Dev Blog 22/03/18

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[parsehtml]<p><img src="http://www.taleworlds.com/Images/News/blog_post_32_taleworldswebsite.jpg" alt="" /></p> <p>In our efforts to make Mount & Blade II: Bannerlord a visceral experience, we are constantly looking at different types of systems which will elicit an emotive response from players. By aiming for a certain level of realism, it becomes easier to make a game more relatable and immersive for players. However, striking the balance between realism and gameplay is a tricky subject, and we are firm believers that gameplay should always trump realism. Thankfully, there are other methods that we can use to draw players into the game and offer players a more realistic experience, without detracting from the gameplay. In this week’s blog, we would like to show you how we make use of inverse kinematics to make strikes in combat feel a bit more immersive.</p></br> [/parsehtml]Read more at: http://www.taleworlds.com/en/Games/Bannerlord/Blog/52
 
Gifs on the blog:

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Crowcorrector said:
Looked fine with the old system..  looks fine now.  Please tell us what other trivial improvements are stalling this game?

These things are probably made by some dev that was bored and had nothing to work on calm down jesus.
 
lolbash said:
Crowcorrector said:
Looked fine with the old system..  looks fine now.  Please tell us what other trivial improvements are stalling this game?

These things are probably made by some dev that was bored and had nothing to work on calm down jesus.

Right, so the game has reached a stage were Callum has to go round the office and ask  bored devs going rogue and making their own animations for random **** to put in the blog?  :roll: :lol:
 
Crowcorrector said:
lolbash said:
Crowcorrector said:
Looked fine with the old system..  looks fine now.  Please tell us what other trivial improvements are stalling this game?

These things are probably made by some dev that was bored and had nothing to work on calm down jesus.

Right, so the game has reached a stage were Callum has to go round the office and ask  bored devs going rogue and making their own animations for random **** to put in the blog?  :roll: :lol:

Why are you so intent on making Callum and the entire team of Taleworlds look like lazy ****s who dont care about the game? What is your agenda? To burn down taleworlds?
 
nice to see new tech using the power of modern computers to improve the animations of the game. It will add to the immersion and the cinematic feeling of combat (both on 1x1 situation as well when watching armies clash).

it would be nice to see a front attack sequence in a form of a GIF too. Something like you attacking a bot with multiple hits from left, right, up, down, straight (piercing). The new reaction system must look great on that situation, as the defender will be reacting to your angle of attack now.

I can't wait to destroy some shields now  :grin:

also interesting to note how this improvement, which is not trivial to create nor trivial to game performance, can fit in the new engine with hundreds of agents fighting. Well done!

 
Dest45 said:
Good read. Thanks Callum. Do shields still have that slight invisible hitbox?

The "invisible hit-box" happens because of the Shield skill, which I think is necessary for the player. 

If it's in Bannerlord, then yes, units with shields and the shield skill will be able to block beyond the visual range of their shield. For the player this is useful especially when attacking in sieges. Additionally, in MP where enemy archers are all players, it is necessary or archers could head-shot over your shield or easily shoot you in the legs.
 
Crowcorrector said:
Looked fine with the old system..  looks fine now.  Please tell us what other trivial improvements are stalling this game?
If all updates are trivial to you, you might as well just keep playing Warband. Whilst I don't agree on the MP choices of taleworlds, I do enjoy the graphical overhaul as well as the better animations for a variety of things. I would also say that these things are important if they want to reach top level, but additionally it would make the game immersion feel a lot better. (Like Kalarhan is saying)
 
striking the balance between realism and gameplay is a tricky subject, and we are firm believers that gameplay should always trump realism
I agree 100%, thank you for saying that TW.
The system takes into consideration the force of the impact, meaning that the visual feedback from a cleaner strike or a heavier weapon will be more prominent.
This is something that I really like, very immersive imo.
And while minor details like this may not exactly be game-changing
I think that minor details like this are very important and for me personally matters a lot considering I will create more characters with different styles of combat, different gear and so on.

Overall a good blog with good information.

Off Topic: A video of a massive single player battle (siege or field) to show how the factions fell/look/are now would not be a bad idea.
 
I don't think this was a trivial update at all. This one actually was very interesting if too short and left me with some questions...

"So watch your shield, because losing that nice head you have on your shoulders will surely ruin your day."

I assume this means that we'll have to keep our armor in good condition or suffer injuries in battle? That's a nice surprise if true and it would be outstanding if poorly maintained shields would shatter in combat!

Next question I have is about if this opens up the possibility of different types of wounds? A lot of games of this ilk have to take damage from slashes and stabs but a lot battlefield injuries could be from dislocated joints or broken bones. Absorbing that kind of hit to your shield might cause an injury to a joint in the arm or a muscle. How much realism are you aiming for?
 
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