Mount & Blade: Warband

Mount & Blade: Warband

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Mount&Blade II Bannerlord: All Information (Blogs + Videos + Screenshots)[Outdated]
By Slovak
Bannerlord: All information which we know so far. All Developer Blogs + Videos + Screenshots.


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Bannerlord Fan group: (Made for)
http://steamcommunity.com/groups/mountandbladeIIbannerlord
 
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General Information
Name:
Mount&Blade II Bannerlord

Fourth Serie (M&B1, Warband, With fire and sword, Bannerlord)

Developers:
TaleWorlds Entertainment[www.taleworlds.com]

Release date:
Release date is currently unknown and there is no current indication of when the game will be released.


Timeline:
The game is set 200 years before Mount & Blade: Warband.


Storyline:
The events of Bannerlord take place 200 years before the start of Warband, witnessing the last years of the Calradic Empire and the rise of the kingdoms from which Swadians, Rhodoks, Nords, Khergits, Vaegirs and Sarranids all claim descent.


Location:
Calradia (remade)
Bannerlords map is 3x bigger than Warbands!
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Blue – Sturgia
Green – Battania
Pink – Northern Empire
Orange – Western Empire
Purple – Southern Empire
Red – Vlandia
Dark Grey/Brown – Bandit
Brown (just about visible) – Khuzait
Yellow – Aserai
Clans ???



Factions:

The Aserai: (yellow)
Inhabit the more desertic lands of Calradia and combine footmen and horsemen in battle.
They live in the scrubland and desert oases of the south. They seem to be the ancestors of the Sarranids, based on their location.

The Battanians: (green) are famed for their marksmanship as archers throughout Calradia.
They are deadly in ambushes and forest battles, you will know it´s them when you will notice arrows or a screaming charge out of the trees.

The Sturgians: (blue)
Inhabit the northern woodlands and are lethal axe-men and swordsmen.
The Sturgians seem to be the ancestors of the Nords. This is reinforced by concept arts, tavern musics, settlement names and their starting locations on the map.

The Vlandians: (red) are a feudal state that specializes in heavy cavalry.
Tribe whose chieftains have become feudal lords. The Vlandians appear to be the ancestors of the Kingdom of Swadia. It is speculated that they are also the ancestors of the Rhodoks as they were originally apart of the Kingdom of Swadia. (Kingdom of Swadia is neighbor with Rhodoks in Warband)


The Khuzaits: (brown) are a steppe tribe and make heavy use of horse archery.
Also known for the trading cities of the east. The Khuzaits seem to be ancestors to the Khergit Khanate, they are a steppe tribe and have a similar name and troops.

The Northern Empire: (pink) one of the split off factions from the Calradic Empire. They field balanced armies of heavy cavalry, infantry and archers without specialising in any particular type.

The Western Empire: (orange) one of the split off factions from the Calradic Empire. They field balanced armies of heavy cavalry, infantry and archers without specialising in any particular type.

The Southern Empire: (purple) one of the split off factions from the Calradic Empire. They field balanced armies of heavy cavalry, infantry and archers without specialising in any particular type.

Bandits: (Dark Grey/Brown) groups of people who might attack you depending on your army size. You can meet them anywhere on the map and also their weapons & armors depends on their location origin.

Clans: There will be, but no information about it yet.

Soundtracks of factions:
https://www.youtube.com/watch?v=jpGz6orJaRU


Changes from Warband:
Very little is known except Taleworlds claims there will be "many exciting and highly requested new features" and that it will include "up-close and personal medieval combat on a huge scale, bigger, bloodier and more intense than ever before". This affirmed that they will implement what the fans want in Mount&Blade II: Bannerlord. Taleworlds are going to be incorporating aspects from mods, such as the Diplomacy mod to enhance gameplay.

Gameplay related features are also being upgraded with a new inventory interface and better artificial intelligence. The siege system is also being improved based on player feedback, with additional tactics being available during sieges.

The game's graphics have been significantly improved from its predecessor, having better shading and higher detail models. The character animations are created utilizing motion capture technology,and the facial animations will also be updated to improve upon the portrayal of emotions.
27/09/2012 - Announcement Teaser
The silence is finally broken! We are thrilled to officially announce Mount & Blade II: Bannerlord, the sequel to Mount & Blade: Warband, is in development. War and drums and blood will surely ensue but for now, enjoy our announcement teaser...
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TaleWorlds Entertainment is proud to announce the next installment in the acclaimed Mount & Blade game series, entitled: Mount & Blade II: Bannerlord. This sandbox action-RPG strategy hybrid will take players on a journey into a fictional world of up-close and personal medieval combat on a huge scale, bigger, bloodier and more intense than ever before. Mount & Blade II: Bannerlord will build upon the popular Mount & Blade franchise bringing in many exciting and highly requested new features.

More details about Mount & Blade II: Bannerlord will be released in the coming months. Visit www.taleworlds.com for the latest news and information.

Facebook - http://www.facebook.com/mountandblade
Twitter - https://twitter.com/Mount_and_Blade


This video have hit over 1 000 000 Views! Since this video stormy discussions had started.
First glimpse - 27/09/2013 - Concept art
The once-mighty Calradic Empire is in a state of decline. Warlike tribes have seized swaths of its territory. Client kingdoms have declared their independence. The Emperor has died without leaving an heir, leaving three jealous factions to scramble for power. Mercenary companies, bandit lords and nomads hover on the sidelines like vultures waiting for a meal.

A hero who can master the art of single combat, of leading armies in battle, of plotting ambushes and raids, and of exploiting the rivalries of noble houses and tribal clans may be able to unite this Empire -- or, alternately, to deal it the final blow that sends it crashing down. Will Calradia experience one final sunset of imperial glory, or slip into a night of chaos before a new age dawns?
(Screenshots)
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(Artworks)
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Developer Blogs
TaleWorlds has begun making Developer Blogs in order to update their player base on the games development progress.
Blog 1 - 22/11/2013 - Hairy Artists
Fans of the Mount&Blade series and passing readers, this blog is intended as a source of insight to our world of game development and the TaleWorlds family. Our offices are a series of rooms on a long corridor. Each room physically hosts a different team with a different focus, mirroring our actual team based development structure. This week's blog will discuss the artists' team, known to us as artist takımı (Turkish).

