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To host a Mount & Blade II: Bannerlord dedicated server in 2026, install the Dedicated Server tool through Steam or SteamCMD, generate a custom server token with customserver.gettoken, open UDP 7210, place your config in Modules\Native, launch DedicatedCustomServer.Starter with the token and config file, then run start_game_and_mission.
This guide walks through the setup like a real server build, not a basic install checklist. You will configure tokens, ports, Windows/Linux files, visibility, joining, admin control, and the fixes that stop Bannerlord servers from disappearing or failing under multiplayer load.
A Bannerlord dedicated server is not the same as hosting a match from inside the game. In-game hosting runs on your PC and shuts down when you leave.
A dedicated server runs as a separate process. It can stay online even when no players are connected, which makes it better for private groups, public matches, and community sessions.
Bannerlord’s dedicated server tool uses a multiplayer-only custom server architecture. It hosts custom multiplayer sessions and handles server-side player connections independently from your game client.
You cannot host the single-player campaign map or campaign co-op through the official dedicated server tool. Bannerlord dedicated servers are built for custom multiplayer modes, not persistent campaign worlds.
The most important difference is the token-based registration system. Every public custom server must authenticate using a token generated from the Bannerlord multiplayer lobby to appear in the official server list.
Without a valid token, your server process may run locally, but it will not register publicly.
Bannerlord setup is not just “launch the server and open ports.” You need to follow the correct order:
That is why many Bannerlord servers run in the background but never appear, never accept players, or leave users stuck before the match starts. Understanding this flow makes the setup much easier before moving into the actual installation.
The official Bannerlord dedicated server tool does not host the single-player campaign map, campaign co-op, or a persistent MMO-style world. It is built for custom multiplayer sessions such as Siege, Team Deathmatch, Captain, Skirmish, Duel, and Battle.
| Mode | Best For |
| Siege | Large attack-and-defense battles |
| Team Deathmatch | Casual public combat and warmups |
| Captain | AI-squad command battles |
| Skirmish | Smaller competitive matches |
| Duel | 1v1 practice and training |
| Battle | Tactical team rounds |
Official baseline requirements are modest for small sessions, but real public servers need more headroom. Smaller battles can run on around 2 CPU cores and 4 GB RAM, while larger battles are better suited to 4 CPU cores and 8 GB RAM or more.
Bannerlord server performance depends heavily on CPU performance, especially in larger modes with many players and AI.
Large battles, AI-heavy modes, and many simultaneous player actions can increase CPU load.
If your CPU struggles:
A low-end CPU may start the server and handle very small sessions, but larger matches can spike or become unstable. A weak CPU is one common reason for lag when server simulation load increases.
RAM usage may stay low at launch, but it increases as players join, maps rotate, and battles scale.
What you should expect:
If RAM runs out:
Many public hosting problems involve networking, firewall rules, NAT, or token registration.
Bannerlord needs:
For public community servers, DDoS protected dedicated servers help keep lobbies reachable during traffic spikes or malicious network activity.
If your network, NAT, or public routing is misconfigured:
Minimum specs usually prove the server can start; they do not guarantee stable performance under real player load.
They do not cover:
Real usage demands:
Local hosting works for testing and small groups.
It breaks when:
Common signs:
For public matches, a gaming dedicated server gives you isolated resources, full control, and hardware built for multiplayer load.
Run Bannerlord sessions on isolated hardware with stronger uptime, cleaner routing, and fewer performance drops.
Let’s install the Bannerlord dedicated server using the two practical methods: Steam for quick local testing and SteamCMD for repeatable VPS or dedicated server setups.
Use this if you are testing on your own machine.
Steps:
This gives you a working server quickly. It is not ideal for long-term hosting.
Use this for VPS, Linux, automation, or any setup that needs easier updates and repeatable deployment.
Basic command flow:
This App ID is critical. Using the game App ID instead of 1863440 may download or update the game package instead of the dedicated server tool.
Bannerlord servers can fail to appear or reject players after game updates if the server version no longer matches clients.
Create a script:
Linux (update_server.sh):
#!/bin/bash
./steamcmd.sh +login anonymous +app_update 1863440 validate +quit
Windows (update_server.bat):
steamcmd +login anonymous +app_update 1863440 validate +quit
Run this after every game update.
Version mismatch is one of the most common causes after patches, alongside token, port, firewall, and config issues.
Focus on these:
Add this launch argument to control logs:
/LogOutputPath “./logs”
By default, Windows custom server logs may be stored in system paths such as %programdata%\Mount and Blade II Bannerlord\logs. Set an explicit output directory for easier debugging, and check whether your build uses LocalOutputDir for log output.
Common failure: the server does not run at all.
Fix:
Permissions are a common Linux failure point, especially when the executable bit or file ownership is wrong.
If your server closes instantly, install Microsoft Visual C++ Redistributable if dependency errors or instant exits occur. If the server still closes, check logs for config, path, missing file, or launch-argument errors.
Opening ports is not enough on Windows.
You must:
If not:
This is the most misunderstood part of Bannerlord hosting.
The token authenticates your server with TaleWorlds services and allows public custom server registration.
