Dev Blog 07/09/17

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[parsehtml]<p><img class="frame" style="margin-bottom: 0cm;" lang="en-GB" src="http://www.taleworlds.com/Images/News/blog_post_06_taleworldswebsite_575.jpg" alt="" /></p> <p>Greetings warriors of Calradia! Mount & Blade features a unique single player mode: instead of closely following a storyline, we want players to experience their own unique adventure on each playthrough. This presents us with a great challenge on both the narrative and technical fronts. We have to make different places, missions, characters and systems capable of responding dynamically to what the player wants to do, creating a rich and deep emergent narrative. As the lead programmer of the Campaign Team, Berat Ceren Üstündag’s job is to implement these systems to create a campaign that can truly react to the player and allow them to be the captain of their own destiny.</p></br> [/parsehtml]Read more at: http://www.taleworlds.com/en/Games/Bannerlord/Blog/24
 
Love that you said you would do a weekly blog and you are actually doing it.  Very refreshing after dealing with new information coming out on the Soon™ schedule.  Keep up the good work, looking forward to next Thursday.
 
Vlandian Knights only recruitable from Nobles "Cool !!"

Text
Some special troops, such as Vlandian Knights, represent minor nobility. These kinds of units have completely different troop trees. In the instance of Vlandian Knights, they can only be upgraded from Vlandian Squires, who in turn can only be recruited from NPC nobles. With this in mind, it is wise to maintain good relations with Vlandian nobles if your eventual aim is to have Vlandian Knights in your party.
 
Rodrigo Ribaldo said:
NPC99 said:
Berat, thanks for this insight into the work of you and your team. I'm grateful that you are all taking such pains to keep everything you make completely moddable. Context sensitive quests are a great step forward as will be greater depth to relationships. Keep up the good work.
There are plenty of "context sensitive" quests in Warband, it's not like they are doing something new.
The correct question for the developers would be: how will you improve on Warband?

I take her answer to mean that all quests are now context sensitive - hopefully eliminating dull, repetitive and mindless tasks that are a grind.

“I think I like the randomness of the world the most. There are factions, nobles and notables, relations between them, settlements with different specialities... All of these aspects change from game to game and we cannot know exactly where players will be and what they will face in that kind of unstructured gameplay. For example, our common quests are dynamically created by the current state of the world. This means that we don’t just spawn in characters or create the conditions for a quest, but rather that the game looks to see what is currently happening and offers a mission based on what is available.”
 
Question for next blog: Are any of the engine features moddable? For example, will we be able to manipulate or scale back the way running uphill affects movement speed?
 
context-sensitive quests can be interpreted in any way you want.

Most quests in Warband were context-sensitive. Village has too few cows? you get a cattle quest from the village elder. Bandits attacked a caravan? Guildmaster asked you to kill them. Lord is in prison? his relative asked you to get him out.
 
The way she talked about them is to avoid creating purely quest-related NPCs or parties, like in the village fugitive etc., but find suitable quest targets among existing NPCs and parties. But I wouldn't try to guess too much, this is all provisional and subject to change and reinterpretation.
 
JuJu70 said:
context-sensitive quests can be interpreted in any way you want.

Most quests in Warband were context-sensitive. Village has too few cows? you get a cattle quest from the village elder. Bandits attacked a caravan? Guildmaster asked you to kill them. Lord is in prison? his relative asked you to get him out.

I agree its all interpretation and conjecture.

However, in Warband you get a cattle quest irrespective of how many cows a village has  - they're  not measured in a persistent world sense (their numbers are only randomly assessed as loot after a raid).

You get a troublesome bandit quest whether there have been attacks or not. The bandits are artificially spawned once the quest is given, they didn't exist in the game world to create a context sensitive need.

While I haven't checked the code, I suspect that the relative only ends up in prison once the quest has been accepted rather than the other way around.
 
NPC99 said:
JuJu70 said:
context-sensitive quests can be interpreted in any way you want.

Most quests in Warband were context-sensitive. Village has too few cows? you get a cattle quest from the village elder. Bandits attacked a caravan? Guildmaster asked you to kill them. Lord is in prison? his relative asked you to get him out.


While I haven't checked the code, I suspect that the relative only ends up in prison once the quest has been accepted rather than the other way around.

Other way around. I bypass captured lords intentionally at times so I can get the quest from relatives. Also you can talk to tavern keepers and they will say who is seeking to free captured lord relatives and it would make no sense to have lords roaming around suddenly get imprisoned for the sake of a rescue quest.
 
Looter said:
NPC99 said:
JuJu70 said:
context-sensitive quests can be interpreted in any way you want.

