate, it looks like a bascinet which I'm not sure we see in GW's models, but would certainly fit the time period and aesthetic for Bretonnia. The faceplate though is taken directly from the Warden's faceplate from the game "For Honor", although it's been pretty popular so you might not have seen where the reference came from.
No.3 looks like an armet, which is perfectly historical but is the kind of helmet you'd see the Empire Knights (Reiksguard, Blazing Suns, ...) wearing, which would chip away at the visual distinction between those factions in the game.
No.2 is perfect, that is the stereotypical design of the Bretonnian Great Helm.
A full army wearing only those would be pretty boring visually so as a game dev myself I fully understand the need to add variety both for gameplay reasons (upgrading units) and visual flair.
For that I would suggest using the degree of ornament on the helmet rather than changing the design of the helmet itself (of which there are only a few) to signify both the experience AND social status of the knight.
The early cavalry could be using nasals, mail coifs or open-faced bassinets. Then the lower ranks of knight could use fairly basic and unadorned great helms with flat tops and sugar-loafs to break the visual monotony. Finally the higher ranks of the knightly order would use the kind of ridiculous jousting helmets that can be seen in GW's models, with massive horns, feathers, sculptures, ...
I'm happy to provide references both historical and Warhammer related for any of those helmets if that can help you. I've gone over even basic things, I'd rather not presume about what you know or don't know, I just hope this could be helpful to you.
so cool
Being able to dedicate resources to curse or cleanse these sites would be cool, any plans for this?
You will be able to peform a ritual of wardening, which will temporarily deactivate the curse.
Please make companions renamable, or give them more unique names. Also would be unique if ai lords had companions at their side as well, and if companions sometimes started their own adventure, leading their own party. Would be interesting to see how long they would survive. I say these suggestions with love. Thank you for your work.
sound like a cool idea, but as a lot of suggestions it is something that is easier to do as a standalone mod as it is in a Project like ours where we have to focus more on the Mainfeatures that are more knwon to the World, so as cool the suggestion sounds it is more likely that we takle something like this very late if we even do it at all ^^
guys, please, keep doing the same awesome, it's the best thing that's ever happened with MB!!
Extremely impressive!
Very, very cool Brettonian stuff, so cool that I don’t wanna sound like an *** by saying this, my only problem is the shoulder guards on one of them, the circular ones. To my knowledge, there are no shoulder guards which looked like this, though I’d be perfectly liable to being corrected. If I am correct, I recommend a replacement, or simply just an addition for variety, sometimes on 13th century knights you see them wearing these rectangular plates hanging off the shoulders or attached to the upper forearm called ailettes, which were a means of heraldic display. That could be cool to add for variety, or maybe those shield forearm pieces are ailettes and I’m simply bad at recognising them.
Thank you for your feedback. Look a bit above your post to maybe find your answer by Shaw. It is a unlucky render. We show mostly what we currently have, but it doesn't mean that we have those knights in a 2/3 Proportion with shoulder guards. The items will be there, yet we presumable will have more designs for actual units :)
What can you tell us about Bretonnia
What new schools of magic will be made available
What new hero types will be introduced
What factions can we expect in future updates