Dev Blog 28/02/19

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[parsehtml]<p><img class="frame" src="https://www.taleworlds.com/Images/News/blog_post_79_taleworldswebsite.jpg" alt="" width="575" height="290" /></p> <p>Bannerlord has many dynamic systems for maintaining most gameplay mechanisms. Horses are a case in point. They are produced in certain villages so there is a steady supply being created each day. These are then purchased (or sometimes looted) by passing armies or carried to town markets to change hands. Horses are also regularly removed from the game when cavalry troops eventually die or desperate parties slaughter them for food.</p></br> [/parsehtml]Read more at: http://www.taleworlds.com/en/Games/Bannerlord/Blog/99
 
I actually really liked this blog; it's clear TW is really invested in making sure their AI is realistic and their world is immersive. These are a set of very large and difficult-to-observe problems that have been creatively addressed.
 
Omg  :facepalm:...In the next blog, they will show us the specs of the computers on which they are working....
That is getting pretty depressing for anyone expecting a 2019 release.  :dead:

That being said, yes the info is interesting but... a blog about it ? No.
 
this often resulted in long journeys around mountain ranges to reach their destination. This issue was compounded by the fact that Khuzait lords tend to have smaller, more mobile parties, which are quite adept at chasing down bandits.
This is interesting. It's nice that different factions behave differently. Hopefully there will be more instances of this kind of thing when the game releases.
 
This is exactly why we will be expanding this tool to work with scenes too. And not only for singleplayer, but also to help us refine the design and balance of our multiplayer maps!

Will be suggests heat maps have only been used to diagnose ai behaviour on the campaign map to-date. Does that mean that campaign map behaviours are now balanced or in the process of being balanced, but other scenes aren't?

How will heat maps be used in scenes other than the campaign map? Battle scenes don't last for hundreds of days to build up a reliable long term heat map. Do TW run the same battle scene hundreds of times and combine their heat maps to identify dead areas or sticking points in sieges?

BTW Callum, will any diagnostic tools such as these heat maps be made available to the modding community?
 
...and for dev blog 100 we got!.... an explanation on how pathing works on the world map? ...I mean I guess that works. I would have preferred an Update on where your at in development, but i guess the chance's of that ever happening is lowering every week.
 
Pathetic.  Will be used?  You are just scrapping by at this point. What do you even have that resembles half of finished product?  Another week,  same old story. This does not deserve a blog. Nothing in the past weeks does.
 
Noudelle said:
this often resulted in long journeys around mountain ranges to reach their destination. This issue was compounded by the fact that Khuzait lords tend to have smaller, more mobile parties, which are quite adept at chasing down bandits.
This is interesting. It's nice that different factions behave differently. Hopefully there will be more instances of this kind of thing when the game releases.

Hear hear, I hope so too.

Morelen said:
That being said, yes the info is interesting but... a blog about it ? No.

It's not a thrilling blog subject, but to be honest apart from that cavalry charge GIF the other week this might be the most interesting blog I've seen in several weeks. Which is depressing. But we've had one and a half years of this sort of blog, we should be used to it. Let's pray for a release date/public play test...

The real supply of horses could provide hope for Sturgians; if Khuzaits or Vlandians are trouncing you with their cavalry, try raiding or buying horses from every nearby village and eat the lot to reduce the supply.
 
Look, they’ve put out almost 100 blogs. I’m more glad that there’s a regular stream of minor blogs rather than a completely irregular dribble of major ones. The regularity is an improvement, not a downgrade.

Week by week they’re showing us one feature instead of a few features every few months.
 
I found it interesting. I know it might not be completely new info but I'm happy to see that the economy will be somewhat real -- horses having to be bred and transported, instead of just spawning at the horse trader (at least I hope they won't do that). I wonder if this economic model + the political/military system will allow for blockades, smuggling, targeting production facilities etc.

Anyway, how the economic model stays balanced is a worthy topic IMO.
 
quite interesting. It is not surprise that some players ^^^^  would find this sort of thingy boring tho, as they only want the game to work, they dont care how it got there. Balance is a core element for a fun experience, and tools are important to make it right.

make this available for modders as well so we can balance all those different worlds and rulesets. I had to log and create graphs on my mods over the years, so it is nice to have something directly in the game this time hehe.

oh and it would be great to have them in-game as well, not as a dev tool, because I am sure we can use this kind of tech for interesting UI views like in strategic games.
 
I was expecting more meat in this article but still I'm not disappointed. I like this kind of data porn images and I think it's a real pros for game balancing.

BUT I think it's time for the community to have a real candy about the game development, new features or game mode and some status. All of us come back here weekly like real followers and we've been more than patient and I sincerely think we deserve it.

Anyway, good job on the dev and can't wait to put my hand on this piece of art.

<3
 
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