What changed in Mount & Blade II: Bannerlord in 2019

152 updates · 52 main milestones · Jan 10, 2019 to Dec 20, 2019

  1. 7 events
    NPC Lords Raid Settlementsgameplay

    NPC lords will attempt to raid enemy settlements based on their value and relations with the owner.

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    NPC Lords Defend SettlementsgameplayMilestone

    NPC lords will ride to defend settlements when needed, especially if they own or value the settlement.

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    NPC Lords Can Go To Settlementsgameplay

    NPC lords will visit settlements to restock supplies, recruit troops, and ransom prisoners.

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    NPC Lords' Decision-Making EnhancementsaiMilestone

    NPC lords now make sensible choices based on their abilities, limitations, and needs while traversing the campaign map.

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    NPC Lords Chase Enemy Partiesgameplay

    NPC lords will chase down enemy parties if they pose a threat, considering speed and relations.

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    NPC Lords Patrol Around Settlementsgameplay

    NPC lords will patrol around their clan's settlements, prioritizing areas with hostile troops nearby.

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    NPC Lords Besiege CastlesgameplayMilestone

    NPC lords will lay siege to enemy castles when confident, considering proximity and strength.

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  2. 5 events
    Clan AI Evaluation Factors for Proposalsgameplay

    Clan AI will consider interest in outcomes, available influence, chance of success, time since last vote, and relationships with sponsors when evaluating proposals.

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    Ruler's Influence on DecisionsgameplayMilestone

    The ruler can overrule decisions by spending influence, with costs increasing based on support levels and potential backlash from vassals.

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    Types of Kingdom Decisionsgameplay

    Decisions include Kingdom Laws/Policies, War/Peace decisions, Annexation, and Clan expulsion, each with varying influence costs.

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    Proposal Sponsorship and Voting Mechanicsgameplay

    Clan leaders can sponsor proposals, and supporters vote, affecting relationships based on their choices.

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    Introduction of Kingdom Decision SystemgameplayMilestone

    A new system that allows clans to influence kingdom decisions, enhancing internal politics and gameplay dynamics.

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  3. 4 events
    Optimized GI Implementationperformance

    GI system optimized for low memory and hard drive usage while maintaining visual quality.

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    Automated Baking Process for Lighting Probesmodding

    New automated process for placing lighting probes available to modders, simplifying scene editing.

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    Advanced Editing Operations in Scene Editorquality of life

    Introduction of lasso and geometric selection operations and shortcuts to optimize editing time.

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    Introduction of Global Illumination (GI) SystemvisualsMilestone

    Enhanced lighting system that models indirect lighting for more realistic visuals.

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  4. 2 events
    Release of Codex Minor Mini-Albumsnew content

    Ensemble Galatia released their latest Codex Minor on October 11, featuring examples of medieval European music.

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    New Medieval Music Composed for Bannerlordaudio

    Ensemble Galatia has composed original music for various in-game locations, including taverns and palaces.

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  5. 4 events
    Chain Reaction of PanicgameplayMilestone

    Panic among troops can lead to morale penalties for nearby soldiers, potentially causing formations to break.

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    Morale Impact During BattlesgameplayMilestone

    Troops receive morale penalties for casualties and boosts for kills, affecting their performance in combat.

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    Introduction of Morale SystemgameplayMilestone

    Morale affects both campaign map and battlefield performance, influencing troop behavior and outcomes.

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    Morale Effects on Campaign Mapgameplay

    Party morale rating influences speed and battle simulation advantages, with penalties for low morale.

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  6. 5 events
    Enhanced AI for Siege AssaultsaiMilestone

    AI evaluates strength and decides on coordinated or concentrated assaults during sieges.

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    Improved AI for Siege DefenseaiMilestone

    Defending AI adjusts troop placements based on attack strategies and threats.

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    Multi-Pronged Attack StrategygameplayMilestone

    Players can execute simultaneous attacks on multiple sections of a castle.

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    Morale-Based Retreat Mechanismgameplay

    AI assesses whether to retreat based on troop strength and casualties.

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    New Deployment Phase in SiegesgameplayMilestone

    Players can position troops and siege machines before the assault begins.

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  7. 9 events
    Future addition of siege game modegameplay

    Siege game mode is planned for future updates.

