I know a lot of players don't stick to a monotone cultural getup when they play, but a lot of players probably do what I do; try to stick to culturally appropriate armours and weapons for the culture I am playing. I take this mentality with me to smithing as well, where I try to smith and use weapons that suit my characters culture appropriately. But I have some exceptions; I often use animal pelts for shoulder armour when playing as a Vlandian or Imperial. If I play as a Sturgian I may use some Khuzait armour. And if I play as a mercenary or Lord for a different cultural faction than my character is from, I may use a mix of regional armours and use my own culture for a weapon. Example; I played a Nord corsair mercenary for the Empire. I used gilded scale Imperial armour with gilded scale shoulderguards, golden pirate gauntlets and boots, and a brass Aserai helmet with a Nord one handed sword with gilded pummel and handguard. Anyone else give themselves similar cultural restrict...
With early access drawing ever closer I´m seeing some people confused with the features of Bannerlord. Because of this, I thought it could be helpful to those people to compile a list of known features that will either be included in early access or added later. Feel free to contribute if you see some missing.
Here are 20 features I know of (and can remember) in no particular order.
- Six unique factions.
- The Khuzait Khanate - Based on the Mongols
- The Sturgians - Based on the Kievan Rus
- The Empire - Based on the Byzantine Empire
- The Aserai - Based on various pre-Islamic Arab tribes
- The Battanians - Based on Celts and Picts
- The Vlandians - Based on the Normans
- Everyone can die whether it be from aging, being killed in combat or being executed (Kings, lords, and companions). This feature can be turned off if the player doesn´t want it.
- You can have children that you will play as when your character dies.
- Massively improved sieges (Siege weapons, better AI and multiple stages).
- Officially supports up to 1000 AI battles (Will probably be able to increase the number with a battle sizer mod).
- Craftable weapons.
- Campaign map 3 times larger than the one in Warband.
- Companions can be placed as governors in fiefs to provide additional bonuses.
- Crime.
- A realistic economy that you can use for your own gain or abuse to hurt your enemy.
- AI is beholden (largely) to the same rules as the player (See point above for an example of how you can utilize this).
- More extensive character creation (Both visually and in terms of RPG elements).
- Better moddability (fewer features hardcoded).
- Multiplayer (Co-op is not confirmed nor denied).
- Better overall combat AI and campaign map AI.
- Formations.
- Deeper more meaningful politics. Influence is a "currency" that can be used to engage in said politics.
- Unique board games for each faction!
- Clans within factions mean there will be internal politics (power struggles etc).
- Separate slots for civilian clothing and soldier clothing.
Submitted February 12, 2020 at 06:07AM by henriksen97 https://ift.tt/31PwnXz
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