{"id":40054,"date":"2026-05-01T09:03:09","date_gmt":"2026-05-01T13:03:09","guid":{"rendered":"https:\/\/overcentral.com\/en\/?p=40054"},"modified":"2026-05-01T09:03:48","modified_gmt":"2026-05-01T13:03:48","slug":"bannerlord-war-sails-beta-seaborne-village-raids","status":"publish","type":"post","link":"https:\/\/overcentral.com\/en\/bannerlord-war-sails-beta-seaborne-village-raids\/","title":{"rendered":"Bannerlord: War Sails Beta v1.2.1 Patch Notes \u2013 Seaborne Village Raids and Naval Campaign Overhaul"},"content":{"rendered":"\n<p class=\"wp-block-paragraph\">The\u00a0<em>War Sails<\/em>\u00a0Beta update v1.2.1 introduces one of the most significant gameplay additions to date:\u00a0<strong>seaborne village raids<\/strong>, allowing both players and AI to raid or defend coastal villages directly from the sea or rivers. This mechanic requires 15 healthy troops and shallow draft ships to initiate. Upon arrival, village militias will assess the balance of power\u2014choosing either to resist, triggering a new seaborne raid mission, or surrender, allowing immediate looting. The update also adds 16 newly reworked raid scenes, auto-battle bonuses (attacker horse archers receive a 50% power penalty while defender archers gain a 10% bonus), and the ability to make port in villages for trading, recruitment, and resupply without disembarking. Other improvements include repositioned coastal villages, Nord Berserkir troop buffs, and <a href=\"https:\/\/overcentral.com\/en\/skate-update-1-18-deploys-critical-fixes-for-gameplay-map-flaws-and-purchase-stability\/\" title=\"Skate Update 1.18 Deploys Critical Fixes for Gameplay, Map Flaws, and Purchase Stability\">critical fixes for<\/a> ship sinking bugs, save file crashes, and blockade crash issues.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">Seaborne Village Raids: Core Mechanics<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">The headline feature of this update is the complete implementation of&nbsp;<strong>seaborne village raids<\/strong>, fundamentally changing how players interact with coastal settlements.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">Initiating a Raid<\/h3>\n\n\n\n<p class=\"wp-block-paragraph\">To start a raid, you need:<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>15 healthy troops<\/strong>\u00a0minimum<\/li>\n\n\n\n<li><strong>Shallow draft ships<\/strong>\u00a0(ships capable of navigating close to shore and into rivers)<\/li>\n<\/ul>\n\n\n\n<p class=\"wp-block-paragraph\">Once you initiate a raid, the village militia performs a&nbsp;<strong>balance of power check<\/strong>:<\/p>\n\n\n\n<figure class=\"wp-block-table\"><table class=\"has-fixed-layout\"><thead><tr><th class=\"has-text-align-left\" data-align=\"left\">Militia Decision<\/th><th class=\"has-text-align-left\" data-align=\"left\">Outcome<\/th><\/tr><\/thead><tbody><tr><td><strong>Resist<\/strong><\/td><td>Triggers a seaborne village raid mission. Winning allows looting to begin.<\/td><\/tr><tr><td><strong>Surrender<\/strong><\/td><td>Looting begins immediately without combat.<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<h3 class=\"wp-block-heading\">Auto-Battle System<\/h3>\n\n\n\n<p class=\"wp-block-paragraph\">When using the &#8220;Send troops&#8221; option, the number of attacking soldiers per round is&nbsp;<strong>limited by the deck size<\/strong>&nbsp;of your shallow draft ships. The auto-battle also applies specific modifiers:<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>Attacker horse archers:<\/strong>\u00a050% power penalty (dismounted combat disadvantage)<\/li>\n\n\n\n<li><strong>Defender archers:<\/strong>\u00a010% power bonus (defending elevated positions)<\/li>\n<\/ul>\n\n\n\n<p class=\"wp-block-paragraph\">You can also&nbsp;<strong>manually select which troops<\/strong>&nbsp;accompany you into the raid mission, allowing tactical customization based on the village&#8217;s defenses.