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Mount & Blade II: Bannerlord

thesecret1

Arcane
Joined
Jun 30, 2019
Messages
6,683
It's like you guys don't even remember the previous game. Don't you know that you need to wait for Mount & Blade: Bannerlord: Warband to come out to get the definitive experience?
 
Joined
Mar 3, 2010
Messages
9,261
Location
Italy
The only positive thing about Butterlord coming out is that hopefully mods can be properly developed for it.
i read the guys from prophesy of pendor saying that they'd have to rebuild everything from scratch. everything. every single line of code. which meant 99% possibility of no mod for bannerlord.
also that bannerlord 1.0 was going to have less content than warband.
 
Last edited:

Konjad

Patron
Joined
Nov 3, 2007
Messages
5,428
Location
Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Torment: Tides of Numenera Wasteland 2 Steve gets a Kidney but I don't even get a tag.
It's like you guys don't even remember the previous game. Don't you know that you need to wait for Mount & Blade: Bannerlord: Warband to come out to get the definitive experience?
Considering the next game they make is sci-fi, don't expect Bannerlord: Warband before 2050, unless they will hire Obshitian to do it
 

vota DC

Augur
Joined
Aug 23, 2016
Messages
2,318
The only positive thing about Butterlord coming out is that hopefully mods can be properly developed for it.
i read the guys from prophesy of pendor saying that they'd have to rebuild everything from scratch. everything. every single line of code. which meant 99% possibility of no mod for bannerlord.
also that bannerlord 1.0 was going to have less content than warband.
They just need moddable modules in python because C is evil
 
Joined
Jan 19, 2015
Messages
633
Location
Vindobona
Decided to give this a go for the first time in a year and its shocking how medicore the entire game is. There is so much wasted potential everywhere, its insane. There is exactly one thing that is noticably improved (the sieges) and even that is buggy, after playing for about 8 hours I have nothing left do apart from slaving for more Focus points.
The very early medieval time period they are going for is also much less interesting aesthetically then the high/late medieval period of Warband. Also for some reson Vlandia uses high medieval helmets and armor which looks amazingly out of place.
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,288
Decided to give this a go for the first time in a year and its shocking how medicore the entire game is. There is so much wasted potential everywhere, its insane. There is exactly one thing that is noticably improved (the sieges) and even that is buggy, after playing for about 8 hours I have nothing left do apart from slaving for more Focus points.
The very early medieval time period they are going for is also much less interesting aesthetically then the high/late medieval period of Warband. Also for some reson Vlandia uses high medieval helmets and armor which looks amazingly out of place.
I have seen valid feedback but yours is hilarious.
It is a fantasy world, it can have whatever armor look it wants lol
 
Joined
Jan 19, 2015
Messages
633
Location
Vindobona
Decided to give this a go for the first time in a year and its shocking how medicore the entire game is. There is so much wasted potential everywhere, its insane. There is exactly one thing that is noticably improved (the sieges) and even that is buggy, after playing for about 8 hours I have nothing left do apart from slaving for more Focus points.
The very early medieval time period they are going for is also much less interesting aesthetically then the high/late medieval period of Warband. Also for some reson Vlandia uses high medieval helmets and armor which looks amazingly out of place.
I have seen valid feedback but yours is hilarious.
It is a fantasy world, it can have whatever armor look it wants lol
Yass, cant wait for that Sweet Power Armor! Its a fantasy world, why not?:nocountryforshitposters:
I will ignore that you ignored the first part of my post, but I really cant help you if you dont understand the concept of a world clearly based on early medieval eurasia (protip: The Empire factions are based on the real world eastern Roman empire, shocking I know) having an issue with internal consistency when you also have medieval knights running around. You might not care about it, which is your right, but dont criticise others for noticing it.
Ceterum Censeo Tale Worlds is a bunch of lazy pricks.
 

Üstad

Arcane
Joined
Aug 27, 2019
Messages
8,622
Location
Türkiye
Yass, cant wait for that Sweet Power Armor! Its a fantasy world, why not?
Not being complete irl history copy is not equivalent of having power armor in this setting. This is just aesthetics, if the game was somehow post apocalyptic medieval world power armor would make sense but it's not. AoD is low fantasy medieval post apocalyptic game and there was something like power armor, it made sense in the game. As long as the lore is consistent and not retarded it's not a problem.
 

