Sep 26, 2019
Mount & Blade II: Bannerlord - Callum


Greetings warriors of Calradia!

In this week’s blog, we will be concluding our miniseries of blog posts on sieges by discussing the assault phase, with a particular focus on how the game’s AI evaluates and reacts to unfolding events.

Sieges are very much a key event in the game. Whether defending your homeland, aggressively expanding your borders, or simply trying to establish yourself among the ranks of the nobility, sieges are at the very heart of the Mount & Blade experience. With Bannerlord, our goal is to enhance sieges in their entirety, ranging from the tricks you can employ to indirectly weaken a settlement before laying siege, all the way through to driving the last defenders from the keep. In our previous siege blogs, we looked at the bombardment phase on the campaign map and discussed the options that players have at their disposal when either attacking or defending a castle. We also looked at keep battles and talked about their importance and the instances in which they can occur. The one thing we haven’t looked at is perhaps the most important and the bloodiest phase of a siege: the assault.

Assaulting a castle is something that players should carefully consider. Castles will call on a local militia to defend the settlement in times of crisis, but more often than not, they will also house a garrison of professional soldiers that can put up much more of a resistance. And if the castle has a governor overseeing the defense, things will get even trickier still since governors can boost defensive siege engines and garrison quality. But let’s put all that to one side and imagine that you have weighed up the pros and cons of launching an assault and decided to press ahead with your attack.

Firstly, you are met with a deployment phase in which you can choose where to position your troops and siege machines before the battle begins. You can select each formation and move it around a deployable zone, positioning your troops for the best possible advantage. Each castle will have three sections open to attack and you have to choose a method of attack for each of these. For each section, there may be a magnitude of options available depending on the level of your preparation: You can simply ignore a section to focus on other targets, attempt to ascend ladders, use an assault tower, break down a gate with a battering ram, or if you have been able to take down a wall section by bombardment, try to push your way through the breach.

Once you have deployed your troops and siege machines, the assault begins. Your troops will begin to carry out your attack plan according to the way you deployed everything. The game AI will take control of the various assault groups by default, however, you can easily take over control of one or all groups yourself and micromanage everything if you wish to do so.

We believe the availability of AI to carry out the siege plan together with the ability for the player to take over, gives the best of two worlds. Players can carry out a multi-pronged attack on several sections simultaneously without much difficulty while focusing their attention on the most critical location. In this way, you can, for example, let the AI carry out a diversionary attack which forces the enemy to split its troops, while you lead your elite soldiers and attack the most vulnerable point.

The same principles also apply to siege defense. If the player is the commander of the battle or captain of one of the formations, they can give orders to override what the defensive AI would do. However, controlling all the formations and all the sides at the same time from the player's perspective isn't always easy. As such, the player may want to take over the defense of the weakest section as the AI tries to maintain the rest of the defense as effectively as possible while entrusting that side to the player.

Attacking AI
When AI is responsible for the attacking force, it will make a few checks to determine how and where it will launch its assault. It does this by assessing its own strength and that of its opponent and will either choose to press with a coordinated attack on many fronts or attempt a concentrated assault through the weakest point. At the same time, the AI will decide how to split its force to achieve this. It does this according to the number of troops that each front can support. If there is a breach in the wall, the AI will try to send many soldiers through that side, however, if there are ladders, since fewer men can simultaneously attack at the same time from that side, fewer troops will be sent, or in the case of a breach on another wall, the AI may choose not to use the side with ladders at all.

If the attacker side has a battering ram or siege towers while also having ladders or a breach on another side of the castle, and it decides that making a coordinated attack will strain the defenders more because they will be forced to defend all fronts simultaneously, then the attacker side will hold assaulting the breach and ladders until the slower machines can be pushed to the gatehouse or walls. Formations on the waiting fronts will try to stay in a relatively safe spot while threatening to attack if the defenders pull forces from that side.

In terms of prioritising actions, operating primary weapons like battering rams, siege towers and ladders are the most important task for the attacking force as they will be used to open paths into the castle. Apart from that, there is not a strict priority list, but depending on circumstances the strategy level of the AI will try to prioritise what is most important or beneficial.

