Mount & Blade II: Bannerlord

“How do you have so much money?” asks the Mount & Blade 2: Bannerlord booth manager at Gamescom as I end my half-hour session. People trafficking, my good man. During my short time with the game I made thousands fighting bandits, taking prisoners, and selling the prisoners on to a local town. A guy in town paid me for neutralising the bandit threat as well, and I steal some extra armour for myself after battle. I'm making money all the way down this chain.

It's refreshing to be dropped into Mount and Blade 2's medieval sandbox with no objectives whatsoever. There are no arch demons to thwart, or evil kings to overthrow, I'm free to quest for riches and better pants instead.

Like the first game you can hire warriors and fight alongside them in third-person battles, and as a mercenary you're free to take jobs with any town vendors you fancy. You can enter towns and wander up to a quest-giver, or pick them from a menu screen to save time. As you complete jobs they will like you more, and you can hire more advanced soldiers. Soldiers level up after battles and evolve into better troops over time.

The sequel looks a lot better than the first game, but it's still endearingly low-fi compared to RPGs with a similar tone like Kingdom Come Deliverance. Instead of graphical fidelity, Mount and Blade 2 promises freedom. You move between towns on a map of Calradia that feels like a JRPG world map. Roaming warbands are represented as lone soldiers or horseriders. Traders zip between towns like little board game pieces. If you stand still the sandbox busily swarms around you.

Roaming warbands are represented as lone soldiers or horseriders. Traders zip between towns like little board game pieces.

There isn't time to dig into Mount and Blade 2's most ambitious features. Eventually you can go to war with entire armies, and lay siege to castles in massive battles. In the beginning you're just another citizen. I could have entered some tournaments to win money and favour in duels, or I could have allied with the criminal elements in town. Instead, I played as a roaming enforcer helping the local militia to fight off bandits.

Combat will be very familiar to Mount and Blade: Warband players. From horseback I hold the mouse button to wind up a strike and then release at just the right point to cleave the enemy. The horse's momentum factors into the power of the blow, which guarantees a kill if I chop roughly in the head area.

Fighting requires careful cursor control because blows don't track or lock on to targets. You can move your body angle and feet as you swing to make sure you connect. As the enemy swings at you, you adjust your body angle to make sure the blow misses or lands on your shield. The flailing and disconnected leg movements make the fights look and feel desperate, but there's skill to it, and the wide array of weapons, shields, and armour create meaningful variation between troops. Your units fight in gaggles that you can direct, to an extent, with commands. Fights are nonetheless quite haphazard, as you might expect from a rabble of bandits and hastily assembled militia fighters.

There are a lot of amusing little moments. When you win a battle by routing or killing the enemy, everyone in your rag-tag army stops and cheers as though they've just won a football match. I went into town to meet up with some criminal types in a back alley. I found both staring at a brick wall. When I questioned them they gave me the exact same paragraph of dialogue about being loyal to their gang leader. Mount and Blade has always been a bit wonky, but that's part of its appeal, and the sequel shows a strong commitment to player-driven stories in a bustling sandbox world.

Mount and Blade 2: Bannerlord's release date is yet to be announced.

Aug 30, 2018
Mount & Blade II: Bannerlord - Callum


Greetings warriors of Calradia!

Last week, we had the pleasure of attending Gamescom to present a hands-on demo of the singleplayer sandbox campaign of Mount & Blade II: Bannerlord for the first time. Attending this kind of event is a lot of work, but at the same time, we had a lot of fun! More than 500 journalists, YouTubers, streamers, and even fellow developers from other companies came to our booth in the 3 days that we were present at the event. It was great having the opportunity to show what we are doing and it was humbling to see everyone so excited about the game!


This time-lapse covers just a couple of hours inside the booth, where all the magic happened. Looks busy right!?

Now that the dust has settled a little bit, we want to summarise some of the coverage that has already been published. Even if you have already watched a video or read an article about our demo, you may have missed some details or content. As we explained a couple of weeks ago, the demo we showed was really vast: three characters, each in their own region and with plenty of things to do.



