Mar 1, 2018
Mount & Blade II: Bannerlord - Callum


Greetings warriors of Calradia!

Hump day is behind us and the weekend is in sight; Thursday is upon us and it is time for another of our weekly updates! Grab a cup of camel-mile tea, sit back and let us introduce you to a new addition to the Mount & Blade series.


Humphrey

Superbly adapted to the desert regions which they populate, dromedary camels have contributed a great deal to both trade and warfare since their domestication thousands of years ago. Their strength, stature and ability to survive for extended periods without food or water make them an invaluable asset for anyone looking to make an arduous journey through a desert.

The Nahasa: the vast desert in southern Calradia, and home to the Aserai, makes for the ideal location for the inclusion of these magnificent beasts. Players can expect to see camels commonly in this region, working as pack animals in trade caravans or as camelry in battles. Although they are slightly slower and less manoeuvrable than horses, camels are able to withstand greater punishment – which is reflected in the game. The rider’s elevated position gives them a height advantage over horse cavalry, but limits their options when dealing with foot soldiers and makes them more exposed to missile units. Camels also receive a small bonus to their speed and manoeuvrability while travelling through the Nahasa, so players may wish to consider enlisting some of these animals into their service during any extended campaigns in the desert.

https://youtu.be/Q7YcTbvqed0
The process of making the camel required 4 steps: modelling, texturing, rigging and animating. For each step we searched for and analysed reference images and videos of camels, working closely to the sources to get the most realistic result. We created a detailed skeleton which contains a number of systems (like dynamic joints and a jiggle system) which made the rigging process take up most of the time, however we think the end result was worth it. Our animator gathered a lot of reference videos of camel movement and behaviour and wanted to note that he really enjoyed working on this project, because – in his own words: “camels are funny animals”.



Camels are just another example of some of the small additions and improvements we are making to Mount & Blade II: Bannerlord. They aren’t ground-breaking or game-changing, but they do add some additional diversity to our troop roster and give players more tactical options for both the campaign and battles.

Discuss this blog post HERE



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Mar 1, 2018
Mount & Blade II: Bannerlord - Callum


Greetings warriors of Calradia!

Hump day is behind us and the weekend is in sight; Thursday is upon us and it is time for another of our weekly updates! Grab a cup of camel-mile tea, sit back and let us introduce you to a new addition to the Mount & Blade series.


Humphrey

Superbly adapted to the desert regions which they populate, dromedary camels have contributed a great deal to both trade and warfare since their domestication thousands of years ago. Their strength, stature and ability to survive for extended periods without food or water make them an invaluable asset for anyone looking to make an arduous journey through a desert.

The Nahasa: the vast desert in southern Calradia, and home to the Aserai, makes for the ideal location for the inclusion of these magnificent beasts. Players can expect to see camels commonly in this region, working as pack animals in trade caravans or as camelry in battles. Although they are slightly slower and less manoeuvrable than horses, camels are able to withstand greater punishment – which is reflected in the game. The rider’s elevated position gives them a height advantage over horse cavalry, but limits their options when dealing with foot soldiers and makes them more exposed to missile units. Camels also receive a small bonus to their speed and manoeuvrability while travelling through the Nahasa, so players may wish to consider enlisting some of these animals into their service during any extended campaigns in the desert.

https://youtu.be/Q7YcTbvqed0
The process of making the camel required 4 steps: modelling, texturing, rigging and animating. For each step we searched for and analysed reference images and videos of camels, working closely to the sources to get the most realistic result. We created a detailed skeleton which contains a number of systems (like dynamic joints and a jiggle system) which made the rigging process take up most of the time, however we think the end result was worth it. Our animator gathered a lot of reference videos of camel movement and behaviour and wanted to note that he really enjoyed working on this project, because – in his own words: “camels are funny animals”.



Camels are just another example of some of the small additions and improvements we are making to Mount & Blade II: Bannerlord. They aren’t ground-breaking or game-changing, but they do add some additional diversity to our troop roster and give players more tactical options for both the campaign and battles.

Discuss this blog post HERE



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Twitter


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Feb 22, 2018
Mount & Blade II: Bannerlord - Callum


Greetings warriors of Calradia!

One of the most important (and complicated) tasks during the development process of Mount & Blade II: Bannerlord was to develop our engine. Using a proprietary engine instead of licensing an existing one might look like an unnecessary complication, but it’s actually vital for what we want Bannerlord to be. For a start, the game would not be a moddable as it is going to be without it! Our engine programmer Gökhan Uras explains a bit more about the engine of Bannerlord in this week’s dev blog.