Jenkem

その目、だれの目?
Patron
Vatnik
Joined
Nov 30, 2016
Messages
9,075
Location
An oasis of love and friendship.
Make the Codex Great Again! Steve gets a Kidney but I don't even get a tag. I helped put crap in Monomyth
https://store.steampowered.com/news/app/261550/view/3326495812429965884
Road to Release

As the release date approaches, we are preparing a number of additional updates that many of you have been eagerly anticipating.

For one, we really cannot leave our lords and ladies without a banner any longer. You may have already seen how they look in the recent demo footage, but, just in case, we have attached a screenshot below.


Banner formations


The banners in the game will be equippable items that players and AI heroes can use to benefit the formations they lead in battle. Alongside them we will also be introducing new crafting pieces with cloth attachments. These won’t just allow players to create weapons with an extra bit of flair - they will add to the overall visual experience as troops are reequipped to carry them as well.

And while these changes will spice up our existing scenes, we have also been hard at work on new ones. Soon each of our 53 towns will be unique and the pool for castles, battle terrains and smaller locations like hideouts will also continue to be expanded. Of course, the world map will see further improvements as well.

To add onto this, we are finalizing a fundamental overhaul of the agent AI movement system, which helps NPCs deal with difficult terrain (like in sieges) and notably improves issues with congestion. It does so through a range of physics adjustments, better situational understanding and manners (waiting on the allies ahead) and by shifting away from a binary, cardinal input and towards a partial, 360 degree one - think keyboard vs controller. Naturally, you, the player, will still be able to play with either.


Siege tower assault


Now, looks and movement are important - but so is audio. Accordingly, we are quite happy to say that AI characters will soon receive the first iteration of voice overs for storyline dialogues and greetings. Conversations in general will also benefit from a range of new and updated facial expressions.

Voice over, Imperial mentor Arzagos

Beyond these, the recently shared custom servers, battle mode and multiplayer modding will continue to receive support. Much like them, the steam workshop is also being tested with a number of our community members. Thanks to that, it should become available to you in the near future.


Multiplayer battle event on a custom server


Finally, many of you have asked about achievements - they as well as steam trading cards, backgrounds and emoticons are scheduled to arrive with the game’s release.

Post-Release

By this time all of the above should be in your hands and we look forward to your thoughts on these additions. Naturally, we are also quite excited to learn how you like the game on consoles.

Our intention at this point is to continue making improvements based on your feedback. Having said that, there are already plans for a number of specific features and tweaks that we can discuss with you now.

To begin with, we return to a classic - early in development we explored a prototype of the player not just clearing but taking over common areas from criminals. This will be coming to the game. It will work similarly to other enterprises (like workshops and caravans) that provide players with a passive income but will also have its own twist. As they are not exactly legal ventures, you will need to deal with our crime system. Yet it’s not all bad - operating from the shadows will allow you to keep going in hostile environments and, coupled with further encyclopedia “fog of war” updates, allow you to retain access to information you would otherwise not have.

In addition to this, you will see the introduction of more specialized combat options. For one, players are going to be able to sally out and launch a surprise attack on besiegers in order to destroy their siege engines. This will take place in the existing siege locations but follow a separate set of rules.

The regular siege assault, in turn, won’t be ignored either. We are working on a range of balance changes to tip the scales more in favor of siege towers and rams. For example, pushing ladders off the walls will be possible even when there are enemies climbing them - in Singleplayer and Multiplayer.


Falling off the siege ladder


Naturally, there will also be various tweaks to other systems - whether that is the ability to target enemy formations, which has been requested by our captain mode community in particular, or the ability to place companions in specific formations in the “Order of Battle”.

And should your character grow too old and tired to continue the fight, a new location will allow them to hand over the reins to the next generation - or put an end to the clan. Whether a game over occurs due to a conscious choice like this, old age or ill tidings, it deserves a bit of ceremony. To a good degree, the ingame cutscenes and cinematics provide that. Yet wouldn’t it be nice to look back at what you achieved over the years? This is where game over statistics will come in - tracking your every step (or at least some of them) and providing a tally when your game ends or you finish the storyline.


Game over statistics


In a similar vein, content creators are going to be able to make records of their adventures using our replay editor. While our focus has been with the game, the editor still saw progress and will likely be shared as part of the modding tools in the coming months.


