May 16, 2019
Mount & Blade II: Bannerlord - Callum


Greetings warriors of Calradia!

One part of game development that is often overlooked or undervalued is Quality Assurance (QA). Testing a game is an integral part of the development process, and with a game of the scale of Mount & Blade II: Bannerlord, the testing process is paramount in ensuring that the many different features and systems, that more often than not are intertwined and dependant on each other, work as intended to provide players with a fun and enjoyable experience. In this week’s blog, we talk with one of the people responsible for making sure that the game meets the standards that both we and our players expect, QA Tester, Onurcan Dönmez.


NAME
Onurcan Dönmez

FROM
İzmir, Turkey

JOINED TALEWORLDS
2015

EDUCATION
Aviation Management

OFFICIAL JOB DESCRIPTION
Game QA Tester

WHAT DO YOU NORMALLY DO DURING YOUR DAY?
I play Bannerlord from morning till night... At least my friends think so. But, this is not the case of course. As the QA team, we have a specific workflow and test scenarios. My main task is to perform them and to improve them when necessary. Apart from this, I follow the other tasks by attending the daily/weekly meetings of other teams, emphasize the priorities, and share my team’s feedbacks with them. In the evaluation meetings we have held daily in the past few months, I share my comments about the current state of the game and share my design ideas. Our job is not just about finding bugs and reporting them, but also to make sure that the game is of high quality and fun. So in summary, I normally test the game, follow the tasks, attend meetings, and share feedback during my day.

WHAT DO YOU LIKE THE MOST ABOUT BANNERLORD?
What I like about Bannerlord is to have the title of the person who plays Bannerlord the most and the incredibly funny bugs we came across :)

What I like the most is the richness of the game in terms of features. I have played lots of games across a number of different genres for over 20 years, but only some of them have such richness. If you take the list of Bannerlord’s features, it would take a day or more to shallowly test just one of them.


WHAT'S THE MOST DIFFICULT THING THAT YOU SOLVED SO FAR, DURING THE PRODUCTION OF BANNERLORD?
Something I try to keep on top of and is probably my most challenging task, is to encourage a healthy level of communication between the teams. I came to the following conclusion as a result of my experiences, thanks to my current position in the company: working in a QA team requires you to recognise other teams, individuals and their working methods, to build good relationships and to ensure that different teams work in collaboration with each other. Our responsibility is to act as a filter in terms of accuracy and quality of the work. Therefore, we need to keep a good channel of communication open with everyone.

In order to help you visualise this, I can give an example: Before implementing a quest to the game, I check the algorithms and dialogues of the quest. If I find a problem, I talk to the designer of the quest to get it fixed. Following this, the design of the quest is approved and sent to the programmers, which means that I need to communicate with the programmers at this stage and test it after the implementation. The drafts may not be suitable to implement, may not be fun, or may cause some unexpected problems. We need to collaborate with the designers, programmers, and even graphic designers or game engine team to solve these problems. In such instances, positive and healthy communication is essential to solving the problems within the shortest amount of time.

Improper work can be done due to a lack of communication and it can hamper the speed of development. To avoid this, I am trying to do my best to provide a continuous flow of information.


WHAT DO YOU CURRENTLY WORK ON?
Multiplayer tests are taking most of my time recently. As we have already announced, we are preparing to enter a beta process soon and so we are working hard on this to present the game in the best way possible.

WHAT FACTION DO YOU LIKE THE MOST IN BANNERLORD?
Empire. We were testing the multiplayer Captain mode that we introduced in the summer of 2017. Late at night, I won a very exciting game with 20 heroic Empire legionnaires. That epic victory is the reason why Empire is enshrined in my memory. And another motivation is the fact that no one else in the company likes Empire except for me!