Defending AI
The defending AI considers both the threat level of the means of attack possessed by the attackers and the actual enemy positioning. Let's say the enemy is bringing a siege tower from the left side and has ladders on the right side. If the attackers are threatening both sides, since ladders are easier to defend against, the defender side will concentrate more troops on the siege tower side. If the attackers are trying to be tricky and attack purely from the ladder side with all of its troops, the defending AI will realise this and bring the bulk of their infantry to defend that side. If in another scenario the defenders were able to destroy a battering ram or a siege tower, thus rendering that side unattackable, they will not waste any men waiting on that wall.

The defending AI will also relocate its archers with similar reasoning, i.e. if the enemy cannot or does not attack from one side, defending archers will leave positions that can only cover that side. In addition to this, when a wall or gate chokepoint is about to fall, archers on a nearby wall may be sent to bolster the numbers in hand to hand combat, whereas when the enemy is approaching the castle from afar, the defending archers will utilise the best positions for shooting at the approaching enemy.

Retreating
Soldiers may decide to run away based on morale, but in many instances, retreating is a strategic decision that is decided with many factors taken into consideration. Ultimately, the AI tries to estimate whether the attack or defense can succeed or not and if retreating will only yield more immediate casualties. For instance, let's imagine a siege assault where 500 men are trying to take a city defended by 100 men. As the assault continues, men die from both sides, but due to the valiant defense by the city's garrison, the attackers now have 250 soldiers against 80 of the defenders without setting foot inside the castle. At this point, the attacker AI commander may decide to call off the assault instead of losing more troops in vain.




If you would like to see what was just discussed in action, we would encourage you to check out the video from the previous blog where you can see the attacking AI split its forces and coordinate an assault on the castle from three different directions. https://youtu.be/cvkZ4RaYSE8?t=395


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Sep 12, 2019
Mount & Blade II: Bannerlord - Callum

Greetings warriors of Calradia!

In this week’s blog, we will be showing you some raw gameplay footage from Mount & Blade II: Bannerlord’s vast sandbox campaign. This particular video was captured from the demo we took to this year’s Gamescom, which put a heavy emphasis on large battles and sieges, dropping the player in the mid-game of Bannerlord’s campaign with a sizable warband of troops. Because of the scale of the sandbox, unfortunately, we are unable to show you all of the game’s current features in their entirety in this one video, but rest assured, as we move closer to early access we will be sharing more videos with you that focus on different aspects of the game and highlight the many different features and mechanics that will be available for you to experience in March 2020.

For now, we hope you enjoy the video and if you have any questions, comments or concerns, make sure to leave a reply in the comments section and we will do our best to respond to them.

https://youtu.be/cvkZ4RaYSE8
Sep 5, 2019
Mount & Blade II: Bannerlord - Callum


Greetings warriors of Calradia!

Last week, we asked for questions from you, our community, regarding Bannerlord's multiplayer closed beta and the early access phase that the game will transition through on its way to a full release. We decided to answer a few more than we originally anticipated, and so, we thought it would be best to save the campaign gameplay video until next week's blog instead (our apologies if that is what you are here for!). We hope that these direct and honest answers will give you an insight into what is happening with the beta and a greater understanding of what to expect from early access. So, without further ado, let's get to it, shall we?

Beta
The way of reporting feedback is the first question that comes to mind if I join open beta, would I be able to report feedback/issues with ease, and how?
    We have a beta section on our official forums which has been segmented in a way to allow players to provide feedback about specific points while making that information easily accessible by our development team. (the forums are hidden right now, but they will be opened up and accessible next week alongside the first wave of beta invites!). In addition to this, we send out regular feedback forms via email to gather players thoughts on different aspects of the game. We also use automated tools as part of the process which allows us to gather data on a number of different things. One such example is our analytics tool on our servers. This allows us to track events in each multiplayer match to aid us in balancing the game. Another tool is our crash reporter, which automatically sends a crash report to us for review in the event of a game crash.

What criteria are you basing the waves of invites for the beta on? I’m assuming computer specs mostly.
    We have identified several key groups and we’ll be allocating quotas for different groups according to the kind of feedback we need at each specific stage of beta testing. For example, at one stage we may invite old M&B MP players because we are particularly interested in how they will adjust to a certain mechanic. At another stage, we may invite players with low-end PCs because our engine team needs to see how the game runs on their hardware.