NAME
Gökhan Uras

FROM
Ankara, Turkey

JOINED TALEWORLDS
2012

EDUCATION
B.S, Middle East Technical University, Computer Engineering.

OFFICIAL JOB DESCRIPTION
Engine Programmer


WHAT DO YOU NORMALLY DO DURING YOUR DAY?
I am mostly at my desk, coding and debugging. My main focus is post effects pipeline, general shading and CPU performance. I also do lots of tooling for our editor. I constantly check our issue tracker to see if there is anything that needs tending to right away. I am also in constant communication with my team. We always strive to achieve higher quality in our engine, to that end we always collaborate with each other and the feedback from the rest of the team is always invaluable. On top of that, I am always trying to implement new features for our artists to achieve the visual quality that they desire from our engine.


Temporal Scalable Ambient Obscurance (TSAO)

WHAT DO YOU LIKE THE MOST ABOUT BANNERLORD?
The modding capability of the game. The modding community did wonders with Warband, I can’t even imagine what they will come up with our brand new editor and scripting system. Our editor is very feature rich! It contains smaller tools like a resource browser, particle editor, cloth editor, atmosphere editor, skeleton editor, flora editor, material editor and texture editor. We have a prefab system in place to easily reuse entity hierarchies across scenes. We have a very detailed terrain editing system for painting height maps, texture layers and floras, and you can also easily import height maps and layer weights from outside sources to modify in the editor. We also support real-time reloading of resources to ease our artists’ workflow. Aside from building scenes, modders can add C# scripts to any entity to create any mechanic they want to achieve mod specific behaviours.

WHAT'S THE MOST DIFFICULT THING THAT YOU SOLVED SO FAR, DURING THE PRODUCTION OF BANNERLORD?
It is not something I solved by myself but scaling from ~20 people to ~80 people was a really difficult process. We had to change things in order to work efficiently with that many people. We needed to change our version control system and issue-tracking system with our workflow throughout the office.

As an engine team, our code affects everybody in office, from gameplay teams to artists. So we needed to ensure that nobody is affected by our faults. To that end, we implemented an automated test system which rejects the work if anything breaks, before the change goes out to everybody. We needed to add visual tests to the system, which compares screenshots of valid ones and current ones, to catch shading bugs which can be easily overlooked and resurface weeks later. During this period we also established an extremely good QA team, and learned to work with them efficiently to minimise any issues that could affect workflow. It looks easier on paper, but changing any habits in life is a hard process and for working habits it is the same.


WHAT DO YOU CURRENTLY WORK ON?
I am juggling a few things these days. I am finalising a very big refactor on the agent rendering system which improved our CPU performance by nearly 15%. I am at the polishing stage of contact hardening shadows for high-end configurations and along with this I am trying to find optimisations to shadow rendering. Also, I am working closely with one of our artist to improve our tree shading and I started to tinker with our editor to improve usability according to feedback we get from our artists.


Contact Hardening Shadows (CHS)

WHAT FACTION DO YOU LIKE THE MOST IN BANNERLORD?
Battania because I really love the aesthetics of their architecture and moody atmosphere of their towns.

WHAT WAS THE MOST DIFFICULT CHALLENGE IN MAKING THE ENGINE FOR THE GAME?
The main challenge in making an engine for Bannerlord was giving players huge battles with hundreds of characters and without sacrificing graphical quality or performance. But it is also the main reason that we created an engine in-house. Another of the main challenges was ensuring that all of our features support modding. Modding is very important for the Mount & Blade series so we needed to give modders the appropriate tools.

IS THE ENGINE COMPLETELY FINISHED OR ARE CHANGES STILL BEING MADE TO IT?
We are still making changes; we are constantly trying to improve visuals, performance, usability, modding etc. I would call the current state of the engine as almost finished, so you should perceive these changes as releasing updates and patches to it in-house. We built a very solid foundation over the years, so adding features and improvements is not disruptive to development. We will try to increase the quality of the engine even after release, and we will definitely use it for all projects for the foreseeable future.

Discuss this blog post HERE



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Feb 22, 2018
Mount & Blade II: Bannerlord - Callum


Greetings warriors of Calradia!

One of the most important (and complicated) tasks during the development process of Mount & Blade II: Bannerlord was to develop our engine. Using a proprietary engine instead of licensing an existing one might look like an unnecessary complication, but it’s actually vital for what we want Bannerlord to be. For a start, the game would not be a moddable as it is going to be without it! Our engine programmer Gökhan Uras explains a bit more about the engine of Bannerlord in this week’s dev blog.