The artists have the most varied professional backgrounds in the office. Some formally studied classical art, art history or graphic design, while others are hobbyists turned professional. Both industry veterans and fresh graduates fill the large, comfortable chairs. You'll find preened moustaches, pretentious glasses, a range of characters and personalities. Every desk has a tablet of some sort, the most impressive of which are the underwhelmingly named “pen displays”; large, high resolution screens which can be drawn on directly using an accompanying pen-shaped input. This simulates drawing or painting on a real canvas, with the comforts of digital painting: saving, zooming and smudge-free hand positioning.
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Any character, weapon, building in the game is modelled by an artist within virtual space. The artists manipulate the geometry using the tools provided by the software to create the desired 3D shape (a shield for example). To bring colour to this shape, texturing is required. This effectively involves painting a realistic picture of any exposed surface on the object and overlaying it onto the 3D shape or “mesh”. Artwork is also necessary for game menus, icons and interface elements. Animators share the same space as the artists, using motion capture and hand-crafted animations to bring life to the living and moving objects in the game. These disciplines are discrete from writing code and require different individuals with different skill sets.

In the artists' room, the largest room in the TaleWorlds offices and host to the weekly company meetings, there is a white board, typically decorated with an array of sketchings rather than plans or goals. The work itself is pasted on a board with post-it notes and held in shared online documents. Tables are positioned, not for optimal communication but for preferred lighting conditions. The blinds are generally drawn and lamps are used to provide the correct ambience and minimal screen glare. It's quiet with most work done headphones-on. Something like a giant egg incubator.
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In addition to directly working with modelling and texturing programs, artists take on the roles of in-game sceners and are familiar with the documents required to add items into the game. Applying these additional skillsets improves the efficiency of an artist's work; they are able to go away and create a new prop or building, while modelling a scene, if they feel the need for it. Being able to place items into the game also allows them to directly view their models as they will appear in the product, enabling them to adjust materials and textures for the best visual result. This is a niche aspect of working within the games industry, and something that needs to be learnt upon joining the company, for those only versed in the more general aspects of 3D art or design.
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One of the current focuses of the artists is on character hair. Hair is a great challenge for all games; simulating realistic movement and texture when you have so many individual strands moving separately is incredibly resource intensive, when done in real time. Some games use certain techniques to improve the simulation, while saving resources but in a game like Mount&Blade, where you may have 100s of characters on screen, the balancing act becomes significantly more difficult. Our current working method is: a textured base (something like a hair coloured swimming cap) with groups of hair strands (rendered onto polygons with alpha channels) moving in various directions to give a natural look. This adds more depth than the method used in warband, which relied on the texture to give depth to the hair. You can see the difference below (Left: Warband, Right: Mount&Blade II: Bannerlord):
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It goes without saying but what you're seeing is the game in its current state and the hair will likely see further changes and improvements. That means, if there's something you don't like about it, feel free to let us know via an ALL CAPS tweet with several exclamation marks but there's a good chance we're not completely happy with it either... just yet. The most important thing is that it's something which can be used en masse without heavily impacting on performance, a possiblilty achieved by the strength of our new game engine.

Hopefully you've enjoyed the first installment in our developer diary series and remember you can always like us on Facebook and follow us on Twitter to get the very latest news on Bannerlord.

In this developer blog I finally saw Taleworlds offices (with many people) and difference between Warband and Bannerlord Graphic! Amazing!

Blog 2 - 09/12/2013 - Map editor (Painted Plants)
As a preamble to this blog entry, we would like to extend our sincere thanks for the incredible response to the previous blog. We expected excitement and we know (because you rarely take a break from telling us, which is great!) that you want information from Bannerlord but the feedback certainly exceeded our expectations. The blog was our most liked, shared and far reaching post on Facebook, the forums went crazy (more so than usual), on Reddit we had a great interest on /r/mountandblade as well as reaching the front page of /r/Games and on Twitter... well predictably everyone had a lot of fun with caps lock.

Avid blog followers and newcomers to the series, in this, our second blog, we're talking about our team of engine programmers and their role in our development process. It is fitting that the engine team sits in the centre of the office, developing the core of the game. The room is generally busy with the comings and goings of demanding developers, the hardware is powerful and the attitude is relaxed and open. Inside dwell the gremlin exterminating gremlins. The light masters. The engine engineers.
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A game engine is effectively the framework behind the game itself and its development. The workload of our engine team covers the development tools used by our artists and programmers, graphics programming (lighting and shading) and control of various core behaviours like collisions between objects and physics simulation. Things beyond the comprehension of lower sentient beings.

One delight of Bannerlord's development toolset is the scene editor, which is used for placing all the objects like trees, and houses in a scene, editing the terrain, sky and lighting. It has taken large strides in the new engine and now has all the workings of a professional application with a great degree of control and polish. Not only does this massively improve the efficiency and quality of the scenes that artists can produce but it will be completely available for modders. As something that became a huge part of the previous games, modding is a primary consideration when developing Bannerlord.
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Much of the engine team's work is done on a request basis from the artists and other programming teams, so the tools progress alongside the game. Developing our own tools and engine in this manner means they can be catered for our specific needs. A simple example of this is flora painting. In Warband's scene editor, all objects including plants had to be added one by one but in Bannerlord, clumps of grass and small rocks can be painted with the sweep of a virtual brush stroke. They'll automatically sit nicely on the ground and rotate/rescale randomly within changeable parameters for a natural flow.

The images you are seeing are the engine running in DirectX 11. The final release will also support DirectX 9. This will make sure that the game makes the most of your PC and runs as smoothly as possible on high and low end systems. Of course, running the game in DirectX 11 will allow for tesselation and other advanced techniques to optimise performance and visual quality.
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In the screenshots you can see examples of different atmosphere settings used in the same scene. It's not possible to list here, the extensive improvements and additions that our atmosphere settings have seen. What is worth noting though, is that although in the examples here we have created realistic visual effects, all of the variables of the fog and the lighting are completely customisable with effects, giving endless options to those interested in playing around with them for their mods or maps.

Enjoy looking at the pictures and scouring the writing in the editor for hidden treasures. Keep up with the blogs for more details on the other teams in the office and some juice about the gameplay itself.

Very beautiful map editor, easier map edits and scene creating. Lot of new options!

Source:
( https://www.taleworlds.com/en/Games/Bannerlord/Blog/3 )
Blog 3 - 20/12/2013 - Inventory (Unexpected Parties)
To all interested and uninterested parties, let it be known that we at TaleWorlds are making a new game, by the name of Mount&Blade II: Bannerlord. It is the next in the Mount&Blade series and a prequel to Mount&Blade Warband. This is the third entry in our Developer Blog, talking about making the game to whoever wants to listen. Thisweek we're talking about the campaign team, developers of the game's single player mechanics and gameplay. The team formerly known as “Team 3”...