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">Interruptions and Dynamic Missions<\/h3>\n\n\n\n<p class=\"wp-block-paragraph\">During the initial fight or the looting process,&nbsp;<strong>other parties may intervene<\/strong>&nbsp;(nearby patrols, rival factions, or allied forces). This leads to different mission types depending on the situation\u2014ranging from three-way battles to desperate escapes with limited loot.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">Mission Gameplay: Landing and Combat<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">Once the mission begins, your ships sail toward&nbsp;<strong>pre-determined landing points<\/strong>&nbsp;along the shoreline or in shallow waters, adapting to the terrain of each scene.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">Disembarkation and Command<\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>Automatic disembarkation:<\/strong>\u00a0Troops exit ships automatically upon reaching the landing zone.<\/li>\n\n\n\n<li><strong>Land-based commands:<\/strong>\u00a0After landing, you can issue standard land combat orders (formation, hold position, charge, etc.).<\/li>\n\n\n\n<li><strong>Default behavior:<\/strong>\u00a0If no orders are given, troops charge forward and engage defenders.<\/li>\n<\/ul>\n\n\n\n<h3 class=\"wp-block-heading\">Defender AI and Tactics<\/h3>\n\n\n\n<p class=\"wp-block-paragraph\">Defending forces employ intelligent, role-based tactics:<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>Melee units<\/strong>\u00a0secure key chokepoints (bridge entrances, village gates, narrow passages)<\/li>\n\n\n\n<li><strong>Ranged units<\/strong>\u00a0take position on elevated ground (cliffs, rooftops, watchtowers) to rain volleys on advancing attackers<\/li>\n<\/ul>\n\n\n\n<p class=\"wp-block-paragraph\">Defenders&nbsp;<strong>do not have access to ships<\/strong>, meaning naval superiority belongs entirely to the attacker.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">Reinforcements<\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>Defender reinforcements<\/strong>\u00a0can arrive during the mission, though this is less likely against small village militias.<\/li>\n\n\n\n<li><strong>Attackers receive no reinforcements<\/strong>\u00a0by sea. What you bring is what you fight with.<\/li>\n\n\n\n<li><strong>Failed raid attempts<\/strong>\u00a0can be retried if your campaign map forces still have sufficient ships and troops.<\/li>\n<\/ul>\n\n\n\n<h3 class=\"wp-block-heading\">New Scenes<\/h3>\n\n\n\n<p class=\"wp-block-paragraph\">These encounters take place across&nbsp;<strong>16 newly introduced reworked seaborne village raid scenes<\/strong>, with the developers intending to expand this pool further. Additionally,&nbsp;<strong>land raids on coastal villages<\/strong>&nbsp;now also occur in these new scenes, unifying raid experiences.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">Settlement Actions: Naval Interactions with Coastal Villages<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">The update fundamentally changes how players interact with coastal villages through several new actions.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">Making Port<\/h3>\n\n\n\n<p class=\"wp-block-paragraph\">You can now&nbsp;<strong>make port in villages<\/strong>, which allows you to:<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>Trade<\/strong>\u00a0with village merchants<\/li>\n\n\n\n<li><strong>Recruit troops<\/strong>\u00a0from the local population<\/li>\n\n\n\n<li><strong>Resupply<\/strong>\u00a0provisions and ammunition<\/li>\n<\/ul>\n\n\n\n<p class=\"wp-block-paragraph\">All of this is possible&nbsp;<strong>without disembarking<\/strong>&nbsp;your fleet.