Some snippets from the interview


Link:Producent Martin Klíma o Kingdom Come: Deliverance 2 - interview
The combat system should receive modifications to simplify it, but at the same time it should not change its realism. How did you achieve this and what kind of changes await us?
In the combat system, we tried to accommodate people who thought it was too complex, but at the same time we didn't want to disappoint the people who liked it. At Warhorse, we often talk about how best to solve the proverbial dilemma of having one's cake and eating it at the same time.

Will the second part satisfy fans of large-scale medieval battles, so will we finally get to the epicenter of more massive battles?
We focused a lot on performance in the first part. The biggest problem with large-scale unit battles was performance, as we were unable to render and compute any significantly larger number of characters at once. We have significantly improved the number two now, but I don't know if you or any of the readers have ever been to such a LARP battle where there are, for example, 200-300 people. Of course, it is a wonderful experience to be part of a large group and to see the line of your comrades lined up somewhere in the meadow and the enemy on the opposite side, but it really only takes a fraction of that time.
But when the battle starts, it's always one on one, one against two, and so on. It's never one hundred percent.

How the initiative for greater diversity will manifest itself in the second part. Will this decision in any way affect the realism and historical accuracy of the series?
It's a complex topic that I don't want to avoid, but it's impossible to comment on it completely in
a nutshell. What people criticized us for in the unit was that the players felt that the diversity was small and could have been more. That even if it was bigger, it would not affect the realism of the title, and we had the opposite impression.
Link:Producent Martin Klíma o Kingdom Come: Deliverance 2 - interview