The demo itself consisted of gameplay from the early-game phase of the campaign. Guests were able to explore the world and meet its inhabitants, take quests from notables, trade, enter tournaments, take part in gang fights, and meet their enemies on the field of battle. It was quite a lot of content to squeeze into 30 minutes of gameplay, which is something we will definitely keep in mind for any future events.

https://youtu.be/NTVKMcWu_CE
In this video we can see James Duggan of IGN showing off his Mount & Blade combat skills in the arena and ruthlessly dispatching bandit parties on the world map.


https://youtu.be/8ByrC0GoQrE
RPS Video Person, Matthew Castle, and his colleague Brendan Caldwell, took the time to put out this great video straight from their hotel room in Cologne. This was Matthew’s first experience with a Mount & Blade game, but we think he played well nevertheless!


https://youtu.be/wBp1EtBtG8g
For those of you that were unable to tune into the Rocket Beans live stream during the event, make sure to check out this video to see some gameplay footage along with an interview with our Project Lead, Armagan Yavuz, and Level Designer, Paul Kaloff.


https://youtu.be/TNhs-XKKD-s
We really enjoyed this video from YouTuber Steejo. He is clearly familiar with Mount & Blade’s unique combat system and he made great use of the short amount of time he had by exploring the world and taking in part in as many different activities he could.


Finally, all of your comments and feedback during and after the event have been warmly received. We are still working our way through all of your questions and have decided to dedicate next week’s blog to answer as many of these as we can. Until then, make sure to keep an eye out for additional gameplay footage and articles coming out from our guests at Gamescom.



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Aug 23, 2018
Mount & Blade II: Bannerlord - Callum


Greetings warriors of Calradia!

As most of you will already know, we have been at Gamescom this week showcasing the singleplayer sandbox campaign of Mount & Blade II: Bannerlord. We have been reading comments and feedback and we noticed that quite a few people are interested in seeing some of the different screens and deeper parts of the game that are visible in the videos that are coming out from our guests at the booth. So with that in mind, for this week’s blog, we thought we could show the character screen and explain the different elements of that and how character development works in Bannerlord.



On the left side of the screen, you can see the character skills. To improve these skills you need to perform the associated task or action. If we take One Handed as an example, successfully landing attacks with one-handed weapons will increase the One-Handed skill. Once you increase these skills enough, you gain access to different perks which you can select to give your character an extra edge in the game.

Perks, as the name suggests, give your character certain bonuses. These bonuses could be anything from an increase in party size to extra ammunition in battles, or they even unlock certain actions, such as the ability to reload any crossbow while on horseback. Players are unable to unlock all of the perks, and in many cases, a choice will have to be made about which perks that you would like to choose. In the end, perks act as a great way for players to customise their character to match their playstyle.

Just above the perk tree is the character levelling bar. As you increase your skills, your character will fill up the bar. Once the bar is completely filled, your character will level up and you will be rewarded with two extra focus points. These focus points can then be invested in different skills.

Skill focus allows your character to gain experience at a faster rate for that particular skill. However, once you invest a skill point into a focus then it is permanently locked in. To gain skill points in any of the skills, you need to have made an initial investment of focus points, meaning that skills that are shown as level 0 and have no focus points invested in them cannot progress, no matter how much you practice them.



All of this applies to companions in your party too, which players have total control over. Your companions can perform specific roles within your party such as Quartermaster, Scout or Surgeon. Once you assign a companion to a role, you will start gaining bonuses from skills and perks that are attached to that role.



We hope that this was an informative overview of the character screen for you, and we will see you next week with another blog.


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Mount & Blade II: Bannerlord

We already know a lot about Mount & Blade 2: Bannerlord's multiplayer segments—including its five-on-five Captain Mode—but developer TaleWorlds Entertainment hasn't showed off as much of its singleplayer sandbox campaign. That changes at Gamescom this week, starting with a new trailer that shows some of the towns of villages of Calradia, as well as the sprawling campaign map.

It doesn't show the map in full, but there are ten settlements in that first shot alone (0:13), plus another six in the desert area at 0:20. It might not feel as big as other RPGs when you play it because you're not walking place-to-place on foot, but it'll still feel expansive if all of the towns are villages are varied enough.

The video gives you a look at some of those towns, as well as taverns and castles, and I already want to explore them. They're run-down, makeshift places by the look of it, and have plenty of NPCs milling about.