It affects:
Without a valid token:
One token can support:
Token validity:
Launch Bannerlord Multiplayer
There are two methods:
Use:
/dedicatedcustomserverauthtoken YOUR_TOKEN
This is the cleanest method for headless or VPS setups because it avoids relying on a local token file.
Many outdated guides do not explain this clearly.
This is where users waste hours.
Real-world failures come from:
Let’s discuss step by step how to run your first Bannerlord server on Windows.
Use Steam (quick) or SteamCMD (recommended).
SteamCMD command:
app_update 1863440 validate
Launch Bannerlord → go to Multiplayer lobby → open console:
customserver.gettoken
Your token is saved in:
Documents\Mount & Blade II Bannerlord\Tokens
Use launch argument:
/dedicatedcustomserverauthtoken YOUR_TOKEN
Use a base config from:
Modules\Native\
Place your custom config inside the same folder.
Launch argument:
/dedicatedcustomserverconfigfile ds_config_myserver.txt
Example basic config:
ServerName My Bannerlord Server
GameType TeamDeathmatch
AdminPassword CHANGE_THIS
MaxNumberOfPlayers 60
CultureTeam1 vlandia
CultureTeam2 battania
start_game_and_mission
Open:
On Windows:
Default logs may be stored in system folders that are easy to miss.
Fix with:
/LogOutputPath “C:\BannerlordServer\logs”
If this does not work on your build, check whether the server expects LocalOutputDir instead.
Example command:
DedicatedCustomServer.Starter.exe ^
/dedicatedcustomserverauthtoken YOUR_TOKEN ^
/dedicatedcustomserverconfigfile ds_config_myserver.txt ^
/LogOutputPath “C:\BannerlordServer\logs” ^
/port 7210
This is where most setups fail.
After launch, open the server console and run:
start_game
start_mission
Or:
start_game_and_mission
Critical:
This is one of the most common failures.
Check in:
Use this rule:
Linux is often preferred for automated uptime and service management, but it is less forgiving if you miss file paths, permissions, or launch details.
./steamcmd.sh +login anonymous +force_install_dir /srv/bannerlord +app_update 1863440 validate +quit
Windows:
bin/Win64_Shipping_Server/DedicatedCustomServer.Starter.exe
Linux:
bin/Linux_Shipping_Server/DedicatedCustomServer.Starter
chmod +x bin/Linux_Shipping_Server/DedicatedCustomServer.Starter
This helps prevent permission and security issues.
Linux works best when you:
Let’s discuss the current custom server management features that matter in 2026, including the web admin panel, map downloads, and module compatibility.
In current Bannerlord builds, the old separate Dedicated Custom Server Helper setup is no longer the main requirement; custom server management now depends on the dedicated server tool, web panel, map download support, and correct module compatibility.
Server discovery depends on token registration with TaleWorlds services, while joining depends on compatible server files, modules, maps, and network access.
The web panel and server console provide a management layer where you can:
If these management or compatibility pieces are misconfigured, players may see join failures even when the server appears online.
Bannerlord does not rely on simple IP-based joining.
Instead:
This is why connection failures often happen even when the server is online.
Custom maps, server-side modules, outdated files, and misconfigured settings can introduce additional failure points.
Common failure points:
Real-world symptom:
This is often mistaken for a network issue, but it may be a version, module, map, or config problem.
Always set a strong AdminPassword before exposing the web admin panel. If you do not need the web panel or map downloader externally, keep TCP 7210 blocked from public access.
Understanding this flow removes most confusion around Bannerlord servers.
A server becomes visible and playable after the following sequence:
If registration or start_game fails, the server may not appear; if start_mission fails, players may enter but remain stuck in intermission.
The actual flow looks like this:
This process depends on:
Without these, registration or joining can fail; check logs for token, backend, port, or version errors.
When a player joins:
Failure at any step blocks the join.
Break failures into three categories:
Not visible usually means a token, registration, public IP, port, version, or start_game issue. Visible but not joinable usually means a port, firewall, version, module, map, or session-state issue.
This distinction prevents incorrect troubleshooting.
Once your server is working, joining and control become straightforward.
Players typically join through:
If the setup is correct, the server appears and is joinable.
Bannerlord does not rely heavily on direct IP connections.
If the server is not visible:
Do not rely on direct connection as your primary fix; resolve token registration and server-list visibility first.
You can restrict access using configuration.
This allows:
Players must match the password to join.
From the server console, config file, web admin panel, or in-game admin tools, you can control:
You can also:
Joining problems are not random.
They come from:
If players cannot join, trace the issue through these layers instead of guessing.
