Mount & Blade 2: Bannerlord's new crafting system will allow players to design and create weapons under the scrutiny of a realistic sounding physics system. Weapon weight will play a significant role as well as materials used in crafting.
Mount & Blade 2: Bannerlord will have a somewhat different combat system compared to its predecessors. The previous Mount and Blade games also took into consideration numerous variables in order to calculate your damage, but you were rarely - if ever - in control.
Bannerlord will use physics to simulate all of a weapon's characteristics - length, mass, weight distribution, swing speed and direction and put it towards calculating your damage output with scientific precision.
Remember when Mount and Blade 2: Bannerlord made us think of scenes like this?
Until now, the variables that go into these calculations have been out of the player's reach. A new crafting system in Bannerlord is about to change this. Weapons will be made up of component parts: for example, a sword consists of a blade, a guard, a grip and a pommel.
Each element may grant special bonuses outside of the game's physics as well, but they will all have specific physical characteristics that will provide inputs for the game's combat simulation.
If you have a smidgen of common sense, you can skip this paragraph. A weapon's mass will affect its thrust attacks. This means that lighter weapons will be faster but cause less damage due to a smaller amount of energy. In contrast, a heavier weapon will, of course, deal more damage but if it's too heavy it will "make contact with your opponent before it could reach its full speed, making it feeble and ineffective".
As my mum says when she catches a glimpse of herself in the mirror: weight is not the only thing that matters: "swing speed is affected not only by weight but also by the distribution of weight around the pivot point of the swing. Increasing the weight may increase the damage (within certain boundaries), but, it will also increase the inertia, meaning that more energy would be required to achieve sufficient speed on impact."
Or in English, increasing the weight will only positively affect damage up to a certain point.
The player's stance in also taken into consideration, to a degree. The post explains: "we assume the fencer is made up of three simple motors. One motor representing the legs and hips, one for the chest and shoulder, and one for the arm and wrist. We then run a simulation where the motors work together to speed up the weapon until it hits the target. (Actually, we run two simulations, one for swing and one for thrust.) After these steps, we get the length, mass, swing and thrust speed of the crafted weapon."