You can also see the new streamlined UI at 0:45—certainly an improvement from previous games—as well as plenty of combat, which will use the same physics-based system as the multiplayer portions.

TaleWorlds also said that each place will have a "town menu system" to make it easy to interact with NPCs, and players will be able to choose between 18 skills and "hundreds of unique perks" as they level up. There's a playable build at Gamescom this week, so hopefully the team will be able to get their hands on it.

Aug 16, 2018
Mount & Blade II: Bannerlord - Callum


Greetings warriors of Calradia!

Gamescom is just around the corner and we are sure that many of you are eager to hear about what we will be showing at the event. Instead of stringing you along and leaving it as a surprise, we thought we would take a different approach this year by being upfront with you about what we will be presenting in Cologne.

As most of you will already know, at last year’s event we took a hands-on multiplayer demo to Gamescom that allowed guests to dive in and experience one of our new multiplayer game modes: Captain Mode. The event was a huge success and it was great to be able to show people what we were working on and the progress we had made with the game. However, multiplayer is just one aspect of Bannerlord and our community was left in the dark as to how things were progressing with the singleplayer part of the game (which many people would consider to be the main draw). If you are one of the people that fall into this category, then we are pleased to tell you that is exactly what we will be showing at this year’s Gamescom!



Next week, guests at our booth are invited to experience a hands-on demo of Bannerlord’s single-player sandbox campaign. They will be able to choose from a selection of premade characters before being dropped into the sandbox and left to do pretty much whatever they like! At this point, some of you might be thinking, “what do you mean, premade characters!?” Well, our response to that is, don’t panic! Bannerlord features a deep character creation system and we want our guests to experience different parts of the sandbox in the extremely limited amount of time they will have to play the game. We made the decision to skip the character creation process to ensure that guests didn’t spend their 30-minute time slot perfecting their avatar!

So, what will our guests be able to do during the demo? Well, they will pretty much be left to their own devices. We will be at hand, of course, to provide guidance and assistance, but what guests get up to is entirely up to them. Guests will be able to freely explore the map and its settlements; meet and speak to the many different inhabitants of Calradia; hire and train troops; take part in skirmishes and battles; trade goods; enter tournaments, and take quests from notables. The demo is set in the early-game phase so it is extremely unlikely that guests will be able to progress far enough in the limited amount of time they have to experience mid- to late game features like joining a faction and taking part in sieges, which is unfortunate. However, we feel that the demo is a good representation of what players can expect to experience when taking their first steps in Bannerlord.

We will have more to share with you and talk about in next week’s blog, but until then, we hope you are all as excited as we are about what we have to show at Gamescom 2018.



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Aug 9, 2018
Mount & Blade II: Bannerlord - Callum


Greetings warriors of Calradia!

When it comes to strategy, information is key to success. It is important to know as much as possible about the current state of affairs in the game world to make the most of any opportunities that arise or prepare yourself for any impending threats. In this week’s blog, we take a look at one of the ways that we present information to players in Bannerlord: the encyclopaedia.

In Warband, the encyclopaedia is a useful source of information which players can use to learn more about the game as a whole, and, perhaps more importantly, the current state of the game during that specific playthrough. Functionally, it is perfectly sound and it contains a lot of valuable information for players to pore over. Players can use it to learn about game concepts, search for details about settlements and review information pertaining to characters in the game. However, these screens aren’t really as user-friendly as they could be and at times they can be a little difficult to navigate.


Warband's Faction Screen

With Bannerlord, we knew that we needed to work on making these screens more streamlined and enjoyable for players to interact with. One of the first improvements we made in this regard was the addition of a search function. In Warband, searching through a list of character names can be a tedious affair, but it is certainly doable. However, in Bannerlord, scrolling through a list of characters to find a specific person would be rather frustrating due to the sheer number of characters that are in the game. Likewise, there are hundreds of settlements in Bannerlord (over twice as many as Warband) and scrolling through to find a specific one would be mind-numbing. To help with this, if you aren’t entirely sure of the spelling of the entry you are searching for, then the search function also includes suggestions to auto-complete your search.