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    Crash reporting tool implementedbug fix

    A crash reporting tool will automatically send crash reports for review.

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    Pommel bashing mechanic still presentgameplay

    The pommel bashing mechanic remains in the game with updated animations.

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    Introduction of Captain Mode and Team Deathmatchgameplay

    Captain Mode and Team Deathmatch have been introduced to the multiplayer beta.

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    Use of analytics tools for balancingbalance change

    Analytics tools will be used to track events in multiplayer matches for balancing purposes.

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    Banners and banner bearers to returngameplay

    Banners and banner bearers will be reintroduced in a more polished form.

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    Feedback reporting system for beta playersquality of life

    A structured feedback reporting system will be available for beta players.

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    Clan banner editor plans adjustedgameplay

    Plans for a banner editor have been adjusted to allow unique clan banners with specific charges.

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    Cloth physics confirmed in the gamegameplay

    Cloth physics are confirmed to be functioning in various places within the game.

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  8. 5 events
    Public Demo at Gamescomnew content

    First public demonstration of the game featuring a hands-on demo of Captain mode and mid-game sandbox campaign.

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    Introduction of Captain Modenew contentMilestone

    A 6 vs 6 team-based game mode where players command their own AI troops.

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    Multiplayer Closed-Beta Invitationsquality of life

    Players will be invited in waves to participate in the multiplayer closed-beta starting next week.

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    Closed-Beta Application Openedgameplay

    Web form opened for players to apply for ongoing closed-beta testing.

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    Announcement of Early Access LaunchgameplayMilestone

    Game will launch on Steam Early Access in March 2020.

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  9. 3 events
    Gamescom 2019 Presentation Announcementother

    Mount & Blade II: Bannerlord will be showcased in both business and public areas at Gamescom 2019.

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    Gamescom 2019 Demo Featuring Mid-Game Charactersnew content

    Players can choose from 3 premade characters, now 10 years into their adventures, for the mid-game demo.

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    Introduction of Captain Mode in Multiplayernew content

    Captain mode is a new team-based PvP game mode allowing players to command their own AI troops.

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  10. 5 events
    Siege Camp SetupgameplayMilestone

    Attacking forces can set up a siege camp with individual tents for each lord, enhancing the tactical aspect of sieges.

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    Interactive Bombardment PhasegameplayMilestone

    The bombardment phase on the world map allows players to attack enemy machines, soldiers, and walls, adding depth to siege tactics.

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    Hit Point Bars for Siege Enginesgameplay

    Hit point bars are now displayed for siege engines and wall sections, allowing players to manage their resources effectively during sieges.

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    Enhanced Siege MechanicsgameplayMilestone

    Players can now actively engage in sieges with the ability to deploy siege engines on the campaign map, making sieges more interactive.

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    New Siege Engine OptionsgameplayMilestone

    Players can build siege towers, battering rams, and various ranged siege engines during sieges, each with unique capabilities.

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  11. 5 events
    Clan Progression Through Renown TiersgameplayMilestone

    Clans progress through tiers based on renown, unlocking greater capabilities and access to more game features.

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    Introduction of Renown System for Clansnew contentMilestone

    Renown is now attached to clans, allowing clan members to earn renown through quests, battles, and tournaments.

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    Natural Accumulation of Renownquality of life

    Players will accumulate renown naturally through gameplay without needing to chase after it.

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    Additional Rewards for Clan Renowngameplay

    Each tier reached grants additional party slots, increased companion limits, and more caravans for the clan.

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    Renown Influences Player Treatmentgameplay

    Players are treated differently based on their clan's renown, affecting their order of battle.

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  12. 7 events
    Focus on Skill and TeamworkgameplayMilestone

    Gameplay emphasizes player skill and teamwork over superior equipment, preventing snowball effects.

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    Introduction of Multiplayer Class Systemnew contentMilestone

    Players can choose from predefined loadouts categorized into infantry, ranged, and cavalry before spawning.

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    Points System for Class SelectiongameplayMilestone

    Players use points to select classes instead of purchasing gear, affecting respawn options.

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    Class Strengths and WeaknessesgameplayMilestone

    Each class has unique strengths and weaknesses, promoting coordination and strategy in team-based modes.

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    Perk System for Loadout Customizationgameplay

    Players can tailor their class choice with perks to suit their playstyle or counter opponents.

