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Bannerlord: poslední 3 Dev Blogy
Beta Patch Notes v1.1.0Callum
  {STEAM_CLAN_IMAGE}/26623866/94a919edd0e796254354b48d9175330ec9339837.png Beta v1.1.0 Singleplayer Crashes Fixed a crash that occurred when equipping an incorrectly specified banner item called campaign_banner_small. Fixed a siege crash that was caused by an AI formation not being positioned correctly. Fixed a crash that occurred when many units died simultaneously (possibly with the kill-all cheat) Fixed a crash that was caused by an AI general being assigned before the Order of Battle phase. Fixed a keep battle crash that occurred when reinforcement deployment planning was done incorrectly. Fixed a siege crash that occurred when the defenders would open the gates to meet the attackers. Fixed a crash that occurred during the Order of Battle phase when a mounted companion was assigned to lead an empty formation and then ordered to dismount. Fixed a crash that occurred when changing the governor of a town. Fixed a crash that occurred after selecting an heir. Fixed a crash that occurred after disbanding an army from the Kingdom screen. Fixed an issue that allowed settlements to be entered while under siege, causing crashes. Fixed a crash that occurred when dying from fall damage inside a castle keep. Fixed a crash that occurred after completing a battle. Fixed a crash that occurred when trying to enter the keep after a siege battle. Fixed a crash that occurred when entering a town while being taken captive. Fixed a crash that occurred when trying to engage a party that had no troops. Fixed a console-specific crash that occurred when there was an empty tooltip on the Clan or Kingdom screens. Fixed a crash that occurred in the save/load menu. Fixed a crash that occurred when sallying out from a neutral settlement that is under siege. Fixed a crash that occurred in the siege menu. Fixed a crash that occurred when taking the Spy Party quest from a hero in an army. Fixed a crash that occurred when assigning captains to formations during combat. Fixed a crash that occurred when player characters changed while leading an army. Fixed a crash that occurred when a player assisted a lord in battle while having an active vassalage offer from that lord. Fixed a crash that occurred when a clan left its kingdom. Fixed a crash that occurred in the board game, Seega, when the player or the opponent won by forming a barrier. Fixed a crash that occurred when a besieger party or army encountered a settlement. Improved party AI calculations for siege scores for settlements that had a besieger and got attacked by a party. Fixed a crash that occurred when additional parties from different factions joined a siege as attackers and the diplomatic state of any attacker faction and besieger faction changed. Fixed a crash that occurred when a non-attached army member joined a map event while being attached to the army at the same time. Fixed a crash that occurred after completing the Army of Poachers quest with persuasion. Fixed a crash that was caused by switching menus while there was an ongoing encounter. Fixed a crash that was caused by the Merchant Caravan quest caravan joining a siege. Fixed a crash that occurred while starting a new campaign or loading an existing one. (This may resolve crashes even after complete cleanup/reinstalling for some players.) Fixed a crash that occurred because of bandit parties. Fixed a party visuals-related crash that occurred while loading the game. Fixed a crash that occurred when a besieger party was destroyed. Fixed a crash that occurred when attempting to leave a faction while being in an army with the faction leader. Fixed a crash that occurred when attempting to load a save while a voiceover file was still playing. Fixed a crash that occurred when clicking on a marriage offer notification. Fixed a crash that occurred when a hero that had been sent to solve an issue was wounded in the process. Fixed a crash that occurred when making peace during a siege. Fixed a crash in the main storyline that occurred when the conspiracy was activated. Save & Load Optimised the save system to reduce the total size of the save file. Save file sizes now increase linearly. (They used to double over time.) Minor improvement to save time. Fixed an issue for old save files that have clans with no leaders. Localisation Minor text fixes and localisation updates. Art Added a horse trader to the Khuzait town (b) scene. Sturgia town (g) siege layer improvements. Vlandia castle (c) siege layer improvements. Empire town (l) siege layer improvements. Fixed an issue that caused siege tower orientation to be broken in some locations of Empire town (f). Three scenes: Sanala, Ataconia Castle and Mecalovea Castle were added to custom battle scenes. Updated arena spectator characters. They are now normal agents instead of meshes and they have new animations. Improved various materials. Added new Empire plate vest armour Added new Khuzait heavy armour Fixed a bug that contributed to problems with gaps between the handle and blade of crafted weapons. Fixed the issue of ballista covers appearing on mangonels at Varnovapol. Fixed an issue that caused agents to fall through and get stuck in walls at Epicrotea. Minor scene fixes to Jaculan. Fixed an issue that caused troops to spawn in buildings at Varcheg. Fixed missing textures of Old Fur Coat. Male characters can now wear female clothing without clipping issues. Achievements Fixed issues with the "What have the Romans ever done for us", “This is our land” and “Explorer” achievements. Audio Fixed a bug that caused the campaign map music to continue on into hideout battles. Added missing voiceovers for Aserai, Khuzait and Sturgia. UI Changes Party Screen Troop Sorting: Players can now sort both rosters in the party screen by troop Type, Name, Count and Tier. The last selected sort type is remembered and applied on every party screen initialisation. By default, heroes are grouped together at the top of the roster. This change also includes a troop-type rundown added to the party screen. Players now can see how many Infantry, Archers, Cavalry and Horse Archers they have at a glance. Implemented a Fog of War feature for heroes: Players now need to meet heroes to unlock some of their critical information. Skills, traits, family, and owned settlements information are hidden until you meet that hero. This change affects tooltips, portraits and information shown in the encyclopaedia. Added new tutorials to help new players: Includes tutorials for upgrading troops, choosing perks, distributing attribute and focus points, getting companions, ransoming prisoners, civilian