Mount & Blade II: Bannerlord is now available on Early Access. It's been a long journey up until now... but this is only the beginning. Thanks for a great release, warriors -- your overwhelming support gives us strength to keep up the hard work!
This year at
#Gamescom2018
, we are showing the sandbox campaign of
@Mount_and_Blade
II: Bannerlord. Watch the teaser trailer of the single player campaign here:
After 10 years of impeccable service,
@ali_erkin
has decided to depart TaleWorlds to seek out a fresh challenge. We wish him the best of luck in his future endeavours and thank him for all that he has done!
The last dev blog of 2019 tackles a very interesting topic: the campaign AI that helps to support this idea of a living, breathing world for your adventures. See you next year, warriors!
Sometimes a silver tongue can win you more battles than a sword. Today we take a look at a brand new feature to the Mount & Blade series: the persuasion system. We wish all of you a wonderful time over the festive season!
#Gamescom
is around the corner and we will be at the event, showing
@Mount_and_Blade
II: Bannerlord. In this week’s blog, we talk a little bit about the content of our demo this year: the single player campaign!
The medieval period is infamous for some of its troubling, if rather inventive, methods of execution. In Mount & Blade II: Bannerlord, you can impose the death penalty to your foes; we talk about this new feature in this week's blog:
Greetings warriors! This Gamescom has raised some questions about Mount & Blade II: Bannerlord: permadeath, building castles, Early Access... We address some of them in this week's blog, although some will be expanded in future posts.
In Mount & Blade II: Bannerlord’s sandbox campaign, players are free to play the game however they like. And for some people, this might mean turning to crime to facilitate their rise to power. In this week's dev blog we talk about crime and punishment!
Cities were a key part of the medieval world, and they are also important places in
@Mount_and_Blade
. In this week's blog, we talk about how cities will be in Mount & Blade II: Bannerlord:
User interfaces are tricky: they have to convey lots of info without getting in the way of immersion -- and that can be tricky in a complex game as
#Bannerlord
. Today we offer some insights about this from one of our UI designers:
As some of you may know, we're running a closed beta. Here's a quick summary of how things stand with the closed beta stage, after which we'll move to open beta.
If we think of
@Mount_and_Blade
as a “box of tools” you can use to live your own story, our game designers, AI specialists, and campaign programmers are basically the people who create and shape those tools for you. Today we talk with one of them:
In this post of the
@Mount_and_Blade
II:
#Bannerlord
blog, we take a look at one of the ways that we present information to players: the Encyclopaedia, where you can consult concepts of the game and the current state of the world in your playthrough.
Those of you with a keen eye will have noticed that the conversation screenshot in our previous blog looked a little different to a standard Mount & Blade dialogue screen. Today we talk about the changes in the conversation camera:
In many instances, the most powerful people in a realm didn’t sit directly on the throne... In today’s dev blog, we talk about how decisions are made in the kingdoms of Calradia in Mount & Blade II: Bannerlord.
For many years, our official forums have been the very heart of our community. They will live a major overhaul next week -- here are some details of what you will find in the new forums.
We have mentioned a few times that you can have a family in Mount & Blade II: Bannerlord... In this week's blog, we introduce you to the first baby born in Calradia!
Mount & Blade campaign doesn't have a linear storyline: instead, you are just another inhabitant of Calradia, free to roam and take quests to fill your purse and improve your position. Today we talk about the quests of Mount & Blade II: Bannerlord!
Our weekly blog is back! Today we introduce you to the Aserai, one of the factions present in
@Mount_and_Blade
#Bannerlord
, fierce horsemen from the Nahasa desert inspired in the Arab tribes from the 7th century.
In Mount & Blade II: Bannerlord, a large part of your time will be spent traversing the campaign map, which acts as your portal to virtually every other aspect of the game; in this week's dev blog we talk about the world map.
