Dev Blog 06/12/18

Users who are viewing this thread

[parsehtml]<p><img class="frame" src="https://www.taleworlds.com/Images/News/blog_post_69_taleworldswebsite.jpg" alt="" width="575" height="290" /></p> <p>Becoming a noble is a major milestone in Mount & Blade games. It is the moment that your dedication and hard work is recognised and rewarded with land and title. In most cases, this will be in the service of a liege lord, however, we know that some of you prefer not to bend the knee and would rather carve out your own path in Calradia! But, regardless of how you obtain your own holdings, it is what you do with your new found gains that truly matters.</p></br> [/parsehtml]Read more at: http://www.taleworlds.com/en/Games/Bannerlord/Blog/89
 
I’ve seen people say this before but I really think a monthly video showing off their progress would be better than a weekly blog. Warhorse studios did a similar thing in the year leading up to kingdom come deliverance and it was great. The blogs are still better than complete silence but I think a video would hype up the community a lot more and if they posted it on YouTube it would attract many more people to this epic game.
 
Overall, we feel that settlement projects are a great way for players to tailor their fiefs to perform specific functions within the kingdom. Settlements deep within your territory might be better suited to producing food or bolstering your finances, whereas a castle bordering a hostile faction might be better suited to becoming a military stronghold from which to protect your lands and project your strength. Ultimately, we think that they give the player more tactical choices in terms of gameplay, and much greater control over (and hopefully a more engaging connection to) their fiefs than what we had in previous Mount & Blade games.

For settlements deep inside our territory to be safe to build food and finances, border defences in Bannerlord must restrict the activities of raiders or armies. Unlike Warband where nowhere was safe from attack will the borders need to be conquered first to open gateways/access into a faction's heartland? The comments suggest TW have improved Bannerlord's campaign ai in targeting sieges and defending faction territories.
 
Restricting sieges on borders would be a backstep. Although parties and leaders should face problems deep in enemy territory - nomads should be less affected - by supply, morale, etc. dropps. Maybe leaving your homeland for a long time would weaken the position in your clan if inner feud is simulated at all. Think about crusader kings and the intriques of their little brothers (next in heritage) left at home.
 
I thought that inability to own a village was pretty much confirmed ever since there wasn't a single village icon in Kingdom Management blog screenshot?

EDIT: I mean, they are in the fiefs tab itself, but that seems to mention villages belonging to castles/cities, not as 'independent' things.
 
Reading between the lines, I hope the talk of "building economic centers deeper in your territory and fortifying your borders" means that there is no longer that annoying issue Mount and Blade had where armies would ride through an entire kingdom to attack a small fort on the far end because its garrison was low strength from an earlier action.  Maybe now there are things like front lines and border warfare which, generally speaking, wasn't too much the case in Mount and Blade.
 
The blog makes it sound as if defensive structures and garrisons (or militia) are present in villages too. I'd quite like it if well defended villages can't be raided, unless you can overcome the defenders in (a comparatively easy) battle.
 
John C said:
The blog makes it sound as if defensive structures and garrisons (or militia) are present in villages too. I'd quite like it if well defended villages can't be raided, unless you can overcome the defenders in (a comparatively easy) battle.

I believe the pitchfork symbol = the number of local militia available to defend a village/town/castle in addition to its regular garrison.


Villages are probably only defended by militia.
 
NPC99 said:
For settlements deep inside our territory to be safe to build food and finances, border defences in Bannerlord must restrict the activities of raiders or armies. Unlike Warband where nowhere was safe from attack will the borders need to be conquered first to open gateways/access into a faction's heartland? The comments suggest TW have improved Bannerlord's campaign ai in targeting sieges and defending faction territories.
I remember this being talked about. The devs have improved war mechanics so conflicts between factions would mostly take place on their borders. I can't remember exactly when it was said but I'm sure of it.
 
RoboSenshi said:
Rackie said:
warpowerfull said:
Do we have a confirmation that you can still own villages? Its possible that you can only own castles and towns now and the villages are attached to those.
Thats how it most probably is.
Since castles were in the beginning ment to even be attached to villages in the same same scene and be an upgrade for a village
They have reverted back to the Warband model of castles and villages being separate entities. So any Lord can own any kind of settlement including villages.

They gave a reason for the switch back a few months ago. I'll try and find it.