equipment, party speed, army cohesion, creating an army, order of battle, crafting and crafting orders, banner item in the inventory, crime, assigning roles in the clan screen, and raiding villages. Also improved some of the existing tutorial trigger conditions and texts. Added a tooltip to the disabled "leave kingdom" button in the Kingdom screen while in an army. Improved rotation in the character creation and weapon smithy screens for gamepads. Added the ability to open the encyclopaedia from the upgrade and recruit pop-ups in the Party screen. Added a new map event icon on settlement nameplates to show the sally out stage. Fixes Fixed a bug that caused banner effects to show incorrect values in tooltips. Fixed a bug that caused the "tournament active" icon to stay on the settlement nameplate after a tournament was cancelled. Fixed a bug that caused the scoreboard to open with the TAB key while in photo mode. Fixed a bug that could lead to a crash if a decision was cancelled before the voting stage started. Fixed a bug that caused formation indicators to show incorrect positions after issuing an order in Order of Battle. Fixed a bug that caused the Order of Battle screen to work incorrectly after starting the battle while the order UI was active. Battles and Sieges Fixed preview issues with square and circle formations. Improvements to prevent troops from falling from castle walls due to overcrowding when teleporting during the Order of Battle phase. Fixed an issue that caused reinforcement troops to spawn on top of their formations when they could not find a valid spawn position. They'll now spawn on deployment positions specified in the scene. Fixed troop transfers between formations that were applied due to a previously saved battle configuration triggering player order animation and sound effects. Fixed an issue that prevented captains from spawning with their formations when a previously saved battle configuration was loaded during deployment. Fixed an issue which caused formation deployment positions to be placed on positions without an underlying navmesh. Fixed various issues with the Order of Battle deployment phase when more than two forces participate in a battle. Fixed an issue with the charge order teleporting all troops to a single position during the Order of Battle phase. Formations that are given a charge order will now stay put and will charge the enemy once the mission starts. Fixed a problem that could cause attacker AI in siege to stall due to a failed transfer operation. Logic was added to make nearby formations take control of siege weapons in the event that they are closer than the reinforcements from the initial formation. Fixed an issue with large formations that caused siege attacker AI to hesitate when deciding to attack enemies or control the walls. Fixed an issue with the circle formation that caused range units to position themselves outside of the protected centre. Fixed an issue that caused ranged units to moonwalk towards siege engines while being locked onto a distant target. Fixed an issue that caused defending agents on top of walls to try climbing down ladders to fight attackers and occasionally fall off due to this. Fixed a bug in power calculation that caused panicked and fleeing agents to be omitted from the calculation as if they never existed. This caused the defending side to not recognise that they were winning because of the calculation error and as a result, they would not counterattack even after most of the enemy started fleeing. Fixed an issue with the charge order in sieges that would cause agents to get stuck and walk into walls when no path to the enemy existed. This was due to a bug that prevented the charge order from being correctly modified to raise ladders, and break or open gates. Fixed an issue with some scenes where the navigation mesh used for the breached state of walls would remain active, causing agents to move incorrectly. Fixed a bug in fetching the missile range of individual agents that caused ranged formations that were attempting to skirmish to move too close to the enemy before stopping to shoot. Fixed an AI calculation error caused by siege towers that had finished their movement being omitted from calculations to estimate the enemy assault potential from the side it approached from. Fixed an issue that caused AI-controlled ranged siege engines to target enemy engines that had already been destroyed. Fixed an issue that caused AI agents to immediately return to their formation position after walking up to and opening the siege tower. Fixed an issue that caused AI archer to attempt to use positions with no cover (merlons were destroyed). Newly spawned reinforcement troops will now prioritise empty formations if they cannot find a suitable formation that matches their troop class. When this happens the empty formation will auto-switch to AI control (delegate order). Defender agents in most scenes would be too late to meet enemies attacking over ladders or towers due to their waiting position being too far away. Logic was added to anticipate the enemy being close to attacking to compensate for this situation. The attacking side in sieges now uses only one of the available lanes if their numbers are too few. Added banner effects to Custom Battle. Custom Battle commanders will now have default banners. Implemented the sally out ambush mission. Players can now initiate this mission to destroy the besieger AI's siege engines. Character Development System Added a new settlement near Lageta named "The Retreat" in which the player can approach a new NPC "The Hermit" and decide to retire from their current campaign either moving on with one of their heirs or concluding their journey completely. Added a new window where players can see their progress through their campaign at the end of it, presenting many stats such as their kill count, play time, number of troops recruited etc. Players can reach this window; when their clan is destroyed, they decide to retire or when they complete the main storyline. Changed the description of the Partners in Crime perk as it could be misleading. Perk Overhaul All perk descriptions have been rewritten to improve clarity. Some perks saw improvements to functionality and some had minor tweaks for balance and clarity(Swift Strike, Fleet of Foot, Arrow Deflection, Keep at Bay, Drills, Merry Men, Well Prepared, Throwing Competitions, Strong Arms, Tactical Mastery, Fleet Footed, Forgivable Grievances, Make a Difference, Lead by Example, Trusted Commander, Talent Magnet, Forced Labor, Metallurgist). 