Will the beta expand to include other game modes? I would love to get a look at captain mode, and possibly some multiplayer sieges, etc.
    Of course! To give you an idea of how this will progress, when we started the beta, we launched with Skirmish Mode, two factions and one map. Over time we introduced Captain Mode, Team Deathmatch, a selection of maps, and the remaining 4 factions. At times, such is the case right now with Captain Mode, we will disable some content so that it can be worked on and improved before being reintroduced. Moving forward we hope to introduce more content, including siege as a game mode. However, we should say that people shouldn’t expect new content with every patch. Sometimes the patches will be focused entirely on balancing and bug fixing.

Will you give a chance to SP players to try MP and hear their opinion or will your first choice be MP players for the Beta?
    We are interested in hearing the thoughts of people from a wide range of gaming preferences and backgrounds. Bannerlord’s singleplayer and multiplayer share a lot of core systems, in particular, the combat system, which means that changes we make based on the feedback from our beta testers has a knock-on effect with single-player. It is for this reason that won’t strictly select people who prefer MP over SP.

Will beta be ongoing until (or very close to) the launch of EA? If not, when will it close?
    For now we plan to run the beta up until the launch of EA, however, there may be times when we decide to close the servers down for certain periods while we make adjustments and improvements. It is also possible that our plans may change as we close in on the start of EA, but if they do, we will let you all know!

Early Access
How long is it planned to be in early access?
    We have some internal estimates of how long the game will stay in EA before making it to full-release, however, at this moment in time, we would prefer not to share those. We are more focused on creating a game that players will enjoy and can keep coming back to and playing well into the future. This means that our estimates could change depending on how happy we are with the state of the game and whether we feel it is ready for a full release or not.

Will the price change upon full release?
    We will be sharing more information about the price of the game closer to the start of EA, and whether or not this will differ from the full release price.

Roughly what percentage of single-player features and gameplay mechanics will be in-game upon early access release? Many of the blog posts make it seem as though it will be nearly feature complete, while some suggest otherwise.
    Most of the basic features will be there and we can say that it will be possible to play a campaign from start to end with 100+ hours of gameplay. However, some features may be missing or turned off if they are not in the state that we would like to present yet. We encourage players who want a complete and fully polished experience to hold off on buying the game until full release.

Will we be able to host dedicated servers in early access?
    This probably won’t be possible at the very beginning of EA.

Which languages will be available in early access?
    We will only support English at the beginning of the early access period. We do plan to offer the game in quite a few languages at the full release.

There was a noticeable absence of banners in the battles shown at Gamescom. Have these been removed? Or was it just a temporary measure?
    Banners and banner bearers will definitely come back as even better and more polished than before.

On cloth physics: is this feature still in the game? Can we expect any kind of human hair physics?
    Cloth physics is in the game, it works and is used in many places. Hair physics wasn’t a priority since it is difficult to get right and you are usually wearing a helmet anyway. However, it is something we can look into if we can find the time.

I didn't notice the pommel bashing in any Gamescom / beta video so far, is it still a thing?
    Yes, you can still very much bash someone in the face with the pommel of your sword. The animation is different depending on your weapon type, which might explain why you didn't notice it, but regardless, it is still there!

In earlier instalments of M&B it was always bothering me that I had to choose a flag that has already been used by a lord. I don't know how this will go in Bannerlord, but since it has the word BANNER in it, will we be able to choose our very own unique banner? Or even better, create one without modding tools? I think this would be a small yet great addition to the game!
    We were planning to offer a banner editor, however, we eventually decided to limit it such that each clan has a specific charge with the colour scheme of the banner being determined by the kingdom. This has the advantage that it gives clans within a kingdom a more uniform look while retaining their character. Having said that, we already have quite a variety of different charge designs and it is a great idea to let the player select from unique ones that are not used by any existing clan!

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Mount & Blade II: Bannerlord

I’m determined to own a castle. A big fortress with thick walls and tireless guards willing to throw their lives away for me. Good thing, then, that Mount & Blade 2: Bannerlord’s demo plonks me in the mid-game, with loads of influence to spend on burly warriors. Finally, this humble writer is going places. 

First order of business: build an army. Instead of recruiting individual troops to take with me on my grand adventure, I hire captains, each with their own wee army. Prior to being hired, these mercenaries wander around the map and do their own thing, so it takes some time for them to merge with my growing horde. 