Replay editor


Overall, there are many more ideas that we are keen to explore as part of our regular developments. Some of these are smaller topics like balance tweaks to our auto-battle-resolution, companion variety, raiding, settlement projects or multiplayer classes and modes. Others concern improvements to control schemes and haptic feedback, modding tools, multiplayer taunts and maps, diplomacy decision making, the clan-kingdom lifecycle, the mission atmosphere and weather system, as well as a variety of quality of life changes such as party member sorting. And yet others will be more involved such as the claimant quest and the multiplayer spectator mode.

To address the elephant in the room, and some of the questions that came with it, we are certainly also open to DLCs as they are a great way to provide you with additional content that does not fit into the base game’s scope. Having said that, it will be some time before we release any DLC, it will be a gradual shift in development and it will not be mutually exclusive as the base game will also continue to receive updates.

As a testament to that - there is no particular DLC that we want to announce right now. However, we are observing and discussing many of the topics that you are passionate about.

In this regard, we also want to express our heartfelt gratitude to everyone that has supported us throughout the early access period. The game has come a long way and it wouldn’t have been possible without you and your passion for Mount&Blade.

We look forward to taking the next steps of this journey with you - as well as anyone that may join us on the way.

haters BTFO, the year of bannerlord is here
 
Last edited by a moderator:

Alienman

Retro-Fascist
Patron
Joined
Sep 10, 2014
Messages
18,212
Location
Mars
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Codex Year of the Donut Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag.
Man, I'm tired of these fake 1.0 releases. Especially when it comes to modding. So everyone expecting for modding to take off with this release can go back to bed.
 

Zanzoken

Arcane
Joined
Dec 16, 2014
Messages
4,063
To begin with, we return to a classic - early in development we explored a prototype of the player not just clearing but taking over common areas from criminals. This will be coming to the game. It will work similarly to other enterprises (like workshops and caravans) that provide players with a passive income but will also have its own twist. As they are not exactly legal ventures, you will need to deal with our crime system. Yet it’s not all bad - operating from the shadows will allow you to keep going in hostile environments and, coupled with further encyclopedia “fog of war” updates, allow you to retain access to information you would otherwise not have.

Great, being able to take over Olaf's back alley dice hustle is exactly the type of gameplay I was looking for in Bannerlord. :roll:

Imagine putting time and effort into retarded shit like this instead of features that actually matter like castle building, feasts, being able to take over a faction, etc.
 

Fedora Master

STOP POSTING
Patron
Edgy
Joined
Jun 28, 2017
Messages
31,764
To begin with, we return to a classic - early in development we explored a prototype of the player not just clearing but taking over common areas from criminals. This will be coming to the game. It will work similarly to other enterprises (like workshops and caravans) that provide players with a passive income but will also have its own twist. As they are not exactly legal ventures, you will need to deal with our crime system. Yet it’s not all bad - operating from the shadows will allow you to keep going in hostile environments and, coupled with further encyclopedia “fog of war” updates, allow you to retain access to information you would otherwise not have.

Great, being able to take over Olaf's back alley dice hustle is exactly the type of gameplay I was looking for in Bannerlord. :roll:

Imagine putting time and effort into retarded shit like this instead of features that actually matter like castle building, feasts, being able to take over a faction, etc.
Hey, it's the only new gameplay you get so be grateful.
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,288
To begin with, we return to a classic - early in development we explored a prototype of the player not just clearing but taking over common areas from criminals. This will be coming to the game. It will work similarly to other enterprises (like workshops and caravans) that provide players with a passive income but will also have its own twist. As they are not exactly legal ventures, you will need to deal with our crime system. Yet it’s not all bad - operating from the shadows will allow you to keep going in hostile environments and, coupled with further encyclopedia “fog of war” updates, allow you to retain access to information you would otherwise not have.

Great, being able to take over Olaf's back alley dice hustle is exactly the type of gameplay I was looking for in Bannerlord. :roll:

Imagine putting time and effort into retarded shit like this instead of features that actually matter like castle building, feasts, being able to take over a faction, etc.
Well there were people complaining that criminal content is unfinished so they decided to make it better. You cannot make everyone happy.
 