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">Disembarking and Leaving Ships<\/h3>\n\n\n\n<p class=\"wp-block-paragraph\">You can also&nbsp;<strong>disembark completely<\/strong>&nbsp;and leave your ships in friendly or neutral villages to become a land party. This is useful for exploring inland content while keeping your fleet safely docked.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">Setting Sail Directly<\/h3>\n\n\n\n<p class=\"wp-block-paragraph\">You can now&nbsp;<strong>set sail directly from villages<\/strong>&nbsp;without the embarking process. This is only possible if your fleet is already in the village.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">Important Restrictions<\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li>You\u00a0<strong>cannot call your fleet to a village<\/strong>\u00a0(only to Town ports)<\/li>\n\n\n\n<li>You\u00a0<strong>cannot make port or set sail from an enemy village<\/strong>\u00a0unless it has been fully raided first<\/li>\n<\/ul>\n\n\n\n<h2 class=\"wp-block-heading\">Campaign Map Changes<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">Several&nbsp;<strong>villages have been repositioned closer to the coastline<\/strong>, with new drop-off points added. This creates:<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>New opportunities for offensive naval actions<\/li>\n\n\n\n<li>More tactical choices for both attackers and defenders<\/li>\n\n\n\n<li>Increased strategic value for coastal control<\/li>\n<\/ul>\n\n\n\n<h2 class=\"wp-block-heading\">Art Fixes and Visual Improvements<\/h2>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>Fore battlements added<\/strong>\u00a0to Dromakion and Qalguk, improving siege defense visuals<\/li>\n\n\n\n<li><strong>Fixed a bug<\/strong>\u00a0causing the Reinforced Berserker Helmet to have black textures<\/li>\n<\/ul>\n\n\n\n<h2 class=\"wp-block-heading\">Naval Battles Fix<\/h2>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>Fixed a bug<\/strong>\u00a0that caused ships to sink below the wave surface level, resolving a long-standing visual and gameplay issue<\/li>\n<\/ul>\n\n\n\n<h2 class=\"wp-block-heading\">Nord Berserkir Troop Overhaul<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">The Nord Berserkir troop line receives significant buffs in this update:<\/p>\n\n\n\n<figure class=\"wp-block-table\"><table class=\"has-fixed-layout\"><thead><tr><th class=\"has-text-align-left\" data-align=\"left\">Change<\/th><th class=\"has-text-align-left\" data-align=\"left\">Details<\/th><\/tr><\/thead><tbody><tr><td><strong>Berserker Cloak body armor<\/strong><\/td><td>Increased from 14 to 20<\/td><\/tr><tr><td><strong>Helmet upgrade<\/strong><\/td><td>Now uses Berserker Reinforced Helmet instead of standard Berserker Helmet<\/td><\/tr><tr><td><strong>Weapon loadout<\/strong><\/td><td>Swords removed \u2013 now uses axes exclusively<\/td><\/tr><tr><td><strong>Axes versatility<\/strong><\/td><td>Can be used one-handed or two-handed<\/td><\/tr><tr><td><strong>Axes damage<\/strong><\/td><td>Slightly improved<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\">These changes make Nord Berserkir more durable and focused in combat, emphasizing their berserker identity as aggressive, axe-wielding shock troops.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">Ship Upgrade Cost Fix<\/h2>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>Fixed a bug<\/strong>\u00a0that caused ship upgrade part costs to be calculated incorrectly. Upgrade pricing now reflects intended values.