Mount & Blade II: Bannerlord

Mount & Blade II: Bannerlord

CA_EagleRising
Showing 1-10 of 10 entries
Update: Feb 11, 2024 @ 4:47am

Fixed scythian / dawa bows not reloading; Slightly nerfed slingers; Adjustment troop limit for roman crossbows.

Update: Feb 9, 2024 @ 7:51am

Fixed Celtic Ruler having Dacian equipment; 4 new helm variants for Germanics and readjusted equipment sets to include cloaks for variation; Readjusted spawn ratio for elite roman troops, it should be mixed with base legionaries; Fixed germanic spears being throwable; 3 Suebian Hair styles (they aren't that good for now); Redid Germanic Lords / NPCs to make use of the suebian knots; Increased armor of most shields, should hopefully break less.

Update: Feb 7, 2024 @ 3:27am

Added another looter clan, this is identical but should increase spawns x2; Added a gladiator bandit clan, ideally, this would be a minor faction but for now they are bandits.; Fixed slingers, they will reload and can be used with shields for NPCs; REMOVED SHADERS.. this will fix the issue for those that had exploding textures, but will cause longer initial load times akin to 1.1.x. We'll reintroduce this once TW has fixed the problem.

Update: Feb 6, 2024 @ 6:25am

New Pompeii Gladius by Garrettich - distributed among low tier troops; Tweaks to various things and renamed some settlements; Republish of shaders hoping this fixes the issue for those that were getting blown up textures, if it doesn't just delete the shaders folder inside ER.

Update: Feb 5, 2024 @ 7:14pm

Fix for cloth physics being on the wrong material for a masked helm. Republished shaders to see if that helps with anything. Multiple bug fixes

Update: Feb 4, 2024 @ 8:27pm

Eagle Rising 3.2.0

Updated for 1.2.9
REQUIRES RBM with combat module ENABLED (troop overhaul / tournament should be disabled and shoulder shields enabled)
Tweaked all item values to work with RBM
Revised all troop trees, inspired by TWB and DRM.
Basic = 1-3, Specialty = 2-4, Elite = 3-5, Specialists = 5-7
New specialists
Germanic Faction + assets (Tunics, Mail, Helms, Pants, Swords, Shields) by Garrettich replacing Sturgia, research by Halluwarduz
New musculata, cavalry officer helm, pants, calcei, and cavalry greaves for Rome set by Garrettich
New legate outfit sets by GulagEnabler - replacing clan leaders and faction leaders, slightly retextured for ER
Celt faction temporarily leverages Germanic chest armor
Updated scripts by LL Muse
Disabled vanilla troops in encyclopedia
Cost / Value reworked for all items
Mercenaries, bandits, minor factions temporarily replaced – these will be finalized / updated as we complete more assets
Europe Map sub-mod released; load order is RBM> Europe Map > ER > ER Sub-mod. The new cultures will not have
specialists / missing some things and currently just leverage existing
cultures. Avoid playing as them for now.
A lot of older assets were removed and replacedwith improved assets
13 Masked Helm variants including the Arminiushelm
New Republican helms and shields from thePolybian Era
Redid faces of Imperial Lords
Adjust feather sizes of Attic helms (now tribune helms).
Dozens if not hundreds of new / replaced assets and items
Known Issues:

Germanic armor currently hides the body, and you will get clipping / invisible body parts if used with assets from other cultures.
Balance – a never ending pain. We hope to come up with interesting ways to increase balance without eliminating fun.
Roman faction is quite over-powered due to how well the gladii works with RBM - Combat module. We don't want to nerf the gladii, but we'll be considering other ways to balance out the empire for future updates. Just consider them as "EZ" mode if you're playing as them, and hard mode if you're playing against them.

Future Plans:

We have been taking polls in our discord, and it seems with a 4:1 ratio, most of our users would prefer us to go full Europe Map. This would mean we would have an anachronistic faction line-up initially, but we plan for the main ER mod to be a framework of sorts - with historically accurate sub-mods released down the line.
Hellenic faction line-up is next
First sub-mod covered will be in the Imperial era - set around the year of the four emperors. ACAN will be a heavy inspiration for us. We may do Marian and Polybian mods down the line.

Update: May 23, 2023 @ 7:14am

3.1.7
Fixed the missing celt NPCs
Temporarily disabled bodyguard tags so they won't follow you in town - there is a crash that occurs if they fight bandits. This will be enabled again once it is fixed.

Update: May 23, 2023 @ 12:58am

Fixed an issue with NPC's not having names.

Update: May 21, 2023 @ 4:37am

3.1.5 for Bannerlord 1.1.4

Muse found time to update the scripts, despite his graduation nearing. Huge shout out and thanks to him!
New content has been moved to the next release - this is because we are still set on compatibility with Banner Kings, and the next release will be a reimagining of the mod of sorts. It will absolutely require a new game. No ETA.
Apologies for the long wait, and thank you to those who have been patient. You are greatly appreciated.
As usual, there will be a long load / what appears to be freezing. Be patient!
3.1.6 (or 3.2.0) will contain the Germanic tribes update + full dependence on Banner Kings and the many features it will bring.

Update: Nov 22, 2022 @ 8:41pm

Steam Workshop Release. Updated to be compatible with 1.0.1