NAME
Gökhan Uras

FROM
Ankara, Turkey

JOINED TALEWORLDS
2012

EDUCATION
B.S, Middle East Technical University, Computer Engineering.

OFFICIAL JOB DESCRIPTION
Engine Programmer


WHAT DO YOU NORMALLY DO DURING YOUR DAY?
I am mostly at my desk, coding and debugging. My main focus is post effects pipeline, general shading and CPU performance. I also do lots of tooling for our editor. I constantly check our issue tracker to see if there is anything that needs tending to right away. I am also in constant communication with my team. We always strive to achieve higher quality in our engine, to that end we always collaborate with each other and the feedback from the rest of the team is always invaluable. On top of that, I am always trying to implement new features for our artists to achieve the visual quality that they desire from our engine.


Temporal Scalable Ambient Obscurance (TSAO)

WHAT DO YOU LIKE THE MOST ABOUT BANNERLORD?
The modding capability of the game. The modding community did wonders with Warband, I can’t even imagine what they will come up with our brand new editor and scripting system. Our editor is very feature rich! It contains smaller tools like a resource browser, particle editor, cloth editor, atmosphere editor, skeleton editor, flora editor, material editor and texture editor. We have a prefab system in place to easily reuse entity hierarchies across scenes. We have a very detailed terrain editing system for painting height maps, texture layers and floras, and you can also easily import height maps and layer weights from outside sources to modify in the editor. We also support real-time reloading of resources to ease our artists’ workflow. Aside from building scenes, modders can add C# scripts to any entity to create any mechanic they want to achieve mod specific behaviours.

WHAT'S THE MOST DIFFICULT THING THAT YOU SOLVED SO FAR, DURING THE PRODUCTION OF BANNERLORD?
It is not something I solved by myself but scaling from ~20 people to ~80 people was a really difficult process. We had to change things in order to work efficiently with that many people. We needed to change our version control system and issue-tracking system with our workflow throughout the office.

As an engine team, our code affects everybody in office, from gameplay teams to artists. So we needed to ensure that nobody is affected by our faults. To that end, we implemented an automated test system which rejects the work if anything breaks, before the change goes out to everybody. We needed to add visual tests to the system, which compares screenshots of valid ones and current ones, to catch shading bugs which can be easily overlooked and resurface weeks later. During this period we also established an extremely good QA team, and learned to work with them efficiently to minimise any issues that could affect workflow. It looks easier on paper, but changing any habits in life is a hard process and for working habits it is the same.


WHAT DO YOU CURRENTLY WORK ON?
I am juggling a few things these days. I am finalising a very big refactor on the agent rendering system which improved our CPU performance by nearly 15%. I am at the polishing stage of contact hardening shadows for high-end configurations and along with this I am trying to find optimisations to shadow rendering. Also, I am working closely with one of our artist to improve our tree shading and I started to tinker with our editor to improve usability according to feedback we get from our artists.


Contact Hardening Shadows (CHS)

WHAT FACTION DO YOU LIKE THE MOST IN BANNERLORD?
Battania because I really love the aesthetics of their architecture and moody atmosphere of their towns.

WHAT WAS THE MOST DIFFICULT CHALLENGE IN MAKING THE ENGINE FOR THE GAME?
The main challenge in making an engine for Bannerlord was giving players huge battles with hundreds of characters and without sacrificing graphical quality or performance. But it is also the main reason that we created an engine in-house. Another of the main challenges was ensuring that all of our features support modding. Modding is very important for the Mount & Blade series so we needed to give modders the appropriate tools.

IS THE ENGINE COMPLETELY FINISHED OR ARE CHANGES STILL BEING MADE TO IT?
We are still making changes; we are constantly trying to improve visuals, performance, usability, modding etc. I would call the current state of the engine as almost finished, so you should perceive these changes as releasing updates and patches to it in-house. We built a very solid foundation over the years, so adding features and improvements is not disruptive to development. We will try to increase the quality of the engine even after release, and we will definitely use it for all projects for the foreseeable future.

Discuss this blog post HERE



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Mount & Blade II: Bannerlord

Hot on the heels of the Vlandians and Aserai, Mount & Blade 2: Bannerlord has unveiled the Calradic Empire—one of the medieval action role-player's most important factions, which Taleworlds describes as "in some ways the centre of gravity of the game."