<\/li>\n<\/ul>\n\n\n\n<h2 class=\"wp-block-heading\">Crash Fixes<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">Two critical crashes have been resolved:<\/p>\n\n\n\n<ol start=\"1\" class=\"wp-block-list\">\n<li><strong>Save file crash<\/strong>\u00a0\u2013 Fixed a crash that occurred when loading a save file with the\u00a0<em>War Sails<\/em>\u00a0expansion active.<\/li>\n\n\n\n<li><strong>Blockade siege crash<\/strong>\u00a0\u2013 Fixed a crash that occurred when lifting a blockade during a siege.<\/li>\n<\/ol>\n\n\n\n<h2 class=\"wp-block-heading\">Summary of Key Changes<\/h2>\n\n\n\n<figure class=\"wp-block-table\"><table class=\"has-fixed-layout\"><thead><tr><th class=\"has-text-align-left\" data-align=\"left\">Category<\/th><th class=\"has-text-align-left\" data-align=\"left\">Main Improvements<\/th><\/tr><\/thead><tbody><tr><td><strong>New Feature<\/strong><\/td><td>Seaborne village raids (player and AI)<\/td><\/tr><tr><td><strong>Scenes<\/strong><\/td><td>16 new reworked raid scenes<\/td><\/tr><tr><td><strong>Auto-Battle<\/strong><\/td><td>Horse archers -50% power \/ defender archers +10% power<\/td><\/tr><tr><td><strong>Settlement Actions<\/strong><\/td><td>Make port, set sail, disembark in villages<\/td><\/tr><tr><td><strong>Troop Balance<\/strong><\/td><td>Nord Berserkir buffed (armor, helmet, axes)<\/td><\/tr><tr><td><strong>Bug Fixes<\/strong><\/td><td>Ship sinking, black helmet texture, upgrade costs<\/td><\/tr><tr><td><strong>Crash Fixes<\/strong><\/td><td>Save file loading, blockade siege<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<h2 class=\"wp-block-heading\">War Sails Beta v1.2.1 \u2013 Brief Review<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Verdict:<\/strong>&nbsp;A feature-rich update that fundamentally transforms coastal warfare and naval-land integration. This is not a minor patch\u2014it&#8217;s a gameplay expansion.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">The Good \u2705<\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>Seaborne village raids are a game-changer<\/strong>\u00a0\u2013 Finally, you can raid coastal settlements directly from the sea without tedious disembarkation mechanics<\/li>\n\n\n\n<li><strong>Dynamic militia decisions<\/strong>\u00a0based on balance of power add strategic depth (resist vs. surrender)<\/li>\n\n\n\n<li><strong>16 new raid scenes<\/strong>\u00a0provide visual and tactical variety<\/li>\n\n\n\n<li><strong>Intelligent defender AI<\/strong>\u00a0\u2013 melee units hold chokepoints, archers take elevated positions \u2013 feels like a real tactical challenge<\/li>\n\n\n\n<li><strong>Make port in villages<\/strong>\u00a0\u2013 trade, recruit, and resupply without leaving your ships. Huge quality-of-life improvement<\/li>\n\n\n\n<li><strong>Nord Berserkir finally viable<\/strong>\u00a0\u2013 armor increased from 14 to 20, reinforced helmets, axe-only loadout with improved damage<\/li>\n\n\n\n<li><strong><a href=\"https:\/\/overcentral.com\/en\/the-division-2-update-2-22-deploys-with-critical-crash-fixes-and-performance-improvements\/\" title=\"The Division 2 Update 2.22 Deploys with Critical Crash Fixes and Performance Improvements\">Critical crash fixes<\/a><\/strong>\u00a0\u2013 save file loading and blockade siege crashes resolved<\/li>\n\n\n\n<li><strong>Ship sinking bug fixed<\/strong>\u00a0\u2013 no more ships disappearing below wave level<\/li>\n<\/ul>\n\n\n\n<h3 class=\"wp-block-heading\">The Bad \u274c<\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>Attackers cannot receive reinforcements<\/strong>\u00a0\u2013 If your initial wave fails, you&#8217;re done. This feels punishing compared to defenders who can get reinforcements<\/li>\n\n\n\n<li><strong>Horse