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    Faction-Based Class DesigngameplayMilestone

    Classes reflect their factions in appearance and equipment, influencing strategies and tactics.

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    Balanced Multiplayer ExperiencegameplayMilestone

    Changes aim to create a fairer multiplayer experience centered on skill-based combat.

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  13. 6 events
    Matchmaking System Implementedgameplay

    A matchmaking system has been created to enhance multiplayer experience.

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    Data Collection Systems for Match Analysisquality of life

    Systems to collect data from matches for future analysis and development have been initiated.

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    Feedback Mechanisms Createdquality of life

    Questionnaires and special forum sections have been established to gather player feedback.

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    Introduction of Skirmish Game Modenew content

    A new 6vs6 team-based PvP game mode called Skirmish has been introduced.

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    Server Deployment and Monitoring Systems Establishedperformance

    Systems for deploying servers and monitoring their performance have been developed.

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    Closed Beta Testing Beginsnew contentMilestone

    The developers have started inviting community members to participate in a closed beta for Bannerlord.

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  14. 5 events
    Forcing Supplies from Villagesnew content

    Players can take supplies from villages with minimal resistance, resulting in less ill will compared to raiding.

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    Consequences for Hostile ActionsgameplayMilestone

    Hostile actions increase criminal rating, potentially provoking war and affecting relations with settlements and lieges.

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    Attacking Caravans and Villager Partiesnew contentMilestone

    Players can attack or coerce caravans and villager parties for items and gold, with varying consequences.

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    Raiding Villages Mechanic Introducednew contentMilestone

    Players can raid neutral or enemy villages to steal assets, with a recovery time for raided villages.

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    Forcefully Recruiting Villagersnew contentMilestone

    Players can press gang villagers into their army, with a chance of resistance and no penalties for backing down.

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  15. 4 events
    Player Leadership in Formationsgameplay

    Players can now lead formations based on their rank, with higher-ranking formations being locked for selection.

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    AI Selection for Formation Leadershipgameplay

    AI lords will select formations based on their rank, typically choosing the largest and most prestigious available.

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    Total Control for Highest-Ranked PlayersgameplayMilestone

    Players assigned as commanders will have total control over the army during battles.

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    Introduction of Order of Battle SystemgameplayMilestone

    A new system for determining the leadership hierarchy during battles, based on seniority rank of lords.

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  16. 3 events
    AI Lords Can Execute Playersai

    AI lords will consider executing players based on honour ratings and relationships.

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    Consequences of ExecutionsgameplayMilestone

    Executing characters affects player honour and relations with clans and factions.

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    Introduction of Execution Systemnew contentMilestone

    Players can now execute characters through a new interface, affecting relationships and honour ratings.

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  17. 5 events
    Introduced Additional Pack Animals for Caravansgameplay

    Caravans can now purchase additional pack animals to manage cargo capacity better.

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    Implemented Failsafe for Cargo Managementgameplay

    Developing a system for parties to rid themselves of excess cargo, prisoners, or wounded men when necessary.

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    Optimized Pathfinding for Campaign Partiesgameplay

    Improved precision in pathfinding calculations for campaign parties to enhance performance.

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    Adjusted Party Speed and Inventory Mechanicsgameplay

    Tweaked penalties for parties transporting cargo beyond capacity, introducing new mechanics for managing cargo.

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    Enhanced Translation/Localization Supportgameplay

    Improved text system to ensure role-playing elements work across different languages.

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  18. 5 events
    Morale Mechanic in Captain Modegameplay

    Teams can control capture points to diminish enemy morale, leading to potential round loss.

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    Emphasis on Strategy and Teamworkgameplay

    Captain Mode encourages communication and tactical play, allowing less skilled players to be effective.

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    Balancing Troop Types in Captain Modebalance change

    Troop numbers in detachments are configured based on troop type for better balance.

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    Single Life Mechanic for Players and Troopsgameplay

    Players and their troops have a single life, with the option to switch to a troop upon death.

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    Introduction of Captain Modenew contentMilestone

    A new multiplayer game mode where players command AI troops in player-vs-player battles.

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  19. 1 event
    Improved Army AI Decision MakingaiMilestone

    Army AI now makes more effective and sensible decisions, reducing the scattering of armies and misuse of time and supplies.

