Development Update #7: Multiplayer Duel Mode and Battle Terrain System

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Greetings warriors of Calradia!

In this development video, we take a look at a new multiplayer game mode, as well as, an update to the battle terrain system.

We hope you enjoy the video!

Greetings warriors of Calradia and welcome to Development Update #7.

As always, we will be taking a look at some of the recent and upcoming changes to the game. We hope you enjoy the video!

En garde! First up, we have a new multiplayer game mode that is currently in the final stages of internal testing and, providing everything goes well, will be coming to the beta version of the game with the next major update.

Duel mode pits you against other players in single combat in a true test of individual skill.

Upon joining a duel server, you will be free to select from all available classes before spawning in a neutral hub area. From here you can initiate a duel, switch your class, or roam around the map and watch any ongoing duels.

The map is made up of an assortment of arenas to support duels across all class types, and provide you with a dedicated space to fight in without any interruptions or distractions.

To issue or accept a duel request with an opponent, you simply need to look directly at them and press the ‘F’ key. If both parties agree, the game tries to find a suitable arena before teleporting you both and starting the duel.

The duel takes place over multiple rounds, with the first person to take 3 rounds being declared the winner. When a duel is successfully concluded, the winner takes a share of their opponent’s score, with higher value targets bringing larger rewards. This is reflected on the scoreboard where you can see who is top dog and try to compete for their position on the table!

Next up, we have a fairly significant change that we have been working on for some time now and is getting to the point that we’re ready to show it. But, before we go on we just want to be clear that this is still a work in progress and subject to change, and with the scale of this update, it is likely that work will continue on this well into the future.

The Battle Terrain system is a new approach to how scenes are selected for field battles in relation to the location of the combatants on the world map.

Currently, whenever a battle begins, the game checks the terrain type of the world map location and randomly selects from a connected pool of maps.

With the new system, the world map has been divided into regions, with each region being connected to its own specific scene.

The system also takes into account the location and direction of the parties within the region and uses this to determine where each side will spawn in the battle.

This update aims to give you a more immersive and strategic experience that allows you to take the terrain into account when planning your battles.

And just while we’re on the topic of scenes, we want to highlight the 6 new siege scenes that will be making their way to the beta version of the game in the next update!

These new Empire and Vlandia maps consist of 4 cities and 2 castles, so if you’re on the lookout for a new place to call home, the next beta update might be a good place for you to start!

Perhaps real estate isn’t really your thing, and you’re more into demolition. Well, this next update is one for you!

Pillaging is a new option that was made available to successful besiegers in the recent e1.5.8 beta update. With this update, conquerors are able to pillage or devastate settlements upon capturing them, netting them a quick boost to gold and morale in exchange for damages to the settlement and its inhabitants.

Next up, we have an update on the Battanian armoury which was recently expanded in the 1.5.8 beta version of the game with the addition of 9 new Celtic inspired helmets.

Next, we have a couple of battle-related updates.

First is a small improvement to the death camera that will be coming with the next beta patch. This update changes it so the camera cycles through characters of high importance first, such as lords, companions, generals, and sergeants.

And second, was a recent change to the killfeed that can be found in the 1.5.8 beta version of the game. This change added an option that allows you to remove the names of non-hero characters from the killfeed, making it more compact and less obtrusive.

As our penultimate feature in this update video, we are pleased to announce the arrival of a classic sandbox game mode.

Sandbox lets you jump into the game with a clean slate, letting you forge your own path in Calradia without the main storyline to guide you.

With sandbox character creation, we are introducing body weight and build sliders to both story and sandbox mode so that you may further customise your character.

While creating your sandbox character, you will also need to select an age group, which will determine the number of skill points that you start with. Furthermore, your character’s culture is linked to your starting position on the world map, allowing you to decide where your adventure begins.

And finally, if you are playing the game on an RTX graphics card, make sure to download the recent 1.5.7 hotfix that allows you to active NVIDIA’s Deep Learning Super Sampling image upscaling technology.

And that’s it for Development Update #7. Thanks for taking the time to watch the video, we hope you enjoyed it! If you have any comments, suggestions, or feedback you would like to share, please make sure to leave a reply in the comment section below.

Thanks again, and we’ll see you next time!


