Devblog #6 for Mount and Blade II: Bannerlord is here, and with it, TaleWorlds introduces new mission types, rebellions, and the ability to grant and relinquish fief as features that will be coming to the feudal strategy-simulation game.
One of these features coming in the near future is the ability to grant or relinquish fiefs. To grant fiefs you have to be a faction leader, and if you are successful in conquering land you will be given the option of granting fiefs to your vassals. This can either allow players to ensure that it's not one person owning fiefs across your kingdom or to bolster relations with a clan that isn't too fond of you and your rule. If you're playing as a vassal, you can (if you want to for some reason like not wanting a village on the other side of the kingdom) give control of a fief back to the kingdom, which allows for a new round of voting to start over which clan should be given the fief.
Rebellions are a new feature coming with the next beta patch, and it will allow unhappy citizens to rise up and seize control of settlements. These can occur if the town has a different culture than its ruler, if it was recently captured, or if the policies negatively impact opinion in the area, among other causes. Basically, there are a lot of ways that a town can rebel, but it shouldn't come as too much of a shock. As a town's loyalty decreases more citizens will take up arms in a militia. Once the militia feels as though they are strong enough to win, a rebellion will occur. If they will a new clan will form that will attempt to establish themselves and legitimize their rule. If they manage to hold onto the settlement for a decent period of time, they will be recognized by other clans and can utilize diplomacy with kingdoms.
Other upcoming planned changes that are more in quality of life were detailed as well. The ability to turn off the birth and death systems will be coming for new campaigns, meaning if you don't enjoy those systems, you will be able to start a new game without them. A variety of simulation improvements are also coming, like the ability for AI to get married, and new attempts at tackling inflation and snowballing. One cosmetic tweak is that city nameplates will now make it possible to know if there are special events or issues in a town such as a tournament.
One of the new mission types they described that is further out, is Prison Break, where you can break into enemy settlements and spring out clan members, vassals, and friendly or neutral lords from prison. If successfully done you will have to fight your way out with your prisoner in tow. This is a really tricky mission that could result in a 'Game Over' screen if you're not careful.
Also discussed were the long-awaited keep battles. These will present a different type of fight than the majority of the game has with enclosed areas. A keep battle will happen when assaulting a castle, and the defenders decide to retreat to the keep for one last stand, that you need to win to be successful. When we can expect to see them isn't known at this point.
If you would like to check out the rest of the devblog, be sure to read the blog post here. For more information on Bannerlord, stay tuned to Techraptor for more updates.