15+ perks saw name changes. Trade tree saw bigger changes: Reordered some perk effects to make it so that the early game benefiting perks can be unlocked earlier. Changed the primary perk effect of the “Silver Tongue” perk. Skill descriptions have been rewritten for clarity. Changed how the “effect type” is shown on the perk description tooltip. Fixed a bug that prevented XP gains during multiple mission fights. Clan and Party Fixed a bug that prevented wanderers from spawning until the next game load after dismissing a companion. Fixed a problem that was causing some parties to go in and out to a village if they are willing to stay in the village, causing their visual to be enabled and disabled and making them non-interactable. Fixed a bug that was causing the wage limit to be unlimited after setting it to 2000 in the Clan screen. Fixed a bug that teleported governors to multiple settlements. Alley mechanics have been redesigned and reimplemented. From now on, players will be able to claim alleys after they clear one. They can do so by assigning a clan member who has suitable traits and roguery skills. Player-owned alleys will provide gold and bandit troops for the player but also generate some crime rating. Alleys will be attacked by neighbouring gang leaders, and players will have to respond to those attacks in order to keep the alley. Armies Fixed an exploit that allowed player army leaders to leave besieged settlements without consequences by disbanding their army. The AI of parties that are targeting a siege event will be reset when the siege event ends. This fixes the double siege event problem in the same settlement. Fixed a bug that was causing army influence to be -2000000 :) Fixed a bug that could disable siege menu buttons due to the player not being recognised as the siege leader. Fixed a menu text bug that occurred when a higher rank lord joined the player's siege event. Fixed a bug that was causing the player’s siege to advance to the keep battle even if the player retreated in the mission. Fixed a bug that gave prisoners to militia parties after sallying out which caused some prisoner heroes to not be found in settlements. Fixed a bug that prevented attackers from reconsidering multiple siege battle missions after they fled from the battle mission when the player was defending. The game will now pause and a menu text and menu button conditions will refresh after the siege leader party leaves the map event. Fixed an issue with influence cost calculations of siege aftermath options. The player's army will now disband when there is no other party in the army except the player. Factions will not create armies if they don't have any enemy that has at least one settlement. Renown and influence bonuses were rebalanced for multiple battle missions. (Multiple battle missions means when the battle size and wave count for the battle is low and the battle size is higher than those--multiple missions are opened for that battle.) Troop selection was added for keep battles. (For modding: You can now initialise battle simulation with selected troops.) The village raid system has been reworked. Instead of rewarding just through the inventory and recruitment pool of the village, village raids now primarily rely on the amount of hearth damage done to the village during the raid. Rewards come in three categories - Denar which makes a small part of the loot, various everyday goods and the main production of the village. The combined value of the loot is usually higher than f.e. attacking caravans but the weight can be rather high - especially while raiding villages that produce low-value but a high volume of goods like hardwood and grain. We wanted to increase the viability of raiding but if done for commercial gain we want players to return to towns to sell loot off. This way, players can either raid a village, maybe two, and leave the front lines to make money, or choose to go on a raiding spree for strategic reasons and forgo the income. Recovery time for villages has also increased. Forcing supplies and recruits are now also based on village hearths. After being forced to give supplies or recruits a village will generate less loot through raiding for a while as villagers are alert. If a raid is completed successfully, it does not give a disorganised state anymore. You only become disorganised when you leave mid-raid. Kingdoms and Diplomacy Fixed an issue that allowed minor factions to join a kingdom that it should always be at war with (by design). Fixed an issue with leader selection after the ruler clan of a faction was eliminated. Economy and Trade Fixed an issue with hero tooltips showing incorrect workshop ownership. Settlement Actions (Town, Village, Castle and Hideout) Fixed a bug where a clan member could be invited to play a board game in an incorrect location. Fixed a bug that caused the player party to be ejected from their current settlement due to an unrelated peace between other factions. Wanderer life cycle was changed. Players can now find at least 1 of each wanderer type in the world at all times. Quests & Issues Fixed a bug where no recruits would spawn in Tevea when starting a new game. Fixed a bug that incorrectly cancelled a quest upon the conquest of a settlement. Fixed a bug where you would get an incorrect journal log while doing the "Art of the Trade" quest. Fixed a bug where the “Conquest of a Settlement” quest wouldn't reward the correct amount of gold. Fixed minor issues with a variety of quests. Added exclamation marks to "Spy Among Us" and "Inn and Out" quest menu buttons and agents. Fixed a couple of inconsistencies for the required troop tiers of alternative solutions. Fixed a bug that caused the "Family Feud" quest dialogue to get stuck in a loop. Lord needs Tutor quest success consequences are changed. Players will gain 25 relation with the quest giver instead of 15. Players will gain 15 relation with the pupil hero. Players will gain 5 renown. Consequences for criminal actions towards the quest giver's clan's villages updated. This now causes -5 relationship penalty with quest giver, -50 experience penalty to Honor trait. Timeout consequences of Headman Needs Grain quest updated: 5 relation penalty with the quest giver -3 relation penalty with the other notables in the quest village Issue frequency changed to rare from common. Escort Merchant Caravan quest changes: Caravan destroyed by main hero quest log text updated. Attacking quest caravan consequences changed: 10 relationship penalty with quest giver 10 power penalty to quest giver 80 Honor experience to main hero 20 prosperity penalty to quest giver's settlement Cancel by war quest log text updated. Fixed a bug that caused tracks from bandit parties to be remo...zobrazit dev blog na Steamu