It is tradition in the blog, to discuss the relative location of the teams' rooms in the office. The campaign team is directly opposite the engine team (mentioned in blog 2) and again very central. This is equally as useful as it is for the engine team but not because the campaign team receive a large number of wanderers, it's because they do the wandering. By focusing directly on the gameplay itself, oftentimes additions or changes are needed from the engine team, the artists or whoever to make a planned game mechanic work. It doesn't matter if it's a tap on the shoulder, a lean from the side or an instant message; a campaign team member always wants something from you. A variation of a map icon perhaps, or a piece of your soul.
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Due to restructuring earlier in the year, team 1 absorbed team 3 (now known as the campaign team) much like an uncontrollable super fiend in a B-movie, creating the largest team in the office. With development handled using a variation of the widely utilised SCRUM system, this means that despite separate rooms, the team is together every morning for the scrum meeting and every two to three weeks for the sprint start and end meetings. The idea behind this was to improve communication between both groups, particularly in the design meetings, to create a clearer effort towards completing the game. The morning meetings are attended by all members of both teams, as well as additional members from other teams, to keep everyone informed about the activities of the whole office.

The campaign sub-team focuses on the systems within the sandbox game that take place on the world map and in the settlements, as well as the interface and the campaign AI, with work on the in-game missions (such as tournaments, battles, sieges) shared across both teams. Much work has been put into the behaviour of the campaign AI, meaning that lords make more sensible decisions with unique influences simulating personal motives and faction obligations. Lords and ladies will sometimes group up into multiple armies, rather than Warband where it was always a collection of all the lords. Not only is the system more realistic but it will create much more variety in the campaign gameplay, fighting in multiple locations on multiple fronts, leading to more interesting choices and depth to the player's actions.

Development of this kind is incremental and behaviours need to be gradually corrected and improved over time, to include new actions. An example of this is ambushing. The mechanic and gameplay of ambushing itself needs to be developed but for a real implementation into the game, the AI needs to be programmed to make sure that lord and bandit parties also make use of ambushing in realistic ways. This adds extra layers to the development of a non-linear game like Mount&Blade, obviously creating complications but a necessary part of creating the games that we want to create and our players enjoy.

One area that could be called lacking in previous installments in the series is the interface. In the new game, most screens have undergone a complete revolution both graphically and functionally. The approach is to have graphical interfaces that are attractive, informative and simple to use with drag and drop being the most natural and intuitive method usable in almost any situation; combinations of control, shift, left and right clicking will allow acclimatised users to maximise efficiency and speed. During meetings, we go through and discuss the details of all these operations, taking care to make sure that the final product will offer a completely smooth experience.
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What you can see in the screenshot is simply a test screen so that we (the developers) can buy any item but the same screen is used for traders and general inventory management. One key piece of streamlining is the ability to directly equip your companions without having to open the conversation screen, switching between the main player and hero characters with the top centre arrows. Whilst this is a nice time saver, there will still be additional reasons to engage your companions in conversation and keep you immersed in the game world.

We've seen in the comments that there is a large demand for more things to do in the towns and villages, as well as for them to feel more alive and busy. Hopefully we'll have more to announce on that subject in the future.

Better and summary inventory and trading.

Source:
( https://www.taleworlds.com/en/Games/Bannerlord/Blog/4 )
Blog 4 - 11/01/2014 - Siege (Flexible Entries)
Happy New Year to those operating on the Gregorian Calender and a round, warm hello to all. “Blog!”, they cried and it was written. 2013 has been a year of growth for us at TaleWorlds and with each passing month, work intensifies on Bannerlord. The new year has already started with the achievement of 100,000 likes on our official Facebook page. It feels like a great milestone and we'd like to thank everyone for all the support. Now let us tell you a little bit more about making Bannerlord.

For this week, focus will be drawn on the other half of “Team 1” (see Blog 3 for an explanation), developers of the combat and physics aspects of the engine, as well as web development. The room is calm and quiet, closest to the main door of all the development teams. Mount&Blade is arguably most well known for the originality of its combat system, so in developing the next full installment in the series, it is naturally an area which receives a lot of attention during design discussions and testing. A constant work of refinement. Visits to and from the engine team are a norm and work is done closely with the animators, whose role in the combat system is a vital one.
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The team's efforts have shifted lately to improving the playability of the game, edging towards a point where testing can be done in a more constructive manner, with targets of “mini-releases” at the end of two week sprint work periods.

Right now the team is working on one of the most requested improvements for the new game: an expansion of the siege battles. “Request” covers everything from detailed 3 page detailed design documents, to messages saying “makE BetTer SIEges!1”, to people simply angrily complaining about the state of sieges in the previous games. Rest assured, in whichever form you express it, we hear it and it is something we're spending a lot of time on right now.
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The goal is to add complexity to the relatively basic system in Warband. At the same time, it is important to avoid breaking something that already works. The benefits of the Warband sieges are that the attackers is pretty much always at a disadvantage, varying from castle to castle, but can overcome it with a superior force. By adding flexibility to the attackers with multiple points of entry, there will be potential for the player to use more tactics and not just brute force, for a more successful engagement.

Level design is key to the gameplay of sieges in Mount&Blade and with the artists doing the bulk of the scening work, communication between those making the scenes and those programming the mechanics is fundamentally important. As a company which has seen expansion, extra meetings and an active effort from those working on the game can sometimes be required to keep everybody up to speed. Ultimately, sieges should be something challenging but rewarding, dramatic. A part of the game where players have some unforgettable moments that separate good games from great ones.
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In the screenshots, you get a little taste of how sieges might feel and while a screenshot will never truly do justice to the chaos and terror of a Warband siege (let alone one in Bannerlord), you'll have to wait a little longer for a video to come out.Needless to say everything seen in the shots is a work in progress but there are a few bits and nibs to be sucked from them, hidden away like nectar in an orchid. Even bees don't eat for free.

The story ends here for now. Given the nature of Team 1's work, they will likely be the centre of some attention for many of the future blog topics. Hopefully it has been interesting to learn a little bit about what's going on.

There wasn't mentioned that there will be working catapults and battering rams.

Source:
( https://www.taleworlds.com/en/Games/Bannerlord/Blog/5 )

Blog 5 - 14/03/2014 - Animations (Virtual Skeletons)
Happy Friday to avid readers and passers by. It has been a little while since our last Bannerlord Blog. In this entry we are once more decreasing the number of unblogged rooms in the office by one. Although some animations are made and polished in various parts of the office, many are captured in our very own motion capture studio near the main door of our offices. The animation hub and thus the associated blog room for this episode.
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The movements that characters and animals (neigh!) make in the game all have to be defined by animations. In most games, these animations have one requirement, which is to look good. In this sense, good normally means realistic, or at the very least, believable. If you don't notice anything weird, then the animations are normally pretty decent. Naturally, Mount&Blade also has that requirement, but on top of that, due to the mounted and melee combat systems, many of the animations are also inherently linked to gameplay. All of our hits are calculated precisely, so if, for example, a sword swing animation shifts the shoulder forward an inch, then swords will have an inch more range, (which will have an effect on the calculation). That is obviously something that will affect gameplay directly and requires extra care, as well as constant reworking, in order to get right. This isn't a factor that comes into play when making animations for firing guns or combat systems that don't use physics based hit detection.

