Dev Blog 14/09/17

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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_07_taleworldswebsite_575.jpg" alt="" /></p> <p>A game engine is one of the core components of a computer game. Licensed game engines tend to offer a flexible approach to game development by providing a variety of options and features for a wide range of genres. However, developing your own game engine allows you to create exactly what you need for the task at hand. Granted, it is a monumental task to undertake, but we feel that the benefits far outweigh the time, energy and financial investments required to produce something which will allow us to achieve our goals and ultimately improve the quality of the final product. Our engine, which was built entirely in-house, focuses on the crucial needs of Mount & Blade II: Bannerlord. It is tailored to helping the game reach its full potential, which is something that would be hard to accomplish with another engine. This is what our engine team tries to achieve. Smooth gameplay, big battles and great visuals are their primary ambition. Murat Türe, Lead Programmer of the engine team, works on making Bannerlord optimised, moddable and huge, while retaining all of the key features which made our previous games so successful.</p></br> [/parsehtml]Read more at: http://www.taleworlds.com/en/Games/Bannerlord/Blog/25
 
I always assumes the Rhodoks were Northern Italian city states breaking from the equivalent of the HRE. Swadians are, well, based on Swabia I assume.

Vlandians at least seem to be Frankish/Carolingian with their throwing axes and heavy cavalry emphasis.
 
It looks like today's blog will be coming a bit too late. The most we've had to wait for was the previous one, which was released to the public at 3:00 PM (for my time zone), but considering that Callum is not even online by now, we'll have to wait a bit more.
Anyways, I'm pretty sure the thread is hidden and is waiting to be revealed by a single click.
 
yosuke30 said:
"Bannerlord relys even more on CPU than Warband".
Considering that I get problems with an overclocked i7-6700k and battlesizes over 200, it makes me wonder, how "big" the battles in Bannerlord will be.
Surely you missed some previous blog where its clearly stated that Bannerlord is made to use ALL existing CPU cores, while Warband used just one. So your 3 other cores and rest of the threads were basicly doing nothing,thats why.
 
DanAngleland said:
It was this blog which mentioned it, piconi.
Well would you look at that, it really was ?. Well it doesent matter that much, in TaleWorlds world of being slow, silent, misterious, prolonging, avoiding answers, players waiting 6 years for a game, one can surely be confused what,when,where, and for how long he read about this game ?
 
piconi89 said:
DanAngleland said:
It was this blog which mentioned it, piconi.
Well would you look at that, it really was ?. Well it doesent matter that much, in TaleWorlds world of being slow, silent, misterious, prolonging, avoiding answers, players waiting 6 years for a game, one can surely be confused what,when,where, and for how long he read about this game ?

True, true. Plus I can see from the blood on your helmet that you've been in a fierce battle recently;  perhaps the stress of it has confused your memory.  :mrgreen:
 
One thing is certain, The game looks amazing, bugfree, graphics are stunning,modding will be insane, and we cant wait to give our money for Bannerlord ! When or will it at all be released, all uncertain ?
 
It's smart that the game is being built from the ground up to take advantage of many threads and cores.  As we move into the future and its common to have more and more cores on gaming PCs, more will be able to be done within the game such as troop numbers on screen as well as mods.
 
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