With the extra time, I search for a target. I’m in luck, as I’m already working for an empire that’s at war with another faction, and they’ve got territory nearby. I start the siege and a camp sprouts up around it, letting me build siege equipment. Unfortunately, soldiers from the fortress sneak out at night and sabotage my ballista. Nervous about another counterattack, I begin the assault. 

These fights can be auto-resolved, but I’m a hands-on boss. It’s dawn, with the sun slowly coming up behind my army and the huge, imposing silhouette of the fortress ahead of us. I’ve got direct control of my character, who can ride around, stabbing and slashing with his sword and spear, but I can also command my units. I keep some of them back, so they don’t get filled with arrows, and push up the siege towers and battering ram. 

The gate is quickly smashed, my troops swarm in, and by the time I’ve hopped over the remains of the battering ram, the enemy surrenders the castle. We outnumbered them a little bit. OK, a lot. The castle is now part of the empire and, after a vote, it’s given to me. 

Exploring my new home, I get to know some nobles, spend far too long playing an extremely boring minigame and finally sit on my throne. Conversations give me new things to look up in Bannerlord’s encyclopedia, so I can learn about all the movers and shakers and their relationships, letting me prepare for my life as a politically savvy lord.

With political clout, a whole new world opens up. I start throwing my weight around and try to push forward new policies, shaping the empire, and find the people I need to bring over to my side if I want to rule it myself. Lamentably, my dreams are too big for the brief demo and my tenure as lord is cut short. 

Bannerlord offers up a bewildering number of distractions and paths, but there’s a thrill in just jumping down the rabbit hole and seeing where it takes you. Maybe you’ll end up plotting to overthrow an empire.  

It's been a long wait, but it's finally due out in March, though only in Early Access. TaleWorlds is also currently hosting a closed multiplayer beta, so there might be other opportunities to check it out before launch. 

Aug 29, 2019
Mount & Blade II: Bannerlord - Callum

Greetings warriors of Calradia!

As the dust from Gamescom begins to settle, we thought we would use this week’s blog to give you a summary of the events from last week’s show before inviting you to present some questions for us to answer in next week’s blog.

So, let’s get to it, shall we? As we explained a couple of weeks back, this year’s Gamescom was a rather special one for us. For the first time ever, we presented the game in the public area of the show with a hands-on demo of Captain mode, a 6 vs 6 team-based game mode that puts players in command of a detachment of their own AI troops. Meanwhile, over in the business area, we presented guests with a hands-on demo of the mid-game of Bannerlord’s vast sandbox campaign, putting a heavy focus on large-scale battles and sieges.

This was actually quite a challenging task for us. Before this year, we had only shown the game in the business section to a restricted audience. This time, we would not only have a public booth for the first time, but we would also offer the single-player demo separately in the business area. This really put a lot of stress on our team. Although programmers working on single-player and multiplayer could generally work independently, our QA team, level designers etc. had to put a lot of work to ensure that both demos were ready. We also had to design and plan for two separate booths, which was quite a task in itself!


The TaleWorlds team making the final preparations at our business area booth

Thankfully, in the end, our confidence paid off and we were able to show the game in somewhat its entirety, with thousands of guests visiting our booths, and in some instances, multiple times! We won’t lie though, for as well as we feel things went (amazingly if we do say so ourselves!), there were a few small issues here and there, but that is to be expected of a game that is still in development. Barring the odd obscure crash and some minor optimisation issues, overall the demos were stable, had a sufficient amount of content to keep people entertained, but more importantly, they were fun!


Community member, Killbotter, after a game or two of Captain mode

We were blown away by the response from the players at both booths. It was amazing to see people completely fresh to the series standing alongside Mount & Blade veterans, enjoying the game we have worked so hard on for so long. We can’t express how much it meant to us to see the look on people’s faces as they rode head-on into battle with a huge smile on their face.