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  20. 4 events
    Food Consumption Dynamicsgameplay

    Food consumption is now more realistic, affecting army size and logistics.

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    Enhanced Logistics Systemgameplay

    Improvements to the party inventory system, requiring detailed management of food and resources.

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    Forager and Raider Mechanicsgameplay

    Commanders can send out forager parties for food or raiders to loot villages.

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    Scorched Earth Tacticsgameplay

    Players can destroy their own fields to deny resources to enemies.

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  21. 4 events
    Improved Trade SystemgameplayMilestone

    The trade system has been revamped to include trade rumors, profit tracking, and trade XP for characters.

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    Price Variation Across Different Merchantsgameplay

    Prices for the same type of good can vary between different merchants in a town.

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    Realistic Consumption ModelgameplayMilestone

    New consumption model for towns where item consumption affects town stats and management.

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    Dynamic Pricing Based on Supply and Demandbalance changeMilestone

    Prices now fluctuate based on supply and demand, influenced by town consumption and workshop needs.

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  22. 5 events
    Death & Inheritance Improvementsgameplay

    Enhancements are being made to the Death & Inheritance features in the game.

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    Implementation of Death Feature for PlayersgameplayMilestone

    Players can now die of old age, with a system for selecting heirs from clan members.

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    Cultural Background Influence on Banditsgameplay

    Increased frequency of mounted bandits in Khuzait territory to reflect cultural lore.

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    Settlement Issues Affecting MoralegameplayMilestone

    Introduced 'Issues' in settlements that affect morale, food, and prosperity, resolved through quests.

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    Improved Save & Load Systemgameplay

    A new, more flexible Save & Load system is being developed for better updates.

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  23. 4 events
    Enhanced Scene Design for Keep Battlesvisuals

    Improved scene design with barricades and defensive structures for more immersive keep battles.

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    Respawn Waves for Keep Battlesgameplay

    Implementation of respawn waves for both attackers and defenders to enhance gameplay experience.

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    Introduction of Keep BattlesgameplayMilestone

    New gameplay mechanics for keep battles, focusing on tactical options and skill-based combat.

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    Limited Tactical Options in Keep Battlesgameplay

    Cavalry and ranged units have limited effectiveness, shifting focus to hand-to-hand combat.

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  24. 3 events
    War Horse Training for New Breedsgameplay

    New horse breeds can be trained as war horses, making them stronger and tougher but also more expensive.

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    Unique Stats for Each Horse Breedgameplay

    Each horse breed has different stats that provide unique advantages, allowing players to choose based on their play styles.

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    Introduction of Six New Horse Breedsnew content

    Added six new horse breeds inspired by real-world breeds, each associated with a different culture in the game.

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  25. 5 events
    Capture Spots and Morale Systemgameplay

    Introduced capture spots that influence team morale, encouraging active gameplay.

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    Asymmetrical Class System in Skirmishgameplay

    Classes are balanced through a points system affecting spawn availability based on class choice.

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    Announcement of Closed Multiplayer Betaother

    Plans to conduct a closed multiplayer beta to gather community feedback.

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    Map Design for Skirmish Modegameplay

    Maps specifically designed for Skirmish mode with tailored spawn points and obstacles.

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    Introduction of Skirmish Modenew contentMilestone

    A new 6 vs 6 player versus player game mode designed for multiplayer gameplay.

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  26. 6 events
    Party Speed Display on Info Barui ux

    Added party speed information to the info bar with tooltips explaining contributing factors.

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    Army Speed Calculationgameplay

    Army speed is calculated similarly to party speed, pooling resources and strengths of all parties involved.

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    Cargo Impact on Speedgameplay

    Cargo now affects party speed, with penalties for exceeding carrying capacity.

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    Enhanced Party Speed Mechanicsgameplay

    Introduced a detailed system for calculating party speed based on various factors including party size, mounted units, and cargo.

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    Mounted Infantry Mechanicsgameplay

    Implemented a system where carrying additional horses allows footmen to be considered as mounted infantry for speed calculations.

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    Herd Effect on Speedgameplay

    Introduced a 'Herd' effect where excessive animals in the party negatively impact speed.

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  27. 2 events
    Reins now animated and held by rider's handsvisuals

    Implemented a new system where reins are attached to the rider's hands using inverse kinematics, enhancing realism.

