Mount & Blade II: Bannerlord

Mount and Blade 2: Bannerlord, like that ridiculous scene in Monty Python's Holy Grail where Sir Lancelot runs towards the caste gates without ever getting closer, has seemed on the horizon for years without mention of a real release date. As of Gamescom 2019, we have one. Sort of. It's coming to Early Access on Steam next year.

The Medieval fantasy sim is a chimera of genres: one part RPG, another management and strategy, all set in a war-torn sandbox. Starting from nothing, you can eventually establish a dynasty, traipse around the world robbing everyone or become a famous, tournament-winning knight. Despite being a bit janky, the original game was improbably ambitious and ultimately brilliant, making the wait for the sequel seem even longer. 

Here's everything we know about Mount and Blade 2: Bannerlord, including its sieges, large-scale combat, campaign and multiplayer. 

If you need to pass the time until Bannerlord arrives, consider checking out our list of the best RPGs on PC

Check out Mount and Blade 2: Bannerlord's skirmish mode in beta

Below is 20 minutes of gameplay from the Bannerlord skirmish beta from August 2019. Skirmish strips out the RPG elements in favor of straight up combat with various loadouts. 

You can sign up for the ongoing closed beta on the TaleWorlds website

According to TaleWorlds' Q&A blog post from June 2019, it plans to run closed beta testing up until Mount and Blade 2: Bannerlord launches in Early Access. You can sign up to take part in the beta here. It sounds like TaleWorlds is doing rolling invites, so you may not get in right away. At this rate, you may just be able to play in Early Access soon!

How Mount and Blade 2: Bannerlord's singleplayer campaign works

The singleplayer campaign is a Medieval sandbox where you can… well, do what you want. If you're like Tom, for instance, you might try to amass a large amount of gold by duking it out with bandits and selling your prisoners. From what we've seen and played so far, it's as purposefully directionless as its predecessor, presenting countless different paths and a map full of towns, cities and kingdoms.

The map hasn't been fully unveiled, but from the trailer and demos it appears to be pretty dense. It definitely evokes its predecessor. Though it's set 200 years before the first game, it's still the same world—even the font looks the same. Between camps and settlements NPCs roam, trading, looking for people to rob and marching to battlefields. With them comes more opportunities for potential fights. A group of bandits might start chasing you, or you might decide to prey on travellers yourself, backed up by your own group of ne'er-do-wells. 

When you're exploring Calradia, you get an overhead view of the world, but whenever you enter a battle or a town, the map is left behind and the game switches to a third-person perspective. In towns, you can wander around finding work, making new pals or perhaps even joining the criminal underworld. Conveniently, if you don't fancy loading into a town, you can also do most of this from the town menu that's accessible from the campaign map.

If you tire of small potatoes, you can march to war. Troops can be purchased with gold, though reputation also plays a role. Instead of building your reputation with towns and villages, you'll be forging them with notable NPCs. The friendlier you are with a recruiter, for example, the better prices you will get when putting together a warband, letting you ride out with an army, conquering towns and besieging castles. Perhaps you'll do it in the name of your faction, or maybe just because you fancied a change of pace.

With fame comes influence and the ability to meddle in politics. It's a new type of currency that lets you exert your influence over a faction and is especially important when you're raising big ol' armies. It can be used to make an allied lord follow you, but also to summon them and their own forces. If you have a lot of victories and the lords are kept content, the army can go on a grand campaign, but if things go poorly, it might disband, with everyone abandoning you. 

There are no nefarious villains bent on destroying the world, no magical MacGuffins, no epic quests doled out by random women in lakes; instead the stories (and let's not forget, anecdotes) are generated by the simulation and its reactions to what the player and NPCs do. If bandits are allowed to settle an area, then someone in the nearby village might create a quest to get rid of them. If you get all buddy buddy with a powerful lord, you might find yourself embroiled in a massive war that sees another kingdom crushed. It's more Crusader Kings 2 than The Witcher 3.

Here are the factions in Mount and Blade 2: Bannerlord

Each faction in Bannerlord has its own unique history, culture and military tactics that will come into play from the moment you start making a character and decide where you come from. You're not locked into anything, however, and can strike out and find a new place to call home and a new faction to work for. 