The developer went a ways to framing the Empire's historical context last week, but now explores what they'll get up to in-game. Which, let's face it, is what we're most interested in. Exactly how will I use this mob of royalist soldiers to behead the less noble, yeah?

"The Empire will deploy powerful heavy cavalry, sturdy spearmen, and skirmishers, and our upgraded command system should give players a chance to experiment with combined arms," explains Taleworlds. "Improvements to the morale calculations, such as a shock effect from taking down a large amount of troops at once, can make tactics such as flank charges more effective. Imperial cataphracts are also designed for opportunistic attacks that benefit from being timed more carefully than the Vlandian steamroller." 

The blog post continues: "We've given them two-handed kontos lances—a slight anachronism, as these are more late ancient than early medieval weapons, but we think it will add interesting variety. Without the shield, a frontal charge by cataphracts might more easily be disrupted by missile fire, but if the enemy doesn't have supporting missile troops, then the extra reach of the kontos can be devastating. Their heavy maces, swung from a fast-moving horse, can also deliver a crushing blow."

Taleworlds explains that The Empire will also leverage fully armoured cavalry and spearman and skirmishers—and are masters of combined arms who adopt counselled patience over glory-hunting.   

After my haphazard foray into Mount & Blade 2 multiplayer at Gamescom last year, armoured cavalry sounds pretty damn good. Bannerlord is as yet without a hard release date. 

Feb 15, 2018
Mount & Blade II: Bannerlord - Callum


Greetings warriors of Calradia!

Last week, we had a look at the politics, history and personalities of the three imperial factions. Now we'll see how they'll be represented in-game.

Militarily, the Empire's troop types and equipment is drawn from ninth to eleventh centuries, a period of Byzantine resurgence. The Byzantines' best-known troops are their cataphracts, fully armoured cavalry who rode into battle with an arsenal of lance, sabre, and long-handled mace. But the Byzantines also had a full complement of medium and light cavalry, plus spearmen and skirmishers, not to mention whatever mercenaries they could get. They were masters of combined arms, authors of military manuals like the Strategikon that counselled patience over glory-seeking, pioneers of a more scientific approach to warfare.



The Empire will also deploy powerful heavy cavalry, sturdy spearmen, and skirmishers, and our upgraded command system should give players a chance to experiment with combined arms. Improvements to the morale calculations, such as a shock effect from taking down a large amount of troops at once, can make tactics such as flank charges more effective. Imperial cataphracts are also designed for opportunistic attacks that benefit from being timed more carefully than the Vlandian steamroller. We've given them two-handed kontos lances - a slight anachronism, as these are more late ancient than early medieval weapons, but we think it will add interesting variety. Without the shield, a frontal charge by cataphracts might more easily be disrupted by missile fire, but if the enemy doesn't have supporting missile troops, then the extra reach of the kontos can be devastating. Their heavy maces, swung from a fast-moving horse, can also deliver a crushing blow.

As with the Romans, the Empire is assumed to have imposed a form of Pax Calradica - at least on its heartland, if not on the ever-embattled frontiers. Peace and stability has allowed cities to grow, so the empire is assumed to be slightly more developed than the outer kingdoms. In Bannerlord we've introduced a number of new ways to show this kind of accumulated investment. We can vary a city's economic muscle with the amount of workshops it has, and its defensive might is shown by outer walls that can be one of three levels, with different scenes for each.



As in all the realms of Calradia, regional variation throughout the empire will be shown largely through minor factions. Imperial border areas tend to be rougher and more chaotic than the heartland, and in the game are represented by frontiersmen. Though fiercely loyal to the empire, they adopt many of the ways of the warrior-tribes they face, from weaponry to a preference for blood feud over courts of law. The Watchers, in the northern hill country, represent the Akritai, the famous Byzantine borderers of Anatolia. In the south and east, colonies of fugitives and free-spirited wanderers have learned to live and ride like the steppe peoples they fight, forming the Eleftheroi. These are based on the Cossacks -- Third Rome rather than Second, admittedly but probably not much different than those who guarded the Byzantines' Black Sea frontiers. And of course we have a faction based on the Varangians, the fearsome Nord guardsmen of the Emperor, who in the tumult after Arenicos' death have formed a mercenary outfit.

An adventurer may make his or her name in the outer kingdoms, but to rise to the pinnacle of power in the game, a player will need eventually to deal in one way or the other with the Empire and its legacy. You may be an Attila who humbles it, a Justinian who restores it, or a Charlemagne who remakes it in a new form in a new land. Don the purple robe, or trample it into the dust under the hooves of your horse: that is your choice.