WHAT WAS THE WEIRDEST/MOST COMEDIC BUG YOU’VE DISCOVERED?
I have some favourite bugs which I find to be interesting and funny.
  • The creepy winks of the dead warriors lying in the battlefields.
  • The transformation of swords into lightsabers as a result of an excessive flare bug, turning the game into Star Wars mode.
  • Naked people walking around as a result of another bug.
  • The reduction of the height of the siege tower model into half the size of a human and the transportation of it into the castle by the soldiers.
  • Everyone turning into a child as a result of a bug we had after implementing the child model for the first time. It was really funny to see tiny people swinging huge swords in battles, but it was very disturbing to actual kill child enemies... We are working under really harsh conditions! :)"




WHAT WAS THE MOST IMPORTANT THING THAT WAS FIXED OR MODIFIED DUE TO YOUR EFFORTS IN QA?
It is a nice question but difficult to answer. Many problems about various issues are fixed and improved thanks to our feedback and comments, but I can give army AI as a specific example. Previously, armies scattered quickly and misused their time and supplies as a result of ineffective decisions. But now, thanks to the improved AI, they are more effective at making sensible and consistent decisions.

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May 9, 2019
Mount & Blade II: Bannerlord - Callum


Greetings warriors of Calradia!

In the words of Omar Bradley, “Amateurs talk strategy. Professionals talk logistics”. So buckle up for some serious professional talk, because in this week’s blog we'll be covering supply in Bannerlord -- both how to get the food and other materials that you need, and how to deny them to your enemy!

The party inventory in Mount & Blade games serves as your logistics stock, and Bannerlord makes quite a few improvements on this front. Not only is your food consumption more detailed and realistic, but you need to carry and make use of other types of resources too.

As in real life, you’ll be more likely to have logistics problems as the size of your forces grows. Extremely small parties with a few people may not even require food, as you can live off the land with the right skills. Mid-size parties will definitely require food, however, they can purchase (or loot) their needs relatively easily from villagers or nearby farms. Larger armies going on protracted campaigns need to prepare and plan much more thoroughly. They’ll need large quantities of food, mules, livestock, extra horses, and various other items (for example, tools, which are used for crafting siege weapons).

Even with all the preparation though, you may find yourself out of food after a daring campaign in enemy territory or during a long siege. This can be disastrous for a campaigning army. Your men will start to die or get too weak to fight (being marked as wounded in the game’s system), and even those that are in fighting condition will spawn in battle with reduced morale and hit points.

Luckily, army commanders have options to avoid such a situation. Firstly, different parties in the same army pool their food together, with those that run out of food spending influence in exchange for supplies. This avoids cases where some parties in the army are starving while others are lugging sacks brimming over with grain.

While sharing may mitigate the problem for a while, you may need a better method to replenish your food reserves. Commanders can send out forager parties which will scour the countryside for food, confiscating any resources they come across. They can also send out raiders to attack villages directly, which will not only loot resources but also wreak havoc on the region and damage its economy. Once the enterprising parties re-join the main army, their spoils will be shared among parties in the army, and they will earn extra influence for a task well done.

On the other hand, if you find yourself defending against a superior force who is happily sustaining itself from your fields, you have the option to implement scorched earth tactics, destroying your own fields and denying the enemy the chance to help himself to your grain at the cost of losing the income and food for yourself. Don’t expect any gratitude from villagers, however, who expect their taxes to pay for the defence of their fields rather than their destruction!



In next week’s blog, we will be talking with QA Tester, Onurcan Dönmez. 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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Mount & Blade II: Bannerlord

Mount & Blade 2: Bannerlord, which we've been eagerly anticipating for the better part of a decade, will be making an appearance at Gamescom this year, and not just behind closed doors or in hands-off demonstrations. TaleWorlds will letting the public get their hands on it for the first time. 

Because of the limited time and the number of people who will likely be wanting a shot, it's the multiplayer modes that will be shown off. That means you'll miss out on the campaign and all the sandboxy, RPG stuff, but you'll get a good look at the combat system in Captain mode and 6v6 skirmishes

When TaleWorlds introduced skirmishes in March the developer also teased an upcoming closed beta. There's still no date for that, nor launch, but apparently all the work being done on the Gamescom demo brings the team "ever closer to the release of the game". 

