Mount & Blade II: Bannerlord

Mount & Blade II: Bannerlord

Sword & Musket [Napoleonic Wars for Bannerlord]
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Update: Apr 21 @ 8:37am

Sword And Musket v2.0.4 Changelog
- Fixed Fort Mackinaw Spawn Issues (again)
- Fixed Issues relating to Medics causing Servers(Events) to crash mid event
- Added some more maps (yet to be added to default configs)

Update: Mar 27 @ 8:21am

Sword And Musket v2.0.2.2 Changelog
- Fixed Fort Mackinaw Spawn Issues
- Updated Code Binaries to improve usage of Commands and Custom Gamemodes (RLB)
- Added FooF detection system for events.

Update: Mar 13 @ 12:03pm

Sword And Musket v2.0.2.1 Changelog
- Fixed Inverted Charleville Musket.

Update: Mar 11 @ 10:00am

Sword And Musket v2.0.2 Changelog
- Decreased Musket Proficiency of all units, this will decrease accuracy by all units by a noticeable margin and should encourage to more melee action.
- Decreased and fixed an error related to armor calculation of troops which caused certain heavy cavalry units to have almost as much armor as other games' Dev armours would.
- Armour of all troops has been readjusted according to the change above, therefore Infantry and Cavalry will be more likely to be dealt damage rather than getting poked.
- Further nerfed maneuverability of Horses to decrease the unrealistic turning speeds.
- Spread out damage between pistol to rifle to make the damage more based off weapon type and not simply on being a firearm. Pistols do less damage now and rifles do more damage.
- Fixed certain cavalry units not having stats representing that they are cavalry
- Cavalry units in general are now slower on foot (similar to NW)
- Heavy non-armoured Cavalry Guards get a buff on foot to have a faster combat speed (moving while blocking/striking)
- Added a possible fix for disallowing the usage of muskets on horseback when unintended.
- Increased damage of swords in general around 5-10 percent
- Slightly increased the length of hussar blades by 2 percent
- Added new models for the Brown-Bess and Charleville Musket which are noticeably more historically accurate.
- Added Fort Mackinaw as a new Official Siege Map
- Readded old lost colours(flags) for all the old infantry regiments that got lost during the last year.
- Rebalanced the troop distribution on all Captain servers so that specialists and cavalry have less troops overall and Infantry have more.

Update: Feb 12 @ 1:05pm

- Fixed some GameModes having issues with ALT Key
- Adjusted Accuracy of Muskets and Pistols
- Fixed some minor issues on La Haye Sainte

Update: Feb 1 @ 9:13pm

- Fixed GameModes not properly working due to binaries being outdated

Update: Feb 1 @ 10:49am

- Fixed Grenzer not having a rifle on Austria
- Fixed Austrian Medic (GF) still being pickable in Default GameModes
- Nerfed Horses Maneuverability and Charge Damage
- Decreased Armor of Cuirassiers (they were almost immune to swords)
- Doubled the Bullet damage with the hopes that now Muskets are 1-Shot

Update: Feb 1 @ 9:38am

- Fixed Musket Reloading not working
- Fixed issues with Muskets held wrongly
- Removed junk files

Update: Feb 1 @ 9:19am

- Now Compatible with version 1.2.8 of Bannerlord.
- Introduced new Heavy Cavalry Units for Britain, France and Austria. Those include the British Horse Guards, French 1er Cuirassier and the Austrian KR4 Cuirassiers. All are considered Placeholder Regiments and are subject to change in the future.
- Introduced new 14eme Infantry Regiment for France with Line and Voltigeur Variations.
- The ability to cancel and continue reloads at their appropriate timings has been introduced by TaleWorlds, this has been confirmed to work in Sword And Musket now.
- Added new Swords and Muskets to be used by various Factions. Including but not limited to a French Charleville variant (subject to be replaced next patch), the Austrian M1798 Musket, a Heavy Cavalry Pallasch.
- Added precompiled Shaders to hopefully address the invisible-meshes bug.
- Reformatted all current ingame maps to be functionable for any server host to quickly pick up on in preparation for the publication of the Dedicated Server Files.
- New Maps which include a variation of La Haye Sainte and French Farm as they are recognized from our spiritual predecessor Napoleonic Wars.
- Some Maps have been prepared with Artillery to be usable for enhanced Event gameplay.
- Adjusted stats of all light/skirmisher units as all Nations now have access to them.
- Changed some interaction rules of Melee regarding Muskets and Rifles. Rifles are now held backwards so it makes more sense. Think like NW. Muskets should now properly have actually applied a higher arc to strike down or up as it was previously intended but never actually applied.
- Slightly increased the Range of the Hussar Sabre to help out Horse Cavalry in this patch.
- Introduced different leveled tiers of Horses like in NW. Hussar Horses are small and agile while Cuirassier Horses are big and chunky. Making it easier to pick targets as an Hussar while surviving a stab is more likely as a Cuirassier due to height differences.
- Increased the average Musket reload time by about two seconds.
- Changed the timings and intervals of aiming a musket, to make it faster and more accessible to fire a musket in a quick reflex.
- Enhanced RLB Gamemode with additional parameters related to spawning close to the spawn border of one team when retreating to said area.
- Added various scene props to be used for mappers to enhance the visual fidelity of some scenes.
- Changed some Swords behaviour that possibly allows them to be used alongside the Banner if the Flag Bearer is required to wield it.
- Fixed a lot of issues previously experienced related to Class Limits, so Events and Serverhosts should be able to properly configure those now.
- Fixed an issue related to Bandages becoming unequippable at some point. If Bandages appear to not work, we advise the server-hosts to re-check their configs again if those are enabled (disabled by default).
- Fixed an issue where the Austrian Medic (GF) Class was selectable in default gamemodes.
- Fixed a Glitch which allowed players to skip a large part of the reload animation if applied correctly.
- Fixed Issues where some Regiments had invisible Flags. This was covered up by having edited server files during the period, but worth mentioning.
- Fixed some possible but rather rare occurences in which a sound glitch could still occur.
- In house developed Admin Panel previously used by event admins is disabled due to being eventually replaced with a merged version of the TaleWorlds Admin Panel with enhanced features.
ChatCommands still work for administration purposes and the rest can be done with the Native Admin Panel.
the ChatCommands have been adapted to the latest TaleWorlds provided functionalities.