In next week’s blog we will be speaking to one of the programmers from our engine team, Gökhan Uras. If you have any questions you would like to ask him, please leave a reply in the comments and we will pick one out for him to answer.

Discuss this blog post HERE



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Feb 15, 2018
Mount & Blade II: Bannerlord - Callum


Greetings warriors of Calradia!

Last week, we had a look at the politics, history and personalities of the three imperial factions. Now we'll see how they'll be represented in-game.

Militarily, the Empire's troop types and equipment is drawn from ninth to eleventh centuries, a period of Byzantine resurgence. The Byzantines' best-known troops are their cataphracts, fully armoured cavalry who rode into battle with an arsenal of lance, sabre, and long-handled mace. But the Byzantines also had a full complement of medium and light cavalry, plus spearmen and skirmishers, not to mention whatever mercenaries they could get. They were masters of combined arms, authors of military manuals like the Strategikon that counselled patience over glory-seeking, pioneers of a more scientific approach to warfare.



The Empire will also deploy powerful heavy cavalry, sturdy spearmen, and skirmishers, and our upgraded command system should give players a chance to experiment with combined arms. Improvements to the morale calculations, such as a shock effect from taking down a large amount of troops at once, can make tactics such as flank charges more effective. Imperial cataphracts are also designed for opportunistic attacks that benefit from being timed more carefully than the Vlandian steamroller. We've given them two-handed kontos lances - a slight anachronism, as these are more late ancient than early medieval weapons, but we think it will add interesting variety. Without the shield, a frontal charge by cataphracts might more easily be disrupted by missile fire, but if the enemy doesn't have supporting missile troops, then the extra reach of the kontos can be devastating. Their heavy maces, swung from a fast-moving horse, can also deliver a crushing blow.

As with the Romans, the Empire is assumed to have imposed a form of Pax Calradica - at least on its heartland, if not on the ever-embattled frontiers. Peace and stability has allowed cities to grow, so the empire is assumed to be slightly more developed than the outer kingdoms. In Bannerlord we've introduced a number of new ways to show this kind of accumulated investment. We can vary a city's economic muscle with the amount of workshops it has, and its defensive might is shown by outer walls that can be one of three levels, with different scenes for each.



As in all the realms of Calradia, regional variation throughout the empire will be shown largely through minor factions. Imperial border areas tend to be rougher and more chaotic than the heartland, and in the game are represented by frontiersmen. Though fiercely loyal to the empire, they adopt many of the ways of the warrior-tribes they face, from weaponry to a preference for blood feud over courts of law. The Watchers, in the northern hill country, represent the Akritai, the famous Byzantine borderers of Anatolia. In the south and east, colonies of fugitives and free-spirited wanderers have learned to live and ride like the steppe peoples they fight, forming the Eleftheroi. These are based on the Cossacks -- Third Rome rather than Second, admittedly but probably not much different than those who guarded the Byzantines' Black Sea frontiers. And of course we have a faction based on the Varangians, the fearsome Nord guardsmen of the Emperor, who in the tumult after Arenicos' death have formed a mercenary outfit.

An adventurer may make his or her name in the outer kingdoms, but to rise to the pinnacle of power in the game, a player will need eventually to deal in one way or the other with the Empire and its legacy. You may be an Attila who humbles it, a Justinian who restores it, or a Charlemagne who remakes it in a new form in a new land. Don the purple robe, or trample it into the dust under the hooves of your horse: that is your choice.



In next week’s blog we will be speaking to one of the programmers from our engine team, Gökhan Uras. If you have any questions you would like to ask him, please leave a reply in the comments and we will pick one out for him to answer.

Discuss this blog post HERE



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Feb 8, 2018
Mount & Blade II: Bannerlord - Callum


Greetings warriors of Calradia!

For the next feature in our blogpost series on Bannerlord's factions, we shall look at the Empire. Because the Empire is in some ways the centre of gravity of the game, we're going to divide this blog into two parts. At the start of the game the Empire is divided into three factions engaged in a civil war. But before we describe the three factions and what they stand for, let us look at how the conflict started....

A thousand years ago, the Calradoi were one of a dozen tribes living in the hill country between the southern sea and the Battanian woods. Over time, they subjugated their neighbours, forcing them into a confederation of city-states. Perhaps they were slightly fiercer than the others, or just lucky, or perhaps it was the one tradition that set them apart - the Calradoi had no kings. Ever since the hero Echerion slew the tyrant Cypegos, the institution of the monarchy was banned, in theory at least. There was an assembly of free citizens that met occasionally, a senate of elders (in practice the largest landowners) that sat permanently, and - when it was absolutely necessary - supreme command could be invested for a short time in the person of an emperor, a title that back then meant little more than the right to lead an army.

