Dev Blog 12/07/18

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[parsehtml]<p><img class="frame" src="https://www.taleworlds.com/Images/News/blog_post_48_taleworldswebsite.jpg" alt="" width="575" height="290" /></p> <p>Mount & Blade II: Bannerlord is a bit different from other sandbox games. There are some in which the story isn’t linear, so you can more or less play it in any order while you explore the world. In others, there is no such thing as a broad story that encompasses the whole game, or if there is, it is less important than the world itself and its inhabitants: you are free to roam to discover them. What we intended to do with the original Mount & Blade, and what we are working hard to do even bigger and better in Bannerlord, is to create a game where you get to create your own story from scratch, where you make your own decisions and live through the consequences. In this week’s entry of our dev blog, we talk with one of the people responsible for creating this magic: Campaign AI Programmer, Ozan Gümüs. If we think of Mount & Blade II: Bannerlord as a “box of tools” you can use to create and live your own story, he’s one of the people who help to create and shape those tools.</p></br> [/parsehtml]Read more at: http://www.taleworlds.com/en/Games/Bannerlord/Blog/68
 
I love the sandbox of M&B but if that is expanded on even more to include more decisions with consequences that would be great. Will there be anything akin to Viking Conquest story mode lite?
 
Please send my compliments to this guy. The more I read these interviews I start to realize the interviewee was the person at fault for the blogs being bad.

Sounds like progress is good. Loved this  :grin:
 
If your army flees the field of battle, they all turn into deserters?
Can you get them back? (bribe, persuade, threaten?) Or do you have to kill them to prevent them from ransacking the countryside and damaging your economy and internal security?
 
So much information, packed so tightly, and so well! So much depth... Gotta agree with vicwiz007, it definitely looks like the "bad" interviews are because the guys are not talking too much, either because they don't like it, don't want to, really can't, or didn't even think of saying more than what was asked. Real HR issues I've faced before.

Great blog, and cool steam page, by the way!

And did you guys notice the pause button is active? Nice to see that.
Very interesting to see the battle screen now, and it really seems that the inventory is available without problems. It's cool to see that all armies are in proximity, but not in the exact same spot. Looks way better.

I guess the economical balance answers the issues raised in the last two blogs on the forums: "population limits on armies", as is AI also loses morale, it doesn't have the automatic weekly spawn of 100 high tier troops, and they can be capped by crushing their economy. That is what they said before, but it's nice that mr. Gümüş went a little more in-depth on that.

Rabies said:
If your army flees the field of battle, they all turn into deserters?
Can you get them back? (bribe, persuade, threaten?) Or do you have to kill them to prevent them from ransacking the countryside and damaging your economy and internal security?
Good one, really curious if they cross the point of no return after deserting, or if there is any chance of bringing them back.
About morale, in-battle there doesn't seem to be much of a change, only enhancements. But cool to know there'll be more elements to diminish morale, like not stopping at settlements (resting?, because if its just stopping it could be too easily overcome). I guess we could hire minstrels to make the army morale go up... And when it becomes too low, we eat them to raise it again.

My only disappointment is that campaign units are still single graphics. I don't know why I wanted more... I think it's Knights of Honor's fault, I love watching the armies march there. But nothing was promised anywhere, and nowhere before was there any different unit graphics, it's just a personal issue anyway.
 
This is a fantastic dev blog! Easily my favorite so far, it addressed many of the questions and concerns I had. I freaking love you magnificent bastards and can't wait to play your game.
 
It was interesting to learn more about how the mysterious clans, which we learnt about so many devblogs ago just to be barely mentioned again, work, so thanks for that.

The part about battle morale is a bit of a disappointment, it basically says that once again armies will stubbornly fight to their untimely deaths most of the time. We basically knew that from what little gameplay we saw, it still sucks to know it for sure, though. Especially that with more complex economy mounting casualties depleting manpower should be a problem to consider for AI.
 
Is it just me that got my heart razed to 100 beats/s when u went in on the link to their steam page and saw ''Beta''? Taleworlds why u do this ;-;
 
great blog, lots of interesting info on multiple aspects of the game.

Nice to see a dev blog also saying "almost done with this big thingy". Gave us some hope of a 2018/2019 release.
 
Am I the only one feeling like they are slowly building up to their release with paragraphs like this? I feel like I am reading too much into this.