These factions aren't just homogenous kingdoms. They're empires that contain minor factions, lords vying for attention, mercenary groups, cults and brotherhoods. The Battarian Wolfskins are a clan of violent warriors who live like wolves, for instance, while colonies belonging to the Calradian Empire have become more like their steppe neighbours (and sometimes enemies) by adopting their skill with horses. 

Calradian Empire

The big one. The Calradian Empire is the Roman or Byzantine Empire of Bannerlord. It's beefy, powerful and the game orbits it. It's actually more like three factions, as it's been split by a civil war, giving players an opportunity to take sides, reforge it, or crush the lot while everyone is squabbling. The Empire likes its heavy cavalry, spearmen and combined arms assaults.

Vlandia

Like the Normans they're based on, the Vlandians started off as warriors and mercenaries fighting for coin, but eventually settled down on land granted to them by the Empire, from which they carved out their own kingdoms. The Vlandians have a lot of territory, though apparently not everyone gets along. Expect a lot of internal conflict and lords that love a good quarrel. They've got strong cavalry and a penchant for crossbows. 

Khuzait Khanate

The horselords of the Khuzait Khanate are Bannderlord's analogue for the Mongols under Ghengis Khan, but also other steppe peoples like the Khazars. This is after they left the steppes for a spot of empire-building. Not surprisingly, then, Khuzait warriors are pretty handy with a bow, especially when they're riding a horse. These horse archers are the Khanate's most powerful weapon against their neighbours.

Battania

Battania, inspired by various Celtic kingdoms, protects its borders with night-time raids on enemies, forest ambushes and deadly longbows fired from behind the walls of a hill fort. And they've had to do that a lot because, just like their historic progenitors, they've had to deal with some rather nasty invasions, historically with the Empire, but more recently from the Vlandians.   

Aserai

The Aserai live in the most arid parts of the map, amid sand dunes, oases and mountains. TaleWorlds looked to Middle Eastern tribes and kingdoms before the conquest of Spain for inspiration. In battle, they fight with spears, bows, short swords and javelins. In particular they love their horses, and Aserai horses will have unique characteristics. 

How combat works in Mount and Blade 2: Bannerlord

Bannerlord's combat, at its simplest, is all about attacking and blocking from the right direction. You want to aim and time your swing and stabs where your enemy isn't defending, while making sure you can block any follow-up attacks. This is just for melee, of course, and the game will also feature ranged combat. 

Complicating things are the additions of stuff like kicking and feints; you've also got to consider your stats, your enemy's stats, what armour you're both wearing, how fast you are and the physics simulation that's running under the hood. 

Because of weapon physics, a sword isn't just a sword: it's the blade, the pommel, the guard and so forth. These things can change a weapon's properties, something you'll want to take into account if you're crafty. These parts determine the weapon's length, mass and weight distribution. A longer weapon has more range, a heavy weapon is slower but more powerful, while the weight distribution affects the speed and power of your swing. The weapon type obviously matters, as well. A sword doesn't function like a spear, and a spear is going to feel different from a mace. 

Knowing how to handle yourself when facing a handful of bandits is all well and good, but what about armies? These large scale battles throw tactics into the mix as you try to manage a combined arms force that stretches across the battlefield. As a leader, you can dole out commands to your subordinates and put them in advanced formations, but you might not be the head honcho at all, taking orders instead of giving them out.  

How castles work in Mount and Blade 2: Bannerlord

Armies won't always meet on the battlefield; sometimes they'll be hidden behind indomitable walls, or below them, trying to get in. A lot of factors are involved during sieges. Your approach might differ depending on the location, whether the castle is on a hill or perhaps in front of a lake, or how advanced it is. They can be upgraded with thicker, taller walls and more imposing defences.

Defenders might have fixed weapon positions, heavy stones that can be dropped on top of enemies trying to smash down the gate and all sorts of nasty traps; attackers, on the other hand, get siege engines. If there's a big wall in front of you, battering rams, siege towers, catapults, ballistae and trebuchets are going to become your best friends.