In keeping with the idea of making the pages easier to navigate, we added filters so players could narrow down their search criteria. When it comes to things like settlements, this will help you to separate villages out from castles and towns, which can be quite useful in itself, but when we look at this function with some of the other screens, then the ability to filter the encyclopaedia entries really starts to make sense. For example, if you were to open the Kingdoms screen, you could quickly see who you are currently allied with or who you are enemies with. The Characters screen takes this one step further by allowing you to filter the entries based on gender, culture, occupation and your current standing with each character.

But we didn’t stop at just overhauling the look, feel and overall user-friendliness of the encyclopaedia. We wanted to expand upon the types of information that players could access and make use of as well. And this is where the Troops screen come into play. The Troops screen allows players to see the full troop tree of every unit in the game, allowing players to plan out their perfect army composition without needing to resort to wikis or other sources of information outside of the game. The trees show the branches which each unit can take during a promotion as well as the skill levels of each individual unit.



Another new addition to the encyclopaedia is the Clans screen, which shows players detailed information about each clan in the game. This information includes information about clan members, settlements that the clan controls, and the details of any wars that the clan is currently involved in. It also contains the clan banner, which is something you might become rather familiar with over time as you develop friendships and feuds with the different clans of Calradia during your adventures.

Finally, the encyclopaedia wouldn’t be complete without the Concepts page. The Concepts page introduces players to and explains the various different concepts and mechanics of Bannerlord. If you don’t fully understand how something in the game works, or are confused by the outcome of one of your actions, then there is a good chance that the Concepts page holds the answer to your question.

Overall, we feel that Bannerlord’s revamped encyclopaedia is a huge improvement over Warband’s. Essentially, it contains all of the useful information that players of the series will be familiar with while introducing new information to help you on your journey. And all of this is done in a much more approachable and user-friendly interface which is simple to use and easy to navigate.



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Aug 2, 2018
Mount & Blade II: Bannerlord - Callum


Greetings warriors of Calradia!

Today we reach a landmark: it’s been one year since we started this weekly dev blog. We wanted to be more available, open, and transparent, and as part of that new approach to our communication, we started these weekly updates to give you a sneak peek of what we are currently doing in the development of Mount & Blade II: Bannerlord, introduce you to the team that is making the game and tell you about our future plans and intentions…

Today we want to look at the path we’ve taken and sum up what has been a really exciting and intense year. To put it in a nutshell: we are incredibly grateful for your continued support all these months. Of course, we know isn’t possible to please everyone. Sometimes people said we were spoiling things and revealing too much, while at the same time others argued that we were playing smoke and mirrors and not telling enough about the game. For some people, a certain topic was boring, or repetitive, while at the same time others were super excited to read about it.

But even though we can't please everyone and we couldn’t talk about what all of you know want the most (and still can’t – yeah, sorry, there won’t be a release date in this post either!), thousands of people have read, commented, discussed, and shared every post, every week. We feel humbled: this is the best source of energy for a team of games developers -- to have a constant reminder of how much you care about Mount & Blade keeps us riding forward to develop the best game we possibly can.

In these months, we have published 50 posts that we could divide roughly into 4 categories: technical & development updates, lore, Q&As, and community announcements (such as this one or our posts about Gamescom). The whole series of posts explaining parts of the Mount & Blade II: Bannerlord lore were one of the most celebrated. We explained how the Calradian Empire split into several parts and introduced the Khuzait, Vlandians, Sturgians, Aserai, and Battanians. Our writer had a blast diving deeper into Calradia to introduce you to the different factions of the game.

There is another type of content that always stirs a lot of excitement: everything related to how modding will be in Bannerlord. We are aware that it is a really important part of the Mount & Blade experience, and we feel lucky to have such a talented and committed modding scene. Our Q&A with our modding community was one of the most commented and shared of all the posts, and every small piece of information about modding has been widely celebrated. We're happy to see that you like how we're approaching modding!

We've also talked with 19 people in our Q&As, all of them being directly related to the development of the game, from art to coding, through to AI, game design, level design and some more. Except for administrative roles, PR, and the janitor (who is a really nice guy, mind you), representatives from every department have come to share some details about their job and what they were doing for Bannerlord at the time. We know that some people thought this category of posts to be the less interesting, but there were always tasty snippets of information for those attentive enough to look for them -- and most of you did realise and read these Q&As very carefully.