More details about Gamescom will be offered in a future blog, along with the developer's plans for the beta.   

Gamescom will from August 21-24 this year, and you can get tickets here

May 2, 2019
Mount & Blade II: Bannerlord - Callum


Greetings warriors of Calradia!

In this week’s blog, we want to take a small step back from the game to tell you about our plans for this summer’s Gamescom, something that we’ve been asked about many times in the past few weeks. Yes, we will be attending Gamescom in Cologne, Germany this August (no surprise there, eh!).

However, there is one key difference in our attendance this year. For the first time ever, we will be making the game available for people to play in the public area of the show. This means that anyone with a ticket will be able to visit our booth and experience Mount & Blade II: Bannerlord for themselves!

As you can imagine, this is quite a huge deal for both us and (hopefully) our community. We want to be fully prepared for this momentous occasion and ensure that players get to enjoy the game in all its glory. That’s why we’ll be showing one of Mount & Blade II: Bannerlord’s exciting multiplayer modes in our public booth.

For obvious reasons, play sessions in these events need to be time-limited in order to accommodate as many people as possible – and because of that, and because of the huge scope of the single-player mode, it would be impossible for visitors to experience even a glimpse of what the sandbox has to offer. However, multiplayer modes are more intense and concentrated, and allow you to experience first-hand the very core of the game: the combat system.

With that being said, we will still be taking along the singleplayer sandbox campaign which we will be showcasing in the business area of the show, so you can expect to see a wide range of screenshots and videos covering most aspects of the game around that time.

This is clearly a massive undertaking for us, so we are devoting most of our time and effort into ensuring that things go as smoothly as possible at Gamescom. Thankfully, all of the work being done on this front brings us ever closer to the release of the game, so it is time well spent! To prepare for this, we are currently running daily meetings. The purpose of these meetings is to discuss the key features of the game which will be showcased at the event and in the multiplayer beta while providing our team with a clear and efficient way to communicate with each other and provide live feedback on the current state of the game.

But, why are we announcing this to you so early? Well, we have received quite a few messages from community members asking us if they would get to play the game if they were to attend this year. We are well aware that it can be quite difficult to make arrangements to come to an event like this, both in terms of time and money, so we wanted to give you all a heads up well in advance so that you can make an informed decision about whether or not to attend.

We will talk a little more about what to expect from us at Gamescom in a future blog, as well as, discussing our plans for the upcoming beta. But for now, thanks for taking the time to read this short update!



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Apr 25, 2019
Mount & Blade II: Bannerlord - Callum


Greetings warriors of Calradia!

Conducting trade runs between towns as a merchant has always been one of the most fun and profitable activities for players in our games. Bannerlord’s trade system improved on this aspect of the game in many ways, by displaying trade rumours on the inventory screen, tracking player profits, awarding trade XP accordingly to characters, etc. which makes playing as a merchant much more fun and rewarding. However, we still had the feeling that something was missing, so we decided to dedicate more care and attention into the economy and trade system.

We like making everything in the game connected to each other, however, trade and item prices felt like it was only there to make the game playable as a merchant (and to be honest, it kind of was). We had implemented a rather thorough production system where everything in the game, from food to weapons to cows and horses, were produced in villages or town workshops. This created an uneven distribution of different trade goods in the world, and consequently, there was sufficient price variation across the map. However, we had a rather simplistic system for the consumption of goods where each town consumed a certain percentage of all available items, regardless of scarcity. This, of course, was quite unrealistic. (When faced with a shortage, people don’t tend to politely reduce their consumption to a lower level, they rush to hunt for and grab the last item on the shelf, prying it from the hands of a nice old lady if needs be!). So, while the system was suitably connected to other mechanics, it was grossly unrealistic. We needed a new system!

