Co-op campaign for Mount & Blade II: Bannerlord (v1.4.8). Up to four players share one campaign world: the
host's.
What you get
One world, up to 4 lords. The host plays their campaign as usual. Each friend who joins rides their own
lord, with their own clan and party, through the same Calradia, on the same day.
Your own lord. The first time you join, you name your lord and pick a culture and gender. The host's
campaign remembers you, so next time you come back as the same lord.
Allied clans. Player clans are friends. You can't attack each other, and you can ride together.
Join any fight from the map. Ride to a battle or a siege and click the party or settlement involved. Pick a
side, and your lord and troops join that fight.
Command your own troops in a friend's battle. When your troops fight in a battle running on another
player's PC, a battle panel opens on your screen: a live map of the fight and orders for your formations
(charge, hold, follow your lord, advance, fall back, retreat, or hand back to the AI). Join after the fight
has started and your troops ride in as reinforcements.
Play the AI's battles yourself. Join a fight between AI lords and it becomes your battle, played on your PC.
Lead your own sieges. Besiege a castle or town. The siege camp builds up in the shared world, and you lead
the assault. Take it and the fief is yours for everyone.
Companions and fiefs are shared. Companions you hire, the parties they lead, party roles, governors, building
projects and garrisons all carry into the shared world. Join a kingdom, as a vassal or a mercenary, and
everyone sees it.
The world never waits. While anyone is in a town, a conversation, a menu or a battle (the host included),
the map keeps going for everyone else, and that player's party is protected until they come back.
No port forwarding. Players connect through Steam's relay network.
How to play
Host: press Play, then load or start a campaign. Once you're on the campaign map, the game is open to
friends.
Join: use the Join link or the open game on the mashup's Melty page. Your game starts, connects and loads
the host's world.
Good to know in version 0.2
Quests stay your own. Each player keeps the quests they took on their own PC until their next reload.
After each battle, a joining player reloads the latest world. It takes a few seconds and keeps everyone in step.
Raids, and fights at villages or hideouts, can't be joined by other players yet.
During the host's own siege assaults, the rest of the world pauses until the assault is over.
Every player needs the same game version. Co-op runs on the base game: Melty starts it without the War Sails
expansion, so players with and without the DLC can play together.
Built with Claude (Anthropic). Bundles Harmony by Andreas Pardeike (MIT).