Dev Blog 16/11/17

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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_16_taleworldswebsite_575.jpg" alt="" width="575" height="290" /></p> <p><a href="https://www.taleworlds.com/en/Games/Bannerlord/Blog/32" target="_blank">In the previous blog in this series</a>, we described how Bannerlord’s new weapon physics model derives swing and thrust speeds of weapons from their physical characteristics. We talked about how weapon crafting plays a role in determining these properties and how this gives players the freedom to create a weapon which will complement their own fighting style. In this week’s blog, we would like to expand on this topic and explain the rest of the weapon physics model, showing how we determine the damage that a weapon inflicts and how that works in the game.</p></br> [/parsehtml]Read more at: http://www.taleworlds.com/en/Games/Bannerlord/Blog/35
 
onarum said:
SenorZorros said:
I believe that player stats affect weapon speed and acceleration which affects damage. they may also affect accuracy, handling and deceleration (=time between attacks).

Yeah that would be the obvious way to do it, but they didn't mention anything about player stats in either of the posts, hence my doubt.

Here's what they wrote in part 1:

. We simplify all of this with a basic model where we assume the fencer is made up of three simple motors. One motor representing the legs and hips, one for the chest and shoulder, and one for the arm and wrist. We then run a simulation where the motors work together to speed up the weapon until it hits the target. (Actually, we run two simulations, one for swing and one for thrust.) After these steps, we get the length, mass, swing and thrust speed of the crafted weapon.

It makes it sound like at the point where the weapon is being crafted they run simulations based on a base standard model to determine those values, and then that's it, they'll be fixed to that weapon no matter who uses it.

I was expecting player stats being used for damage calculation, but again no mention was made of it in part 2.

That's probably because they are mainly addressing weapon physics, so the weapon side of the damage calcuation and such. They probably haven't mentioned how agility, strength and skills in general affect them because they are maybe still working on those? I mean, they really haven't talked too much about character "sheets" except for a couple of very general things like skills leveling as you use them, so maybe they'll have a blog post about it at some point and then they'll say how it all relates to weapon damage and combat. Mostly because some of the stats and skills needed some serious reworks (like charisma being very lacking and easily replaceable by other in game mechanics without missing out too much) I wouldn't think they'd want to talk directly about it.
 
    An earlier video (I believe it was from E3 2015) showed the PC (who may have been given super strength for the demo) dealing massive amounts of damage to three opponents in one swing. This is physically unrealistic as you would have to spread the energy from one swing across three targets, greatly reducing the damage to each. Has this been changed?
 
    Is the shaft of an axe counted as a cutting edge? I understand not doing so could make gameplay awkward. I'm just wondering how it's simulated.
 
My question to the devs is: Will there be various heights in the models? Also will there be kids' models? Or it will be an unrealistic gloomy world with adults only? kids fooling around in the cities and playing would be huge immersion.

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masterhound3 said:
My question to the devs is: Will there be various heights in the models? Also will there be kids' models? Or it will be an unrealistic gloomy world with adults only? kids fooling around in the cities and playing would be huge immersion.

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I also want to hear the answer to these questions - growth, children.
This all creates an atmosphere and immerses the player in the game.
 
So, one thing I haven't noticed in all of this is the case of a swing impacting before it gets to its full speed. This issue is particularly apparent with thrusts at short range: all that seems to be considered in Warband is current momentum. And correct me if I'm wrong, but it seems like that might be the same in current Bannerlord? Shouldn't a weapon that is being held by arms that aren't anywhere near fully extended be able to do damage based on continuing the thrust or swing even if its initial impact is extremely low speed?

The Warband damage model seems to be such that you could hold a dagger against someone's neck, then attempt to slit their throat and bounce off. I don't want to see that same phenomenon in Bannerlord. Mostly because I like spears and sword thrusts, but I don't like doing 0-1 damage and failing to stagger someone because they're too close for the damage model to make proper sense of the blow.
 
I was wondering if you are planning on including any sort of faction that resembles early Slavic tribes or such that is similar to the Battanians.

I love all your games and look forward to this new installment!
 
Very informative blog, thank you.

Question: Can we expect more, in terms of destructable models, other than the sections of castle walls/ramparts and gates? Like for instance simple fences, that might block a route when raiding a village or town, opening up a new path to push infantry through, or heavy doors that can be hacked through during a siege battle, things of that nature. Not really good examples, I'm just really interested in how far you guys are pushing the level of destructables in the game.
 
tanglebones said:
Very informative blog, thank you.

Question: Can we expect more, in terms of destructable models, other than the sections of castle walls/ramparts and gates? Like for instance simple fences, that might block a route when raiding a village or town, opening up a new path to push infantry through, or heavy doors that can be hacked through during a siege battle, things of that nature. Not really good examples, I'm just really interested in how far you guys are pushing the level of destructables in the game.

We've already seen castle gates that can be hacked through in one of the gamplay videos.
 
Sebidee said:
tanglebones said:
Very informative blog, thank you.

Question: Can we expect more, in terms of destructable models, other than the sections of castle walls/ramparts and gates? Like for instance simple fences, that might block a route when raiding a village or town, opening up a new path to push infantry through, or heavy doors that can be hacked through during a siege battle, things of that nature. Not really good examples, I'm just really interested in how far you guys are pushing the level of destructables in the game.

We've already seen castle gates that can be hacked through in one of the gamplay videos.


do you even read bro?
 
Horik6697 said:
Sebidee said:
tanglebones said:
Very informative blog, thank you.

Question: Can we expect more, in terms of destructable models, other than the sections of castle walls/ramparts and gates? Like for instance simple fences, that might block a route when raiding a village or town, opening up a new path to push infantry through, or heavy doors that can be hacked through during a siege battle, things of that nature. Not really good examples, I'm just really interested in how far you guys are pushing the level of destructables in the game.

We've already seen castle gates that can be hacked through in one of the gamplay videos.


do you even read bro?

"or heavy doors that can be hacked through during a siege battle,"

Can you read bro? He was asking if doors can be hacked through. Pay attention.
 
You can tear down gates and destroy fortifications.

You could probably do the same with doors.
 
We've seen a gate being destroyed, and some Warband maps had destructable gates too. He asked about fences and heavy doors, wich would give a more strategic aproach in some maps. Not only reading, but interpretating.

anyway, i doubt it. we've already seen captains mode working and I didn't saw any destructable fences or such thing. I think this resource will be available only in sieges... But would be a nice touch touch

do not double post
don't get the warning but ok
 
Horik6697 said:
We've seen a gate being destroyed, and some Warband maps had destructable gates too. He asked about fences and heavy doors, wich would give a more strategic aproach in some maps. Not only reading, but interpretating.
FYI, only mods had destructible doors/gates. Native didn't have any.
 
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