For our new system, we started by creating a table outlining how much a typical town would spend on different categories of trade goods and items. For example, a town with a prosperity of 5000 will allocate, say, 500 denars to spend on grain, 400 denars to spend on meat and 200 denars to spend on butter each day. The town then uses the budget allocated to each category to purchase items of that category from the market and consume them. Moreover, every time an item is consumed, it will give a bonus to one of the town stats. Consuming food items, for example, will increase towns food stores, consuming tools will increase productivity, consuming cheaper weapons and armour will increase the number of militia, while more expensive arms will improve the garrison. This mechanism means that low prices are quite beneficial to the town’s development and consequently its lord since towns with cheaper goods can obtain much higher bonuses with their budgets.

This system nicely ties town stats and management to the price of goods, but it is also great for merchant gameplay as it allows us to gauge prices in a realistic way. Instead of the rather simplistic price model we used to have, we now have a rather detailed model that determines prices based on supply and demand for each category in a given town. Higher demand from town consumption, workshops requiring raw materials, etc., will increase demand and push prices up, whereas the availability of higher quantities of items will increase supply and deflate prices. As a trader, you will hopefully feel that prices behave realistically during peacetime, as well as, in response to actions such as wars, village raids and sieges.

During the development of the new trade system, an interesting point came up. As you probably know, in Warband, as in many other trading games, the price point changes every time you purchase an item from or sell an item to the market. This sometimes feels counter-intuitive since as soon as you purchase a desert horse for 100 denars, you see that the price jumps to 106 denars. And once you pay that for the second horse, the price now becomes 113 denars. You were perhaps expecting a discount for buying multiple items in one go, but instead, you got a price hike.

We considered whether we should keep using the same mechanic for Bannerlord, and in the end, we decided that this was actually entirely realistic and therefore opted to keep it. Think of this not as how the price of goods change in a single shop (with a particularly annoying shopkeeper!), but rather as prices of the same type of good in different shops across the town. One horse merchant may have a pack horse for sale for 106 denars, another could offer one for 113 denars, and yet another who perhaps needs cash urgently will let you buy his pack horse for a mere 100. Being a wise shopper, you, of course, choose the cheapest offer. However, if you want to purchase a second horse, you will now need to take the next best offer, and so on.

And that concludes this week’s blog. Thanks for reading and hope to see you next week!



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Apr 18, 2019
Mount & Blade II: Bannerlord - Callum


Greetings warriors of Calradia!

Mount & Blade II: Bannerlord’s deep and immersive sandbox doesn’t just facilitate an emergent narrative, it actively encourages it. And while the game includes quests and tasks to help guide you on your travels, ultimately, you are free to chart your own course and plot your rise to power using the many different game features at your disposal. In this week’s blog, we talk with, Rabia Adıgüzel, one of our campaign team programmers who is responsible for ensuring that these different features and systems work together, and provide you with an engaging and fulfilling experience during your adventures in Calradia!


NAME
Rabia Adıgüzel

FROM
Bolu, Turkey

JOINED TALEWORLDS
2017

EDUCATION
Computer Science, Hacettepe University

OFFICIAL JOB DESCRIPTION
Gameplay Programmer


WHAT DO YOU NORMALLY DO DURING YOUR DAY?
In the morning, I usually set a daily goal for myself according to my assigned tasks, like “I can finish this today!” or, in the case of major tasks, “I can make that much progress today!”. In general, I’m working on campaign-related stuff like town management, conversations, quests, character system, game menus, etc. But of course, we switch between tasks and help each other, both in our team and the other Bannerlord teams.

We have a short in-team meeting every day where we share information and updates with each other about what we are working on and the progress we have made. Sometimes I join design meetings about campaign-related issues. I also deal with the bugs that our QA team encountered during the day, which often involves a funny bug that I try to solve -- I don't know why, but they always come to me! :D


WHAT DO YOU LIKE THE MOST ABOUT BANNERLORD?
Not just about Bannerlord, but all of the Mount & Blade games; I really like that the game is the combination of different game types in a sandbox setting. Even if you start the game for the hundredth time, it always welcomes you with a different story.