Üstad

Arcane
Joined
Aug 27, 2019
Messages
8,622
Location
Türkiye
Armour feels too weak they need to buff it.

Weapon balance sucks, swords are much better than maces and axes, they need to be buffed especially after getting acess to smithing the power gap gets bigger.

Fix the broken economy, especially the smithing exploit.

Perks are mostly terrible and uncreative, as if they are just placeholders not to mention many perks are unrelated with the part of the skill. Let us upgrade skills we want like in Mount&Blade Warband after leveling up and pick perks according to level of skills. Current skill system was always a terrible idea.

These are one of the core problems in the game and needs fixing ASAP, especially the economy and skill-leveling system which is a step back from Warband game even with the introducing of perks to the new game. Fix the fundamentals(as modder can't do that), stop ruining modders work and they will handle the rest.
 
Last edited:

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,288
Armour feels too weak they need to buff it.

Weapon balance sucks, swords are much better than maces and axes, they need to be buffed especially after getting acess to smithing the power gap gets bigger.

Fix the broken economy, especially the smithing exploit.

Perks are mostly terrible and uncreative, as if they are just placeholders not to mention many perks are unrelated with the part of the skill. Let us upgrade skills we want like in Mount&Blade Warband after leveling up and pick perks according to level of skills. Current skill system was always a terrible idea.

These are one of the core problems in the game and needs fixing ASAP, especially the economy and skill-leveling system which is a step back from Warband game even with the introducing of perks to the new game. Fix the fundamentals(as modder can't do that), stop ruining modders work and they will handle the rest.
I didn't find armor weak, it was enough to keep you from getting one shot but you could not go and murder half the army yourself (at least not on foot).
Swords are better on horseback and maces are best on foot due to being very fast. They also disable enemies instead of killing them giving you more prisoners. Axes I do not know about.. I mostly used long polearms and lances on horseback and two handed swords or maces on foot.

I never used crafting due to it being too easy to abuse. It is SP game, you can set some self limitations easily.

Leveling up skills that you use is interesting system, I like it personally but I can play with both.
 

Üstad

Arcane
Joined
Aug 27, 2019
Messages
8,622
Location
Türkiye
Armour feels too weak they need to buff it.

Weapon balance sucks, swords are much better than maces and axes, they need to be buffed especially after getting acess to smithing the power gap gets bigger.

Fix the broken economy, especially the smithing exploit.

Perks are mostly terrible and uncreative, as if they are just placeholders not to mention many perks are unrelated with the part of the skill. Let us upgrade skills we want like in Mount&Blade Warband after leveling up and pick perks according to level of skills. Current skill system was always a terrible idea.

These are one of the core problems in the game and needs fixing ASAP, especially the economy and skill-leveling system which is a step back from Warband game even with the introducing of perks to the new game. Fix the fundamentals(as modder can't do that), stop ruining modders work and they will handle the rest.
I didn't find armor weak, it was enough to keep you from getting one shot but you could not go and murder half the army yourself (at least not on foot).
Swords are better on horseback and maces are best on foot due to being very fast. They also disable enemies instead of killing them giving you more prisoners. Axes I do not know about.. I mostly used long polearms and lances on horseback and two handed swords or maces on foot.

I never used crafting due to it being too easy to abuse. It is SP game, you can set some self limitations easily.

Leveling up skills that you use is interesting system, I like it personally but I can play with both.
Late game weaponry mostly favors swords. As for the economy I too think the game shouldnt be balance according to min-maxers but this is not the case, the economy is broken completely and it needs to be fixed. Setting up a tight demand like other goods(like silk, linen etc) for smithed weapons and decreasing their value significantly would work. It's not rocket science I'm sure this is implementable.

As for skill system it's just we disagree with each other. But still perk system in current stage seems unfinished and leveling is too grindy.
 

Tyrr

Liturgist
Joined
Jun 25, 2020
Messages
2,650
the economy is broken completely and it needs to be fixed
Is it still: just smith javelins and buy your kingdom?
Every other way of making money was just peanuts in comparison to smiting.
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,288
Armour feels too weak they need to buff it.

Weapon balance sucks, swords are much better than maces and axes, they need to be buffed especially after getting acess to smithing the power gap gets bigger.

Fix the broken economy, especially the smithing exploit.