Patch Notes v1.0.3Dejan
  {STEAM_CLAN_IMAGE}/26623866/814ac69f2cab28475383ec06b71645aa572fdf11.png v1.0.3 Latest Changes: Singleplayer Crashes Fixed a crash that occurred on screens with thumbnails. Multiplayer Crashes Fixed a dedicated server crash that occurred due to data corruption in relation to corpse creation. Initial Beta Changelog: Singleplayer Crashes Fixed a crash that occurred due to the AI general formation not being positioned correctly at the beginning of siege battles. Fixed a crash that occurred due to the animation system. Fixed a crash that occurred after battles. Fixed a crash that occurred due to being able to enter towns during a siege. Fixed a crash that occurred due to a modding-related bug even after completely removing all mods / reinstalling the game. Fixed a crash that occurred when the player was navigating through inventory, encyclopedia or party screen. Fixed a crash that occurred when using mods that had dot characters in their module name. Fixed a crash that occurred on PS5 due to a memory issue. Fixes Fixed a memory leak that occurred when returning to the main menu. Fixed a bug that caused a save to get corrupted when overwriting save files. Old saves might still be corrupted when overwriting (this includes auto-save), so make sure to create a new save file (choose "save as") for any existing saves that you want to safeguard. Fixed a bug that prevented the deletion of corrupted save files. Reduced the save file limit from 32 to 16 to allow for larger files without corruption. If you have more than 16 save files, this will not delete your files. It will only prevent you from creating new files until you are below 16 again. You can overwrite all existing files. Changes Siege Engine Changes Decreased the minimum firing range of all mangonels, allowing them to shoot closer targets. This also makes higher walls not so detrimental for defending mangonels. Regular mangonels with multiple projectiles Increased the number of projectiles. Decreased the single-hit damage of each stone. Decreased the damage area of each projectile. Regular mangonels are still effective against troops but no longer overshadow their fire mangonel counterparts. Fire mangonels Slightly increased the area of effect. Increased the damage reduction towards the edges of the hit area. Increased the hit damage of a projectile. It’s harder to hit enemy engines or formations with them in comparison to the regular mangonel but the payout is much better. Not every unit hit by the fire mangonel will die due to the increased damage reduction towards the edges of the hit area. AI targeting behaviour of mangonels Mangonels now prioritize the battering ram and siege towers when choosing a target. Afterwards, they try to attack clumps of enemies. Fire mangonels now primarily target enemy troops. Trebuchets Increased the number of projectiles. Decreased the single-hit damage of each stone. Decreased the damage area of each projectile. We are working on further improvements to them. Battering rams and siege towers Increased the hit points of battering rams and siege towers (to compensate for the decreased mangonel minimum range).AI behaviour of ranged siege engines The AI now properly leads targets. Improved the overall accuracy calculation, resulting in fewer over or undershooting. Adjusted the target boxes of siege towers. Defending mangonels can now target them when they are closer. Troop AI Changes Attacking archers now use line formation spacing instead of tight formation spacing when taking positions. Defending troops now start on walls as the siege begins. Multiplayer Crashes Fixed a crash that occurred due to shield inverse kinematics not being fully synchronized with the server. Fixed a server crash that occurred on crowded servers when picking up an item from the ground. zobrazit dev blog na Steamu