There were other posts, with more technical stuff or describing a feature in particular of the game, that were usually very well received, like the one about inverse kinematics or siege engines. The post that got the most upvotes on Steam was one of these: the one about castle map design. And how could we forget our dear friend, Humphrey the Camel! Camels are not exactly good-humoured by nature, but Humphrey's one of a kind and enjoyed all of the memes. Keep'em coming!

As you can see, all in all, it's been a really intense year. We're happy to have opened this door to talk with you. Thanks a lot for reading, upvoting, commenting, and sharing all of these posts -- and thanks to those who helped us to improve with their opinions and constructive criticism. Great things are coming, and we're looking forward to walking this path with you. May fortune favour your blade, warriors.

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As a side note: as you have possibly already seen by now, we just announced a new online tournament for Mount & Blade: Warband, brought to you by Bladecast_TV. After the success of the Battle of Bucharest last year, we wanted to do more to promote and grow the competitive scene of Mount & Blade. Right now, these efforts will be focused on Mount & Blade: Warband, but obviously we are also laying the foundations for the future competitive scene of Bannerlord. If you want to learn more, follow our new dedicated social media channels -- and of course, sign up for the tournament and test your prowess in battle against the best warriors in Europe!

Mount & Blade Esports Facebook
Mount & Blade Esports Twitter
Mount & Blade Esports Instagram



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Jul 26, 2018
Mount & Blade II: Bannerlord - Callum


Greetings warriors of Calradia!

3D modellers are like sculptors who create the world that you see and interact with in a video game. As we’ve seen before, it is not a trivial task, especially in an open, interactive sandbox world such as the one you will see in Mount & Blade II: Bannerlord. From small animals to huge keeps, going through weapons and armours, everything is modelled by an artist and has to find a delicate balance between creativity, historical references, and playability. Today we talk with Tuncay Horasan, one of our 3D modellers, who will take the opportunity to show us some screenshots of some of the stuff he’s working on right now!


NAME
Tuncay Horasan

FROM
Bolu, Turkey

JOINED TALEWORLDS
2011

EDUCATION
İzzet Baysal Üniversitesi, Art Instructor

OFFICIAL JOB DESCRIPTION
3D Artist


WHAT DO YOU NORMALLY DO DURING YOUR DAY?
I am usually assigned to various tasks, such as armour modelling; interior and map design; shield modelling; and environmental design. I always start out by gathering historical references and study them thoroughly. Following that, I create concepts that are compatible with both the historical references and Bannerlord’s world. For example, if I am going to build a keep for a faction; I study the buildings and architecture of the corresponding nations and try to understand what kind of style and structures they were using. Then, depending on the demands (playability is an important factor that affects design!), I create a concept model that is to be approved. Following the approval, I complete the model using our texture library or create a texture myself if needed.



WHAT DO YOU LIKE THE MOST ABOUT BANNERLORD?
The richness of the content and the freedom to do as you please in the game. You can command your armies and become a strong leader or you can partake in mercantile activities and think about what you can do to escape your enemies while making a profit at the same time! Furthermore, the game is easy to learn, but hard to master, which is something that appeals to me.

WHAT'S THE MOST DIFFICULT THING THAT YOU SOLVED SO FAR, DURING THE PRODUCTION OF BANNERLORD?
Creating the design for the male character in the game. After creating the model, I had to make morphs of his face. Preparing this was quite challenging since each morph is a separate mesh and confusing the order of morphs is a major no-no! This was the most technically difficult part: the tiniest mistake would have meant that I would have had to start all over again from scratch!

WHAT DO YOU CURRENTLY WORK ON?
Right now, I am working on farm animals and optimising parts of a keep that I modelled a while ago.

WHAT FACTION DO YOU LIKE THE MOST IN BANNERLORD?
Khuzait was the faction that I had most fun modelling. Since this faction is based on Asian cultures and nations, it was a bit different than the other factions design wise. I think that, overall, Khuzait adds some additional spice to the Bannerlord world.



WHAT SORT OF LIMITATIONS OR OBSTACLES CAN MODDERS EXPECT TO RUN INTO WHILE CREATING MODELS FOR BANNERLORD?
If you ever modded Warband, the only new thing you will face is going to be the PBR system. Other than that, modders will have a better material and tool system at their disposal.