Update: Feb 1 @ 8:49am

- Now Compatible with version 1.2.8 of Bannerlord.
- Introduced new Heavy Cavalry Units for Britain, France and Austria. Those include the British Horse Guards, French 1er Cuirassier and the Austrian KR4 Cuirassiers. All are considered Placeholder Regiments and are subject to change in the future.
- Introduced new 14eme Infantry Regiment for France with Line and Voltigeur Variations.
- The ability to cancel and continue reloads at their appropriate timings has been introduced by TaleWorlds, this has been confirmed to work in Sword And Musket now.
- Added new Swords and Muskets to be used by various Factions. Including but not limited to a French Charleville variant (subject to be replaced next patch), the Austrian M1798 Musket, a Heavy Cavalry Pallasch.
- Added precompiled Shaders to hopefully address the invisible-meshes bug.
- Reformatted all current ingame maps to be functionable for any server host to quickly pick up on in preparation for the publication of the Dedicated Server Files.
- New Maps which include a variation of La Haye Sainte and French Farm as they are recognized from our spiritual predecessor Napoleonic Wars.
- Some Maps have been prepared with Artillery to be usable for enhanced Event gameplay.
- Adjusted stats of all light/skirmisher units as all Nations now have access to them.
- Changed some interaction rules of Melee regarding Muskets and Rifles. Rifles are now held backwards so it makes more sense. Think like NW. Muskets should now properly have actually applied a higher arc to strike down or up as it was previously intended but never actually applied.
- Slightly increased the Range of the Hussar Sabre to help out Horse Cavalry in this patch.
- Introduced different leveled tiers of Horses like in NW. Hussar Horses are small and agile while Cuirassier Horses are big and chunky. Making it easier to pick targets as an Hussar while surviving a stab is more likely as a Cuirassier due to height differences.
- Increased the average Musket reload time by about two seconds.
- Changed the timings and intervals of aiming a musket, to make it faster and more accessible to fire a musket in a quick reflex.
- Enhanced RLB Gamemode with additional parameters related to spawning close to the spawn border of one team when retreating to said area.
- Added various scene props to be used for mappers to enhance the visual fidelity of some scenes.
- Changed some Swords behaviour that possibly allows them to be used alongside the Banner if the Flag Bearer is required to wield it.
- Fixed a lot of issues previously experienced related to Class Limits, so Events and Serverhosts should be able to properly configure those now.
- Fixed an issue related to Bandages becoming unequippable at some point. If Bandages appear to not work, we advise the server-hosts to re-check their configs again if those are enabled (disabled by default).
- Fixed an issue where the Austrian Medic (GF) Class was selectable in default gamemodes.
- Fixed a Glitch which allowed players to skip a large part of the reload animation if applied correctly.
- Fixed Issues where some Regiments had invisible Flags. This was covered up by having edited server files during the period, but worth mentioning.
- Fixed some possible but rather rare occurences in which a sound glitch could still occur.
- In house developed Admin Panel previously used by event admins is disabled due to being eventually replaced with a merged version of the TaleWorlds Admin Panel with enhanced features.
ChatCommands still work for administration purposes and the rest can be done with the Native Admin Panel.
the ChatCommands have been adapted to the latest TaleWorlds provided functionalities.