Sieges can also be a waiting game. You don't have to try and take the castle straight away. When an army surrounds a castle, they cut off its supply, destroying its economy and starving the inhabitants. That takes a while, however, so it might just be easier to swallow some losses and start flinging men at the walls.  

You can have kids in Mount and Blade 2: Bannerlord

You can start relationships with NPCs in Mount and Blade 2: Bannerlord—and babies will be born out of that, with their facial features combining from the two parents, along with some random traits. 

As they grow older, too, the child NPCs can apparently learn skills from their parents. And if your player character dies? You can play the game as your heir instead, assuming you have one

Mount and Blade 2: Bannerlord has a persuasion system

You can talk your way out of trouble in Mount and Blade 2: Bannerlord. The game's reputation and personality system will have an impact on how a conversation plays out—the better regarded you are, the more likely you'll be able to convince someone to do something for you. Charm, charisma or roguery might work, too. A progress bar will show you how close you are to convincing the NPC in question. 

"The persuasion system is often a gateway that leads you into the barter system," Taleworlds explained. "Some lords will do anything for honor, or for revenge, but most want some sort of token of your appreciation up front. Each successful persuasion attempt will help to reduce the monetary cost of the action you would like to perform when it comes to the bartering stage, whereas repeated failures might make a deal impossible to reach. And if you push your luck too much, then you run the risk of severely impacting your relations with NPCs in a negative way." Sounds like a lot can go wrong—and a detailed system.

How you make money in Mount and Blade 2: Bannerlord

Maybe you're not in the mood for a fight—maybe you'd prefer the good life, wearing fine clothes and swimming in a vault of cash. If that's your goal, you'll want to start your own enterprise. You can open up a brewery, butcher, linen weaver, mill, smithy, stable, tannery and several other businesses, established in a building of your choosing in a specific settlement. In each case, you take resources and, through crafting, turn them into goods that can earn you a profit. And you don't need to stop at one.

None of this happens in a vacuum. There's a simulated economy where lords and merchants compete for customers, fomenting rivalries and less-than-respectable business practices. If you really want to deprive an enemy of gold, for instance, you might buy up all the resources they need, or make a competing business. 

How does character progression work?

Characters develop as they acquire and improve skills and perks. Skills range from weapon-specific stuff to crafting and tactics, and they improve with use rather than letting you put points into them. Keep landing hits with your bow, for example, and you'll start to improve as an archer, eventually unlocking perks. These come in both active and passive varieties, giving you nifty bonuses. If you want to bring more ammunition into a fight, increase the size of your party or learn how to reload any crossbow even when you're bouncing around on your horse, there are perks for all of them.

There is a catch: you have to use focus points to start improving skills. You get these by levelling up, letting you then invest them in the skills of your choice. Focus points can also be used to increase how quickly you improve your skills, however, so it's not just an obstacle. 

It's possible to use companions to plug in any gaps. Companions differ from regular mercenaries and troops that you'll gather in that they have names, backgrounds, skills and perks. All of this benefits you, their leader, as you get bonuses from them. They can also be assigned roles in your army, letting them become surgeons and quartermasters.

Here's what we know about Mount and Blade 2: Bannerlord's multiplayer

Bannerlord's multiplayer Captain mode pits up to five players against each other (or in teams) as they command their armies to slaughter their enemies and capture flags that move around the battlefield, keeping everyone on the move. So you have your own fights to worry about, an army to manage, and allies with their own armies that you need to communicate with—there's a lot going on!

These battles take place outside of the campaign, so you can make a character and customise your soldiers, possibly giving you a taste of what's to come if you've not played much of the singleplayer. It's here that you can start planning with your allies, trying to figure out how you can complement their own setup.

Skirmish mode, meanwhile, flings two teams of six into battle, just players and no bots. Every player gets a hoard of points to spend on a class, but the better they are, the fewer spawns you'll be able to afford. So while battles will be asymmetrical, with mounted knights crushing pitchfork-wielding farmers, you'll run out of points a lot faster if you only select the toughest classes. In game modes that support respawning, you'll need to manage the points you spend throughout the match, not just at the beginning. Taleworlds explained classes will also be customizable via a perks system that will determine the equipment that class uses and jobs they perform based on faction. 

