Dev Blog 21/06/18

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[parsehtml]<p><img class="frame" src="https://www.taleworlds.com/Images/News/blog_post_45_taleworldswebsite.jpg" alt="" width="575" height="290" /></p> <p>In Mount & Blade II: Bannerlord, whether you are trading goods or taking part in a military campaign, a large portion of your time will be spent traversing the campaign map. The campaign map acts as your portal to virtually every other aspect of the game: the diverse array of settlements, the huge and epic sieges, battles, trade, diplomacy, etc. In this week’s blog, we would like to show you some of the work we have been doing to improve this core feature of the game.</p></br> [/parsehtml]Read more at: http://www.taleworlds.com/en/Games/Bannerlord/Blog/65
 
It would be nice if you could set up your own settlement with your troops or that new settlements could rise during the campaing  :grin: :grin: :grin:
 
Pro-Twin said:
It would be nice if you could set up your own settlement with your troops or that new settlements could rise during the campaing  :grin: :grin: :grin:

map is already busy (too many centers), but the ability to build a refuge-like center (see VC features) and quarter-like temporary centers (also VC features) would be a welcome addition. I would also like to see quarter upgradable to a defensive position, so you can use it to guard a position (like a bridge) with some troops.
 
kalarhan said:
Pro-Twin said:
It would be nice if you could set up your own settlement with your troops or that new settlements could rise during the campaing  :grin: :grin: :grin:

map is already busy (too many centers), but the ability to build a refuge-like center (see VC features) and quarter-like temporary centers (also VC features) would be a welcome addition. I would also like to see quarter upgradable to a defensive position, so you can use it to guard a position (like a bridge) with some troops.
Ooh, that'd be cool. Enemy takes a fief on your side of the river, you set up a fort at the bridge before you siege so any relief forces have to go all the way around or at least have to fight through your blockade.
 
kalarhan said:
map is already busy (too many centers), but the ability to build a refuge-like center (see VC features) and quarter-like temporary centers (also VC features) would be a welcome addition. I would also like to see quarter upgradable to a defensive position, so you can use it to guard a position (like a bridge) with some troops.

I keep noticing people saying "this feature is already in VC"... never played VC myself, but it seems to be a very good source of ideas for Bannerlord.

Let's assume TaleWorlds is working on every M&B / VC feature, it's going be massive!


As for the original quote on being able to create new settlements, while I really like this idea, I don't believe it's suited for the vanilla campaign gameplay. Maybe a game mode, a DLC or a mod. I can't help but imagine a Civilization-like gameplay in which the player and AI lords start in a world with no settlement, filled with resources, and then advancing through technology trees and all the Civ cool stuff.
 
JuanNieve said:
Do you think that the graphic engine supports winged mounts as dragons for fantasy mods?

Custom skeletons & animations for mounts help, but Bannerlord will probably be the same as Warband in having a single saddle position for a particular mount scale, which means your dragon can skim the ground at a fixed height (your choice as to what height), but probably can’t move up and down unless BL allows more coding than Warband. Too high and your rider is limited to ranged fire and only targetable by ranged fire.
 
Rainbow Dash said:
BL allows more coding than Warband

If you have read the modding developer blog they say this is the case

It depends upon what’s hard coded in the engine. Path finding & individual agent tactics they have said will be hard coded. That’s why this may be difficult.

14. Will battlefield AI (Both the troop AI and the strategic AI) be accessible or hardcoded?
Lowest-level troop AI is hard-coded, but you can customize it somewhat by changing aggressiveness, maximum speed etc. You can also give AI target movement points.

Formation AI and overall battle AI is extendable and modders can add new tactics and AI behaviours.

15. Will troop and party pathfinding AI be accessible or hardcoded?
Pathfinding will be hardcoded. You can turn faces on/off in a navigation mesh though, so there are ways to control path-finding behaviour.


https://steamcommunity.com/games/261550/announcements/detail/1464090667824385857


Changing aggressiveness, maximum speed and turning navigation mesh faces on and off will not let you move a dragon mount up and down through the air.
 
I personally think there should be more things to do, and more rewards for exploring towns, villages and other places.
Also, the reason I hated, and still do, walking around in Warband castles, towns and villages, is because the walking is so slow. Even slower when you will go up a staircase. And I have never quite understood why I sometimes spawn with my horse and sometimes not. And still, after you have walked around all that time just to Find the weaponsmith or whatever you were looking for (guild master is always hardest), you still get back to the same menu that you would get if you never even got in to the town. To improve this (Im not telling the devs to do this, if you haven't already, please don't care about this, care about finishing what you are doing  :smile: ) first of all the towns could be more lively (which we have seen from gameplay footage in Bannerlord already so that is good) and as I got into before there should be a reward. Furthermore I think that when you scroll through the menu at a town, there should be a "go to the marketplace" option, but not specifically armor or weapons or food. The character should spawn in a place where it doesnt take too long to go around in the different shops, and they shouldn't be hard to find. It's a small thing, and if I had some programming and modding expericence, I would gladly make it myself
 
Still having trouble discerning the difference between the two. Which is campaign map and which is the actual scene? Left or right pic?
 
I wonder if those new campaign map features will also imply in a significant performance decrease? I hope modders won't have to reduce the world map size in order to keep it playable.
 
Iberian Wolf said:
I wonder if those new campaign map features will also imply in a significant performance decrease? I hope modders won't have to reduce the world map size in order to keep it playable.
It is up to the modder to make use of those new features or not.
 
kalarhan said:
Merced said:
Will this game be out before 2020 or no?

you will know for sure in 2020. Any other questions?  :razz:

(there is no release date, so no way to answer about a release date)

What can be confirmed though is, the game will not be released in 2016, 2017 nor in the first half of 2018.  Other than that anything else is just conjecture.    :cool:
 
Rackie said:
And I have never quite understood why I sometimes spawn with my horse and sometimes not.

I can answer that.

If you just arrived at the city from the campaign map and your first action is to enter the city scene then you will spawn outside with your horse, which represents that you just arrived. If you have already visited the castle hall, arena, market or something, then you spawn in the center alone, which represents that you've been in the city for a longer time.
 
very nice blog  :smile: :smile: :smile:
once again our hopes ( for the blog) have heightened.
ability to see the structures from scenes on the campaign map adds immersion, very nice pictures also, thanks a lot.
 
Singham said:
very nice blog  :smile: :smile: :smile:
once again our hopes ( for the blog) have heightened.
ability to see the structures from scenes on the campaign map adds immersion, very nice pictures also, thanks a lot.

next one (today) is another Q&A

but maybe we will get something interesting out of it..
 
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