Dev Blog 01/02/18

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[parsehtml]<p><img class="frame" src="http://www.taleworlds.com/Images/News/blog_post_25_taleworldswebsite.jpg" alt="" width="575" height="290" /></p> <p>TaleWorlds has grown over the years into a medium-sized studio with over 70 people, but not so long ago this used to be a very, very small team. Today we want to introduce you to a veteran of the company who was one of the first to join Armagan Yavuz when he was creating the original Mount & Blade: our lead artist Özgür Saral.</p></br> [/parsehtml]Read more at: http://www.taleworlds.com/en/Games/Bannerlord/Blog/44
 
Well, on the bright side I'm assuming that first character piece was a Battanian and I really like the armour. So there's that.

Also, the castle explosions looked pretty cool.
 
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We have seen some of the castle destruction before, but it was still interesting to see how its built up.
It will be amazing what mods will do with this feature, although you might need a beefy pc to handle big destruction in battle.
I wonder, will there be other things to do when sieging (in the overworld map), other than
1: Defenders Sally out
2: Build equipment
3: Attack
4:grin:estroy big chuncks of walls
5?
I look forward to this.
Also, even if you could argue that the graphics are a bit outdated and not like other games, I do not think so, I think that the graphics are really good enough, and it doesnt need to be as perfect as games that rely on them, aka many new games.
I (and so many more) plays warband till today and the graphics dont bother(although graphic mods make it better), and Bannerlords graphics are so mich better, I think they will work til 2030.
 
The batanian mail armor is sooo cool ! I totally forgot that today was blogday already, so it's a nice surprise.
Although this one was short too, it was interesting because you talked a bit about your workflow and issues faced.

I can't wait for more infos about the empire too, I really hope it's the next blog :grin:
 
Despite this being a short blog, it's better than the previous. We could always use some fresh screenshots and gifs of the wall mechanics! It seems that only the top portions of the will be destructive?
 
I was hoping for way more concept art etc. but nevermind.
Nice to hear mud and blood will interact realistically with the environment.
We already know about destruction and gangs in streets, so it's a shame we didn't get new info instead.

Still, I really like that scale armour on the aserai. I can certainly see myself using such armour in Bannerlord. Please add more fur hats btw, I bloody love a good fur hat.
 
The armor looks great and the destructible merlons are shaping up well.  I'm curious if the debris from those merlons are capable of causing damage.  If one explodes in front of a group of soldiers, will it knock them off the wall or maybe strike and cause damage to siege ladders or towers?
 
I have been thinking about what I think may be one of the major limitations of Warband; it is so obvious and seems innocuous, but it really has major implications--  I'm talking about the fact that the AI for both sides knows the ground truth location of enemy forces; there is no detection and identification based on terrain and actual line of sight and no uncertainty due to positions changing since last observed, or latencies to communicate information from observer to commander.
This takes away >75% of a real military commander's work, and the ability to achieve tactical brilliance.
a.  You really have to balance risk-- commit resources away from main body to reduce uncertainty-- but no too much or forces will be too dispersed
Scouts-- discover enemy and maintain knowledge of location of forces
Skirmish/Pickets-- detect enemy forces and delay long enough to deploy main body
Screening force-- prevents contact between enemy and friendly forces with dedicated mission
Communications-- you have to communicate with forces that are not all lumped together, and this takes time and causes delays
b.  Terrain masking, concealment, selection of avenues of approach are essential parts of military actions, but of little value
when the enemy knows your exact location all the time.
c.  Deception, feints, and other tactics to create reactions/opportunities to exploit are not possible.
d.  Tactical formations are not nearly as usefull as in real life, since it is so hard to flank / be flanked when you know at all times where
opposing force is located and formations are constantly shifting to face enemy.
e.  Great commanders are those who are comfortable operating in an environment of uncertainty; you never experience this in warband.

Bottom Line-- Starting with forces farther apart, without knowledge of positions of each other unless actually observed (and with time out of observation, this information would lose value) would make the game so much more interesting, and could make this game absolutely incredible.

 
So fcking hyped again thanks for the devblog Callum !

Last week was kind of a letdown but this week with that gif I restored my hype!

Hopefully next week will be about the Empire.

Note:I know irrevelant but it just stuck in my mind are the Khuzait and Vlandian horse gears are final job ? Because they are kinda lamer than the other factions.
 
I hope that the destructible props are not just eye candy.

If a wall gets destroyed, the soldiers that are hit by the debris should fall back, or at least lose HP.

Please, make this realistic..?
 
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