archers crippled<\/strong>\u00a0\u2013 50% power penalty in auto-battle makes them nearly useless for seaborne raids<\/li>\n\n\n\n<li><strong>Cannot call fleet to villages<\/strong>\u00a0\u2013 Only towns support this feature, forcing unnecessary backtracking<\/li>\n\n\n\n<li><strong>Enemy villages require full raid before port access<\/strong>\u00a0\u2013 Realistic, but slows down expansion<\/li>\n<\/ul>\n\n\n\n<h3 class=\"wp-block-heading\">The Ugly \u26a0\ufe0f<\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>Shallow draft ship requirement<\/strong>\u00a0\u2013 Players who focused on deep-water warships may need to rebuild their fleet<\/li>\n\n\n\n<li><strong>15 healthy troop minimum<\/strong>\u00a0\u2013 Early-game raiding is locked behind a significant threshold<\/li>\n<\/ul>\n\n\n\n<h3 class=\"wp-block-heading\">Final Score: 8.2\/10<\/h3>\n\n\n\n<blockquote class=\"wp-block-quote is-layout-flow wp-block-quote-is-layout-flow\">\n<p class=\"wp-block-paragraph\">War Sails v1.2.1 delivers exactly what naval combat fans wanted: meaningful coastal raids, seamless village interactions, and smarter AI defenders. The Nord Berserkir buffs <a href=\"https:\/\/overcentral.com\/en\/bannerlord-beta-v1-4-1-patch-notes\/\" title=\"Bannerlord Beta v1.4.1 Patch Notes: UI Fixes, XP Bar Reintroduced, and Crash Fix\">and crash<\/a> fixes show attentive development. While the lack of attacker reinforcements and horse archer penalties may frustrate some, this update sets a new standard for land-naval integration in the genre.<\/p>\n<\/blockquote>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Recommended for:<\/strong>&nbsp;Strategic players who enjoy combined arms (naval + land), raiders and pillagers, Nord faction fans, anyone tired of clunky coastal interactions.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Skip for now if:<\/strong>&nbsp;You prefer pure land campaigns, deep-water naval battles only, or are still early-game (sub-15 troops).<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">Bannerlord: War Sails Beta v1.2.1 Patch Notes &#8211; FAQ<\/h2>\n\n\n\n<div class=\"wp-block-foxiz-elements-accordion gb-wrap gb-accordion yes-shadow yes-open\" style=\"--border-width:0 0 0 0;--desktop-padding:15px 30px 15px 30px;--tablet-padding:10px 25px 10px 25px;--mobile-padding:10px 20px 10px 20px\">\t\t<div class=\"gb-accordion-item wp-block-foxiz-elements-accordion-item\">\n\t\t\t<div class=\"accordion-item-header\">\n\t\t\t\t<h3 class=\"accordion-title gb-heading\">What do I need to start a seaborne village raid?<\/h3>\t\t\t\t<i class=\"rbi rbi-angle-down gb-heading\"><\/i>\n\t\t\t<\/div>\n\t\t\t<div class=\"accordion-item-content rb-text\">\n\t\t\t\t\n\n<p class=\"wp-block-paragraph\">You need two things:<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>15 healthy troops<\/strong>\u00a0(minimum)<\/li>\n\n\n\n<li><strong>Shallow draft ships<\/strong>\u00a0(deep-water warships will not work)<\/li>\n<\/ul>\n\n\n\n<p class=\"wp-block-paragraph\">Once you have these, approach a coastal village and initiate the raid. The village militia will then decide to either&nbsp;<strong>resist<\/strong>&nbsp;(triggering a raid mission) or&nbsp;<strong>surrender<\/strong>&nbsp;(allowing immediate looting). Remember: attackers receive&nbsp;<strong>no reinforcements<\/strong>&nbsp;during the mission, so bring enough troops from the start.<\/p>\n\n\t\t\t<\/div>\n\t\t<\/div>\n\t\t\n\n\t\t<div class=\"gb-accordion-item wp-block-foxiz-elements-accordion-item\">\n\t\t\t<div class=\"accordion-item-header\">\n\t\t\t\t<h3 class=\"accordion-title gb-heading\">Can I interact with villages without disembarking my ships?