Will Bannerlord support mods?

Mods! A diligent (and large) community of modders and mod-consumers grew around the previous game, so of course Bannerlord will have modding support. The new engine, says TaleWorlds, makes things easier for creators, along with tools like terrain and scene editors. It will also support multiple mods working at the same time. 

TaleWorlds hosted a large Q and A for modders last year, so give that a look if you've got dreams of creating dozens of factions, new lands and flashy weapons. 

Sep 6, 2018
Mount & Blade II: Bannerlord - Callum


Greetings warriors of Calradia!

With Gamescom behind us and everyone back in work after taking some much needed time off to recover, we have had the chance to sit down and work our way through the major talking points to come out of this year’s expo. For some of the topics, we plan to expand upon them and explain them in greater detail at a later date in their own dedicated blogs, but for now, we want to clarify some of the things that were said in the interviews that took place during the event.



Will the game release in Early Access?
We feel that some form of Early Access would be beneficial for getting community feedback and balancing game elements. It would also allow dedicated fans to access the game sooner. Therefore our intention is to take this path at some point, however, we do not have a specific time frame for this.

Will there be dynasties/families in the game?
Players will be able to have family members and children. Time flows faster in Bannerlord (when compared to Warband) with a year currently set to 84 days (we will probably fine-tune this further before release). Also, you can start the game with siblings, nephews and nieces and they serve as potential heirs as well.

Can the player and/or AI lords permanently die?
Our current plan is to have this for both players and NPCs, but we will add an easy mode option to disable it for the player character. Players will be able to continue with a family member if their main character dies.

Will the game have co-op?
Adding co-op functionality to Bannerlord would increase the complexity and development time of the project considerably and therefore it will not be included in the release. We can hopefully add it as a DLC after release. We think the only viable way to support this is to make a single party co-op where additional players can join the main player’s battles but cannot venture into the campaign map on their own.

Could you tell us the specs of the computers you used for the demo?
We haven’t done a final optimisation pass of the game just yet and this is something that will come towards the end of development. We are aiming to make the game playable on a wide range of systems, but for the purpose of this demo, we used some high-end gaming laptops:

CPU: Intel 7700K 4.2Ghz
GPU: NVIDIA 1080
RAM: 32GB
1TB SSD

Can we still build castles in villages we own?
We had to drop that feature. At some point in development, fief management became too complex, with towns, castles and villages each having their own specific management screens. The ability to build castles in villages also gave rise to complex rules. For example, demolishing the castle in a village could potentially revert the village to another kingdom and we had to add complex logic to handle that. Overall, we felt that the design had become too bloated and unappealing.

The solution was changing the status of villages so that they would no longer be considered independent fiefs but were always attached to a castle or town. This removed the necessity to have a management screen for villages and simplified and streamlined the system. The aesthetics of our new villages is also much more pleasing.

Are we able to join minor factions?
You can hire some minor factions as mercenaries or enlist them to your kingdom in other ways, but there is currently no way to join minor factions as a member.

What is the release date?
We made a decision some time ago not to announce or speculate on a release date, and as such, we currently don’t have a release date to share with you. As soon as we are confident that the game is ready for people to play, we will make an announcement.



In next week’s blog, we will be talking to Game Engine Developer, Burak Dermanlı. If you have any questions you would like to ask him about his work, please leave a reply in the comments and we will pick one out for him to answer!

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Mount & Blade II: Bannerlord - contact@rockpapershotgun.com (Brendan Caldwell)

Mount & Blade II: Bannerlord is the medieval war em up that often pops up to say: Hello, I still look good. We have seen its sieges, its horse archers, and even played some of its multiplayer sword-clashing. But at this year s Gamescom, I played some of the single player campaign. And oh yes, that s the good stuff. I played as Valtis, an athletic sword-swinging dude from the Southern Empire who can also throw javelins. I like javelins. I like the sound they make as they whoosh by and impale a man. (more…)

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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