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Mount & Blade II: Bannerlord News

Release Day Hotfix

  • Fixed a crash caused by a missing animation used in hideout missions.
  • Fixed a crash which happens when you resize to Exclusive Full Screen with an integrated GPU
  • Fixed a crash while exiting the banner editor
  • Fixed a crash while parsing texts
  • Fixed a crash that sometimes happens when a TDM match ends
  • Fixed problems with Chinese localization



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Bannerlord Now Available in Early Access!



https://youtu.be/PxjDGRV2GKU

Mount & Blade II: Bannerlord, the eagerly awaited sequel to the acclaimed medieval combat simulator and role-playing game Mount & Blade: Warband, is available to purchase in Steam Early Access now with a 10% discount for the first two weeks!

In addition to this, any owners of a previous Mount & Blade title will receive a 10% discount voucher in their Steam inventory that can be applied on top of the base discount.

http://store.steampowered.com/app/261550/Mount__Blade_II_Bannerlord/

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Early Access Information



Greetings warriors of Calradia!

After eight years of blood, sweat, and tears, Mount & Blade II: Bannerlord's Early Access release is finally upon us. In just a few short days you will be able to gird on your sword, don your armour, summon your followers and ride forth to win glory on the battlefields of Calradia!

But before we move on to discuss the release of the game, we want to take a moment to talk about the current coronavirus pandemic. It probably goes without saying, but this certainly isn't the scenario we envisaged for the release of the game. However, we have tried to make the best of a bad situation and thankfully, with the help of our IT team, have been able to continue work on the project from home. This has come with its own challenges of course, but we are still very grateful and lucky to work in an industry where it is possible to work remotely, which we know isn't the case for many of you. It might seem like a pretty ideal time to release a game (after all, everyone is at home right!?), but we know that the current situation has placed a lot of people in a difficult position when it comes to balancing their finances and risking their health.

With that in mind, we have decided to make the game available for 10% off for the first two weeks of sale. In addition to this, anyone who owns any previous Mount & Blade title will be eligible for an additional 10% off in select digital stores. Also, you can breathe a sigh of relief because there won't be a delay... In fact, quite the opposite! We have decided to bring forward the release of the game to 10.00 am UTC, March 30th.

So, you know the release date and the price, but what content is included in the Early Access release?

In singleplayer, you will have access to Custom Battle and Campaign game modes. Campaign is a new and somewhat more structured approach to the Mount & Blade experience that blends a storyline and key events with the traditional sandbox gameplay that our players are familiar with. Campaign aims to provide players with clear goals and missions that can lead to a successful conclusion to a playthrough. However, if you refuse to take any direction and prefer to plot your own rise to power, you can simply ignore the campaign missions and go about your business!

During a campaign playthrough you will do most of the things that you would expect from a Mount & Blade game, including creating your own character with their own backstory; exploring a vast, re-envisioned continent of Calradia; hiring companions to accompany you on your journey; raising warbands and armies to devastate your enemies on the battlefield; conquering towns and castles; progressing your character skills and equipment; learning and mastering the game's much-improved combat mechanics; and commanding and fighting alongside your troops; among a host of other things, many of which have been featured in previous blog posts!

And while there is definitely plenty of content for players to dive into and enjoy, we must be clear in reminding you that this is an Early Access release. There may be bugs and glitches, there will certainly be balancing issues, some features may be missing or currently disabled, and certain aspects of the game might not receive full-support until later down the line. You can expect to see reused scenes (our eventual aim is that each town and castle will have its own unique scene) as well as other types of placeholder content, such as voice lines, animations, quests, etc.

In terms of multiplayer content, you can expect a continuation of the recent multiplayer beta, which features 4 different game modes: Skirmish, Captain, Team Deathmatch, and Siege. We will continue to work on multiplayer throughout Early Access by introducing new features, game modes, and other additional content. We expect to enable our community to host private servers closer to the full release of the game.

Our current plan is to localize the game into the following languages: French, Italian, German, Japanese, Korean, Polish, Brazilian Portuguese, Russian, Simplified and Traditional Chinese, Spanish and Turkish. However, during EA, localisations for these languages may be missing entirely or may be incomplete. Other languages may be added later.

If you would like to experience everything that Mount & Blade II: Bannerlord has to offer, then we strongly encourage you to hold off on buying the game until the full-release.

Finally, we would like to announce that we are officially drawing a close to this series of blogs. With the game on the verge of release, we would prefer to switch our attention and limited resources to work alongside our community. Of course, if we feel that we have something newsworthy or a new feature that we want to highlight and discuss, we will share a post, but for now, this will be our last scheduled blog post.

We wish you all the best during these difficult times and hope you and your family stay safe. Now go wash your hands!