We have largely aesthetic animations too, even in combat. The animation for reloading a crossbow isn't going to have a dramatic effect on gameplay - perhaps how low the character bends will affect what obstacles cover them while reloading. The speed of the animation is obviously a factor there but can easily be changed by swapping a few numbers around. What is crucial is that it looks like an actual crossbow being reloaded so that when you see it in the game, you hardly notice it. If, instead, it looks more like the character's bones are made of jelly and they are trying to eat the dirt on the ground, then it will probably have a negative effect on your experience when playing the game - after some initial amusement.
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To make these animations we use our motion capture studio as much as possible. The process of motion capture basically involves putting on a rather silly looking suit with little white bobbles ("markers", for the tech-head) on it and making the desired movements in the middle of a host of special cameras (18 in our set up). The cameras track the white bobbles and record the way they move into a computer file. Making animations with motion capture saves a lot of time and painstaking work moving the bones and joints of the virtual skeleton (this is more like a human-ish stick man than an undead in a fantasy game). Simply capturing this in realtime saves a lot of this work, perhaps leaving only some cleaning before the animation is ready for the game. It is also likely to produce a more realistic result as motion capture picks up on more subtle natural movements that are harder to recreate by hand. It is especially useful for idle animations (standing or sitting doing nothing!).

Certain animations are more difficult to capture in our studio. For example our horses are animated by hand since, while it is possible to motion capture a horse, bringing it into the studio as an unexpected variable would disturb our more nervous programmers. Also motion capturing a horse in combat might present some animal rights issues. Charging a horse into a wall would have to be done by hand in any case.
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As you can see in the screenshot, the taverns in Bannerlord already have a lot more atmosphere than those in Warband. People are sitting, drinking, stretching and talking just like a real medieval tavern. Though this is still a work in progress and some way from where we want them to be. Our animators are constantly working on making Calradia come to life in order to give the player a vivid game experience while paying attention to detail and life-like movements.

One of the newest technology in gaming industry used in Bannerlord.

Source:
( https://www.taleworlds.com/en/Games/Bannerlord/Blog/6 )
Blog 6 - 07/05/2014 - Faces (Astounding Squirms)
Players of Mount&Blade, idle passers and intrigued discoverers, Happy Friday to all. This little blog is about our progress making the game Mount&Blade II: Bannerlord. It doesn't cover everything we do but it tells you a little bit here and there which some may find of interest. “Never make a 6th album”, say the cynics. “Stop after the successful 5th!” - hogwash, we'll continue this blog until the sun rises in the west and sets in the east... or maybe just while we're working on Bannerlord.

We get messages from a lot of players saying they want to see more immersion and believability in the game. One feature we have planned for Bannerlord is facial animations. For a very long time, faces in games were pretty much completely motionless. There are various studies about the importance of non-verbal communication (facial expressions, body language etc.) in communication as a whole, including the much debated and often quoted “7%, 38%, 55%” figure for words spoken, tone of voice and physical behaviour respectively. We aren't psychologists though and that isn't a debate we need to enter into. The general consensus is that they are pretty important.
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The results in game are already fairly astounding, bringing characters to life as they squirm and grin accordingly during conversations. They won't just be visible in conversations either; battles, town scenes, feasts, prisons and everywhere will all feature animated faces. The battles are an area of the game where we think the animations are going add a lot of fun and engross the player in the action. Not only hearing but seeing soldiers cry out in fury or pain, as the chaos of the fight ensues, contributes to an altogether more engaging and thrilling experience. This is a serious step forward from previous games in the Mount&Blade series which featured completely expressionless faces. It isn't the end of the world and it may matter to some players more than others but in a game where you have marriage, it's nice to see some emotion on the face of your betrothed, rather than that same dull-eyed look she's been giving you for the last 3 poems you read to her.
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On the technical side of things, all of the facial animations are made by hand. The face is bound to a skeleton (similar to the one used for the full body, as described in the previous blog) that allows different parts of the face to be stretched and squashed naturally into different forms. For each fixed form of the face we use blendshapes or morph targets to control the movements which are compatible with whatever kind of face you make. When it all comes together and a character has a believable, interesting reaction during a conversation it really creates some special moments that we think players are going to respond positively to and enjoy.
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Although this is something we have been asked about specifically, we know there are a lot of messages asking about gameplay mechanics and combat as well. We will proceed with talking about everything in the game in time and not mentioning them shouldn't be taken to mean that we don't care about them or aren't working on them! In fact quite the opposite. It's because they are receiving so much attention and are liable to change based on design decisions, through testing and iteration, that we are cautious of talking about something that ends up changing by the time our game is available to play.

Many new options to create your character, even teeth!

Source:
( https://www.taleworlds.com/en/Games/Bannerlord/Blog/7 )

Blog 7 - 29/08/2014 - Kingdoms (Imperial Declines)
Hi, all! For our seventh installment of the Bannerlord developer blogpost, we'd like to talk a little about our plans for factions, and how this fits into our evolving thinking about Mount&Blade as a sandbox game.

Warband's factions were based on existing medieval societies. We added a few in-game details about their backgrounds, but we didn't try to create an over-arching story. The factions' semi-historical nature meant players could use their imaginations and historical knowledge to fill in the details of these societies and make their own stories -- as we saw in many great AARs. A player who liked the Vikings, for example, might have chosen to fight for the Nords, maybe even model the character on a fictional or historical Norse warrior. However, many players felt Mount&Blade would be more immersive if the factions had more background and the game had an emotionally grabbing narrative hook, so we're going to try do that while still keeping the sandbox spirit.
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Bannerlord is set 200 years before Warband. Players who followed Warband's lore will recall that Calradia was once an empire, which declined and was supplanted by successor states -- tribal confederations-turned-kingdoms -- much as the Western Roman Empire was supplanted by early medieval states. Bannerlord lets you join those rising kingdoms at an early stage in their development, and it also lets you join the Empire. Weapons, armor, clothes and architecture should date from around 600 to 1100 AD, rather than the 13th century. There's the Vlandians, a tribe whose chieftains have become feudal lords and are renowned for their skills as heavy cavalry. There's the Sturgians, who colonized the forests of the north and specialize in axe- and sword-armed footmen. The Aserai live in the scrubland and desert oases of the south and fight on both horseback and foot. The Khuzaits, a steppe tribe that conquered the trading cities of the east, make heavy use of horse archers. The Battanians meanwhile are skilled in exploiting their native woodlands, and are deadly in ambushes, be it a shower of arrows or a screaming charge out of the trees. The Empire has spent generations honing the arts of combined-arms warfare, with cataphracts, spear formations, and archers all doing their part on the battlefield.
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We do intend to give more flavor to the factions than existed in Warband. They are now divided into clans, who have their own priorities and rivalries. Lords' personalities have more variety. One new feature that we hope will add a lot of color is minor factions: outlaws and mercenaries based on historical or legendary bands like the Jomsvikings or the Fianna of Ireland. But the outer kingdoms -- the ones whom imperial citizens would call "barbarians" -- should still retain that sandbox feel.