Visitors at our public booth playing Captain mode

At the beginning of the week, we made the announcement that the game will be launched on Steam Early Access in March 2020. It wasn’t our intention for Bannerlord to launch exactly 10 years after our previous game, Mount & Blade: Warband, was released, however, we do find it to be a rather amusing coincidence nevertheless! Alongside this announcement, we opened up a web form for people to apply to take part in Bannerlord’s ongoing closed-beta, which, by the way, is still open: beta.taleworlds.com

https://youtu.be/yCk6Jk7DvrA
So, why the decision to launch in early access? Well, for a game as huge as Bannerlord, we knew that at some point we would need to get a large pool of players in to play the game and find all of the strange and hidden bugs that are simply impossible for a team of our size to locate. The game has completely expanded in scope compared to anything we have released before, and not just in terms of map size and settlement counts. We are talking about the many new game features and mechanics, most of which are interconnected, meaning that any slight change in one can have an unexpected knock-on effect in another. We are keen to hear feedback from our players on these new features, as well as, the changes we have made to existing features. We want to work alongside our community to deliver a game that achieves our goals and vision while providing them with a unique and enjoyable experience that they can keep coming back to well into the future.

We will be talking a lot more about what you can expect from early access over the coming weeks so that you can make an informed decision on if you would like to access the game in an unfinished state or not, but for now, we just want to make it clear that there will be a lot of content there to keep you entertained for many, many hours.

As for the multiplayer closed-beta, we will start to invite players in from next week onwards. We have made the decision to invite people in waves, so if you don’t get a key next week, please do not be disheartened. We will be targeting different groups at different stages so we can gather feedback from a wide range of players. We have decided to take this approach because we feel it would be the most effective way for us to make use of the limited amount of time we have to gather feedback and data to refine multiplayer in time for the early access launch. This allows us to target and tackle specific problems individually rather than allowing ourselves to be overwhelmed from the get-go.



We would like to invite you to ask any questions you may have about this year’s Gamescom, as well as, any questions you may have about the closed-beta and early access, by leaving them in the comment section below. We will select a few to answer in next week’s blog, which we will present to you alongside a gameplay video from the single-player demo.

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Aug 22, 2019
Mount & Blade II: Bannerlord - Callum


Greetings warriors of Calradia!

As you know, we are currently at Gamescom showcasing both the single-player and multi-player of Mount & Blade II: Bannerlord. The event has been absolutely amazing so far, with thousands of people visiting our booths to play the game in the business and public areas of the show.

Today, things have just wrapped up over in the business area and we are hoping that you will get to see a lot of footage from the mid-game of the sandbox campaign in the coming days. Over in our multi-player booth in Hall 9, we are still going strong and will be open until Saturday evening for people to come and play multi-player in the form of Captain mode.



Earlier in the week, we made the announcement that many of you have been waiting for. But for those of you that missed it, we will leave it to the creator of the Mount & Blade series, Armagan Yavuz, to share with you.

https://youtu.be/nQykXaM7l-U
In the coming weeks, we will be talking more about what you can expect with the early access and what it means for both you, our community, and for us. For those of you that simply can't wait that long, head on over to beta.taleworlds.com to apply to take part in Bannerlord's multi-player closed-beta.

https://youtu.be/yCk6Jk7DvrA
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Mount & Blade II: Bannerlord

PC gaming old-heads had their prayers answered today when TaleWorlds announced that medieval RPG/war simulator Mount & Blade 2: Bannerlord had been blessed with a release date. Well, it's not a specific date exactly—TaleWorlds says their hotly-anticipated game will enter Steam's early access sometime in March of next year.

After so long in development, some fans are understandably somewhat confused: Why an early access period after eight years in development? We spoke with TaleWorlds CEO Armagan Yavuz at Gamescom, right after the trailer and early access date reveal, to find out why.

"We can test one path quite easily," he said. "But with a game as ambitious as Bannerlord, we need to test and check out maybe a million different paths."

That's functionally impossible for TaleWorlds' team of around 90 developers, and it's something that offering the game to early adopters on Steam can help solve. What that means, of course, is that people who buy the game on Steam in early access are effectively functioning as beta testers.

"What it will be mostly for is making sure all these different interactions work, and the players are happy and have good feedback about all the different features," Yavuz said.

He was careful to emphasize that the early access version of the game, and the build players are seeing on the floor at Gamescom, are a long way off from a finished build.

"This is not going to be the kind of game where early access is…" Yavuz said, trailing off and reconsidering his words. "It's at a very rudimentary stage."

'Rudimentary' doesn't seem like the right word for a game that produces trailers like the one TaleWorlds used to announce Bannerlord's early access launch date, but we'll know more when March rolls around, won't we?

