The Mount & Blade 2: Bannerlord team have revealed a physics-based combat system for the RPG that they say will take all the randomness out of cutting down your foes. While previous Mount and Blade games calculated damage using variables outside of the player's control, Bannerlord will physically simulate all of a weapon's characteristics—length, mass, weight distribution, swing speed and direction—and spit out a damage figure.
Players control these variables through the new crafting system. Weapons will be made up of component parts: a sword consists of a blade, a guard, a grip and a pommel, for example. Each element may grant special bonuses outside of the game's physics (such as a large guard increasing hand armour), but they will all have physical characteristics that will provide inputs for the game's combat simulation.
The mass of a weapon will affect its thrust attacks. Light weapons are faster but have less energy and therefore cause less damage, the team said. A heavy weapon will deal more damage but if it's too heavy it will "make contact with your opponent before it could reach its full speed, making it feeble and ineffective". So, it's a balancing act.
The calculations for weapon swings are even more complex. "Swing speed is affected not only by weight but also by the distribution of weight around the pivot point of the swing. Increasing the weight may increase the damage (within certain boundaries), but, it will also increase the inertia, meaning that more energy would be required to achieve sufficient speed on impact.
"Thus, these weapons will typically be slower and increasing the weight will only positively affect damage up to a certain point." Got that?
There's also a chance (although it's not stated explicitly) that player stance and direction of travel will feed into the mysterious combat equation. The game simulates a player's body as three 'motors' driving the weapon: one for legs and hips, one for the chest and shoulder, and one for the arm and wrist. Again, it's not made clear exactly how that impacts weapon damage, if at all.
Basically, it's shaping up to be a much more realistic combat simulation than previous Mount and Blade games. You can read about the plans in even more detail on this blog post.
The team doesn't actually say what the precise formula for damage is, which is presumably why the blog is only 'part one' of a discussion on weapons physics. I'll keep my eyes peeled for any follow ups.
Mount & Blade 2: Bannerlord's release date is yet to be revealed.
Planning goes a long way in Mount & Blade 2: Bannerlord's Captain Mode, but what of its single player? Taleworlds has now outlined how 'influence' acts as a currency that'll determine the strength of your army.
In this Steam Community update, the developer explains that influence can be earned in a number of ways—not least murdering bandits, enemy parties and conquering opposing settlements. "Influence points can be spent to determine the outcome of some faction decisions and to make requests to allied lords," so says Taleworlds, which in turn lets allied lords follow you.
Determined by the power of their party, allied lords command certain influence costs. Taleworlds continues: "It is the leader of the army which gains all of the influence for the army’s victorious deeds, [for example] capturing a city will result in a huge influence boon for the leader, so spending influence to build an army is actually an investment, and sometimes even a gamble. If an army leader can no longer afford to spend influence then the army will start to disband."
A number of factors determine influence upkeep, such as army morale, how far the army has travelled from home, and how good or fraught relationships between armies, commanders and lords are at any given time.
The update post—which also includes details on the game's updated UI—can be read in full in this direction.
Mount & Blade 2: Bannerlord's launch date is yet to be revealed.