Dev Blog 31/08/17

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[parsehtml]<p><img style="margin-bottom: 0cm;" lang="en-GB" src="http://www.taleworlds.com/Images/News/blog_post_05_taleworldswebsite_575.png" alt="" width="575" height="290" /></p> <p>Greetings warriors of Calradia! In this week's blog we would like to reflect on our experience at Gamescom 2017 and discuss our new multiplayer game mode, Captain Mode, which we invited visitors to play in a hands-on demo in Cologne. We are becoming quite the regulars at Gamescom, with this being our third time attending, however each visit has acted as a completely unique learning experience that has helped us to refine and improve both the game, and the way we go about approaching these kinds of events.</p></br> [/parsehtml]Read more at: http://www.taleworlds.com/en/Games/Bannerlord/Blog/23
 
Nice to see people like Rapunzel and Peter the Hermit representing the community. Never heard of them!
"The player community" means "the multiplayer community" since Lust took over. How about getting Cabadrin to show us the campaign map and gameplay to prove me wrong?

*gets warned for his trouble for "insults"*

Questions for the campaign lead:
1. How are you going to make the end-game more challenging and fun?
2. Did you already figure out that expanding the minor factions beyond unchallenging bandits brings variety and different challenge levels into the game? (As in Prophesy of Pendor)
3. Do you use a map editing tool for the overland map and will it be available to modders?
 
I think I saw them casting along side Lust in the Bucharest tournament.

It was like 3rd grader casting with same 70 words in every situation and with the same annoying confirmation word or whatever you wanna call it ."uh hm" yes she said this about gazillion times which got very annoying and repetitive like the rest of the casting done. It was very unbearable to watch for me.

Anyways we got to learn who the next person in the Q&A will be.

Q1 : Did you have to cut out any gameplay features just because they could not be done in multiplayer?
Q2 : We know that you worked on co-op , what are the difficulties you faced with it and do you see any potential of overcoming these obstacles.
Q3 : How do the coordination between singleplayer team and the artists happen? Do you tell them what you need or for example while designing a city map , do the scene creator feel like he wants a statue in the map while making it and just says it to the artists and they do brainstorm?
Q4 : How do you test scenes? Do you just go in and wander around jump and do weird movements and such?
Q5 : How do you test the campaign ?
 
Are we asking our questiions here ? If so
- How is the lightning in campaign map do we see the effects changing in day&night circles like people light their candles in night time people work on fields on daytime but not on night time
- How is the upgrading system works ? Do we see its construction when we enter the area or we can only see those effects on campaign mode ?
- how is your party model looks like ? is it the commander are we going to see on campaign or the bigest type of unit in the party

Don't be That Creep -- Llandy
 
The campaign is a pretty broad area, hard to narrow down questions.

-What would you say is the biggest change being made to the campaign from warband?
-Choke points on the world map were alluded to in a blog years ago, are these an actual mechanic or just how the map is formed?
 
"we are confident that there will be some videos coming out in the near future which will show those of you who were unable to visit our booth just how exciting and fun Captain Mode is."

We saw enough of Captain Mod. We want to see some SP gameplay...
 
MadVader said:
Nice to see people like Rapunzel and Peter the Horse representing the community. Never heard of them!
"The player community" means "the multiplayer community" since Lust took over. How about getting Cabadrin to show us the campaign map and gameplay to prove me wrong?

*leaves muttering to himself*

You're not wrong, but did any sp folk actually try to go?
 
Well, none were invited, so... It's the same thing as with Lust, Callum invites people he knows, and they are all MP people.

We, the silent SP majority are not represented when MP-only people are community managers.
 
Maybe I read purzel's post wrong but I thought they were invited after they turned up at gamescom and tweeted at TW saying "We're outside, can we have a go?".

 
What improvements have you made to the Starting Options?

Starting as a prince/ss or a king/queen and/or vassal would be great like Viking Conquest allows.


Also, the defection system in Warband was a freaking mess.  Any improvements?  I hope there is an option to have Lords remain with the faction they are with until it is destroyed, at which point they go into exile.
 
MadVader said:
Well, none were invited, so... It's the same thing as with Lust, Callum invites people he knows, and they are all MP people.

We, the silent SP majority are not represented when MP-only people are community managers.

We will cover singleplayer in the near future, don't panic!
 
Callum_TaleWorlds said:
MadVader said:
Well, none were invited, so... It's the same thing as with Lust, Callum invites people he knows, and they are all MP people.

We, the silent SP majority are not represented when MP-only people are community managers.

We will cover singleplayer in the near future, don't panic!
Okay, but don't be long. I can't hold the screams inside forever.
 
- Will there be another NPC parties like us? Choosing their purpose in this world.
-What is our interaction level with NPC's. Beside party-in mechanic, can we have friends enemies; deals between NPCs?
- Years ago it's been implemented being outlaw is more avaible, how higher can you go in this decision? Can you order other bandit parties, build base etc.? Same goes for being merchant, can you have other merchant groups and make trade agreements? Control other Empire's decisions by your wealth?

Warband was more or less a feodal game, in higher level you have to be lord to continue. I hope it changes in Bannerlord.
 
Yabloko said:
I cannot get over how nice those armours and animations look. Some are rougher than others, but the horse death and arrow shooting ones are really great.
Also if you pay close attention you can see armor parts shaking with the movement of the character.
 
I don't really know what a lead programmer does, so I'll ask some questions hoping she could answer this.
It's pretty much all about combat mechanics.

1. In Peter and Purzerblume's video we can see 2 different downstabs, one on the left of the character, the other one on the right, with 2 different downblocks; is there a new directionnal attack? So 5 instead of 4? (2handed gameplay around 13:30 on the video)
2. Apparently the feints and other "tricky" mechanics making warband such a high skill cap game aren't a thing anymore in Bannerlord, thus making it way more casual. Will you listen to the MP community if there are "complaints" about it and try to put those back somehow? Will there be patchs modifying the mechanics of the game once it's out? Lower the skill cap of a game = risk of killing the possibility for that game to become an esport one.


Cheers
 
Ki-Ok Khan said:
Yabloko said:
I cannot get over how nice those armours and animations look. Some are rougher than others, but the horse death and arrow shooting ones are really great.
Also if you pay close attention you can see armor parts shaking with the movement of the character.

Yeah, the khuzait armor especially has lots of dangling bits around the waist and shoulders.
 
It's a bird! It's a plane! No, It's a khuzait horseman flapping his pauldrons, ready to take flight!
https://gfycat.com/gifs/detail/DirtyColossalGaur
(bottom left corner)  :fruity:
 
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