In this week’s blog, we will be showing you some raw gameplay footage from Mount & Blade II: Bannerlord’s vast sandbox campaign -- a sneak peek at what awaits you in March 2020...
In this week’s blog, we talk with 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!
Traveling across Calradia is always a dangerous adventure. It's always a good idea to recruit some troops to fight by your side; and in this week's dev blog, we share with you some details of the recruitment system of
@Mount_and_Blade
II: Bannerlord.
In this week's dev blog, we talk with one of our gameplay programmers, who give us some insights on how siege engines will be integrated into Mount & Blade II: Bannerlord.
With the introduction of permanent death and clans in Mount & Blade II: Bannerlord, some of the focus needed to shift slightly away from the exploits of an individual character. This is where the topic of this week’s blog steps to the fore: renown.
3D modelers are like sculptors who create the world that you see and interact with in a video game. Today we talk with Tuncay Horasan, one of our 3D modelers, who will show us some screenshots of some of the stuff he’s working on right now!
In this week’s blog of
@Mount_and_Blade
II: Bannerlord, we discuss how players can interact with their fellow nobles after joining or establishing their own kingdom, looking specifically at the brand new kingdom screen:
In this week's dev blog we take a curious sneak peek at something small, but that shows our attention to detail: how Bannerlord represents the different weapons a warrior is wearing with multiple scabbards:
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. Today, we talk a little bit about how sieges will be in Mount & Blade II: Bannerlord.
In this week's dev blog we talk about the Custom Battles feature, a great way to test your combat and strategic skills in a controlled environment... and set crazy battles up for yourself, too!
In this week's dev blog we introduce you to Özgür Saral, one of the first persons that joined
@TaleWorlds
to develop the original
@mount_and_blade
game. He talks about his job for
#Bannerlord
and shows some art from the game:
As someone said about war, “amateurs talk strategy, professionals talk logistics”. In this week’s blog we'll be covering supply in Bannerlord, both how to get the materials you need, and how to deny them to your enemy!
This week we publish the second post about the Calradic Empire, one of the main factions of
@Mount_and_Blade
II:
#Bannerlord
. It will be the last post dedicated to a faction of the game!
It is that time of year again where we head off to Gamescom to showcase Mount & Blade II: Bannerlord. However, this year, things are a little different... Discover some details of our presence at this year's Gamescom in this week's blog!
In this week's dev blog we talk about Gauntlet, a tool we made in-house to design the UI of
@Mount_and_Blade
II: Bannerlord that will give will modders total control over each screen -- with their imagination as the only limit!
No matter how impregnable a fortress might look: there's always a way to tear its defenses down... and today, we discuss the different siege engines you will have in
@Mount_and_Blade
II: Bannerlord in order to bring any fortress to its knees.
In this week's dev blog, we talk about how we have improved the town menu of
#Bannerlord
to make them more immersive and easy to navigate at the same time:
Today we introduce the melee weapons that you will have at your disposal in Mount & Blade II: Bannerlord, especially to those new to the series -- kinds of weapons, types of damage, etc.
In this week's post in our blog, our concept artist Ali Eser explains how the amazing art you will see in Bannerlord is created and shows us some of his work for the game:
In this week's dev blog, we talk with Ugurcan Orcun, our Audio Director, who will offer some insights on how Mount & Blade II: Bannerlord approaches this area and what he is doing for the game. You can also hear some audio samples here:
Even if you already watched a video or read an article about our Gamescom demo, it was so vast that you may have missed some details. This week we summarise some interesting coverage so you don't miss anything about our hands-on demo:
In this week’s blog, we will be concluding our miniseries of blog posts on sieges by discussing the assault phase, with a particular focus on how the game’s AI evaluates and reacts to unfolding events.
In this week's blog we want to talk about something we are working in right now, a tool that we use to improve certain dynamic systems of Mount & Blade II: Bannerlord:
This week we talk about a small feature we just implemented that many people requested every time we published a gameplay video that showcased mounted combat: proper use of the reins.
