Mod Diary #1 - Governors and Intentions

Mod Diary #1 - Governors and Intentions

May 07, 2026

imageI want to share a quick development update and give you a clearer picture of what’s coming in the next Lowborn update.

I’ve been genuinely excited about the possibilities I’ve been unlocking lately. The more I work with Bannerlord, the more I see how solid and flexible it is as a modding platform. I’ve also been paying close attention to your feedback, and one recurring topic is compatibility with other popular mods, especially Influence AI and ATC.

Back in February, I spoke with kes369, the creator of Titles, and there is already a compatibility version available called Titles - Lowborn Edition. That said, I want to be clear about priorities. Full compatibility will be a bigger focus once Lowborn is more mature. Right now, with many core systems still evolving, trying to maintain compatibility in every update would slow development and create constant rework.

What I’ve Been Working On

Early Game Focus

I’m redesigning the early game to feel more personal and grounded.

Instead of immediately feeling part of a kingdom-wide simulation, the player will start in a random village, with small contextual dialogues that help establish where you are, who holds power locally, and how hierarchy and domains are structured.

The goal is to build understanding from the ground up before expanding into broader Calradian politics.

You will also begin with a mission that introduces the next core system. Oh, I almost forgot. You're a Lowborn, you don't carry a banner.

Governors Rework

imageGovernors already exist in vanilla, but they are mostly invisible and underused.

In Lowborn, governors will have administrative titles, something I first introduced in v0.4.1, now expanded. They will be assigned to NPCs instead of low tier non noble clans with fiefs. Their role will be closer to a seneschal from Warband.

As a non governor player, you will interact with them through contextual work such as patrolling nearby areas, city guard duties with possible events, suppressing unrest, and controlling gangs.

Quest generation will not be random. It will depend on settlement conditions. Low loyalty leads to suppression tasks. Low security leads to anti gang or guard missions.

This gives early game players a way to earn income and influence local stability in a limited but meaningful way.

On the player side, governors will actually manage settlements. They will control budgets, prioritize construction, and give opinions on decisions made by the lord.

Their skills, traits, and cultural background will directly affect efficiency and population acceptance.

This is the core feature of the upcoming update.

System Design Direction

imageA key concern is avoiding unnecessary complexity.

Most of these systems will run in the background, with feedback delivered through reports, settlement stats, and dialogues. I don't want to add a bunch of new menus full of buttons and bars, the idea is to get to know the options as you explore.

If this works well, I plan to expand similar behavior to other NPC roles, making interactions more meaningful and requiring players to interpret information before acting, especially in mid and late game.

Equipment Matters

imageThis system addresses both gameplay and immersion.

Right now there is a disconnect. You might not afford a helmet, but your troop is fully equipped with top tier gear.

To fix this, each character including the player and companions will have an equipment tier rating. Clans will also have a notoriety level based on gear, wealth, renown, and fiefs.

These factors will influence quest rewards, troop access, prices, and NPC interactions.

This includes whether a noble agrees to meet you or if their guard stops you before you even get close.

Legitimacy

This is a new attribute and still evolving, but the idea is simple. Power requires support.

Each NPC will have traits like bravery, honor, or calculation, which define an ideological alignment.

This will affect voting decisions, alliances, rivalries, and even assassination attempts.

This is not just based on relationships. NPCs will evaluate others based on whether they help or block their own ambitions.

The goal is a more dynamic and believable political environment.

This system will likely require a lot of testing and balancing.

New Title Ranks

imageAs a first step, I’m introducing two new ranks.

Knight, focused on early progression before becoming a noble clan.

Emperor, focused on late game when a ruler becomes too powerful to be merely a king, and its domains encompass numerous peoples, it will be necessary to rebuild a nation from its cultural fractures, look inward, and maintain the unity of your lands (Future).

Final Notes

I want to deliver this update as soon as possible, but everything here is subject to change. Not all systems are fully implemented yet, and technical limitations may still appear.

I’m also setting up a Lowborn Discord Server to improve communication and build a more engaged community around the mod. I have high expectations for this and will need your help to refine these systems.

If Lowborn is improving your Bannerlord experience, consider leaving a review or supporting the project on Buy Me a Coffee.

I’m planning to release preview builds for supporters once the next update package is ready.

More soon.

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