Developer TaleWorlds Entertainment has revealed an interesting set of combat mechanics for their upcoming Mount & Blade II: Bannerlord sequel.
Mount & Blade II: Bannerlord – Virtual LARP!
The sequel will be using a “Physics-based” system for its combat, meaning that a weapon’s physical properties such as its Length, Weight, the Distribution of that weight, and Mass will factor into the amount of damage a player can deal as well as the speed of their weapon’s “Swing”.

For instance, lighter weapons are fast, but lacks mass resulting in less damage. While heavier weapons deal more damage, but at a cost of speed, which can gimp its advantage should the weapon make early contact with an enemy before traveling (88mph!) the ideal distance.
A new crafting system will be put in place that’ll allow players to control these variables. From a weapon’s basic components such as its pommel, cross-guard, grip and more. Each part may also have a special bonus in addition to its physical attributes. Like an enhanced hand defense from a large cross-guard piece.
In previous Mount & Blade titles, their “Directional Combat” system had its damage calculated based on the attacker’s proficiency with a weapon and the defender’s armor. But, it also had this “element of randomness”, which the studio is moving away from, as it caused balancing issues in multiplayer.
Mount & Blade II: Bannerlord is currently in development for the PC platform with a release date that’s yet to be announced.
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