Mount & Blade II: Bannerlord Fact Sheet
Developer: TaleWorlds Entertainment
Publisher: Self Published
Release Date: TBA
Genre: Action RPG, Strategy, Sandbox, Simulation Setting: Fictional/Historical Medieval
Game Modes: Single Player and Multi Player
Announced Features
- Set 200 years before Mount & Blade Warband, during the decline of the Calradic Empire
- Optional main storyline
- Brand new game engine developed in house
- Huge continent featuring multiple factions with rich, varied cultures and developed lore as well as NPCs that have unique personalities and back-stories
- Immersive towns and cities with many areas to explore and characters to meet
- Deeper quests with multiple endings and important player decisions
- Improved storytelling with voice acted and motion captured dialogue
- Dynamic weather and seasons create varied gameplay and important decisions for the player
- Intelligent AI compete and cooperate in the struggle for power against each other and the player
- Working economy with shifting supply and demand that has clear, measurable effects on the world
- Varied siege weaponry, giving players freedom when assaulting settlements
- Greatly improved battle AI that reacts intelligently to surroundings, diverse fighting styles for different factions and parties
- Craft your own weapons with millions of possible combinations
Release Date: TBA
Best M&B battles were 100vs100. 300v300 almost every time degrades into a battle of attrition and galloping in circles, becoming a chore, plus chances of survival in a 300[300 battes were minimal. Yet in 100[100 tactical maneuvers could decide a battlei hope they improved scale of battles and size of battlefield.
Doing 500vs500 in Prophecy of Pendor even with upgraded AI in that mod was usually one big clusterfuck.
Still nothing beats routing attack on back of enemy positions with your elite knights when your footsoldiers create inpenetrable wall that protects death dealing crossbowmen...
Gameplay video
No release date.
When I watched the video I was surprised to learn turning with swings for more damage and shorter swing time was intended.
When I watched the video I was surprised to learn turning with swings for more damage and shorter swing time was intended.
I was thrilled by the idea of having the army of AI replaced by an actual army. But then you jump in any game and any 1vs1 melee last about one seconds until the mouse warriors does something you don't even know how to do (old exploits turned ''features'') and you're just dead.
But that's competitive multiplayer for you. It's gotta be complex so it has to be a fight with your own physical mouse and keyboard to make it work. At least that's the solution they found. Could have been more laid back but lol casual are evil.
That has been a part of the Warband physics system for ages. It might be more complex in Bannerlord, but what you describe is already a thing.
Is there any plans to model stamina for horses?
Just asking.Why the fuck would anyone want that? I hate when realismfags kill fun with shit like that.
Doubtly, especially because 95% of all sieges in M&B happen with overwhelming number superiority.