With the Calradic Empire, we're taking a slightly different approach. Few events in history convey as much epic tragedy as does the collapse of a great imperial power, so we want to let the player experience some of that, and perhaps give a small sense of what it would have been like to live through, say, the decline of Rome. Imperial declines can be a very disorienting, agonizing time, and societies are often less likely to pull together to face the challenges than they are to fall into recriminations over what went wrong. For example, it's natural for traditionalists to say: "We are failing because we've abandoned our ancient ways! We are no longer as moral/disciplined/ruthless as we used to be!" But maybe the problem is something else: maybe it's not that you've gotten weaker, but your enemies have become stronger. Maybe the decline isn't because you changed, but because you're not changing fast enough.
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The Empire's dilemma, the failure of its ruling elites to agree on how to tackle the shifting balance of power, has brought it to the edge of civil war. Different noble houses have taken sides based on their political outlook, their rivalries, or just rank opportunism. A semi-scripted set of linked quests at the beginning of the game will give the player the opportunity to learn about the various factions, and have the chance to meet the key personalities and perhaps give them a reason to choose one or the other in the coming conflict. After the introductory quest series, the game will then revert to the full sandbox mode – but we're hoping that our revised and expanded NPC and quest systems mean that this sandbox can provide plenty of “story.” But more on those plans for future blog installments!

New factions, new culture, new architecture, amazing!

Source:
( https://www.taleworlds.com/en/Games/Bannerlord/Blog/8 )
Blog 8 - 27/09/2014 - Engine (Engine Power Video)
For Bannerlord Developer Blog 8, we've decided to put together a little video! Entitled “Engine Power”, we're offering you a glimpse of some of the features of our new engine and why we're making it. We hope you enjoy it!
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Happy September 27th! :)

Amazing video, over 750 000 views. I remember how I watched video 5 times.

Source:
( https://www.taleworlds.com/en/Games/Bannerlord/News/122 )
Blog 9 - 21/01/2015 - OST (Ethnic Instruments)
Lots of people care a lot about music. It's mighty important for us in our new game too. So important, that we got some really good music people to make some really good sounds for Bannerlord.

Hello all! This time around we're bringing you an externally written blog, by the team working on the music for Bannerlord. There are samples from the soundtrack and some detail about what went into creating the authentic feel for the game's OST!

Finn Seliger, Periscope Studio - With the soundtrack of Mount & Blade 2 one of our main goals was to create a characteristic music piece for each faction – a kind of hymn – that should reflect the faction in terms of culture and attitude.

Having six different factions, the first step was to identify those characteristic instruments. Together with Torsten Stoye and his band Frölich Geschray (www.geschray.de) we were having two great sessions trying out different ethnic instruments. The samples that we were recording during the sessions turned out to be pure inspiration for the future compositions and helped a lot in finding the right tone for each faction.

We did quite some research to find out how the instruments are played and how a melody must be composed to get just the right tone out of each instrument. And we also didn’t want to limit ourselves to just one instrument per faction because we felt that instrument ensembles would feel much more authentic and would give us more options to characterize the factions in a more detailed way.

In the following audio examples you can listen to some of the sketches that were recorded during the first sessions followed by an excerpt of the final piece:
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For Sturgia, the Viking-style faction for example we chose strong, deep sounding Davul drums, Dulcimer and the Nyckelharpa. The track starts with an earthy and stoic Davul pattern before the Nyckelharpa kicks in to play the melody. The challenging thing was to give those rather small ethnic ensembles a touch of epicness to suit the needs of a faction hymn. To achieve this, we carefully portioned orchestral elements that blend well with the solo instruments. In the Sturgia theme we used Timpani to put more emphasize on the heavy bass as well as a deep string section that works well with the Nyckelharpa. But beside this majestic touch that was needed, we tried to never lose focus on that authentic sound make each faction theme so unique.
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Since we were having such a variety of instruments, we were able to do a rich instrumentation while staying in a specific cultural region. For the Vlanda theme for example, the main melody is played at first by the Lyra, then later by the Hurdy Gurdy, then by the Fiddle and finally by ethnic flutes. A Landsknecht Drum does the rhythmic accompaniment.
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But it was not always easy to compose a hymn-like melody with the limitations of these ethnic instruments. For Aserai, we used various kinds of Arabic percussion and Oud but the main melody is presented by the Duduk which has a quite limited tone range compared to modern instruments. In Order to be able to play the main melody, Torsten needed to carve some additional holes into his instrument.
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Taleworlds pays so much attention to details and authenticity in their Mount & Blade series that we were eager to produce a soundtrack that reflects the setting along with the different cultures as detailed as possible.

The following pictures show the band Frölich Geschrey in action:
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Finn Seliger (Periscope Studio), the main composer of the soundtrack:
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Hopefully you enjoyed this blog from our musicians! As a little bonus, we decided to throw in a picture of a tavern scene from Bannerlord with one of our in-game musicians performing!
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Music creates great atmosphere in games!

Source:
( https://www.taleworlds.com/en/Games/Bannerlord/Blog/11 )
Blog 10 - 20/03/2015 - NPC Interaction (Materialistic Approaches)
Hello all Mount & Blade players, curious individuals and accidental Mount & Blade blog readers! We hope you are having a wonderful 2015, so far and that you enjoyed our previous blog by Finn Seliger, covering the music of Bannerlord.

This time, the blog comes right from us and we're going to be touching on an interesting new feature for the single player, something we know a lot of you want to hear about.

One of the areas of our development focus is improving player interaction with NPCs and other factions and making this part of the game feel deeper and more meaningful. In order to facilitate this, early in the development we decided to use a dedicated bartering screen. We have been working on this new feature for some time now and it has matured to a point where it adds a lot to gameplay and has many interesting details we can talk about.