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Jul 19, 2018
Mount & Blade II: Bannerlord - Callum


Greetings warriors of Calradia!

Mount & Blade gameplay is centered around battles and it is of critical importance for the player to understand how things are progressing. Whether you are engaging a few bandits in a skirmish or taking part in an epic battle, you want to know how various troops perform and which enemies present the most danger. To address this and to give the player a detailed account of the battle, we have added a battle report overlay. In this week’s blog, we take a look at this feature and try to explain how it works.

Veterans of the series will be aware that in our previous title, Mount & Blade: Warband, the only information that players receive during a battle is through the combat log, with additional information presented to the player after the battle in the form of a summary screen (the so-called butcher’s bill!). For the most part, this works just fine: players are presented with the information they need to make informed decisions. However, it is done in a way that isn’t really as engaging or streamlined as it could be, and frankly, at times it can be a little overbearing.


Warband’s Battle Summary Screen

The new battle report overlay is the main source for all of this information. It comes up at any time during the battle with the tab key so that you can review the progress and the casualties both sides have sustained. Once the battle has ended and one side has lost, the same overlay stays on screen and functions as an after-battle report and you can review the gory details at your leisure!

The screen shows a detailed breakdown of every party which is involved in the battle, including an overview of the troop composition of each party; available promotions; kills, deaths and injuries sustained in the battle; and a routed troop count. In addition to this, there is also a handy button to fast forward through the rest of the battle if you happen to be taken out by a stray arrow.


Bannerlord’s Battle Report Overlay

The battle report screen also comes up when the player decides to resolve a battle on the campaign map instead of playing it out. This could bring simulated battles a bit of excitement as the simulation is carried out incrementally and casualties start to pile up. The player can, of course, skip the simulation to end the battle instantly.


Bannerlord’s Auto-Resolve Battle Report

Players will need information to be able to make good decisions and enjoy the game to the fullest. Bannerlord’s battle report overlay will hopefully help players in this respect.


In next week’s blog, we will be talking to 3D Artist, Tuncay Horasan. 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!

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Jul 12, 2018
Mount & Blade II: Bannerlord - Callum


Greetings warriors of Calradia!

Before we dive into this week’s blog post, we would like to take this opportunity to introduce you to our new Steam Creator page. The Steam Creator page acts as a hub for all things TaleWorlds on Steam. Make sure to follow the page to ensure that you don’t miss out on any news or announcements regarding our company and our games!

https://store.steampowered.com/developer/taleworlds


Mount & Blade II: Bannerlord is a bit different from other sandbox games. There are some in which the story isn’t linear, so you can more or less play it in any order while you explore the world. In others, there is no such thing as a broad story that encompasses the whole game, or if there is, it is less important than the world itself and its inhabitants: you are free to roam to discover them. What we intended to do with the original Mount & Blade, and what we are working hard to do even bigger and better in Bannerlord, is to create a game where you get to create your own story from scratch, where you make your own decisions and live through the consequences. In this week’s entry of our dev blog, we talk with one of the people responsible for creating this magic: Campaign AI Programmer, Ozan Gümüş. If we think of Mount & Blade II: Bannerlord as a “box of tools” you can use to create and live your own story, he’s one of the people who help to create and shape those tools.


NAME
Ozan Gümüş

FROM
İzmir

JOINED TALEWORLDS
2009

EDUCATION
Computer Engineering, Bilkent Üniversitesi

OFFICIAL JOB DESCRIPTION
Campaign AI Programmer


WHAT DO YOU NORMALLY DO DURING YOUR DAY?
I can answer this question in two ways: what I do now, and what I did in the past. In the past, I was generally trying to build our living sandbox world, which is almost a simulation of the real world. There are wars, enemy and ally kingdoms, lords with different characteristics and other aspects which mirror the real-world Middle Ages... From time to time, new armies will gather and try to attack the weak points of their rivals, capture rival fiefs or raid enemy villages. At the same time, caravans are carrying goods from where they are cheap to where they are expensive, making profits for the owner of the caravan (who can be a well-known merchant in a town, or even the player themselves). Each village produces new raw materials each day and villagers carry these resources to connected towns. Each day, the residents of towns are consuming these resources and paying taxes. The collected taxes are then given to the clan which owns the fief. While villagers are carrying their goods to town, they are vulnerable to attack from bandit groups and they can be killed and their items stolen. Each night, new bandit groups are spawned around hideouts. This means that even bandits can damage the economy of a clan if they populate a hideout which is close to a village.