There is more than one thing that I like in Bannerlord for sure. But I really like the little, tiny details that make a feature more powerful and intertwined with other features. For example, when you are in Khuzait territory, you see mounted bandits more often. This tiny detail supports the Khuzait cultural background and lore and is connected to the recruiting system. And another example; we already have quests and town management, but they are separate features as RPG and strategy elements. We implemented a tiny connector named “Issues”. When there is an “Issue” in a settlement, the settlement’s morale, food, prosperity, etc. decreases. If the player wants to solve this issue, he/she solves it with a quest. With this system, quests are not just an RPG element anymore and take on more of a strategic element.




WHAT'S THE MOST DIFFICULT THING THAT YOU SOLVED SO FAR, DURING THE PRODUCTION OF BANNERLORD?
I think the most difficult thing that I dealt with is implementing the “Death” feature for the player. But, in all honesty, it was also very fun at the same time! I feel like a Shinigami when I arrange and calculate how and when people will die. I was ok for the NPCs, but for the player, when it came to switching to your heir, that situation generated too many bugs. So fixing those bugs was the difficult part but, *cheers*, thankfully they are all gone.

Another point to mention is that, and well, maybe it’s not the most difficult thing, but when we are developing the game we always have to think about modability. Including modding to the process makes development a little slower and harder, but when I think of all of the fantastic mods for Warband, it definitely makes it worth all of the effort!


WHAT DO YOU CURRENTLY WORK ON?
Currently, my main focus is the Save & Load system. We are switching to a better Save & Load system, which will be more flexible for updates, so the majority of my time is taken up by preparing the game for this switch.

In addition to this, I am also making improvements to the Death & Inheritance features.


WHAT FACTION DO YOU LIKE THE MOST IN BANNERLORD?
What I like doing the most on the battlefield is fighting with a two-handed sword on a fast, strong horse, that my enemies cannot catch. Although I’m not the best of players, I really enjoy this playstyle. And the faction that fits the best for my expectations is Battania!

I also feel like Battania is the most intertwined with nature. I mean, look at their kingdom banner, it’s a druid sign! :D

Furthermore, I like the way that they build their cities with a respect for nature.


WILL THE CHARACTER AGE AND GET OLD SO THAT YOUR CHILDREN CAN TAKE OVER ONCE YOU'RE OLD AND DYING? DO YOU GET TO CHOOSE WHICH OFFSPRING YOU TAKE OVER AS?
Yes! In Bannerlord, the player can die because of old age. At first, the player gets sick. Then the player’s hitpoints start to reduce daily. After a certain time, death occurs. During the decline of their health, the player can arrange his/her final wishes then, when the death occurs, the player selects an heir from one of his/her clan members that are suitable and mature. Then, the cycle continues. This process also applies by AI lords too.

Also, every mature hero can die on the battlefield (but this is optional for the player).
"

WILL VILLAGES BE CAPABLE OF PRODUCING ANY RESOURCE, OR ARE THEY DEPENDANT ON THE VILLAGE POTENTIAL?
We have different types of production in the game, like different types of horses, fish, cheese, grain, etc. Villages can choose between a range of these village production types, but the distribution of these production types is based on the region of the village. For example, villages near the sea or a river can produce fish, but an Aserai village that is in the desert can not.



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Apr 11, 2019
Mount & Blade II: Bannerlord - Callum


Greetings warriors of Calradia!

Sieges are at the very core of the Mount & Blade experience. They are brutal affairs, the outcome of which can change the entire course of a war. And in Bannerlord, where villages and their respective resources are tied to castles, this is especially true, as the loss of a castle could result in the loss of a vital resource which is needed to feed the war machine.