Beta Patch Notes v1.0.3Dejan
  {STEAM_CLAN_IMAGE}/26623866/840f28c88b4ded103e26769861e1625b75c0ffa3.png Beta v1.0.3 Singleplayer Crashes Fixed a crash that occurred due to the AI general formation not being positioned correctly at the beginning of siege battles. Fixed a crash that occurred due to the animation system. Fixed a crash that occurred after battles. Fixed a crash that occurred due to being able to enter towns during a siege. Fixed a crash that occurred due to a modding-related bug even after completely removing all mods / reinstalling the game. Fixed a crash that occurred when the player was navigating through inventory, encyclopedia or party screen. Fixed a crash that occurred when using mods that had dot characters in their module name. Fixed a crash that occurred on PS5 due to a memory issue. Fixes Fixed a memory leak that occurred when returning to the main menu. Fixed a bug that caused a save to get corrupted when overwriting save files. Fixed a bug that prevented the deletion of corrupted save files. Reduced the save file limit from 32 to 16 to allow for larger files without corruption. If you have more than 16 save files, this will not delete your files. It will only prevent you from creating new files until you are below 16 again. You can overwrite all existing files. Changes Siege Engine Changes Decreased the minimum firing range of all mangonels, allowing them to shoot closer targets. This also makes higher walls not so detrimental for defending mangonels. Regular mangonels with multiple projectiles Increased the number of projectiles. Decreased the single-hit damage of each stone. Decreased the damage area of each projectile. Regular mangonels are still effective against troops but no longer overshadow their fire mangonel counterparts. Fire mangonels Slightly increased the area of effect. Increased the damage reduction towards the edges of the hit area. Increased the hit damage of a projectile. It’s harder to hit enemy engines or formations with them in comparison to the regular mangonel but the payout is much better. Not every unit hit by the fire mangonel will die due to the increased damage reduction towards the edges of the hit area. AI targeting behaviour of mangonels Mangonels now prioritize the battering ram and siege towers when choosing a target. Afterwards, they try to attack clumps of enemies. Fire mangonels now primarily target enemy troops. Trebuchets Increased the number of projectiles. Decreased the single-hit damage of each stone. Decreased the damage area of each projectile. We are working on further improvements to them. Battering rams and siege towers Increased the hit points of battering rams and siege towers (to compensate for the decreased mangonel minimum range).AI behaviour of ranged siege engines The AI now properly leads targets. Improved the overall accuracy calculation, resulting in fewer over or undershooting. Adjusted the target boxes of siege towers. Defending mangonels can now target them when they are closer. Troop AI Changes Attacking archers now use line formation spacing instead of tight formation spacing when taking positions. Defending troops now start on walls as the siege begins. Multiplayer Crashes Fixed a crash that occurred due to shield inverse kinematics not being fully synchronized with the server. Fixed a server crash that occurred on crowded servers when picking up an item from the ground. zobrazit dev blog na Steamu