All of these elements come together to create the sandbox world and present players with activities and objectives to pass the time. Each game element is connected to other somehow and we try to make the world as realistic as possible to make players feel like a real lord in Calradia.

More recently, with the majority of the coding for the simulation already complete, most of my time is spent fixing bugs that are reported by our QA team.


WHAT DO YOU LIKE THE MOST ABOUT BANNERLORD?
In Bannerlord, the power of a kingdom doesn’t come from just its total manpower count, but also from the economic power of each clan within the faction. Through taking different actions, players and kingdoms can win wars just by restricting the income of their rivals. In Warband, this side of the game was quite weak when compared to Bannerlord because NPC lords never suffered from a shortage of funds. However, achieving this was quite difficult because we needed to create an economically balanced game world (the total amount of money in circulation shouldn’t increase too much over time).

In addition to this, fiefs can be developed through projects. We have lots of different projects which affect different things positively, and managing these issues helps to make the player feel like the lord of this fief.


WHAT'S THE MOST DIFFICULT THING THAT YOU SOLVED SO FAR, DURING THE PRODUCTION OF BANNERLORD?
The first rule for creating a realistic world for our game was to make NPC lord and kingdom armies make rational decisions. We had to ask ourselves questions such as: after one army has gathered and laid siege to a town, what should the besieged town’s faction do in response? The answer may seem quite easy, especially if their army is patrolling in the area, however, what happens if the army is involved in an offensive siege of its own? Should they abandon their siege to head home and defend their own lands?

When making these kinds of decisions a lot of factors come into play. Distance, army power, garrison size, nearby parties, other armies, the strategical importance of fiefs... Ideally, the most logical decision should be found by the AI and their army should do this. If parties give irrational decisions in critical moments like this then players will notice this and start to interrogate our game world. Also, if players find situations in which the AI cannot react to or solve cleverly then they could misuse it. For example, if raiding a village alerted all AI lords and most of them travelled to the village, then other parts of their kingdom would be exposed to attacks. Players would notice this and the end result would be that they would be forced into using this strategy every time, which would negatively affect their gameplay experience. Solving these kinds of issues and not leaving things open to abuse by the player is a difficult problem for us, but it is something we work hard to achieve.


WHAT DO YOU CURRENTLY WORK ON?
Currently, I am working on income and expense issues. In Bannerlord, clan wealth is mostly controlled by the clan leader, and all taxes are sent directly to them. However, the clan leader is also responsible for nearly all of the expense issues too (except for some minor personal expenses like recruiting troops and purchasing food). Each clan member is expected to deal with these minor expenses themselves, however, clan leaders can choose to gift money to their clan members. There are actually a lot of additional mechanics surrounding clans but it would be too much to explain right now!

My main area of responsibility is the simulation of the game world. The game is quite huge in scale and the simulation is open to many different kinds of bugs, many of which will only occur is certain combinations happen, so half of my time is dedicated to fixing these bugs. I actually prefer bug-fixing periods over implementing new things!


WHAT FACTION DO YOU LIKE THE MOST IN BANNERLORD?
I think Battania is so characteristic when compared to the other factions. Their architecture and equipment draw me closer to them. Also, their culture is more closely connected to wildlife, which I also like.

MORALE IN BATTLES: WILL THERE BE A CHANCE FOR A BATTLE THAT DOES NOT END IN A TOTAL BLOODBATH ON EITHER SIDE?
Party morale is a critical variable. It decreases massively if the leader does not pay wages regularly or if the soldiers cannot find food to eat. Leaders have two main responsibilities: wages and food. Other than this, travelling long distances without entering a town makes soldiers tired and decreases their morale. Some strategies, like leaving soldiers behind to run away from strong parties also make men unhappy. When you enter a battle with troops who have low morale, after taking some casualties your men can lose their courage and start to flee. This means that a battle can be lost even if most of your troops are still alive. These deserting troops go on to form a new deserted party on the campaign map which the party leader can no longer control. Thankfully, there are lots of different ways to keep party morale high!



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