As shown in the screenshot, the bartering screen is fairly self explanatory. The right hand side presents a list of things the player can offer towards the deal, and the left hand side shows what the player can demand from the other party. This is a simple system that makes deals easy to create and view, with potential offerings grouped together for ease of use.
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The satisfaction-meter in the middle demonstrates the other party's willingness to accept the deal and so is the key indicator for the player, when putting together a barter offer. Satisfaction changes as we add and remove items into the offer. It is also affected by other factors such as player skills and relation to the character -and especially- the needs of the other party. Certain goods and arrangements have different values for different NPCs. For example, setting free a character who is held prisoner may be worth quite a lot to the prisoner's family and to a lesser extent, other NPCs in the same faction, while this may be of essentially no value to characters who are completely unrelated.

The things that can be exchanged in barter depend on context as well. When bartering with enemies, you are able to negotiate peace deals, while barters between a king and his vassals could consist of granting ranks within the kingdom or awarding of fiefs.

Under the hood, the game takes what might be called a rather materialistic approach: In the world of Bannerlord's barters, everything has a price; the game internally assigns a numerical value in the game world's currency --denars to every possible item in a barter, then uses this monetary value to evaluate whether a deal is good or not. Something to be careful of, with this kind of system, is the potential of counter-intuitive results arising: For example bribing your arch-enemy to join your faction, if you pay the right amount. In practice though, this is a non-issue. The system will typically assign such exorbitant values to decisions of this sort, that these will be extremely difficult, if not altogether impossible, for the player to attain.

The sandbox AI can use the barter system just like the player. We have a system in place that finds parties which could be interacting and then tries to build barter offers that would be acceptable to both parties. For example, if one of your vassals has low loyalty and there is a rival king nearby who has a fief to spare, there is a chance that the king will entice your lord with the promise of the fief and your vassal will defect. Handling AI interactions in this way is a great boon for the strategical campaign as it makes the game much more interesting and unpredictable, while retaining balance and realism.

We hope you enjoyed reading about this new feature for Bannerlord and we are looking forward to sharing more information about the progress of the game soon.

Imporved player interaction with NPCs.

Source:
( https://www.taleworlds.com/en/Games/Bannerlord/Blog/12 )
Blog 11 - 11/08/2015 - Gamescom Part 1*
Hello all!
As many of you may have noticed, we have been rather busy! Last week, we visited Cologne, Germany to attend Gamescom, the largest game conference in Europe. While there, we took appointments to demonstrate some Bannerlord gameplay to the world's media. Along with this, we released a few videos which were used as part of our presentation.

It has been great to see the excited response to the clips and we're very pleased that your feedback has been so positive! Of course, the game is still very much in development and so we had to make decisions about what to put in the videos and how it would be presented.
Here, we have compiled some of the highlights, along with a small smattering of new footage, which we want to present to you the community, along with a little explanation about some of the features.
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Going through the video chronologically, we want to explain what you can see and why we have decided to include it.

Right at the start of the video, there is an extended segment demonstrating some of the siege weapons in the game. Actual sieges are undergoing a lot of work in development right now and we are aiming to give a full demonstration of a siege in the near future, once all of the pieces are in place. The clips here are intended to highlight the various siege engines we have created. We think it's a huge step forward for sieges in Mount & Blade to include multiple siege engines of different types. In the video, you can see the player pushing the battering ram. This hint was deliberately placed to signify that all siege weapons are fully usable by the player, as well as the AI.
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One thing that we didn't show in the video, though, was our deployment screen. All of the siege weapons are placed freely by the players, so there is full control over how to assault the walls. Once the siege begins, the player can also order troops to change what they're doing on the fly, throughout the battle. Of course, these weapons need to be constructed first.

After this, we see a short clip of the world map and village management. Graphically, we have made huge strides here, to improve the look and feel of Calradia. Though there are also some significant gameplay changes evident here. Castles are now fully integrated with villages, which means that settlement produces goods and has economic impact. The four sides of a village can all be made into different types of production, with the unique option of turning one into a castle.
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A village with a castle is naturally much more defensible, but the slot is sacrificed that might have been used for something valuable like a salt mine. All of these are reflected on the world map as well, as can be seen in the video.

What's really interesting is that AI Lords start new projects and modify their villages over time, just like the player. So during a long playthrough, the face of the map and nature of various settlements can change significantly, in ways that are fully dependent on the current economic and political situation of the NPCs and their factions.

By assigning the work allocation of the village, you can adjust how fast projects are completed, as well as the tax and militia levy from villages. Though all of this has an effect on morale and neglecting your peasants can lead to serious complications in the long term.

Next is a clip of some combat from a small fight between the player's small party and some bandits. We have much more varied and interesting terrain for combat now, as well as much more advanced AI, that knows how to keep out the range of attacks, while moving closer to strike. Looters in the game don't pose too much of an obstacle for experienced, high level players with good equipment but by spreading out and trying to surround their opponents, it can still be dangerous to face multiple enemies at once. Though that is balanced by the power of larger, stronger weapons to hit more than one foe with a single swing!

The inventory screen demonstrates our improved UI, that offers the player much more intuitive and direct control. For instance, it's now much easier to switch between equipping the player and companions as all it takes is a simple click, from any place where the inventory screen is shown. Items can also be sorted and filtered really easily, which makes it much simpler to manage large numbers of items. There are also hotkey and buttons which make it simple to buy/loot/sell items with fewer clicks. Tooltips provide comparisons between equipped and selected items.

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Next as the player enters the city, we have provided a glimpse of imperial culture and architecture, reflected by the style of the buildings and clothes of the citizens. The tavern seen here shows how lively and appealing scenes have become in Bannerlord, with NPCs sitting, drinking, interacting with one another and going about their business. In this tavern, there is a musician playing and a game host in the corner, with whom you can bet money on the custom board games which we have introduced. Each of the game's six cultures has their own boardgame, originally designed but inspired by real historical games. These can also be played with ladies and lords, as well as other NPCs in the game for role-playing and diplomatic purposes.
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Blog 11 - 11/08/2015 - Gamescom Part 2*
Moving into the latter half of the video, there is a demonstration of seasons in the game. All scenes change dynamically according to the season, which is altered by a yearly cycle. This is also reflected on the world map by the advance and retreat of snow cover. The gameplay effects of this will also be felt by players who try to wage war in the winter, as troops will suffer greater losses to morale, demanding more food and fuel. One subtle but interesting benefit of the yearly cycle, which we have felt while play testing, is that it gives the player a much more innate connection to the advancement of the game world; feeling the steady flow of time as familiar places alter in appearance throughout each season.

Beyond this, we offer a look at another new feature in weapon crafting. This fits really well into the sandbox game, by not only providing players with a huge amount of freedom in and connection to the weapon they use but giving us an engine, with which to create unique weaponry in the game world. These items are used for quests and appear variously as significant objects like family heirlooms, to which certain characters may hold special attachment.

