Development Update (Patreon)
Content
Hello patrons!
I wanted to share a small development update with you all ( and soon with others too ) As you know I can only work on this project in weekends and so please don't expect groundbreaking things all the sudden :) New update adds the following:
- New Buildings: Added three new buildings which gives certain passive and active perks. These can only be constructed when you level up to new age/era. These buildings are Guilds, Taverns, and Blacksmiths.
Guilds: you can hire minor faction troops for a cost.
Blacksmiths: brings passive boost to unit spawn rate. More blacksmiths means more weapons and that means less time waiting on production queue.
Taverns: boosts production and grants ability to hire mercenary troops.
- Bug Bash: Removed a bunch of bugs that were causing AI to act like a toddler. Now AI makes more sane decisions.
- Siege Engines: Added semi-functional siege engines. They are not yet possible to spawn from anywhere but I'm planning to add this very, very soon as well.
- Moddingception: I converted everything within the module into a more modular system. This means, anyone with another unit or building model can simply add a simple XML file within their mod and AoBL should work exactly same by converting factions to that. For example, I will show Game of Thrones themed units in next video. Modding support within a mod. "Modding has always been a massive part of Mount & Blade, and Bannerlord is no exception to that! I of course want to do what I can to support you in your efforts wherever possible"
Do you have an idea? Feel free to comment below so that we can discuss.
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