Mount & Blade: Warband

Mount & Blade: Warband

A World of Ice and Fire
Equites 27 Sep, 2020 @ 1:31am
I guess I got screwed by WW
Started a new campaign about a week ago and begun at a slow pace bulding up my income.

When WW event struck I was just building up my own kindom just taken a few settlements north of riverlands.

White walkers that could be a fun challange. Yeah Right!

Wight stacks with 2-3k and Night King with 5k.

I thought Ill ignore that for now and come back later. By the time I conquered Kings Landing those stacks had grown by 2k.

For the record I tried to attack with Elite Thenn and NW troops and got wiped out. Even tried to cheat giving all my troops valyrian and obsidian weapons and still got wiped out.
Now they are roaming free in Westeros and there is nothing I can du but run away.

Is it just me or do you have similar experienses?
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Showing 1-6 of 6 comments
Hmm this sound like overkill.. I did dfeated those in past versions but armies were lower and not raising so fast...

generally most covnenient way is capture KL asap and send all lords on map you defeat to balck castle - so they get enough numerical advantage for autocalc:p but 5k army is creepy for this..
pmoleary2000 3 Oct, 2020 @ 3:04pm 
I have played three games to the point the White Walkers invade. Mostly focusing on remaining independent with a small settlement and lots of mercantile enterprises funding my efforts. The third time, I thought I had a plan to at least engage the White Walkers.

I managed to get the obsidian mine on Dragonstone operational rather early and recruited a a force armed entirely of obsidian using mercenary archers, infantry and cavalry. The force was supported by 25 mounted Fireborn. The entire force was wiped out without the troops being able to kill a single wight.

Conversely, mounted on a horse with a movement of 42+ and equipped with three large quivers of obsidian arrows, I managed to wipe out 6800 of 7000+ wights, including the Night King himself before making an error and getting my mount injured to a point I could no longer outpace the wights and retreat. 7+ hours of repeatedly killing 80 to 90 wights than retreating once out of arrows.

Deleted game attempt three where I managed to play long enough for the White Walker invasion.
Fallen Lord 3 Oct, 2020 @ 5:35pm 
Are you playing version 7.0, Equites? Did you get some Fireborn troops that joined up with you at the start of the War for Dawn quest?

The White Walker invasion is meant to be an end game challenge. The time of the invasion was changed from 700 days to 750 days in version 7.0 to give the player more time to prepare.

The White Walker invasion will very likely be significantly further optimized and made more in-depth in version 8.0. I will be in close communication and brainstorming with Produno regarding making the WW invasion even better in version 8.0.

If anyone defeats the WW invasion in 7.0 and subsequently completes the War for Dawn quest please let me know. We really need the quest bug tested still. Thanks :)

Fallen Lord
Equites 4 Oct, 2020 @ 3:00am 
Yes I play version 7.0 (Yes I got the fireborn 15 or so if you accept the quest) and if it is supposed to be an end game challange then day 700 is to early in my opinion. By year 700 things are just begining to take off. I got a few settlements and KL but still not powerfull enough to be close to taking on the WW. I can probably by my own field 800 and with vassals 2-3k going up against the same number or more wights. As i reckon ordinary troops on autoresolve kill 10% wights wich they raise at the end of the battle.

The speed, immortality and the cheer number of wraiths make them "Invincible".

As I see this you can not defeat the walkers by numbers as they outgrow you.

I tried again this time only building troops that can kill wights, Same result. I have even modified the Thenn so they have more obsidan weaponry then just daggers to no effect. (thought that Thenn since they already have obsidian they could have more and its only possible to recruit from one location)

I am wondering if a giant with 2h Valyrian blade kan do the job? I might try playing like a wildling.
Fallen Lord 4 Oct, 2020 @ 5:44am 
The invasion started in day 750, right? Not day 700.

I thought the player getting some Fireborn troops would help a little.

I also thought adding a quest with more of a storyline and sweet reward at the end would add to immersion of the WW invasion. I wrote all the dialogue for the War for Dawn quest and all the dialogue associated with Benerro, the high priest of R’hllor.

FYI, Giants and Giant Champions do kills wights with their normal weapons.

Five questions. Open to everyone to answer. Feedback and helping answer them would be really helpful.
1. How much do you think it would help from a balancing standpoint if we potentially made it so the player could upgrade the obsidian mine to double its production?

2. How much do you think it would help from a balancing standpoint if we allowed the player to equip their base troops with obsidian weapons for double the cost of obsidian compared to recruitable obsidian troops?

3. How much do you think if, for the largest undead army, we had it so the Night King always appeared in the very last wave of said army, and upon the Night Kings death the rest of the armies of undead are defeated and the invasion ends?

4. We are thinking of potentially making it so the armies of the undead can raze structures and have a probability of turning captured lords into White Walkers.

How much more challenging do you think this would make the WW invasion?

5. If we included all of the features in the questions above plus the ability for WW armies to raze structures and turn lords into WW, would the invasion be sufficiently balanced?

I want the WW invasion to be truly apocalyptic. I also want the WW to be end game content and a significant challenge.

I want it so the player has a realistic chance of defeating the WW invasion or “losing” while watching the world fall for the WW invasion despite their best effects. I think this vision would be immersive, consistent with lore, and what George R R Martin would want.

Ultimately, it is all up to Produno but we work are closely together and plan to hopefully make the WW invasion even “better” for version 8.0.

This questions are open to anyone out there.
Last edited by Fallen Lord; 4 Oct, 2020 @ 6:55am
Windrider 6 Oct, 2020 @ 12:14pm 
I played this mod a little bit in the past and I just got back into it again but I never had any WW invasion experience so take my opinion considering what I just said.

Question 1, 2 and maybe 5: The problem isn't necessarily with how many troops have obsidian weapons but with how effective they are. If it takes too many human soldiers to kill a single zombie or if the game spams undead armies, it could be an unwinnable situation either way.

I know it's supposed to be the end of the world but either the player can, by playing smart, do something about it or the whole WW invasion is a lost cause from the start.

I don't know how the whole thing is set up to work so I won't go in details about what I mean or I think.

Question 3: As long as the death of the NK ends the whole invasion, I think anything is fine.

Question 4: It doesn't sound bad but it could snowball and turn into an avalanche. If too many losses at the start determine if we win or lose and we can't turn the tide around because we're too crippled in an economic or military way, people will just load a previous save.
Last edited by Windrider; 6 Oct, 2020 @ 12:15pm
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