In a previous blog, we discussed siege engines and the role they play in the initial stage of Bannerlord’s epic sieges. Breaching the castle curtain and gaining a foothold on the inner defences is of the utmost importance, however, in some instances, this isn’t enough to claim a castle outright. The defenders may rally what is left of their forces and retreat to the relative safety of the keep to make their last stand. In this week’s blog, we will discuss what happens in this exact scenario by taking a look at the tail end of sieges; the final push to capture the keep and secure, kill, or drive out the last remaining defenders.

Keep battles present players with a different challenge from the standard field battles that make up the majority of Bannerlord’s engagements. Cavalry is of no use, and ranged units are somewhat limited in how effective they can be, especially for the attacking force. This severely limits the tactical options available to both sides, and instead, the focus is shifted almost entirely to the game’s skill-based directional combat system in a brutal hand-to-hand showdown. Because of this, we knew we had to think carefully about the design of keep battles, in terms of both gameplay and immersion.

Our solution was to look towards the design of the scene to help to control the flow of the engagement. The scene where the battle takes place is that of the actual castle keep itself, so if you want to do a bit of reconnaissance before engaging in hostilities, then you can explore the lord’s hall of your intended target before going to war. However, you might notice a few changes when the time comes to assault the keep! The defenders don’t retreat to the keep to sit and twiddle their thumbs. Instead, they are in there preparing their defence for the final assault.

To make these changes to the scene, we make use of the same feature of our map editor that allows us to create varying levels of walls and defence structures for towns and castles. This system enables us to make changes to the layout and design of a scene on separate layers, with the game loading the appropriate layer when the player enters the scene. For keep battles, this allows us to create more believable scenes for battles to take place in, with tables, chairs and barrels hurriedly arranged into defensive barricades and choke points by the defenders. We also adjust the spawn points for the defending side to ensure that their ranged units are positioned in vantage points overlooking the lord’s hall, (think the Red Wedding, but with more red and less wedding!).

One issue that we had to consider while designing keep battles was unit numbers. With limited space being the deciding factor at play, we opted to make use of respawn waves for both the attackers and defenders, rather than trying to cram too many units into the scene. We want the gameplay to be fun and enjoyable, and if there isn’t space to swing your sword then it just becomes a frustrating chore to clear a keep rather than an engaging experience. In other words, in this particular instance, bigger certainly isn’t better.



The significance of keep battles should not be underestimated. All of the hard work that precedes this final bout can be for naught if the keep holds firm and manages to withstand the assault from the attacking force, and in turn, break the siege.


In next week’s blog, we will be talking to a member of our campaign team, Gameplay Programmer, Rabia Adıgüzel. If you have any questions you would like to ask her, please leave a reply in the comments section and we will pick one out for her to answer.

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Apr 4, 2019
Mount & Blade II: Bannerlord - Callum


Greetings warriors of Calradia!

Mount & Blade II: Bannerlord features six distinct cultures, all of which are based on real-world medieval civilisations. Each of these cultures sports their own unique types of clothing, weapons, armour, and architectural styles, bringing a high-level of diversity to the continent of Calradia. However, there was one aspect of the game that was a little lacking and not entirely in keeping with our efforts to create a huge, believable game world. And for a game with the word Mount in the title, it is something we thought we should take a closer look at... We are of course talking about horses!

A while back, we introduced you to our four-legged friend, Humphrey the camel -- a new type of mount that has made its first introduction to the Mount & Blade series in Bannerlord. We figured that it was only fair that one of the staples of our franchise got in on the action and be represented in a variety of its majestic forms. In other words, we realised it was time to stop horsing around and put a little more effort into one of Mount & Blade’s mane attractions.

Previously, the only addition we had made on this front was the horse mark system that we discussed in a previous blog. The horse mark system is just one of the many small touches we have added to the game with immersion in mind. But, by adding unique horse breeds, we realised we could take this one step further by tying these new additions to existing gameplay mechanics.