The logic of the crafting is simple in that weapons are separated into parts that can be exchanged, with any kind of combination. This also works for axes, polearms etc. One feature not shown in the video is length adjustment; it's actually possible to tweak the exact length of certain parts such as blades to get exactly the kind of weapon you want. All of these parts have physical properties, to which the power of the weapon is directly related. Some fairly serious calculations assess the centre of mass and balance of a weapon, which changes the speed and damage, as well as the timing of the animation itself. This contributes to a unique feel for each weapon, depending on the parts it uses. Naturally, we give the player freedom to name the weapon as well. One of the interesting results of this feature can actually be losing your prized sword and seeing it turn up in the possession of some bandits half way across Calradia!
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Lastly the video demonstrates our replay system. This is one of the newest features in the game, although it is something we have planned to include for a while. As developers, we are keen to respond to changing trends in gaming as a whole and in the past few years, it has become more and more important for players to share their experience with others. Let's play videos and machinima are already a pretty huge part of community culture for our existing games, so we really just wanted to provide a tool that would support and encourage the same. Any battle, single or multiplayer is saved directly and can be re-watched from any angle as well as slowed down. Lighting and other effects such as dynamic field-of-view adjustment can also be customised. In the video, one of our developers is actually creating a simple camera path which tracks some of the action, and at the end you can see the final result as a high quality render, exported directly from the game.

We really did reveal a lot over the past week! We hope this provides some context for the footage released. There is of course much much more of the game that we haven't talked about yet, but we're looking forward to doing so in the coming months.

From all of us at TaleWorlds, thanks to everyone for all of the support and nice comments. It has been a real boost to us, after a period of very hard work! :)

Engine Video
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Single Player
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Lot of new things, great support for developers.
Source:
( https://www.taleworlds.com/en/Games/Bannerlord/Blog/13 )
Blog 12 - 21/12/2015 - World map (The Passage Of Time)
Hello Bannerlord blog regulars and newcomers. In this entry, we are once again responding to your demands to hear more about single player gameplay - specifically, looking at the overworld map and some of the improvements made there. We revealed the map at Gamescom and mentioned some new features in the last blog. Here, we'll take what we've revealed and go into some more detail.

Bannerlord shares the setting of Calradia with Warband but takes place 200 years earlier. The map is also expanded to include regions further to the east and south of that in previous games, resulting in a map which is around three times larger. Land features and even some settlements from the previous games are recognisable. By sharing the same world, the two games become part of the lore of Mount & Blade in a wider sense. While the series' lore was kept to a minimum in Warband, being left to hints in dialogue, Bannerlord features its own storyline that will add some additional depth to the factions.

In addition to acting as the setting, providing the context for Mount & Blade's magnificent battles, the overworld map is also where a large chunk of gameplay lies. With Bannerlord, the approach is to provide more information to the player with the map itself and the HUD presented while travelling. Taking the icons as an example, it is now possible to see what a village produces by looking at its icon. These change dynamically over time to reflect different production facilities constructed in the village, or additions of buildings like castles. On the HUD, more information is presented to the player, including morale, food supplies, gold and more. We are currently restructuring the HUD to provide even more information without making it too overwhelming.
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Characters and locations on the map make up what we call “parties”. All parties on the map, whether they are lords, bandits, hideouts or anything, have a function in the game's sandbox simulation of a feudal world. Here is a basic explanation of how the economy works:

-Villages produce goods based on what types of production they have in place (e.g. Sheep farms produce sheep, cheese, wool etc.)

-Peasants take goods produced in their village to sell in the local town by repeatedly travelling directly between the village and the town on the map.

-The raw materials are taken to towns and either consumed or processed into secondary goods (e.g. wool into clothes, sheep into meat) via workshops.

-Goods in towns are bought by caravans to be sold elsewhere for a higher price, caravans will assess the situation and try to maximise profit from their journey over the map.

When all of these steps are completed successfully, the prosperity of the settlements increases. What's interesting, though, is that because everything is connected in this way, disruption can be a very effective approach when dealing with an enemy or rival. A simple example is that raiding enemy villages or preventing peasants from making their journey to the local town impoverishes towns due to their lack of goods to process for trade. More indirect benefits can be received by, for instance, aiding a bandit group near to the fief of a rival noble from the same faction, trying to limit their income and gaining a leg over them in the faction standings. Since everything is simulated in this way, no matter what you do, it has a knock-on effect in the world. Manipulating this to your own ends is key to making progress in the game but AI Lords will also attempt to create problems for opponents, in an effort to better themselves.

The topography of the map is not entirely consistent with Warband, in fact Bannerlord's map is somewhat more mountainous. The effect of this is an increase in the number of choke points. It will be hard to avoid conflict, for instance, when traversing narrow passes through mountain ranges that may be riddled with ambush spots or enemy patrols. Tactically, the map offers many more options for controlling areas that serve as trade routes. Battles are often fought in the game to contest key choke points with the goal of securing passage for trade caravans and other parties. As a player, it is important to consider what kind of warfare you are likely to end up in, before sacrificing relations with a faction. If your speciality is skirmishing on foot over rough terrain, you might for example avoid engaging the Aserai, who will have higher mobility in the open desert.

The map is changed, not just by the activity of the player and NPCs but also by the passage of time. Changing seasons affect the weather and transform the landscape sending snow creeping south during winter. Significant gameplay effects, of the changing conditions, are felt in the effectiveness of different troop types. Cavalry and ranged units in particular will have a harder time in rain or snow. One major change from Warband is how time progresses; the yearly cycle has been shortened to twelve weeks, which adds more importance to the changing seasons and ageing of characters.

Click here to see the video.

( https://www.taleworlds.com/Images/Blog/bannerlord_blog_12_visual_full.mp4 )

In the visual above, we've included 168 screenshots, one taken at midday, each day, from the same angle, over the course of two in game years, running at 10 frames per second. One of the first things you might notice is how the snow advances and retreats during winter. It is also possible to spot the colours above the settlements changing, as they are taken over by different AI factions, battling it out with one another. Something that you may not (or may!) have noticed is how the shadows get longer during winter; this detail is the result of the simulation we carry out to lower the sun's position during winter.

The colours of the factions shown in the visual are subject to change but pre-empting the inevitable question, here is a list of those shown:


Blue – Sturgia
Green – Battania
Pink – Northern Empire
Orange – Western Empire
Red – Vlandia
Dark Grey/Brown – Bandit
Brown (just about visible) – Khuzait


Since we haven't shown a lot of the map yet, the visual actually hints at quite a lot which is, as of yet, unmentioned. We'll talk more about how character ageing works, along with some of the other effects of time moving faster, in a future blog. For now, thanks for reading! For the latest news and updates, don't forget to like us on Facebook and follow us on Twitter.