Mount & Blade II: Bannerlord

For as long as anyone can remember, Mount & Blade 2: Bannerlord has been a thing of legend. Old men whispered that it still lived, while the young people scoffed at them. It's become the stuff of games writing memes, because every time you do a story about Bannerlord, the only comments are along the lines of, "release date WHEN?"

Well, developer TaleWorlds has finally committed to a launch date of sorts. Mount & Blade 2: Bannerlord will enter Steam's early access program in March 2020. Fraser was fairly shocked reporting news of the closed beta earlier this year, and I can only echo those feelings when I type the following words: You will be able to play Mount & Blade 2: Bannerlord in less than one Gregorian calendar year.

The hype for a new Mount & Blade game is probably fairly confusing for anyone who hasn't experienced the singular joy of leading a raiding party in Warband. The basic idea behind Mount & Blade is that you play as a single character, a leader who builds up an army by gradually gaining notoriety and wealth, carving out each step of your path in battle, alongside your comrades. It's a heady power fantasy, but it's been nearly ten years since the last new game came out.

If that's not enough to get you excited, have a look at this trailer:

Isn't it just awesome? Barded horses charging through the forest! Trebuchets letting loose at castle walls! Pikemen forming up in a desert sandstorm! It's basically like Total War, except you're actually there, on the battlefield, doling out bread to your soldiers and barking commands from horseback.

Anyway, yes, folks (and by folks, I mean me) are pretty amped about this game and after many long years, we now have an actual timeframe to mark on our calendars. Next spring, we ride.

Mount & Blade II: Bannerlord - contact@rockpapershotgun.com (Alice O'Connor)

One Gamescom tradition is that a lucky few get to play a new Mount & Blade II: Bannerlord preview build, then developers TaleWorlds lock up their medieval warfare sandbox fight-o-RPG for another year with nary a word of when the rest of us might get to play it. Well, Gamescom is here again, we have another appointment to play a preview build there, and… wait! Surprise! TaleWorlds have at long last announced that we’ll get to play Bannerlord in March 2020, when the long-awaited prequel enters early access. So we still don’t know quite when it’ll be finished. But hey, here, watch the new Gamescom trailer.

(more…)

Aug 15, 2019
Mount & Blade II: Bannerlord - Callum


Greetings warriors of Calradia!

It is that time of year again where we head off to Gamescom to showcase Mount & Blade II: Bannerlord. However, this year, things are a little different... For the first time ever we will be presenting the game in both the business and public areas of the event. This means that anyone with a ticket can come along to one (or both!) of our booths to play the game for themselves. This is a completely new experience for us and we are sure there will be many unforeseen challenges that crop up, but, so far, our preparations have been going well and we are really excited to be able to show the game in (somewhat) its entirety!

Last year, we took the early-game of Bannerlord’s vast sandbox campaign to the business area of the show, along with 3 premade characters to ensure that players didn’t miss out on any gameplay by spending all of their allotted time in our deep character creation system. This year, guests will be able to choose between the same 3 premade characters, but with a bit of a twist! This time around, we see the characters 10 years on in their adventures, putting players squarely in the mid-game of the campaign.



This comes with a shift in focus for this year’s demo, with an emphasis put on the large-scale, epic battles and sieges that are unique to Mount & Blade games. However, with this being a sandbox game, players will still be free to choose their own path and roam the continent of Calradia, experiencing many of the different features that we have detailed throughout this series of blogs. Of course, we will be at hand to offer advice and guidance, but players will be largely left to their own devices which should lead to some interesting and diverse content coming out for you all to enjoy.

Over in the public area, players will be able to experience the multiplayer side of the game in the form of Captain mode, a team-based PvP game mode that puts players in command of their own detachment AI troops. Captain mode is just one of the new multiplayer game modes to be introduced in Bannerlord, but we feel this particular game mode is a good representation of what Mount & Blade games are all about: putting players in control of their own AI troops that they command and fight alongside in large battles.

Next week, will give you an update directly from Cologne to ensure that you don’t miss out on anything that we have to show or announce during the event, so make sure to check back then!



Finally, we would like to extend our thanks to ASUS! ASUS is the official Gamescom 2019 hardware partner for Mount & Blade II: Bannerlord.

We would also like to thank Razer for providing peripherals for our guests to use in the business area of the event.

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