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Mount Blade II: Bannerlord Early Access Announcement



Mount & Blade II: Bannerlord will be released in Early Access on 31st March 2020. The game will be available for purchase through Steam and TaleWorlds website, for $49.99/€49.99/£39.99.

More information about what to expect from Mount & Blade II: Bannerlord’s Early Access will be shared shortly before the release.


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Dev Blog 14/02/20



Greetings warriors of Calradia!

After a short hiatus with the developer blogs, we are back today with another one to discuss an overhaul to individual melee combat AI that was recently introduced to the game, including the ongoing multiplayer beta!

So, what exactly are we talking about when we say individual AI? Well, in a previous blog, we discussed the three different levels of combat AI that work alongside each other during battles, which we refer to as individual, formation and tactics. For those that missed that blog, you can check it out in its entirety here. But as a quick recap, we can break it down to say that:
  • Tactics: Responsible for providing a battle plan for the entire army.
  • Formation: Decides how the formation should try to carry out the battle plan as best as it can while prioritising and reacting to unfolding events.
  • Individual: Controls the actions of each unit on the battlefield (independently of each other), such as attacking and blocking.


The recent AI melee combat overhaul that we will be taking a look at in this blog focussed specifically on the individual unit AI, i.e. the AI that controls the combat actions of bots on the battlefield. So, let’s jump into it, shall we?!

The individual AI in Bannerlord comes with its own combat/melee levels. This approach allows us to have a diverse range of fighters on the field of battle, with well-trained knights outperforming unskilled peasants, not just because of their equipment, but because of their proficiency in hand-to-hand combat.

However, it was apparent through our playtests that our previous individual melee AI was a little tame, appearing almost buggy and inactive at times with its actions by taking too long to make and act upon decisions, regardless of their combat level. It was clear that we needed to improve upon this to ensure that each encounter on the battlefield engages players in a way that feels more natural and challenging.

So, after many PvE duels to highlight the flaws with the old system, our AI team got to work on improving the individual AI! But, before we move along to discuss the changes that were made, let’s take a quick look at some of the different melee levels of the previous individual AI.



Clearly the AI was a bit lacking, even at the highest level. The decision making wasn’t as advanced as it needed to be, with the AI deciding to attack when it should be on the defensive, or falling for/failing to adjust to very simple attack feints.

In order to improve the performance of bots in combat, it was clear that the individual AI not only needed to be able to process and react to the constant stream of data being sent its way but should also consider additional factors when making a decision about what action to take.

So, to start, individual AI now considers its opponent’s blocking direction when deciding its own attack direction, and this applies at all melee levels. As the melee level begins to increase, the bot starts to have a greater understanding of the combat mechanics of the game and the fight which they are involved in. This includes stun durations, combat timings and enemy equipment, while also giving greater consideration to the orders issued to it by the formation AI that sits above the individual AI.

That all sounds well and good, but what does any of that actually mean? Well, allow us to give an example:

A bot has been told to hold in a shield wall formation, so it should act defensively and try to maintain its position. However, the defensive order given doesn’t affect how proficient the bot is in combat, i.e. it will still attack and defend according to its combat level, therefore, it should still try and exploit any opening that it gets and will attack if an opportunity arises. The formation order simply dictates that bot should play more conservatively/defensively.

The bot is then issued a charge order. The bot now decides to act in a more aggressive manner, pushing towards enemies to engage them rather than holding a position. During the fight, the bot is looking to see if there is a window for an attack, or whether they should defend an incoming attack. While making this decision, it is considering what their opponent is doing. If the enemy is holding an attack in place, the bot will respond with the correct block direction. If the bot successfully blocks the attack, it now knows that it has a window in which to reply with its own attack. However, while readying the attack the bot recognises that their opponent is blocking in the correct direction, and therefore decides to switch its own attack direction to avoid the attack being blocked (unless the enemy is holding a shield, in which case the bot will realise that switching their attack direction isn’t too important as the shield can block blows from different directions). Depending on the combat level of the AI, it will make and carry out these decisions in a quicker amount of time, albeit still with some slight variation to make it feel less robotic.

These changes definitely lead to more intense bot fights the higher the melee level gets, providing a much greater challenge experienced players. However, if all this sounds a bit scary to you, don’t worry too much as you will be able to change the combat skill of bots in the game options.

Rather than trying to explain it further, maybe it’s better if we just show you!

[previewyoutube][/previewyoutube]

And that’s it for this week’s blog. We will be back next week with an announcement about the Early Access release. The week after, we would like to answer some questions from our modding community, so if you have any questions you would like to ask about modding in Bannerlord, please leave a reply in the comments below and will pick some out to answer.


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