Newsletter: TAOM — Spring Development Update (April–June 2026)
Hey Everyone!
First, please join the community on our Discord. Additionally, we have stood up a website. Furthermore, we will be adding a lot more social media, to include a podcast! If you wish to stay up to date, please use the resources above!
Grab a drink and settle in, because this has been one of the busiest stretches in the mod's history. TAOM now runs on the latest version of Bannerlord (v1.4.5). On top of that, we've poured in a brand-new culture, a career system, special resource system for troops, a top-to-bottom armory overhaul, lords who finally fight like the legends they're named after, a reworked world map, and a long list of fixes and quality-of-life touches.
We take an approach of slowly implementing each system, seeing if it works or is feasible. Then we will continue to polish it until it is done.
Here's a full rundown of what landed over the past couple of months.
The Big Move — We're Now on Bannerlord 1.4.5
This was the largest single undertaking of the season. We migrated the entire mod from the old 1.3.15 engine up to Bannerlord 1.4.5, the current live version of the game. That meant rebuilding a huge amount of the mod's plumbing to match the new engine, re-authoring equipment data to the new format, and verifying every system still works.
A few things came out of this that you'll actually feel:
• Fewer separate downloads. We bundled the supporting libraries the mod relies on (Harmony, MCM, and friends) directly inside TAOM, so there's far less chance of a "missing dependency" error or a version conflict ruining your launch.
• Better behavior with other mods. We added compatibility "stubs" so third-party mods that expect those libraries still show up and toggle correctly in the launcher.
• Real crash protection. We built in a set of safety nets that catch errors before they take the whole game down, try to identify which mod actually caused a problem, and write out a clean crash report (bundled into a single file) that makes bugs far easier to track down and fix. If something does go wrong, we now get the breadcrumbs we need instead of a mystery.
A Brand-New Culture: Dale
The Bardings of Dale joined the roster as a complete, fully-realized culture. That includes:
• A custom armor set with proper per-tier gear (bronze and silver tiers, not placeholder reuse).
• A full 27-troop progression line, from Lake-Town levies up through a King's Guard elite at the top tiers.
• A proper cavalry split into light and heavy branches, plus a dedicated crossbowman line and Lake-Town hearthguard.
• Recruitment wired into the right settlements so you can actually raise a Dalian army in the world.
A Massive Armory & Troop Overhaul
This was an enormous content pass. We revamped the armor and troop trees for a whole sweep of factions:
• New armor sets for Mordor, Isengard, Dol Guldur, Erebor, the Iron Hills dwarves, and Rhûn — hundreds of new items in total, with orcs, uruk-hai, and dwarves all getting distinct looks per faction.
• Gondor got its own dedicated equipment pass earlier in the season (around 99 new items plus regional troop refits), so the realms of Gondor — Anórien, Minas Tirith, Osgiliath, Ithilien and beyond — each look the part.
• The troop trees for Mordor, Isengard, Dol Guldur, Gundabad, and Erebor were rebuilt to use the new gear and feel distinct from one another.
• Rhûn's recruitment was reworked and the old "Easterling" units were rebranded into the Loke-Rim.
• A new top-tier elite, the Ithilien Ranger, can be recruited from Ithilien with the best bows and arrows in the armory.
The goal throughout: no more soldiers showing up in mismatched or placeholder gear. Every culture should read instantly as itself on the battlefield.
Lords, Heroes & Companions Who Feel Right
One of the most satisfying passes this season was giving every named character skills and personality that match who they're supposed to be.
• Lore-driven skills and traits across all 16 cultures — roughly 880 named lords and ladies. Boromir now fights like the peerless warrior he is instead of a generic noble. Faramir reads as a ranger captain. Dwarf-kings, elf-lords, and orc-chieftains all got stat profiles and traits that fit their station.
• Gondor's roster alone got a dedicated rework of its 118 named characters, including fixing lords who were accidentally mis-tagged to the wrong faction.
• Named heroes (Boromir, Faramir, Sauron, the Witch-King, the Nazgûl, and more) had their equipment rewritten so they show up in proper battle gear rather than rags or peasant clothes.
• Encyclopedia biographies for many lords were rewritten with proper lore text, so reading up on a character actually tells you something.