Apologies, I remembered it wrong. I have a quote from this blog: https://www.taleworlds.com/en/Games/Bannerlord/Blog/76

Can we still build castles in villages we own?
We had to drop that feature. At some point in development, fief management became too complex, with towns, castles and villages each having their own specific management screens. The ability to build castles in villages also gave rise to complex rules. For example, demolishing the castle in a village could potentially revert the village to another kingdom and we had to add complex logic to handle that. Overall, we felt that the design had become too bloated and unappealing.

The solution was changing the status of villages so that they would no longer be considered independent fiefs but were always attached to a castle or town. This removed the necessity to have a management screen for villages and simplified and streamlined the system. The aesthetics of our new villages is also much more pleasing.

So you can't be the lord of a village anymore. Only a castle or a town. Maybe you could be appointed the governor of one and make money that way.
 
vicwiz007 said:
Ok so why do you mention governors, which can be used to reduce tedium of managing many settlements when you own a lot, but take away village upgrades completely because "they become overbearing and tiresome"....?

So then if you have a village but not the castle/town, you have to rely on the castle owner to pick good upgrades? I was ok with removing village upgrades into fortified settlements, but now it seems like these changes are being done to save development time rather than improve gameplay.

Not to sound spoiled or something...

My exact thoughts!!
 
FBohler said:
vicwiz007 said:
Ok so why do you mention governors, which can be used to reduce tedium of managing many settlements when you own a lot, but take away village upgrades completely because "they become overbearing and tiresome"....?

So then if you have a village but not the castle/town, you have to rely on the castle owner to pick good upgrades? I was ok with removing village upgrades into fortified settlements, but now it seems like these changes are being done to save development time rather than improve gameplay.

Not to sound spoiled or something...

My exact thoughts!!

Villages are owned by the castle/town owner. Players won't control villages as per Warband. We'll start by taking over sections of towns/castles/villages (i.e. back alley gangs etc.).

I'm sure a governors personality traits will influence their effectiveness, so we will need to choose appropriate companions when we have castles/towns to allocate.  :grin:

 
Nice blog, I like the look of the fief management screen and the picture of the campaign map also looks nice (though that river seems to end a bit abruptly).

One of the things I would really like to see is for the fief improvements to make an actual visual difference. In Warband, most notably in villages, it was always sort of disappointing to me that you couldn't actually see any of the improvements. I know in Bannerlord you can see the different tiers of walls but I hope that's not the only case.

Another thing I would like is to be able to see is the difference in prosperity for towns, castles, and villages. In Warband I honestly can't tell you the visual difference between a very rich and a very poor town. If there is already a visual difference for prosperity in Bannerlord then consider me satisfied but if there isn't then I would like for there to at least be some difference.


StonePhite said:
If we were being chased by a larger army could we make a stand in a village for better chances

You mean like in Warband? If you have to fight a Khergit war party lure them near a friendly village first. They won't spawn with any horses (you will though) and unmounted Khergits are easy pickings. Works for any party and is a good way to cancel out enemy cavalry.
 
Governors
Our final point of discussion regarding settlements is the addition of a Governor role. The governor role allows you to offload the burden of managing your fiefs to a trusted clan member. They will handle all aspects of managing the settlement, providing the fief with small bonuses in the process, leaving you to focus on crushing your enemies!

I interpret this as being optional, so you don't have to manage settlements if you dun wanna.

About the abrupt starting point of that river, that is an existing geological phenomenon that happens when water runs along underground clay deposits or bedrock, emerging where there is no longer enough soil covering these impermeable layers, turning the flow from a spring to a river.
 
If you look at any of the screens of kingdom management or clan management from devblogs or from Gamescom, it shows that not only can you not own villages independently of towns or castles, but you can't own any fiefs independent of your clan. The clan owns fiefs, not the individual Lords in the clan. The clan leader, effectively, owns all of them.

I guess this means governors are picked from your 'junior' clan members and your companions. It's a totally different system from Warband, where everyone was a direct vassal of the King. And it probably means that when your holdings increase in number, you'll have scores of villages under your command and not nearly enough people to appoint as governors. I'm guessing that's why they've removed separate village management.
 
could we get the ability to set up a command tent on the map, which would allow the player to send letters to different fiefs with instructions regarding upgrades or troop recruitment?
 
Great blog, I like what you're doing to avoid too much micro management. This made me think of the following issue I ran into mid to late game in warband : managing relations with lords forced me to speak to lords every time after an event in order to get a relation bonus. The more lords were in my kingdom, the more tedious this issue got.

Will there be a solution to keep getting those bonuses without having to speak to lords personally after every single event?
 
Back
Top Bottom