Let’s fix the problems that actually stop Bannerlord servers from working. This section is built around real failure patterns, not generic advice.
| Issue | Likely Cause | Fix |
| Server not starting | Wrong App ID, missing permissions, wrong binary path | Use App ID 1863440, verify install path, ensure correct executable (Win vs Linux), check logs |
| Server closes instantly | Missing runtime dependency, Visual C++ issue, or config error | Install Visual C++ Redistributable, validate the config file, and check logs for the crash reason |
| The server starts but does nothing | Game session not started | Run start_game and start_mission in console |
| Server not visible in the list | Token missing or expired, server not registered, no public IP, UDP 7210 blocked, server version mismatch, or start_game not executed | Regenerate token using customserver.gettoken, pass via /dedicatedcustomserverauthtoken, check expiry (3 months) |
| Server appears then disappears | Token expired or registration failed | Generate new token and restart the server |
| Server visible but cannot join | UDP 7210 blocked, firewall issue, NAT problem, or optional TCP 7210 access missing for web panel/map downloads | Open UDP 7210 for gameplay traffic, open TCP 7210 only for web panel or map downloads, allow executable in firewall, verify public IP |
| Players stuck in lobby (intermission) | Session not started | Run start_game_and_mission or both commands manually |
| Token invalid or rejected | Token expired or incorrectly copied | Regenerate token, avoid spaces or formatting errors, use fresh token |
| Port forwarding is not working | Router/NAT misconfiguration, ISP restrictions | Forward UDP 7210 correctly, test with external tools, and avoid CGNAT networks |
| Works locally but not online | Private IP or no public routing | Use a public IP or proper VPS hosting |
| Custom-content join failure | Module mismatch, map dependency issue, outdated server files, config conflict | Test with a clean Native-only config, update server files, and ensure client/server modules and maps match |
| Version mismatch (cannot join) | Server not updated after game patch | Run app_update 1863440 validate and restart |
| Logs not showing anything useful | Logs stored in system path or unsupported output argument used | Use the supported log output argument for your build and verify whether LogOutputPath or LocalOutputDir is required |
| Config changes not applied | Config file in the wrong directory | Place config inside Modules/Native and reference correctly |
| Linux server not starting | Missing execute permission | Run chmod +x bin/Linux_Shipping_Server/DedicatedCustomServer.Starter |
| Linux server runs but unstable | Running as root or poor process control | Use dedicated user and proper service management (systemd) |
| Server lagging heavily | CPU bottleneck or insufficient resources | Upgrade CPU or reduce player count |
| Random disconnects | Network instability or packet loss | Check network quality, move to stable hosting, reduce latency |
Self-Hosting vs Managed Hosting: Choosing the Right Setup
Let’s compare your options clearly so you can choose based on control, performance, and reliability.
| Option | Control | Performance | Cost | Reliability | Best For |
| Local Machine | Full control | Low to medium | Free | Low (depends on your PC and internet) | Testing, small private games |
| VPS (Cloud Server) | Medium control | Medium (shared resources) | Low to medium | Medium | Small groups, early-stage servers |
| Dedicated Server | Full control | High (no resource sharing) | Medium to high | High | Stable multiplayer, growing communities |
| Managed Game Hosting | Low control | Medium (shared environments) | Medium to high | Medium | Beginners, quick setup |
Control vs Simplicity
Performance vs Cost
Reliability
For larger public communities, dedicated infrastructure is usually the safer option once player load and uptime expectations increase.
Let’s move beyond setup and look at what actually happens when your Bannerlord server runs in real conditions.
You need to separate failures into two clear categories. Mixing them leads to wrong fixes.
Game-Side Problems (Bannerlord Layer):
Infrastructure-Side Problems (Hosting Layer):
Every issue fits into one of these layers:
Fix only the broken layer. Do not jump across layers.
This is one of the most common mistakes. Your server works locally, so you assume it works publicly.
What actually happens:
Then you deploy publicly:
Let’s define when your setup stops working and why.
You need to upgrade when you see:
At scale, CPU often becomes the first major bottleneck.
Especially in:
What happens:
Bandwidth usage increases with players, but it is not the main bottleneck.
What changes:
Even at scale:
Latency becomes critical as your server grows.
What works for a local group fails when:
Pick a server location close to your active players and check the RedSwitches network before deployment.
Effects:
Small test servers can go offline without much impact. Community servers should not go offline unpredictably if players rely on them.
Once players rely on your server:
You need:
Scaling is not just adding more players.
It means:
Most setups fail here because they were built for testing, not for real use.
Yes. You can run a Bannerlord dedicated server on your own machine without renting hosting, but you still need the dedicated server files, a valid token, open ports, and a machine that stays online.
Basic requirements:
But free setups come with limits:
This is usually a registration, token, public IP, port, version, or start_game issue.
Common causes:
What to check first:
Yes, Bannerlord supports Linux servers.
You can run it using:
But Linux setups fail more often due to:
The default port is:
You must:
If needed, you can change the port in configuration.
Yes. A token is mandatory for public servers.
What it does:
Key facts:
Without a token:
No. The official Bannerlord dedicated server tool hosts custom multiplayer sessions only. It does not host the single-player campaign map, campaign co-op, or a persistent campaign world.
Custom dedicated server config files should be placed inside Modules\Native. You can start the server with /dedicatedcustomserverconfigfile ds_config_myserver.txt to load your chosen config file.
Players usually get stuck in intermission when the server has run start_game but has not started the mission. Run start_mission or start_game_and_mission to move the server into a playable match.
Bannerlord supports custom map download features for maps placed correctly in the Multiplayer module’s SceneObj directory, but it is not a full mod manager. Complex modules may still require manual client and server installation.
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