In total, we have added six new horse breeds to the game; each of them inspired by real-world breeds from Europe, Africa and Asia. Each of the new breeds is attached to a different culture in the game. Each particular breed can be further trained as a war horse, which will be much stronger and tougher but will also be much more expensive. So, overall there will be twelve types of horse, in addition to pack horses and mules.

Horse breeds have different stats that give them unique advantages. Players will no doubt pick those that suit their play styles.

Aserai – Desert Horse: Legends abound on the feats of the famed Aserai horse. And for good reason. These animals bring together the perfect combination of swiftness, grace and endurance. Aserai horses make excellent war mounts. Their riders, however, have to take good care of their horses, since they are typically rather more expensive than other types.



Battania – Highland Pony: Battanian mountains are among the harshest environments in Calradia and Battanian breed tough horses that can withstand conditions that few horses can.



Empire – Saddle Horse: The empire has a long equine tradition and through time, they have strengthened their local breeds by crossing them with the best specimens they encountered throughout the continent. Imperial horses are big and strong enough to carry armoured soldiers, and they are both brave and dependable in battle.



Khuzait – Steppe Horse: They say that the Khuzaits are born on the saddle, and without a doubt, their horses live up to their reputation. These animals are not particularly big, but they possess extraordinary endurance. Khuzait horses have low charge damage due to their stocky build. They are not very fast but they can turn and manoeuvre with surprising agility. They are also bred in great numbers in the steppe herds which allow Khuzaits to employ large cavalry and horse archer armies.



Sturgia – Sturgian Horse: Sturgian warriors prefer to fight on foot, and horses are bred for endurance and surviving the harsh winters rather than strength on the battlefield. Nevertheless, these animals make good mounts for scouts and light cavalry.



Vlandia – Vlandian Horse: A century ago, Vlandians were a relatively unknown tribe who fought exclusively as footmen. But there emerged a new class of mounted warriors among them that helped them dominate the fertile western parts of the continent. Their horses are strong, dependable creatures that, while not particularly agile, possess the toughness and courage to ride into the thick of the battle.



And with that, it is time to hit the hay!

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Mount & Blade II: Bannerlord

The absence of a release date didn't stop me from picking Mount & Blade 2: Bannerlord in our PC Gamer 2019 Fantasy Draft, and my decision could soon be vindicated. TaleWorlds very casually slipped the mention of an upcoming closed beta into a recent developer blog update, like it was no big deal after seven years.

It is a pretty big deal, though. Mount & Blade is one of the best RPGs of all time, and the sequel is promising to be an even richer blend of roleplaying, strategy and simulation, but it's yet to be shown off outside the controlled confines of events and previews. What exactly the closed beta will entail has yet to be announced; all we know at the moment is that the "upcoming" closed beta will be detailed in a future blog update. Given TaleWorlds' hesitance about announcing a release date too early, I suspect that the closed beta won't be far off. 

The update itself was concerned with multiplayer skirmishes, where players can beat each other up in 6v6 battles. You'll also be trying to capture and hold points, like in Captain mode, but there are no bots, just you and the other players. Because these battles will be asymmetrical, with powerful armoured knights charging into pitiful serfs who've just been tossed a sword, spawns are tied to the quality of your class. Every player gets a set amount of points to spend on a class to spawn as, but you'll run out of points faster if you keep going for the best warrior.

With the closed beta looming, brush up on the game by checking out everything we know about Mount & Blade 2: Bannerlord.

So! What do we reckon? 2019 release date?    

Mar 28, 2019
Mount & Blade II: Bannerlord - Callum


Greetings warriors of Calradia!

While Bannerlord’s singleplayer campaign offers great adventures to all, for many players, nothing quite matches the excitement of testing their skills against human opponents in Mount & Blade’s engaging multiplayer matches. In this week’s blog, we want to take a look at Skirmish mode, which is a brand new multiplayer game mode for the upcoming Bannerlord...