• Lords now reliably appear in their battle gear instead of civilian outfits when you meet them.
The World Map Comes Alive
The campaign map got a lot of love:
• 345 placeholder villages renamed with lore-appropriate names across all 15 regions of the map. No more generic filler names dotting Middle-earth.
• Settlement ownership was distributed across the right noble houses for a long list of regions — Dale, Isengard, Dunland, Harad, Umbar, Khand, Dol Guldur, Gundabad, and Rhûn — so each kingdom's holdings are spread among its clans the way they should be.
• A reworked kingdom/faction map screen with painted portraits, support for multiple unit types, and tuned difficulty.
• Settlement name labels on the map now gently fade based on distance, so the map reads cleaner and less cluttered when you're zoomed out.
The Career System
The career system — a major progression feature that lets your character specialize down a themed path — got a big maturity pass this season:
• Around 50 careers across the cultures, each with its own abilities, a dedicated career screen with custom portraits and ability icons, and a career-selection step right in character creation.
• Each career now grants themed starting equipment when you begin a new game.
• Abilities were unified onto a clean, predictable 30-second cooldown with clear "still charging" feedback, replacing an older system that felt inconsistent.
• We tracked down and fixed a large batch of career bonuses that were silently doing nothing — over 300 passive perks that had quietly stopped working are now active again — plus a bug where a party-size bonus was being applied incorrectly.
• Career names across many cultures (Gundabad, Rivendell, Dunland, Isengard, Dale) were given proper Tolkien-flavored titles.
Cultures That Actually Play Differently
Beyond cosmetics, cultures now have real mechanical identity:
• Each culture carries a set of unique bonuses (and trade-offs) — economic, military, and morale effects — so playing as the dwarves of Erebor feels genuinely different from playing as the orcs of Mordor or the riders of Rohan.
• We added terrain-based movement bonuses: elves move faster through forests, and other cultures get their own edges suited to their homelands. Mordor, for instance, leans into a night-march advantage for raiding under cover of darkness.
Bandits, Reimagined
The generic vanilla bandits are gone. In their place:
• Lore-appropriate enemies — Dunlending raiders, orcs of Gundabad, Haradrim, warriors of Rhûn, and Corsairs of Umbar — each with their own hideouts and troops.
• Bandits now scale with your campaign progress, so late-game raider warbands are a real threat instead of a trivial speed bump. A wave-two expansion added more bandit cultures and additional hideouts across the map.
Diplomacy & Faction Behavior
The political layer of the campaign got smarter and more lore-consistent:
• Kingdoms of the same allegiance can no longer randomly declare war on each other — good doesn't fight good, evil doesn't fight evil, unless the story calls for it.
• Harad is now permanently allied with Mordor, and alliance/peace logic was tightened so factions behave the way the lore expects.
• The "War of the Ring" escalation was tuned for better pacing.
• Harad was split into three distinct kingdoms (Harwan, Shaghâna, and Âbanissa) for a richer southern political map.
• Enemy factions got an AI intelligence pass — better army commitment, sensible target priorities, and more aggression from the dark powers, plus adjustments so the large LOTR map doesn't make AI armies wander aimlessly.
Sieges, Battles & Battlefield Tactics
• Defenders can now build trebuchets in sieges — a big deal for holding fortresses like Minas Tirith.
• Timed settlement-defense events: when factions you care about are besieged, you can race to relieve them, with relation and influence rewards for showing up.
• Smarter player cavalry that coordinate proper line-charges and reform after a pass, rather than dribbling in piecemeal.
• Mixed and customizable battle formations, plus better companion tactics handling.
• Warg combat was fixed so warg bites land as proper bite damage, and warg-riders were added as cavalry starters for the orcish cultures.
Quality-of-Life & Interface
A bunch of smaller touches that make day-to-day play smoother:
• A new inventory menu that replaces the single "Sell All" button with smarter options — Sell Damaged, Sell Low Value, or Unequip All.
• Equipment presets so you can save and swap loadouts.
• Your clan's banner colors now show up consistently everywhere — UI, battlefield, and conversations — and are protected from being overwritten as the campaign evolves.
• A customized main menu (the Sandbox option is renamed to "Enter The Age Of Men," with menu clutter trimmed).