From their heartland in the hills the Calradoi began to spread outward. As they did so, their political traditions – never written down – began to change. Soon, the army was in the field more years than not, and gradually the emperors stopped retiring at the end of campaigns. The senators meanwhile moved to the conquered provinces and acquired great estates. The capital moved from place to place, and the assembly of the people was called wherever the emperor desired. In practice, this was usually an army camp where his veterans could be relied upon to shout down any opposition. The question of succession was always a potential crisis. Usually, the emperor nominated an heir, the senate ratified his choice, and the people (meaning the army) acclaimed it. But this did not always happen smoothly, and then the succession was settled on the battlefield of a civil war.



Twenty years ago, a general named Arenicos donned the purple mantle worn by the emperors, and placed the laurel-crown-that-was-not-a-crown on his brow. His military record, his diligence in rooting out corrupt and inefficient magistrates, and the confidence he could inspire with a single speech made him a popular ruler. He also had the gift of being everything to everyone. He rose to prominence as a man of the people and the army, but he also worked closely with landlords and led them to believe he might restore power of the Senate. He praised the Calradian republican ideals as the pinnacles of human achievement, yet married the daughter of a petty king from the lands east of the empire to shore up an important trade route, formed an elite bodyguard of foreign mercenaries loyal only to him, and turned a blind eye when cults began to worship him as a sacred monarch. He spoke of a revived Calradia but kept his council on the details.

There was one shadow hanging over the reign of Arenicos - his reluctance to choose an heir. It was though he was casting around for someone who grasped his vision, but never found one. Traditionally, emperors looked in three places for their successors: their family, the elders of the Senate, and the upper ranks of the army. His one child, Ira, was a daughter. There had been ruling empresses of Calradia in the past, but Ira had a wild and irreverent streak. Her right to rule was championed by her mother, Rhagaea, Arenicos's foreign-born wife. “It is good for the children of emperor's to succeed their fathers,” her partisans said. “If we unite in loyalty to the imperial family, the civil wars will stop.” A faction of powerful nobles under the honourable but stiff-necked aristocrat Lucon demanded that the Senate choose the next emperor. "We understand politics and law,” they said. “Return to the old days; return power to us." Meanwhile, the wildly popular Garios, victor of wars against Battania and the Aserai, let it known that he expected his veterans be allowed to acclaim a new emperor. "The corruption of the powerful saps our strength," he told his men. "Let you, the soldiers, who bleed for this land, choose its rulers."

Time was running out. Arenicos was getting older. He needed to make some sort of decision, and soon. And then, returning to his palace in the southern town of Lycaron after his latest victorious campaign on the borders, he asked for some time alone in his chamber to nurse a splitting headache; when his guard checked in on him a few hours later, he was lying dead in a pool of blood. Immediately, Lucon convened a gathering of senators in his power base in the north and had himself declared emperor. Garios, campaigning on the Battanian frontier, stood before an assembly of his soldiers who cried out for him to don the purple. And Rhagaea emerged from the palace and addressed the throng that had gathered at the reports of the emperor's death. She raised before them the slain emperor's robe, drenched in his blood. The crowd cried out that she should be the empress, that the emperor's family must rule from this day on, and that she must take vengeance on his murderers - although who exactly that was, at this point, was mostly a matter of rumour. Civil war again loomed - and this time, with three equally balanced and determined factions eager to fight, it looked as though it might be more terrible than ever.



The Empire is the last faction - or rather, the last three factions - to be looked at in our series. It is based on the classical tradition of Greece and Rome and their medieval successor, the Byzantines. There was a lot of change in over 2000 years of history, obviously. Although the Roman Republic became a de facto empire under Augustus, vestigial remnants - like the Senate - persisted to the 1300s. Meanwhile, what started as a bureaucratic state, with prefects and governors appointed for very short terms, evolved into a de facto feudalism by the 11th century with Byzantine magnates ruling fiefs and having military obligations like any count or duke in the West. The rules of succession meanwhile were never set in stone, which suits our purposes in the game very well. If a player has his or her eye on the purple, there are lots of different ways of gaining legitimacy. The waning years of the Roman Republic, the time of Caesar, Antony, Octavius, Cleopatra, Cato the Younger and Cicero, have had a huge impact on Western political thinking and are a major inspiration for literature, so we've drawn a few characters from that era. But Byzantine rulers like Justinian and Alexios Comnenos who brought the empire back from the brink are equally fascinating personalities, as are the ruling empresses like Zoe and Irene.