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Actually this shows more informations...
Calradia (remade) Map Picture[i.imgur.com]


Political map[mountandblade.wikia.com]
Blue – Sturgia
Green – Battania
Pink – Northern Empire
Orange – Western Empire
Purple – Southern Empire
Red – Vlandia
Dark Grey/Brown – Bandit
Brown (just about visible) – Khuzait
Yellow – Asaria
Taleworlds Office Tour & Bannerlord Sneak Peek
TeknoSeyir visited Taleworlds studio.

You can see here Animations (Dev blog 5), CEO Armagan Yavuz and more!
(Don't forget to put substitles on, on the left from full screen)

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Bannerlord menu (old & new)
Old game menu and new one.
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Early Game Screenshots
There were publiced few fotos from early development before the change of the engine.

In the first foto we can see new formation with castle in the background.

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Early Massive Battle
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Screenshots for media - around 23/01/2015
There are few screenshots which we could see on websites about games.
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Armagan Yavuz Interview - 22/10/2015
Don´t forget to turn substitles on (on the left from full screen) 22/10/2015

Source:
( https://forums.taleworlds.com/index.php/topic,249537.msg8151013.html )
Calradic Empire DEVIDED!
Calradic Empire would be the strongest faction in the game.
Calradic Empire was devided to:
Northern Empire (Pink)
Southern Empire (Purple)
Western Empire (Orange)


Old map:
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New map:
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PC Gamer Weekender: 2 Gameplay videos
First video from 06/03/2016:
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Questions and answers from second video:
(Questions writen down by Morlock)

Q: What is the maximum number of players or AI in the same battle?
A: It's much more than Warband and we have an engine capable of dealing with much more troops but we're roughly trying to balance out to make sure the battle is fun and is very interesting and tactical as well so we’re going for as high as we can and we can’t say a number right now.

Q: What determines the General’s strategy?
A: Lords have their own skills like in the prevous games, but they also have their own personal attributes as well. So "X" character might be a lord who plays defensive so he could be more passive in battles. Also in a battle we might be the aggressor which means we would have to attack as well. So he could get away with playing defensive because if we do nothing then we will just lose the battle.

Q: Can you make top tier equipment without buying it?
A: We don’t really have a “best” armor -- they have advantages and disadvantages so obviously you have to explore to find the top armors but with weapons you can create the best weapon you want.

Q: Will the crafting system be in the multiplayer part of the game?
A: We can’t talk about that just yet.

Q: How are the political options in the game?
A: We haven’t really expanded with options and we can’t talk about all of them right now. One new feature we have are clans within the factions so families that kind of group together -- as in the way that you have a relationship with a lord is going to affect how his brother in law thinks of you. We’ve really deepened and improved diplomacy.

Q: Does the feudal system in Mount and Blade 2 remain the same as Warband, which is the 2 tier (King and vassals) system or is that different?
A: Each faction has a monarchic ruler and then the vassals below that as well. They’re still ranked as vassal but the influence that different lords have in the kingdom is going to vary based on if their the owner of a town or just an owner of a village so different lords are going to have different amounts of power and sway in the faction but -- they’re all “Lords”, yeah.

Q: Have we got a release date yet?
A: Ok, uhh.. So we want to have it in some form in the players’ hands this year. That’s what we’re going for.

Q: If you take over a faction for example -- a town, is the faction going to change over time or will it still be the same as Mount and Blade: Warband where the culture is the same and you produce the same troops?
A: The culture is location dependant so you get the troops from that area.

Interview with Captain Lust (Community Manager)
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Mods
Modding:
As with the previous games of the series, Bannerlord will also support mods. TaleWorlds has stated that "modding is a primary consideration when developing Bannerlord."

Some mods that will be in development when game will be out:
http://www.moddb.com/games/mount-blade-ii-bannerlord/mods

Confirmed Things
-Under Contrustruction-
Community
There are some sites where you can get the newest informations or talk about game.

Steam:
Fan Group: https://steamcommunity.com/groups/mountandbladeIIbannerlord

Sites:
Bannerlord reddit: https://www.reddit.com/r/MB2Bannerlord/
Taleworlds Forum: http://forums.taleworlds.com/
Mount & Blade: Official Facebook: https://www.facebook.com/mountandblade/

Magazines:
PC Gamer: http://www.pcgamer.com/mount-blade-2-bannerlord/
Rock, Paper, Shotgun: https://www.rockpapershotgun.com/tag/mount-blade-ii-bannerlord/
Destructoid: http://www.destructoid.com/

Mods List:
http://www.moddb.com/games/mount-blade-ii-bannerlord/mods



Bannerlord Profile Pictures & Desktop Backgrounds
Collected some pictures & backgrounds for you.

You can use profile picture on steam.

Profile Pictures: https://imgur.com/a/V6AQI

Desktop Backgrounds: https://imgur.com/a/aEpha
Credits
Made by Slovak DenvelopE. Contact: Steam


Bannerlord fan group on Steam:
(Made for)
https://steamcommunity.com/groups/mountandbladeIIbannerlord#


Group with over 11 400 members and with the newest informations.

Active projects:
National Groups
Bannerlord Competitive
Co-Op Idea

Please Rate Guide & Share it with friends :)


I want to thank to Taleworlds studio for making great game for their fans.
*NEWS* 5 TOP SPECULATIONS
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93 Comments
[GI] Matt Lewis Feb 17 @ 3:04am 
2018 this time ? Or should we wait 5 years again ?
Kromosomus Maximus Jan 14 @ 3:26am 
This needs an update...
Valhalla Dec 7, 2017 @ 5:24am 
Guys it's December hahaha is the Game released yet??? what NO NO NO hahah funny guy
Absolute Madman ✨ Nov 5, 2017 @ 11:20pm 
I'd bet if its going to be released this year (2017) it'll be a holiday release.
Tango&Cash Oct 21, 2017 @ 11:16am 
Omfg when this fucking game will have a release date, it's starting to be boring...
TJ Sep 24, 2017 @ 3:50pm 
the accuracy of that release date though
Purzelblume Aug 25, 2017 @ 2:45am 
Hej Slovak DenvelopE - what a cool guide! :LIS_star: I was invited by TaleWorlds to the Gamescom to test the multiplayer captain mode of Bannerlord, here is a link to my commentated gameplay video: https://www.youtube.com/watch?v=9kcwGFWTxpc
[61e] Absol Aug 24, 2017 @ 2:59pm 
release date 2016 feelsbadman
Winged Hussar Aug 7, 2017 @ 4:37am 
year 2016 early access
year 2017 final relase sureee
Earl_Uhtred Jul 25, 2017 @ 7:24pm 
i can't wait to see the release date for this. TaleWorlds hope for it to be out by the end of this year, or so they said during the 2017 gamers weekend