Mount & Blade II: Bannerlord Developer Blog Q&A

The latest Mount & Blade II: Bannerlord developer blog post is once again a Q&A session with one of the developers. This time around, it’s Meriç Neşeli, QA Lead and Game Designer on the project. This particular Q&A goes over the everyday duties of a QA Lead, the biggest challenges of working on a game like Bannerlord, and also tells us a bit about Bannerlord’s faction design and balancing. For example:

WHAT’S THE MOST DIFFICULT THING THAT YOU SOLVED SO FAR, DURING THE PRODUCTION OF BANNERLORD?

“Balancing troops. In Bannerlord, each faction has their own unique troops. Although unique troops offer some advantages over regular troops, we still have to strike a balance with how these units compare to similar troops within their own faction, and how they will perform against units from each of the other factions.

Each faction has their own advantages and disadvantages when it comes to army compositions. For example, Empire’s core units are heavy infantry, which are more durable than other infantry in Calradia. We need to select their perks and equipment in a way which will provide them with this advantage, yet exposes them to risk. In this case, the weakness of heavy infantry is shock infantry, such as the Falxmen of Battania. A good strategy to employ with Empire is to use infantry and ranged units in close proximity so that they can provide support to each other against their counter troop types.

Another balancing issue is the cost of troops, which is set according to the power of the unit. In Captain Mode we had to handle this a little differently because money doesn’t feature in this game mode. We decided to alter the troop count instead of the price, with the reasoning that all players have the same amount of funds and therefore the stronger units should have fewer soldiers because their recruitment and upkeep costs would be higher.”

WHAT DO YOU CURRENTLY WORK ON?

“Answering these blog questions, (just kidding!) I’m currently working on setting civilian equipment for lords. Lords will wear helmets and heavy armour in battle, but you will see the same lords wearing robes or silk tunics in a lord’s hall. The aim of this is to make the world feel more realistic and immersive.”

WHAT FACTION DO YOU LIKE THE MOST IN BANNERLORD?

“Battania. Battanians have tattoos and battle paints giving them the look and feel of Celts. They have well skilled, armoured archers and many of their troops use two-handed weapons, (the archers included!) I find the atmosphere in their large and sparsely populated cities to be fascinating, and even though the cities are mostly ruinous, walking around them feels relaxed.”

WHAT KIND OF PROCESSES DO YOU GO THROUGH WHILE TESTING SCENES AND CAMPAIGN?

“There are two types of tests which we use. The first one is automated tests which are run by code. Some of them are unit tests, others performance tests, there are visual tests, etc. We have several computers running these tests at all times. The second type of tests are manual tests, which are performed by the QA team. We prepared a document for manual tests which includes testing steps for each scene and feature. We currently have 5 people working in the QA team and we focus our work on our field of experience, for example the editor tester checks engine features daily.”

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Val Hull
Val Hull

Resident role-playing RPG game expert. Knows where trolls and paladins come from. You must fight for your right to gather your party before venturing forth.

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