Mikail Yazbeck has joined Fat Shark and is also on board as producer on the game. You might remember his name from the Mount & Blade series. If he can help get that same gritty realism into War of the Roses it’s going to be a massive hit with that audience as well as with history buffs and multiplayer combat fans in general.
Some stats on the game:
- Over 60 weapons
- More than 15 categories of weapons (longbows, crossbows, 2-handed axes, polearms, swords, etc)
- Weapons are customizable. For example a sword can be made quicker and lighter (doing less damage), or bigger and slower for more damage.
- Multiple areas for battles like castle, forest, village, town, moor and tournament.
- Three armor types - light, medium, heavy.
- Persistent leveling of your characters
- Horses will be able to be armored or not armored.
- Around 60 perks in 5 different categories like gameplay, combat moves, etc. Perhaps even combining fire and arrows for flaming arrow attacks.
- Dynamic weather
Your character will basically have four slots for inventory which will be 2-handed weapons, sidearms (one-handed), daggers and shields. The shield can either be active or can be stored across your back. Lots of things can be customized in the armor as well. Helmets can have mail coifs, visors, plumes and decorations attached to them. Armor can also be customized so you can have a fairly unique look in game for your characters.

Via the perks system you get to build your own class basically. You can create a profile for a character that will be specialized toward a specific type of combat or gameplay style. On top of that you can also store multiple profiles so if one day you feel like being a long range fighter you can play that profile and if you want more up close violence you can switch between battles into a profile that is customized for that. This is slightly different than some other games that let you switch classes at each spawn.

The combat system is directional, so that means you first pull your weapon back to strike left/right/up/down and then swing. In order to parry, you need to be in the right position. So if someone attacks you in a left to right swinging motion you need to parry appropriately. Shields need to be facing opponents to be functional, how original is that? Instead of just being in your possession and adding some bonus to your defense, you actually need to put it in the proper place so that it blocks incoming attacks.