Knight at Arms
The new battle terrain system is absolutely what we needed & wanted. @Callum any ideas on how many scenes there will be for a tile? Are we gonna get the same battle scene for every battle for a tile? If yes I'd recommend creating smaller tiles so we can get more diverse maps.

edit, okay checked again, tiles are small enough
Just make those scenes big enough for armies. It's ridiculous now when 1,000 versus 1,000 can't fit on the map enough to let horse archers circle.
The new battle system is really beautiful and I'm very excited about it, so I have a few questions to ask. Will the new region battle system come in the next update? And will the battles in the regions be on a hugely large map or on many small but diverse maps?
I also have a doubt and it is if this new regional system is almost finished or if it is something recent, my intuition says that it is practically finished, heck, it would be horrible to know that they just started with this system, which would mean that it will take months to have it complete . I hope it is almost finished or finished


Actually this new Battle Terrain System can give a meaning to castles and make them more useful.

For example, if a Northern Empire party is got caught by a Khuzait party
Great ideas. But so far the developers cannot, for some reason, even so that the lords warlords hide in castles from the superior enemy armies. They are now trying in vain to escape instead of trying to reach the fortification (as was the case in the original Warband).
Also, there are all sorts of little things that will help make the game more enjoyable for the user. For example introduce a change for cavalry. Now a mounted unit, losing a horse, continues to follow orders as a cavalryman. The cavalryman must change his status to an infantryman or an archer and retreat to the positions occupied by these units. And when he continues to act as a cavalryman, he is killed very quickly.


Community Lead
We will share more detailed info about the battle terrain system when it is closer to coming to the beta version of the game, which is still a little ways away yet.


We will share more detailed info about the battle terrain system when it is closer to coming to the beta version of the game, which is still a little ways away yet.

Out of topic but will there be a dev update on modding tools?


Please Read...You will not regret reading it
Greetings to you
You could add another multiplayer to Open World.
It means the same single player, but collectively that we can all interact. Server or LAN
That is, a certain number of people on an open world server such as a single player.
That means we are fighting each other. Or we become friends and every feature that other online games have
The map becomes the map of the world.
It's very bad that you did not see this change while many people like it.
The change I made is one of the best you can make.
Please think about it.
I hope it is done.
I'm waiting for answer.
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Actually this new Battle Terrain System can give a meaning to castles and make them more useful.

For example, if a Northern Empire party is got caught by a Khuzait party in a region which has a castle in it, the simulation can take that castle into account and look if that party can escape under that castle and have the help of the castle garrison. If the way of the NE party is blocked by the Khuzait one, the garrison will not be included in the calculation. But if they can escape to the castle, they will lose some men on the way but they garrison of the castle will help them and simulation calculation will change accordingly. Seeing that they will lose the battle, The Khuzait party can give up the offensive on the NE party and retreat.

This can solve snowballing issues, make castles more useful, compansate for the parties not being able to take a shelter in castles when they are being chased, make friendly territory safer and enemy territory more dangerous. Lots of benefits really.

But I think it requires finer regional grains because current regions seems very big and can take multiple settlements in it. This means lots of maps requirement and means much work for map makers.

The coolest part for players will be the battle scenes in which we can have the castle or town on our back and have the help of the garrison in the battle scene. It would be really cool to bait a big party in a fight and retreat under the walls of a castle and cause them a significant damage. We usually lose the battle and be a prisoner to a much stronger army if we get caught in the current state of the game. This feature can give us another chance when we are caught by a party. We can get rid of the enemy without being prisoner with the help of castle garrisons and cause them to leave the battle. Or the party that we are attacking can take that shelter and we wouldn't want to get close to it and we can retreat after chasing them for a while and killing some of them.

But for this to happen, towns and castles should be present in the battle scene but I couldn't see the town of Sanala in the video on the place it should be.

This is a revolutinary suggestion to an already revolutionary feature but the game will be far more greater that it already it is with the change, I strongly believe.

Edit: When I thought about it again, every castle and town needs their own unique scenes before this feature can be implemented so this feature must wait for a long time to be in game even if it got approved. But I wonder if something like this can be made in the future and want to hear devs opinions about this.
like you really think the siege ai is going to help you win a battle, good luck


I'm curious to know how much drive space will be needed for all those maps in the Battle Terrain System?
Will it double, or even triple the current size of the game?
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