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Questions from the Community, answered by Ghal Maraz Developer Vitallion!

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Hello all! It occurred to me that, whilst we've always been relatively quiet on ModDB (as we haven't got anything interesting to show bar texture sheets and test models), i've never actually catalogued all the questions you guys have thrown our way on here, in person or on steam. So, to remedy this, i'll keep this updated with as many relevant questions and articles as I can!

- Vitallion

Q: When is 'Ghal Maraz' set?
A: At this point, we haven't got a precise date other than its set just before the End Times, during the Imperial reign of Karl Franz. An exact date will be hammered out once we start physically creating the Single Player Map.

Q: How long will the mod take to create?
A: Literally years. We're not looking at this project as a one release two faction deal, we'll be developing this likely for many years after Bannerlord has released, as you can never really run out of things to do when it comes to Warhammer Fantasy and something like Mount and Blade. In all honesty, we'll likely never get to a point where we can sit back and proclaim the mod as finished, but we'll plug on with it all the same!

Q: Where will Ghal Maraz take place?
A: We're aiming to include as many areas of the Warhammer world as possible (on one campaign map obviously). This means there wont be a specific location in which the mod is set, as the entire Warhammer World will be open to the player, from the Chaos Wastes to the Spine of Sotek.

Q: Can we kill Legendary Lords?
A: Yes. We're looking to take full advantage of Warhammer Lore when it comes to this, as it delves quite deep politically as to who does what when what person dies around the End Times period. For example, if a player kills Karl Franz, we're aiming to have it so that a character like Kurt Helborg (Reiksmarshal) becomes the next Emperor, then Ludwig Schwarzhelm, Boris Todbringer e.c.t. However, there will be some characters that peculiarly can't be killed, be they be blessed by some foul Gods, an immortal curse or the dreaded plague of Vampirism..

Q: Will there be unique mounts that the player can ride, such as Demigryphs and Spiders?
A: Yes. We're going to take full advantage of the Bannerlord Skeleton system in this regard. Horse based mounts will be the first to appear (such as non-flying Pegasus, Wolves and Demigryphs), then smaller-medium unique mounts such as Spiders and possibly Squigs.

Q: How many factions will the Campaign include?
A: How many factions are in Warhammer Fantasy?

Q: What will encompass the first release?
A: There will be two versions that could be labelled as Version 1. The first will be a very small Multiplayer module that will be used to test scripts, animations, balance, items and props. The second will be the first release of the Singleplayer campaign, which we're aiming to have include the full Reikland area, Marienburg, Nuln, the Grey Mountains, areas of Stirland and Southern Middenland to begin with. From here, we'll expand outwards.

Q: Will there be an Alpha?
A: Yes, though not in the way you'd think. Instead of having an alpha for the Campaign, we'll be having a very basic Multiplayer only release that will be specifically used to test assets that will be integrated into the mod proper, such as mounts, scripts, animations, items and scene props. This MP version will be focused around the Battle and Siege Game Modes and will hopefully have events set up by the community, though obviously not being as expansive as the first release of the Singleplayer Campaign version will be.

Q: What factions will be playable in the Alpha?
A: Currently the MP Alpha will be limited to the factions of Reikland and Middenland, though we may add further basic versions of Talabecland and Stirland if there is demand. No non-human factions will ever be in the Alpha.

Q: Will we be able to play as non-human races in the campaign?
A: Yes. This also goes for faction. Players will be able to inherently join with and start at the factions of any human civilization (The Empire, Bretonnia, Border Princes, Norsca, Chaos Wastes e.c.t.). A heavily humanoid race such as the High Elves or Dark Elves will also be possible. The Vampire Counts will also be possible, though likely through quests so you dont remain a thrall to the Counts if you decide to join one of the undead families. Dwarves will be possible but the skeleton and animation work will obviously take time. Beyond that, heavy work will have to be put into the Orks and players will be faction locked at that point, but we want all races to be playable.

Q: Will there be unique weapons?
A: Yes, and this is something I greatly look forward to working on. Many lords will have unique weapons, such as Runefangs, Cursed Blades e.c.t.
Players will be able to craft their own unique weapons, or loot them from the corpses of defeated lords that they kill in battle. A huge feature I'd like to work on are quests for magic items such as this, where players venture into long forgotten crypts or strange looking, green glowing cave systems looking for their goal, unaware of the danger that lurks around every corner.
Basically playing off of the tabletop quest system and original DnD based stuff that was prevalent back in the day.

Q: Will there be flying mounts and monsters?
A: Hopefully yes, but this requires an inordinate amount of coding for a freshly home scripted game, let alone for a mod.

Q: Can I recruit monsters into my army?
A: Yes. Humanoid and mountanoid (4 legged) monsters will be available for recruitment as and when they are introduced into the game, though they wont be recruitable in the normal way. Actual humans, such as a Norscan Raider, will be recruitable and trainable to the level of a Chaos Chosen Warrior, realistically the highest your bog-standard chaos infested human can get. This Norscan Warrior will never be able to become a troll or giant, as they're different species. Units such as these will be recruitable in the same fashion as mercenaries, unique to certain locations on the map.
The same idea goes for units such as the Reiksguard. Your normal Imperial State Trooper could advance to the level of a Halberd Captain or Greatsword, but realistically could not become a Reiksguard Knight. Units like this will be recruitable from certain settlements as mercenaries, in this instance Altdorf and Castle Reiksguard.

Q: Will you add Goblin Diver Catapults
A: I promise you, when we've figured out how to add genuine artillery and Arackhnarok Spiders, we'll let you throw your goblin chums at stunties.

Q: Can we quest to find Boris Todbringer's lost eye?
A: I'll make this a rare drop if you defeat Khazrak.

Q: Can I help?
A: Yes! We're currently in need of modellers, texturers, music creators and voice actors to help put the mod together. Alternatively, if you have any ideas for scenes/maps, unique equipment, features e.c.t then we always appreciate help!
Most of all though, the greatest help would be to spread the word about the mod and get involved with the community!


Thanks for the update! Really like the way it sounds!

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I hope you guys are still working on this :(

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