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Od ohlášení to trvalo pouhopouhých 7 let, 186 dní a 11 hodin, ale konečně jsme se dočkali!

Moraváci do zbraně!

... bohužel je venku pouze 𝛼-verze a stále nejsou dedikované servery pro tréninky
... takže počítáme dále:
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08/01/2023 14:32
No, jak se to vezme Smile Je otázka, co tím máš vlastně přesně na mysli? Grin

07/12/2022 13:56
Hooooj, už fungujem?

04/12/2022 01:32
Moj steam 56402641

04/12/2022 01:20

04/12/2022 01:12
Nazdar lidi to je doba.. vidim ze kore je tady parada krizek taky ale martin tu neni nase mala cubka Grin a tesik Grin vytvoril som servery s modama na conan exiles kto si chce zahrat je to survival openw

20/08/2022 14:06
Zdaarec jakej je DC ? rád bych přišel po XX letech pokecat Smile hodně vzpomínám na tuhle hru a na tenhle KLAN !!!

25/06/2022 11:10
Discord sever myslím máme založený nějaký, ale stejně všichni chodíme stále na team speak Grin

22/06/2022 08:33
Čus, je hezké, že i po dlouhé době, co si vzpomenu na Warband, se tu občas objeví nějaký komentář :-) Discord zní dobře.

14/01/2022 18:55
A já už málem myslel že sem taky chceš hodit inzerát do Noxu. Grin

06/01/2022 11:05
Zdar v novém roce! Žijete ještě? Nechcete udělat server na discordu? Tam bych vám mohl občas napsat Smile

Autumn Sale Ends Today!
  {STEAM_CLAN_IMAGE}/26623866/c10e13d08ac5e8ffbbf86a0a462b21ddbeba860c.png The Steam Autumn Sale ends today at 10 am PST / 7 pm CET! Don't miss your chance to get Mount & Blade II: Bannerlord at 15% off, or complete your Mount & Blade collection with a massive 75% discount on all other titles! https://store.steampowered.com/app/261550/Mount__Blade_II_Bannerlord/ https://store.steampowered.com/app/48700/Mount__Blade_Warband/ https://store.steampowered.com/app/321300/Mount__Blade_Warband__Viking_Con...zobrazit celý dev blog
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Moravian Warriors

Lord_Peter, Conan, Harleqes, WildWolf, Kai, Fildas, Haman, Krizek, Kore, Kuchra, Pepa168...


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Moravian Warriors


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