Most quests in Warband were context-sensitive. Village has too few cows? you get a cattle quest from the village elder. Bandits attacked a caravan? Guildmaster asked you to kill them. Lord is in prison? his relative asked you to get him out.


While I haven't checked the code, I suspect that the relative only ends up in prison once the quest has been accepted rather than the other way around.

Other way around. I bypass captured lords intentionally at times so I can get the quest from relatives. Also you can talk to tavern keepers and they will say who is seeking to free captured lord relatives and it would make no sense to have lords roaming around suddenly get imprisoned for the sake of a rescue quest.

Thanks for your clarification. I stand corrected.
 
NPC99 said:
JuJu70 said:
context-sensitive quests can be interpreted in any way you want.

Most quests in Warband were context-sensitive. Village has too few cows? you get a cattle quest from the village elder. Bandits attacked a caravan? Guildmaster asked you to kill them. Lord is in prison? his relative asked you to get him out.

I agree its all interpretation and conjecture.

However, in Warband you get a cattle quest irrespective of how many cows a village has  - they're  not measured in a persistent world sense (their numbers are only randomly assessed as loot after a raid).

You get a troublesome bandit quest whether there have been attacks or not. The bandits are artificially spawned once the quest is given, they didn't exist in the game world to create a context sensitive need.

While I haven't checked the code, I suspect that the relative only ends up in prison once the quest has been accepted rather than the other way around.

you're wrong. For cattle quest the number of cattle is taken into account, for grain quest the village should have no grain and low prosperity.
 
JuJu70 said:
NPC99 said:
JuJu70 said:
context-sensitive quests can be interpreted in any way you want.

Most quests in Warband were context-sensitive. Village has too few cows? you get a cattle quest from the village elder. Bandits attacked a caravan? Guildmaster asked you to kill them. Lord is in prison? his relative asked you to get him out.

I agree its all interpretation and conjecture.

However, in Warband you get a cattle quest irrespective of how many cows a village has  - they're  not measured in a persistent world sense (their numbers are only randomly assessed as loot after a raid).

You get a troublesome bandit quest whether there have been attacks or not. The bandits are artificially spawned once the quest is given, they didn't exist in the game world to create a context sensitive need.

While I haven't checked the code, I suspect that the relative only ends up in prison once the quest has been accepted rather than the other way around.

you're wrong. For cattle quest the number of cattle is taken into account, for grain quest the village should have no grain and low prosperity.

Seems I'm wrong on all counts. Thanks.
 
I found this devblog post very interesting, I'm very excited to see Bannerlord's living world in action.

That said, I have a question regarding troop hiring: if I choose to go rogue and start an outlaw career, how can I hire my bandits? Is it possible to recruit peasants for example?
 
I love the idea of contextual and dynamic missions available based on the status of whats going on in the world.  I'm glad to see the last two blogs have included screenshots, it would be great for each blog to continue to include a new screenshot to get more visibility of the game each week.  Adding more life and believability to towns, castles, and villages in the form of having NPCs move about, have schedules/goals for their day is something I've looked forward to in the next iteration of M&B.  Happy to hear it is a focus for the team to improve in this area.  Really adding some layers to troop recruitment and creating special classes of troops that will be harder to get unless it is your main focus.  Seems to incentivize relationship building in a way that was mostly irrelevant in Warband.  Somewhat eliminating the shortcut to immediately upgrading to Swadian Knights (or Vlandian Knights in the case of Bannerlord) at the beginning of the game and be able to steam roll all the lords in the field.
 
2 QUESTIONS!

1. Will this game be cheat enabled on consoles? As a PS4 game, I would love the ability to use cheats for faster progression for my troops and character, and healing.

2. When is an expected release date? Like within a year or more?

Thanks/Tashakur!
 
My question(s):
1. How are the sieges going? I heard not long ago that you guys we're having trouble with the artillery hitting the walls, and destroying stuff in the castle. Have you made any progress regarding this issue?

2. And from the 10 minute siege video around "6 months ago" I saw in the video that arrows weren't registering, and sticking to thin air - Have you guys fixed this issue?

3. Will you be able to open the enemies castle walls if you breach from a ladder / and or a siege tower, and flank around? (to let your allied troops in)

Well those are my three questions, hopefully they'll be read and answered :grin:
Thanks for reading!

P.S: This is an actual graphic topic - non like any of the others here lol
 
When i read her answer:
“Currently I’m working on quests.”,and realised THAT is all she will say about it, i felt like someone gave me a huuuge slap on the face.
Other answers were somewhat satisfying.
 
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