We're getting rid of almost all of that, so that the player and the AI are working on an equal footing.įor example, you can talk to your enemies' vassals and snatch them, poach them for your faction. In Bannerlord, the AI can use any gameplay mechanic in the same way that the player can, whereas in Warband there were things that worked differently for the AI and the player. It allows for many more sophisticated mechanics, from the way seasons work in the game to the functions of the AI. We want all of the mechanics to work togeether.Īt the heart of that, there's a new scripting system, which is C#-based. So we've tried to improve on all of the various elements, as well as trying to make them click with one another more effectively. There was a lot of potential but it didn't quite meet that potential, and I agree with that. A lot of players and critics said that they felt it was like a rough uncut gem. Yavuz: With Warband, we felt we had a very original game with some unique elements. What are the main ways you're building on that? RPS: One of the key elements of Warband, which very few games attempt, is the creation of a dynamic world, that supports both strategic play and a more RPG style experience. We talked combat, historical influence, settlement management, co-operative possibilities, modding and AI. After over half a decade of development, details about the game have started to emerge and I spoke to Armagan Yavuz, CEO and Founder of developers TaleWorlds, to find out how the team are aiming to improve on the dynamic world of the original. In part, that's because I've been waiting for the sequel, Bannerlord, since it was announced four years ago. Mount & Blade: Warband is one of my favourite games but I haven't played it for a long time.