Next week, we'll talk a bit about the new features and troop types we're using to represent the Empire in the game.


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Feb 8, 2018
Mount & Blade II: Bannerlord - Callum


Greetings warriors of Calradia!

For the next feature in our blogpost series on Bannerlord's factions, we shall look at the Empire. Because the Empire is in some ways the centre of gravity of the game, we're going to divide this blog into two parts. At the start of the game the Empire is divided into three factions engaged in a civil war. But before we describe the three factions and what they stand for, let us look at how the conflict started....

A thousand years ago, the Calradoi were one of a dozen tribes living in the hill country between the southern sea and the Battanian woods. Over time, they subjugated their neighbours, forcing them into a confederation of city-states. Perhaps they were slightly fiercer than the others, or just lucky, or perhaps it was the one tradition that set them apart - the Calradoi had no kings. Ever since the hero Echerion slew the tyrant Cypegos, the institution of the monarchy was banned, in theory at least. There was an assembly of free citizens that met occasionally, a senate of elders (in practice the largest landowners) that sat permanently, and - when it was absolutely necessary - supreme command could be invested for a short time in the person of an emperor, a title that back then meant little more than the right to lead an army.

From their heartland in the hills the Calradoi began to spread outward. As they did so, their political traditions – never written down – began to change. Soon, the army was in the field more years than not, and gradually the emperors stopped retiring at the end of campaigns. The senators meanwhile moved to the conquered provinces and acquired great estates. The capital moved from place to place, and the assembly of the people was called wherever the emperor desired. In practice, this was usually an army camp where his veterans could be relied upon to shout down any opposition. The question of succession was always a potential crisis. Usually, the emperor nominated an heir, the senate ratified his choice, and the people (meaning the army) acclaimed it. But this did not always happen smoothly, and then the succession was settled on the battlefield of a civil war.



Twenty years ago, a general named Arenicos donned the purple mantle worn by the emperors, and placed the laurel-crown-that-was-not-a-crown on his brow. His military record, his diligence in rooting out corrupt and inefficient magistrates, and the confidence he could inspire with a single speech made him a popular ruler. He also had the gift of being everything to everyone. He rose to prominence as a man of the people and the army, but he also worked closely with landlords and led them to believe he might restore power of the Senate. He praised the Calradian republican ideals as the pinnacles of human achievement, yet married the daughter of a petty king from the lands east of the empire to shore up an important trade route, formed an elite bodyguard of foreign mercenaries loyal only to him, and turned a blind eye when cults began to worship him as a sacred monarch. He spoke of a revived Calradia but kept his council on the details.

There was one shadow hanging over the reign of Arenicos - his reluctance to choose an heir. It was though he was casting around for someone who grasped his vision, but never found one. Traditionally, emperors looked in three places for their successors: their family, the elders of the Senate, and the upper ranks of the army. His one child, Ira, was a daughter. There had been ruling empresses of Calradia in the past, but Ira had a wild and irreverent streak. Her right to rule was championed by her mother, Rhagaea, Arenicos's foreign-born wife. “It is good for the children of emperor's to succeed their fathers,” her partisans said. “If we unite in loyalty to the imperial family, the civil wars will stop.” A faction of powerful nobles under the honourable but stiff-necked aristocrat Lucon demanded that the Senate choose the next emperor. "We understand politics and law,” they said. “Return to the old days; return power to us." Meanwhile, the wildly popular Garios, victor of wars against Battania and the Aserai, let it known that he expected his veterans be allowed to acclaim a new emperor. "The corruption of the powerful saps our strength," he told his men. "Let you, the soldiers, who bleed for this land, choose its rulers."

Time was running out. Arenicos was getting older. He needed to make some sort of decision, and soon. And then, returning to his palace in the southern town of Lycaron after his latest victorious campaign on the borders, he asked for some time alone in his chamber to nurse a splitting headache; when his guard checked in on him a few hours later, he was lying dead in a pool of blood. Immediately, Lucon convened a gathering of senators in his power base in the north and had himself declared emperor. Garios, campaigning on the Battanian frontier, stood before an assembly of his soldiers who cried out for him to don the purple. And Rhagaea emerged from the palace and addressed the throng that had gathered at the reports of the emperor's death. She raised before them the slain emperor's robe, drenched in his blood. The crowd cried out that she should be the empress, that the emperor's family must rule from this day on, and that she must take vengeance on his murderers - although who exactly that was, at this point, was mostly a matter of rumour. Civil war again loomed - and this time, with three equally balanced and determined factions eager to fight, it looked as though it might be more terrible than ever.