In this week’s blog we would like to discuss castles, one of the most iconic images from the medieval era: historical influences, how they are upgraded, some of their effect over gameplay...
One year ago, we started a blog to keep in touch with our community, talk about the development of Mount & Blade II: Bannerlord... 50 posts later, we want to sum up what has been a really great year and to thank you all for your continued support.
This week we want to show you a little bit about how the combat AI of Mount & Blade II: Bannerlord works -- a key feature of a game like this one, where skill-based combat and epic large-scale battles are at the core of the experience.
Greetings warriors of Calradia! In this week’s blog, we would like to show you how we make use of inverse kinematics to make strikes in combat feel a bit more immersive:
Today we want to introduce you to the medieval music group Ensemble Galatia, the people taking care that Mount & Blade II:
#Bannerlord
music is not only epic and exciting, but also historically accurate:
With the closed beta underway, we thought it would be a good time to discuss some elements of the multiplayer side of the game in some more detail. In this week’s blog, we will take a look at the multiplayer class system.
In this week's dev blog we talk with Korneel Guns, gameplay programmer, and one of the persons responsible for Mount & Blade II: Bannerlord multiplayer. Korneel explains some details about multiplayer:
Conducting trade runs between towns as a merchant has always been one of the most fun and profitable activities for players in our games. In this week's blog, we take a look at trading in Mount & Blade II: Bannerlord.
Animations deeply impact gameplay, especially in a game such as Bannerlord where they are the visual cues you need to react in combat. Today one of our animators give us a sneak peek at the complex process of animating Bannerlord:
Mount & Blade games are about more than just raising an army and leading it into battle -- and war is not the only way for a warrior to get rich... In this week's blog, we talk about productive enterprises:
Animations are really important for games, especially in a game such as
@Mount_and_Blade
II: Bannerlords: they give you the visual feedback you need to fight effectively. Today we talk with one of our animators and show his work in motion:
Gamescom is around the corner, but we know that only a small fraction of you will be able to play
@Mount_and_Blade
II: Bannerlord there. So, for the 100th entry of our dev blog, we're showing raw footage of the Skirmish game mode directly from a beta test.
In Mount & Blade II: Bannerlord, with so many different factions, troops, weaponry, tactics, and terrains involved, multiplayer balancing is not exactly an easy task. Today we talk with one of the people who work in that:
Due to unforeseeable circumstances, we couldn't do the planned Q&A yesterday. Instead, we decided to talk about how we approach game design here at
@TaleWorlds
:
In this week's dev blog, we introduce you to our designer and writer Steve Negus, one of the persons who is writing Calradia, its history, and its factions.
In this week's
@Mount_and_Blade
blog, our lead programmer explains a little bit about his work and shows a couple of nice combat animations from
#Bannerlord
.
In this week’s blog, we would like to talk about combat particle effect. one of the improvements we are currently working on, which will help to bring battles to life:
As an adventurer, sometimes it feels like your party never goes fast enough. This week’s blog is about party speed: just read on and you will master the art of outrunning your opponents in no time!
We've already talked about siege mechanics in previous blogs, but we didn’t discuss the different ways and trade-offs that are involved in any detail. So, in this week’s blog, we’ll present players’ options related to sieges in a more comprehensive manner.
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.
During battles, hierarchies are of key importance: keeping the chain of command intact is vital! In this week's dev blog, we talk about the system we created to establish the order of battle and which formation players take command of.
In this week's entry in our dev blog we talk with one of our 3D artists, one of the persons responsible for making Mount & Blade II: Bannerlord not just beautiful, but also a believable world.
In this week's dev blog we talk to one of our level designers who is creating scenes for the game. We take a look at his work -- check out the screenshots!
Not everything in war is a direct battle: raiding, levying troops for your army... they might be dreadful decisions, but such is the nature of war. Mount & Blade gives the freedom to take this kind of hostile actions – but with choice comes consequence...