Before we dive into this week’s blog post, we would like to take this opportunity to introduce you to our new Steam Creator page. The Steam Creator page acts as a hub for all things TaleWorlds on Steam. Make sure to follow the page to ensure that you don’t miss out on any news or announcements regarding our company and our games!

https://store.steampowered.com/developer/taleworlds


Mount & Blade II: Bannerlord is a bit different from other sandbox games. There are some in which the story isn’t linear, so you can more or less play it in any order while you explore the world. In others, there is no such thing as a broad story that encompasses the whole game, or if there is, it is less important than the world itself and its inhabitants: you are free to roam to discover them. What we intended to do with the original Mount & Blade, and what we are working hard to do even bigger and better in Bannerlord, is to create a game where you get to create your own story from scratch, where you make your own decisions and live through the consequences. In this week’s entry of our dev blog, we talk with one of the people responsible for creating this magic: Campaign AI Programmer, Ozan Gümüş. If we think of Mount & Blade II: Bannerlord as a “box of tools” you can use to create and live your own story, he’s one of the people who help to create and shape those tools.

Thanks for the blog.

While I know I should not be hopeful for a release date at gamescom , I can not stop thinking about it.


Btw , I saw something.

p34_x.png

The 71 is mixing with the gloss on the guys helmet. Maybe you should put some sort of outline around the text.
I can already see use cases where players will think that the guy has 79 troops while it is 179. He could look from the map but what if its crowded or something.
Just something I saw.
 
Do you think that the gold we carry should have a weight in the inventory? Then, it would be necessary to have hideouts if we are criminals or if we are lords keep the money in the castles
 
JuanNieve said:
Do you think that the gold we carry should have a weight in the inventory? Then, it would be necessary to have hideouts if we are criminals or if we are lords keep the money in the castles
Sounds like a great idea to me.

If we die our son who know where the money is could go and claim it for himself. Then dying would be less of an issue. Maybe the people at our castle (other lords or criminals) could tell us to bugger off depending on our father's relation with them or their personality. you know, stuff like that.
 
JuanNieve said:
Do you think that the gold we carry should have a weight in the inventory? Then, it would be necessary to have hideouts if we are criminals or if we are lords keep the money in the castles

hide those coins!

__XHfi75yyMZiyIRQG5oBSFh5sySxlnzhDjVBPSaZy0.jpg


(~15th century Samurai bronze coins)



VC had a fun feature for being attacked while camping. If the enemy gets too close to your treasure chest they get to steal your gold  :twisted:
 
so we know that we will be able to build castles... but will we be able to build temporary camps, kind of like in Viking Conquest? also thank you for the blog I rally can't wait to see what you'll have for us at Gamescom 2018!
 
In Bannerlord, the power of a kingdom doesn’t come from just its total manpower count, but also from the economic power of each clan within the faction....There are actually a lot of additional mechanics surrounding clans but it would be too much to explain right now!

Each faction has clans and allied minor factions. We need a dev blog on them. Are rival clans actively competing for each faction’s throne? Can clans within the same faction fight or must they undermine each other covertly? Is it necessary for a player to pick sides and join a clan to progress? How many clans are there in each faction? Will it cost more influence to mobilise a clan rival in your army? Can clan leaders raise their own armies for clan as opposed to faction business?


Keep up the good work Ozan - smart campaign AI is vital.  :grin:
 
I really enjoyed this weeks blog and there was plenty of comments to look into:

"making profits for the owner of the caravan ,who can be a well-known merchant in a town, or even the player themselves" ( It's great to see that important townspeople aren't just bound to their settlements but can also be met in the field. Also maybe we can own our own caravans, this relates to the blog about mounts, there was something mentioned about donkeys being used for caravans.)

"the clan leader is also responsible for nearly all of the expense issues" ( a deeper management of warbands/ military hosts?)

travelling long distances without entering a town makes soldiers tired and decreases their morale ( A great feature in my opinion as it means that decisions on campaign would have to be more decisive. Shall I chase that lord into the wilderness or resupply in a friendly city?)

I do have one small gripe though and it is entirely personal. The banners. Whilst the models for the lords are fantastic, the banners are just too small for my liking and are generic. It would great to see a variation in banner size and shape that reflect the culture that the character is associated with. maybe larger more elaborate banners reflecting your position in the kingdom. A duke having say a larger  gilded banner with tassels and a minor noble with a simple canvas banner. Some customisation is always welcome, especially seeing as it is known to us that we are going to receive a banner emblem customisation tool. At any rate the emblem on the current flags are too small in my opinion.

Of course, this can be modded in, just my two cents (pennies actually, im English) :smile:
 
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