The Empire is the last faction - or rather, the last three factions - to be looked at in our series. It is based on the classical tradition of Greece and Rome and their medieval successor, the Byzantines. There was a lot of change in over 2000 years of history, obviously. Although the Roman Republic became a de facto empire under Augustus, vestigial remnants - like the Senate - persisted to the 1300s. Meanwhile, what started as a bureaucratic state, with prefects and governors appointed for very short terms, evolved into a de facto feudalism by the 11th century with Byzantine magnates ruling fiefs and having military obligations like any count or duke in the West. The rules of succession meanwhile were never set in stone, which suits our purposes in the game very well. If a player has his or her eye on the purple, there are lots of different ways of gaining legitimacy. The waning years of the Roman Republic, the time of Caesar, Antony, Octavius, Cleopatra, Cato the Younger and Cicero, have had a huge impact on Western political thinking and are a major inspiration for literature, so we've drawn a few characters from that era. But Byzantine rulers like Justinian and Alexios Comnenos who brought the empire back from the brink are equally fascinating personalities, as are the ruling empresses like Zoe and Irene.

Next week, we'll talk a bit about the new features and troop types we're using to represent the Empire in the game.


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Feb 1, 2018
Mount & Blade II: Bannerlord - Callum


Greetings warriors of Calradia!

TaleWorlds has grown over the years into a medium-sized studio with over 70 people, but not so long ago this used to be a very, very small team. Today we want to introduce you to a veteran of the company who was one of the first to join Armagan Yavuz when he was creating the original Mount & Blade: our lead artist Özgür Saral.

Özgür has been with us since then, working on every game in the series, making him one of the main people responsible for the look and feel of Mount & Blade – and his work has left a profound impact on Bannerlord, of course!


NAME
Özgür Saral

FROM
Trabzon, Turkey

JOINED TALEWORLDS
2005

EDUCATION
Business Management

OFFICIAL JOB DESCRIPTION
Lead Artist


WHAT DO YOU NORMALLY DO DURING YOUR DAY?
I spend a large part of my day determining the priority of the necessary work and ensure that it is designed up to standard. I delegate the designed tasks to the appropriate team members and find solutions for any issues that arise for any tasks that are in progress. I make up shortages, such as with modelling and scene design etc., with any spare time I have.



WHAT DO YOU LIKE THE MOST ABOUT BANNERLORD?
What I like the most in Bannerlord is the realistic and detailed visuals (thanks to our new game engine!).

WHAT IS THE MOST DIFFICULT THING THAT YOU SOLVED SO FAR, DURING THE PRODUCTION OF BANNERLORD?
In the early stages of Bannerlord, we used to face problems because our editors were being rewritten and this was affecting our workflow. We managed to overcome this problem by using an alternative schedule. Now, we have our final editor which has become one of the most valued tools at our disposal.

WHAT DO YOU CURRENTLY WORK ON?
I am currently working on particles for castles (walls, edges, towers, gates etc.) to make them frangible and to ensure that all of the levels are consistent. Ensuring that particles are compatible with each other is really important in order to prevent both the prolongation and general mess during scene design.



WHAT FACTIONS DO YOU LIKE THE MOST IN BANNERLORD?
My favourite faction in Bannerlord is Aserai. This faction has a warm climate and to see details like adobe houses, fabric sunshades and date palms reminds me of the mystical atmosphere of the east. Generally, it is the architectural and cultural details which make me feel attached to Aserai.

HOW WILL WOUND AND BLOOD VISUALS CHANGE FROM WARBAND – BOTH ON MODELS AND ON THE PLAYER CHARACTER WHILE USING 1ST PERSON VIEW?
Our current blood system works together with the particle system. Each particle (like sword blows, running in the mud, etc.) can leave blood and mud-like effects by sticking onto surrounding objects. The blood meshes, designed in accordance with physically based lighting, help us to obtain more realistic details when compared to Warband.

HOW DO THE DIFFERENT TOWNS AND VILLAGES DIFFER FROM WARBAND?
Towns and villages are more attractive and crowded than in Warband. There are more constructions which reflect the factions and more colourful streets that are home to gangs that you can fight.



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