But, before we go any further, allow us to give you a brief history of Mount & Blade multiplayer. Our previous title, Mount & Blade: Warband, was the first game in the series to feature multiplayer. This was a highly requested feature from fans of the original Mount & Blade, and something that we thought would go hand-in-hand with our skill-based directional combat system. We launched Warband with a multiplayer Beta that allowed players to jump in and test their Mount & Blade skills against players from all over the world. Our community really ran with this: clans were formed, scrims were organised, and eventually, tournaments started to take place (and still are!). Flash forward 7 years, and we were finally able to show our recognition to this amazing part of our community by hosting our own LAN event, The Battle of Bucharest, with the best individuals and teams in the scene being invited to participate.

With Bannerlord’s multiplayer, we want to build upon this strong foundation and offer a deeply engaging multiplayer experience that is easy to pick up, yet offers great depth and variety. To this end, we are working on a number of multiplayer modes.

Skirmish is a 6 vs 6, player versus player (PvP) game mode. There are no bots to rely on, just your individual combat skill, and that of your fellow teammates. And while tactical prowess and strategy play a huge part in achieving victory over your opponents, solid teamwork and good communication are key to success.

The primary idea behind Skirmish’s design is asymmetry. Most multiplayer games strive to have a well-balanced mix of classes and characters where no single class is dominant. We considered going this route early in the design process but decided that this wouldn’t work at all in a game that aims to represent medieval battles where armoured knights mounted on destriers would share the field with peasants with pitchforks. Of course, there were ways to nerf the stronger classes, as we could easily make knights extremely slow and sluggish or give them reduced damage. However such moves would be kind of unrealistic and immersion breaking and so go against the spirit of our game...

The solution we found was to have a game mode with limited spawns, where the number of spawns you can have depends on the quality of your class choices. To facilitate this, we introduced a points system. Players start with a set amount of points that they can spend to select a class for each spawn during a round. Higher tier troops with better equipment cost much more, which limits the number of times they can be selected by a single player each round, whereas low tier troops are much cheaper, giving players the option of an additional one or two spawns for that round. At the end of the round, if you have unspent points, a limited amount of these can be carried over to the next round, which in turn opens up more tactical options for teams.

Another concern was introducing tactical depth while maintaining a fast-paced game. To this end, we decided to adapt the system we had developed for Captain Mode, where players battle for control of up to three capture spots on the map. These capture spots act as focal points for action and are also tied in with a morale system that encourages teams to be active at all times. Each capture spot holds a flag that can be captured and controlled by one team. The morale of the team holding fewer flags will steadily decay, and if it depletes entirely, the team will lose that round. Throughout the course of the battle, two of the flags are removed (there is actually a mechanic which determines which flags are removed, and this can be gamed by savvy teams!) forcing the action at the climax of the battle to a single location. This mechanic, together with limited spawns, creates an engaging and tense multiplayer experience. Teams that are overly defensive are punished by the morale system and enter the last phase of the round with a significant disadvantage, whereas teams that are too aggressive may suffer early casualties from which they may never recover.

Each of the maps featured in Skirmish has been made specifically for this game mode and with a set number of players in mind. Spawn points, flags, and the paths between them are all measured and placed in a way that ensures players can navigate the map with ease and jump into the action quickly. Likewise, careful placement of obstacles in the maps ensures that no single class is dominant in all situations, which encourages team diversity and an evolving strategy.

Of course Skirmish mode, like other multiplayer modes, is still under development and there is still a lot of work needed to fine tune and balance everything. To do this more efficiently, we are planning to carry out a closed multiplayer beta where we hope to get help and feedback from members of our community.

We realise that this overview of Skirmish has probably raised a lot of questions about multiplayer in general, especially for Warband veterans. However, fear not! We will discuss much more about multiplayer in future blogs, including Bannerlord’s new class system, matchmaking, additional game modes, and, of course, details about the upcoming closed beta!



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