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Steam News10 July 20250y ago

War Sails Q&A #3

Greetings Warriors of Calradia! Our “ Setting Sail ” dev blog revealed the expanded Calradia coming with War Sails as well as the new campaign gameplay mechanics — and your questions quickly followed.

In this update9

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Repeated intro

Greetings Warriors of Calradia! Our “ Setting Sail ” dev blog revealed the expanded Calradia coming with War Sails as well as the new campaign gameplay mechanics — and your questions quickly followed. Below you’ll find answers to some of the most common ones since our last Q&A.

What changed

0 fixes3 additions2 changes2 removals
  • Gameplay
  • Maps
  • Balance
addedGreetings Warriors of Calradia! Our “ Setting Sail ” dev blog revealed the expanded Calradia coming with War Sails as well as the new campaign gameplay mechanics — and your questions quickly followed. Below you’ll find answers to some of the most common ones since our last Q&A .
addedIs the new expanded/changed map from War Sails also in the base game, or do you have two different world maps?There will be two separate world maps - the existing one for the base game and the new one for War Sails. The latter will contain changes relevant to naval gameplay and the new Nord faction discussed in our last blog.
changedHow many towns and castles will the new Nord kingdom control?Four towns and ten castles, though the exact number of castles may still change slightly as we balance the experience.
addedWhat food will the Nordic villages produce?The harsh environment of the North makes it harder to produce surplus grain, leaving the Nords to rely more on fish. Several villages across the map also had their production changed to accommodate the new Warlus Ivory and Whale Oil trade goods, as well as to boost fish yields, bringing them on par with grain as another staple food source of Calradia. All of these will introduce new trade opportunities in combination with naval voyages.
removedWhat will happen to the islands between the Aserai and the Empire?They will no longer be there in the War Sails map.
removedHow will ships enter the Perassic Sea — due to the passage between Aserai and the Western Empire?To open the seas, some land also had to give way. Two major crossings — once narrow land bridges — have been removed. The southern corridor between Quyaz and Ortysia, and the northern pass linking Omor to Varnovapol. This allows for travel into two massive bodies of water, which would otherwise be blocked off.

Got something else you’re curious about? Drop your questions below — we’ll be picking some for the next Q&A!

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General

Is the new expanded/changed map from War Sails also in the base game, or do you have two different world maps?

  • There will be two separate world maps - the existing one for the base game and the new one for War Sails. The latter will contain changes relevant to naval gameplay and the new Nord faction discussed in our last blog.

Will bridges interrupt sailing on rivers?

  • No, bridges won’t disrupt your naval voyage.

How many towns and castles will the new Nord kingdom control?

  • Four towns and ten castles, though the exact number of castles may still change slightly as we balance the experience.

What food will the Nordic villages produce?

  • The harsh environment of the North makes it harder to produce surplus grain, leaving the Nords to rely more on fish. Several villages across the map also had their production changed to accommodate the new Warlus Ivory and Whale Oil trade goods, as well as to boost fish yields, bringing them on par with grain as another staple food source of Calradia. All of these will introduce new trade opportunities in combination with naval voyages.

What will happen to the islands between the Aserai and the Empire?

  • They will no longer be there in the War Sails map.

How will ships enter the Perassic Sea — due to the passage between Aserai and the Western Empire?

  • To open the seas, some land also had to give way. Two major crossings — once narrow land bridges — have been removed. The southern corridor between Quyaz and Ortysia, and the northern pass linking Omor to Varnovapol. This allows for travel into two massive bodies of water, which would otherwise be blocked off.

When forming a naval army, does each party have to own and maintain its own ships, or can an army leader supply vessels for everyone?

  • Each party is responsible for acquiring and maintaining its own ships. However, armies may set sail even if not all linked-up parties have ships, as long as some parties in the army have them. Additionally, a low ship vs troop ratio penalizes the army’s campaign movement speed.

  • Shipless parties “on route” to join the army try to link up on land or move to the last known army embarking position if the army is already naval. Once the army disembarks, they attempt to link up via land again. Parties in this limbo state also take care of their urgent needs, like acquiring food or avoiding significant threats.

  • The army creation menu contains information about which summonable parties have ships — allowing you to make informed decisions that impact your army’s effectiveness on waterways.

In the previous posts, you mentioned how horses take up inventory space on ships and do not provide a naval speed bonus. Does this apply to cavalry units, and will the AI have the same restrictions as the player?

  • Yes, it includes both cavalry and horse archers. This system benefits factions like the Nords, who rely more on mariner troops, while limiting cavalry-heavy factions like the Khuzaits. The AI follows the same restrictions as the player.

Will we have

Source

Steam News / 10 July 2025

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