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    Gameplay unaffected by reins systemgameplay

    Rider can drop reins to perform actions without gameplay interruption, maintaining historical accuracy.

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  28. 4 events
    Bandit Movement Analysis in Khuzait Territorygameplay

    Identified issues with Steppe Bandits' movement patterns due to castle placements, leading to adjustments in settlement locations.

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    Expansion of Heat Maps to Multiplayer Mapsgameplay

    Plans to extend the heat map utility to refine design and balance for multiplayer scenes.

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    Analysis of Trade Dynamics in Calradiagameplay

    Detailed examination of trade routes and resource distribution, highlighting the disparity between flax and linen production.

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    Introduction of Heat Maps for Gameplay Analysisgameplay

    New utility added for creating heat maps to visualize paths and active areas of parties, aiding in AI behavior and map design.

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  29. 4 events
    Modding Support for Collision Particlesmodding

    Modders can now add new materials and collision particles, and modify existing ones through collision_info.xml.

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    Decals for Battle Effectsvisuals

    Particle instances can leave decals on environments and agents, including mud decals on moving units.

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    Enhanced Combat Particle Effectsvisuals

    Improved particle effects for movement and attacks to enhance immersion during battles.

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    Optimized Splash Decals on Agentsvisuals

    Up to 32 splash decals can be rendered on a single agent using a large texture atlas and dedicated shaders.

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  30. 3 events
    Movement Speed Adjustmentsgameplay

    Introduction of combat speed and normal speed for classes, improving gameplay dynamics.

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    Factions Viability Across Game Modesgameplay

    Efforts to ensure factions are viable in various scenarios, with specific maps for siege defense.

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    Multiplayer Balancing Insightsgameplay

    Discussion on the challenges of balancing multiplayer gameplay, including faction and class advantages.

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  31. 6 events
    Crime Severity Bracketsgameplay

    Crimes are categorized into mild, moderate, and severe brackets, affecting player interactions.

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    Influence of Vassals on Crime Chargesgameplay

    Vassals can attempt to influence the dropping of charges, affecting relations with other lords.

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    Consequences for Criminal ActionsgameplayMilestone

    Players face fines and potential corporal punishment based on their crime rating.

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    Variety of Illegal Actions Availablegameplay

    Players can engage in various illegal activities, from smuggling to raiding caravans.

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    Introduction of Crime Rating Systemnew contentMilestone

    A new system that tracks players' crimes and affects how the game world responds to them.

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    Bribery and Disguise Mechanicsgameplay

    Players can use bribes and disguises to navigate settlements without facing consequences.

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  32. 5 events
    Enhanced Sound Design for Immersive ExperienceaudioMilestone

    Improvements in sound design to enhance the immersive experience during gameplay, including individual sound handling for NPCs.

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    Renewed UI Soundsui ux

    Updating UI sounds to align with the new style of the game.

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    Improved Distant Sound SystemaudioMilestone

    Custom system for distant sounds that includes attenuation, filtering, and echoing to enhance realism.

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    Character Voice Optionsaudio

    Players can choose from multiple voice types for both male and female characters, including variations for horses.

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    New Physics Materials SystemaudioMilestone

    Introduction of a Physics Materials system that affects weapon impacts, physics sounds, and footsteps based on different surface types.

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  33. 1 event
    Introduction of Custom Battle Featurenew contentMilestone

    Players can create custom battles and sieges with full control over army composition, tactics, and map selection.

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  34. 3 events
    Introduction of Siege Enginesnew content

    New mechanics for using siege engines during castle assaults have been detailed.

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    New Siege Tactics FeaturegameplayMilestone

    Players can now select siege tactics that preload a waiting list for siege engines, allowing for pre-bombardment of defenses.

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    Settlement Issues Featurenew content

    New random events called settlement issues will affect settlement properties and lead to quests.

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  35. 3 events
    Updated Conversation Camera Systemui ux

    The conversation camera now gently shifts focus to the NPC you are engaging with, maintaining the player's perspective.

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    New Depth of Field Effect in Conversationsui ux

    A depth of field effect has been added to enhance immersion during conversations by focusing on the NPC.

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    More Characters in Conversation Screensnew content

    Additional characters will appear in conversation screens, such as bodyguards accompanying leaders during dialogues.

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