<\/h3>\t\t\t\t<i class=\"rbi rbi-angle-down gb-heading\"><\/i>\n\t\t\t<\/div>\n\t\t\t<div class=\"accordion-item-content rb-text\">\n\t\t\t\t\n\n<p class=\"wp-block-paragraph\">Yes. The update adds a&nbsp;<strong>&#8220;make port&#8221;<\/strong>&nbsp;feature for villages. This allows you to:<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Trade with merchants<\/li>\n\n\n\n<li>Recruit troops<\/li>\n\n\n\n<li>Resupply provisions and ammunition<\/li>\n<\/ul>\n\n\n\n<p class=\"wp-block-paragraph\">All of this is possible&nbsp;<strong>while staying on your ships<\/strong>. You can also set sail directly from villages without the embarking process (as long as your fleet is already there). The only restriction: you cannot make port in an enemy village unless it has been&nbsp;<strong>fully raided<\/strong>&nbsp;first.<\/p>\n\n\t\t\t<\/div>\n\t\t<\/div>\n\t\t\n\n\t\t<div class=\"gb-accordion-item wp-block-foxiz-elements-accordion-item\">\n\t\t\t<div class=\"accordion-item-header\">\n\t\t\t\t<h3 class=\"accordion-title gb-heading\">What changed with Nord Berserkir troops?<\/h3>\t\t\t\t<i class=\"rbi rbi-angle-down gb-heading\"><\/i>\n\t\t\t<\/div>\n\t\t\t<div class=\"accordion-item-content rb-text\">\n\t\t\t\t\n\n<p class=\"wp-block-paragraph\">Nord Berserkir received significant buffs:<\/p>\n\n\n\n<figure class=\"wp-block-table\"><table class=\"has-fixed-layout\"><thead><tr><th class=\"has-text-align-left\" data-align=\"left\">Change<\/th><th class=\"has-text-align-left\" data-align=\"left\">Before<\/th><th class=\"has-text-align-left\" data-align=\"left\">After<\/th><\/tr><\/thead><tbody><tr><td>Berserker Cloak armor<\/td><td>14<\/td><td>20<\/td><\/tr><tr><td>Helmet<\/td><td>Standard Berserker Helmet<\/td><td>Reinforced Berserker Helmet<\/td><\/tr><tr><td>Weapons<\/td><td>Swords + axes<\/td><td>Axes only (one or two-handed)<\/td><\/tr><tr><td>Axe damage<\/td><td>Standard<\/td><td>Slightly improved<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Result:<\/strong>&nbsp;Nord Berserkir are now more durable, more focused, and more viable as shock troops in both land and seaborne raids.<\/p>\n\n\t\t\t<\/div>\n\t\t<\/div>\n\t\t<\/div>\n","protected":false},"excerpt":{"rendered":"<p>The\u00a0War Sails\u00a0Beta update v1.2.1 introduces one of the most significant gameplay additions to date:\u00a0seaborne village raids, allowing both players and AI to raid or defend coastal villages directly from the sea or rivers. This mechanic requires 15 healthy troops and shallow draft ships to initiate. Upon arrival, village militias will assess the balance of power\u2014choosing [&hellip;]<\/p>\n","protected":false},"author":7,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"fifu_image_url":"","fifu_image_alt":"","footnotes":""},"categories":[2],"tags":[],"class_list":["post-40054","post","type-post","status-publish","format-standard","category-videogames"],"_links":{"self":[{"href":"https:\/\/overcentral.com\/en\/wp-json\/wp\/v2\/posts\/40054","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/overcentral.com\/en\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/overcentral.com\/en\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/overcentral.com\/en\/wp-json\/wp\/v2\/users\/7"}],"replies":[{"embeddable":true,"href":"https:\/\/overcentral.com\/en\/wp-json\/wp\/v2\/comments?post=40054"}],"version-history":[{"count":0,"href":"https:\/\/overcentral.com\/en\/wp-json\/wp\/v2\/posts\/40054\/revisions"}],"wp:attachment":[{"href":"https:\/\/overcentral.com\/en\/wp-json\/wp\/v2\/media?parent=40054"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/overcentral.com\/en\/wp-json\/wp\/v2\/categories?post=40054"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/overcentral.com\/en\/wp-json\/wp\/v2\/tags?post=40054"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}