Perks are mostly terrible and uncreative, as if they are just placeholders not to mention many perks are unrelated with the part of the skill. Let us upgrade skills we want like in Mount&Blade Warband after leveling up and pick perks according to level of skills. Current skill system was always a terrible idea.

These are one of the core problems in the game and needs fixing ASAP, especially the economy and skill-leveling system which is a step back from Warband game even with the introducing of perks to the new game. Fix the fundamentals(as modder can't do that), stop ruining modders work and they will handle the rest.
I didn't find armor weak, it was enough to keep you from getting one shot but you could not go and murder half the army yourself (at least not on foot).
Swords are better on horseback and maces are best on foot due to being very fast. They also disable enemies instead of killing them giving you more prisoners. Axes I do not know about.. I mostly used long polearms and lances on horseback and two handed swords or maces on foot.

I never used crafting due to it being too easy to abuse. It is SP game, you can set some self limitations easily.

Leveling up skills that you use is interesting system, I like it personally but I can play with both.
Late game weaponry mostly favors swords. As for the economy I too think the game shouldnt be balance according to min-maxers but this is not the case, the economy is broken completely and it needs to be fixed. Setting up a tight demand like other goods(like silk, linen etc) for smithed weapons and decreasing their value significantly would work. It's not rocket science I'm sure this is implementable.

As for skill system it's just we disagree with each other. But still perk system in current stage seems unfinished and leveling is too grindy.
As I said, I only used swords a bit when I wanted two-hander while on foot and sometimes for fun when on horseback to try to cut people down faster and from closer range (polearms give you much bigger range but they are much slower). I didn't notice any real difference that warrants some big changes. Maybe in crafting but as I said, I didn't use it and didn't need to use it. Most of late game you command your armies, you don't fight. Risking falling during combat just means AI takes over and goes full derp causing your to lose more troops than you would save from cutting down 20-30 enemies yourself.

As for skills, I like that grind, gives me something to do and tweak during endless samey battles.
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,288
the economy is broken completely and it needs to be fixed
Is it still: just smith javelins and buy your kingdom?
Every other way of making money was just peanuts in comparison to smiting.
They nerfed that a lot, but it still gives more money than trading. I never bothered, just beating enemy armies and selling the loot from their fallen commanders gives already more money than you can spend it on.
Another trick is to stay mercenary for longer time and switch sides when your side decides to not fight anyone. You can get a huge bank that way and never worry about money. I usually get 5 mil that way and then go my own kingdom and proceed to conquer the world.
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
3,065
Release Plans
2a9067ac5909c92c60f9882d4e946976d698a03b.png


Greetings warriors of Calradia!

August and September have been exciting months - Mount & Blade II: Bannerlord finally got its release date (October 25th), pre-orders opened for consoles and many of you came to say Hi at Gamescom and Pax.

[cdn.taleworlds.com]
Gamescom2022

And while it is a major milestone for the game to come to consoles, our announcement made it clear that this won’t be the end of the journey. This is what we want to talk to you about today.

Road to Release

As the release date approaches, we are preparing a number of additional updates that many of you have been eagerly anticipating.

For one, we really cannot leave our lords and ladies without a banner any longer. You may have already seen how they look in the recent demo footage, but, just in case, we have attached a screenshot below.

[cdn.taleworlds.com]
Banner formations

The banners in the game will be equippable items that players and AI heroes can use to benefit the formations they lead in battle. Alongside them we will also be introducing new crafting pieces with cloth attachments. These won’t just allow players to create weapons with an extra bit of flair - they will add to the overall visual experience as troops are reequipped to carry them as well.

And while these changes will spice up our existing scenes, we have also been hard at work on new ones. Soon each of our 53 towns will be unique and the pool for castles, battle terrains and smaller locations like hideouts will also continue to be expanded. Of course, the world map will see further improvements as well.

To add onto this, we are finalizing a fundamental overhaul of the agent AI movement system, which helps NPCs deal with difficult terrain (like in sieges) and notably improves issues with congestion. It does so through a range of physics adjustments, better situational understanding and manners (waiting on the allies ahead) and by shifting away from a binary, cardinal input and towards a partial, 360 degree one - think keyboard vs controller. Naturally, you, the player, will still be able to play with either.

