News And Announcements

Weapon Physics - Part 2
M&B II BANNERLORD | November 16, 2017

In the previous blog in this series, we described how Bannerlord’s new weapon physics model derives swing and thrust speeds of weapons from their physical characteristics. We talked about how weapon crafting plays a role in determining these properties and how this gives players the freedom to create a weapon which will complement their own fighting style. In this week’s blog, we would like to expand on this topic and explain the rest of the weapon physics model, showing how we determine the damage that a weapon inflicts and how that works in the game.


Khuzait Khanate
M&B II BANNERLORD | November 09, 2017

A century ago, the eastward expansion of the Empire met the great sea of grass in the centre of the continent. Beyond that, with no farmland where the legions could forage, they could conquer no more. They fortified their most recent acquisitions, the great trading cities on the steppe's edge, confident that the disorganized horse tribes beyond the frontier posed no major threat. Khuzaits, Nachaghan, Arkits, Khergits, Karakhergits - imperial officials barely even bothered to learn the names of the various clans and peoples, except when it was necessary to turn one chief against another with a bribe, or remove a rising khan with a vial of poison.


Weapon Physics - Part 1
M&B II BANNERLORD | November 02, 2017

Mount & Blade’s deep and intuitive combat system is one of the core features of our games. Our directional attacking and blocking mechanic is intuitive in the sense that it is easy to pick-up, and deep in that it allows players to continuously develop and adapt their own fighting style through the use of feinting, chambering and good footwork (including a well-timed kick!).


Halloween Sale!
October 26, 2017

Halloween is almost upon us. To celebrate, we have made all Mount & Blade titles available at a 66% discount!


Q&A with Gökalp Doğan
M&B II BANNERLORD | October 26, 2017

Technical Artists perform a unique and challenging role in game development. They are responsible for ensuring that art assets can be integrated into a game without sacrificing the artistic vision or exceeding the technical limitations of the platform. The role demands for them to be artistically talented and to possess a good technical understanding of the tools at their disposal.


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