• Configurable campaign-map time speed for those who like a faster or slower world clock.
• A paid messenger system so you can dispatch messengers to heroes from the encyclopedia.
• Culture-aware town markets that stock LOTR-appropriate gear based on who owns the settlement.
Performance, Stability & Fewer Crashes
A lot of invisible work went into making the mod run cleaner:
• A shader pre-compilation option that warms up the game's visuals at the main menu, cutting down on the stutter you'd otherwise hit mid-game.
• Native skin fixes that correct a head-morph rendering issue and add proper hair and beard physics.
• A settlement-revolt tuning pass so towns flip sides far less often — important in a setting where territory changes hands constantly.
• Character-creation fixes for the custom races (elves and others) rendering correctly, plus per-culture default appearances on the creation screen.
• And a large behind-the-scenes quality audit that closed out more than 60 tracked issues in one sweep — null-reference crash guards, performance hot-paths, threading safety, and missing tests across nearly every feature in the mod. Most of this you'll never see directly; you'll just notice the game holding together better.
Localization — 12 Languages
The mod's text is now translatable into 12 languages, with AI-assisted first-draft translations covering 11 of them (Polish is hand-translated by the community). We also made the auto-generated faction, culture, and lord descriptions translatable, so the experience is friendlier for our non-English players. If you speak one of these languages and want to help polish the translations, we'd love the help.
Work In Progress
Map
Polishing the map
Any navmesh issues
Creatures
Spider
Animations
Trolls
Meshes
Animations
Scenes
Minias Tirith
Minias Morgul
Edoras
Helms Deep
Isengard
Dwarf Prefabs
Field Battles
Polish Mordor Field Battles
Mordor Arena
Mordor Taverns
Getting previous scenes working on 1.4.5
Kingdom Armors
Mordor
Harad
Khand
Umbar
Mirkwood
Lothlorien
Kingdom Weapons
Dale
Harad 2.0
Khand
Umbar
XMLs
Constant Polish
This changes every update to be honest
Career System
Start with Gondor and expand outwards
UI
Special Resource System
Polish
2D Art
UI
Banners
Planning
Orcs of the Misty Mountains Kingdom
Moria
Goblin Town
Other Kingdoms
Revamp Rohan Kingdom Armors
Kitbashes
Scenes
Closing Thoughts
This was a foundation season as much as a content season. Getting onto Bannerlord 1.4.5 and hardening the mod against crashes sets us up to build faster and more safely from here — and we still managed to ship a new culture, a sweeping armory overhaul, smarter lords and bandits, and a more alive world map along the way.
Thank you, sincerely, for sticking with us and making this possible. None of this happens without your support. There's a lot more coming — and as always, if you hit a bug or have an idea, let us know.
Until next time,
— The Tales From the Age of Men team
Comments (19)
Hey everyone, awesome work on this! It’s really cool to see a Lord of the Rings overhaul like this. But I’m running into an issue—when I drop the mod into the game directory and open the launcher, TAOM shows up above Harmony (which should be at the very top), and I can’t drag or move it with the mouse. Then the game just crashes. Is that actually what’s causing the crash?
Thanks but we have install instructions and help on discord. We can't respond to every post across numerous sites
so if you have the membership Guardians of the Shire you cant play the last updat on 1.4 bannerlord?
what is the difference between the free version and the paid one?
Mate, if you read it literally says on each tier what benefits it provides:)
Where can I download the latest fashion? My antivirus program keeps deleting the Instal Launcher.
why cant i download when im a member
You have to link your patreon and your discord, the development dowload is on dicord. A new tab will appear on the discord called supporters.
You guys are doing amazing work! The fact that I can play bannerlord in Middle earth with everything you are doing is a dream come true for me. Tank you so much!
What type of subscription do I need to have acces to the non public version?
5 and up
1.4 from 1.3? but the only thing i can downlaod is 1.2.. what am i missing here
You are not a paid member. You are on the free tier which is public. Paid is development
When will the final version be released?
Years if not longer. Final version of an overhaul mod is not a thing.
Hello, I was trying to find TAOM and Bannerlord together, i was told to come here? Is It possible to to play both mods?
You need bannerlord to play TAOM
como baixa?
Top 1 mod !!!