[cdn.taleworlds.com]
Siege tower assault

Now, looks and movement are important - but so is audio. Accordingly, we are quite happy to say that AI characters will soon receive the first iteration of voice overs for storyline dialogues and greetings. Conversations in general will also benefit from a range of new and updated facial expressions.

Voice over, Imperial mentor Arzagos[cdn.taleworlds.com]

Beyond these, the recently shared custom servers, battle mode and multiplayer modding will continue to receive support. Much like them, the steam workshop is also being tested with a number of our community members. Thanks to that, it should become available to you in the near future.

[cdn.taleworlds.com]
Multiplayer battle event on a custom server

Finally, many of you have asked about achievements - they as well as steam trading cards, backgrounds and emoticons are scheduled to arrive with the game’s release.

Post-Release

By this time all of the above should be in your hands and we look forward to your thoughts on these additions. Naturally, we are also quite excited to learn how you like the game on consoles.

Our intention at this point is to continue making improvements based on your feedback. Having said that, there are already plans for a number of specific features and tweaks that we can discuss with you now.

To begin with, we return to a classic - early in development we explored a prototype of the player not just clearing but taking over common areas from criminals. This will be coming to the game. It will work similarly to other enterprises (like workshops and caravans) that provide players with a passive income but will also have its own twist. As they are not exactly legal ventures, you will need to deal with our crime system. Yet it’s not all bad - operating from the shadows will allow you to keep going in hostile environments and, coupled with further encyclopedia “fog of war” updates, allow you to retain access to information you would otherwise not have.

In addition to this, you will see the introduction of more specialized combat options. For one, players are going to be able to sally out and launch a surprise attack on besiegers in order to destroy their siege engines. This will take place in the existing siege locations but follow a separate set of rules.

The regular siege assault, in turn, won’t be ignored either. We are working on a range of balance changes to tip the scales more in favor of siege towers and rams. For example, pushing ladders off the walls will be possible even when there are enemies climbing them - in Singleplayer and Multiplayer.

[cdn.taleworlds.com]
Falling off the siege ladder

Naturally, there will also be various tweaks to other systems - whether that is the ability to target enemy formations, which has been requested by our captain mode community in particular, or the ability to place companions in specific formations in the “Order of Battle”.

And should your character grow too old and tired to continue the fight, a new location will allow them to hand over the reins to the next generation - or put an end to the clan. Whether a game over occurs due to a conscious choice like this, old age or ill tidings, it deserves a bit of ceremony. To a good degree, the ingame cutscenes and cinematics provide that. Yet wouldn’t it be nice to look back at what you achieved over the years? This is where game over statistics will come in - tracking your every step (or at least some of them) and providing a tally when your game ends or you finish the storyline.

[cdn.taleworlds.com]
Game over statistics

In a similar vein, content creators are going to be able to make records of their adventures using our replay editor. While our focus has been with the game, the editor still saw progress and will likely be shared as part of the modding tools in the coming months.

[cdn.taleworlds.com]
Replay editor

Overall, there are many more ideas that we are keen to explore as part of our regular developments. Some of these are smaller topics like balance tweaks to our auto-battle-resolution, companion variety, raiding, settlement projects or multiplayer classes and modes. Others concern improvements to control schemes and haptic feedback, modding tools, multiplayer taunts and maps, diplomacy decision making, the clan-kingdom lifecycle, the mission atmosphere and weather system, as well as a variety of quality of life changes such as party member sorting. And yet others will be more involved such as the claimant quest and the multiplayer spectator mode.

To address the elephant in the room, and some of the questions that came with it, we are certainly also open to DLCs as they are a great way to provide you with additional content that does not fit into the base game’s scope. Having said that, it will be some time before we release any DLC, it will be a gradual shift in development and it will not be mutually exclusive as the base game will also continue to receive updates.

As a testament to that - there is no particular DLC that we want to announce right now. However, we are observing and discussing many of the topics that you are passionate about.

In this regard, we also want to express our heartfelt gratitude to everyone that has supported us throughout the early access period. The game has come a long way and it wouldn’t have been possible without you and your passion for Mount&Blade.

We look forward to taking the next steps of this journey with you - as well as anyone that may join us on the way.


You can pre-order the game on consoles here:PlayStation EU[store.playstation.com] | PlayStation US[store.playstation.com] | Xbox[www.xbox.com]
 

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