Dev Blog 21/03/19

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[parsehtml]<p><img class="frame" src="https://www.taleworlds.com/Images/News/blog_post_82_taleworldswebsite.png" alt="" width="575" height="290" /></p> <p>As an enterprising adventurer in Bannerlord, sometimes it feels like your party never goes fast enough. Those pesky steppe bandits that are pursuing you keep closing up; Queen Rhagaea was expecting that quest to be finished yesterday, and all that butter you are carrying to the market isn’t getting any fresher! You need to go faster… but have no worry, dear reader, for this week’s blog is about party speed. Just read on and you will master the art of outrunning your opponents in Bannerlord in no time.</p></br> [/parsehtml]Read more at: http://www.taleworlds.com/en/Games/Bannerlord/Blog/102
 
Nice to have more info/explanations on how things works.

I hope we will also have more like this regarding compagnions complain. In WB they say they "worry about state affairs" and we never know what to do to change this for example.

Same when attempting to recruit a lord : what is the influence of his king's relation ? fidelity ? ... ? I think i remember in M&B (not WB) we have a result shown on screen with "dice roll attempt" showing us i we were about to succeed or not while attempting to recruit.

(beta release ? demo release ?)
 
Interesting blog. I’m happy the player is riding a camel, suggesting that it has a full set of animations. Presumably all your references to horses should have been mounts, given we can also ride camels to influence party speed.

Great screenshot of the campaign map. I was impressed to see ships in the harbour of Razih - I hadn’t expected that on the campaign map even as window dressing. The water reflections also look awesome - great job.

I’m still undecided about the party flag icon as it’s pole is long and it’s flag is puny. Presumably that makes it easier to see other parties close by. Hopefully, the flag is animated now on the campaign map even if it remains tiny.

I like the concept of explained numbers and use of the tooltip as a UI. Especially that it is generically applied to all numbers, not just party speed. However, I prefer all the factors to be transparent rather than lumping together all those factors that the player can’t influence as a single number called ‘game difficulty’. I know it makes the UI cleaner but it is less transparent. The player can choose a different route so terrain effects shouldn’t be hidden in ‘game difficulty’. Please consider listing all the factors and highlighting those the player can influence in green or red depending on whether they are good or bad respectively (with those we can’t influence left grey).

On the downside, I was disappointed by the horse armour in the last screenshot. It’s normal maps failed to give any depth to the texture, making the chainmail and quilting look flat and dull.

So overall, this blog was worth the wait. Callum, enjoy your trip to GDC and San Francisco.  :grin:
 
Great info, nice addition that you can now see easily what's wrong with your speed.

Any word about more roads in the game? In Warband there were only a marginal number of roads, why not implement more as was successfully done in mods like Gekokujo? In my opinion it makes the map (and hence the game) feel more realistic... In Gekokujo party speed was improved by roads and if you clicked the map anywhere near a road you tended to follow it unless you deliberately chose not to outmanoeuvring some bandits or something. I liked this feature. Certainly areas in the Empire had some decent roads, being inspired by the Romans...
 
I actually thought that this blog was pretty interesting it's pretty usefull to know how you can increase you party speed when you feel like you are going to slow.
Another factor to watch for is cargo. This has a marginal effect on your speed as long as it’s below your party’s carrying capacity. However any amount above carrying capacity is very detrimental and will quickly bring your party to a crawl. Fortunately, you can increase your carrying capacity by having pack animals (mules, sumpter horses and pack camels) or by just having more men.
Do we still have a inventory system with slots or will it be infinite slots with a limit to how much you can carry like skyrim?
 
Nice one taleworlds, will there be riding of elephants? chariots? What kind of horses can move fast on what terrain? And about the packing of extra pack mules, Sumpter horses, pack camels, if you were to have a party of let's say 200 infantrymen, how would you fit the animals into your inventory slots? Will it be unlimited or what?
 
I can't provide any source but I think it was mentioned before that roads were considered but dropped. Maybe it wasn't much fun for the player  :shifty:

If implemented, roads would be huge strategical elements, providing big speed improvement for large armies and caravans on rought terrian like swamps, mountains, forests or in the snow. This way during a champain, the control over roads and especially crossings would be a key factor. And ambushes should be prepared along roads as supplies and caravans would travel on them.
Oh wait, ambushes were also dropped - it wasn't much fun for the player:roll:

By the way, when seeing the heatmap of caravan rutes in a previous blog, my first thought was that with this tool they could easily create a roadmap for claradia...
 
NightHawkreal said:
It would be better if you gave us the opportunity to put an infantryman in the saddle behind the rider in multiplayer. Infantry constantly left behind on large maps.
+1 Yes, there is such a desire, especially in multiplayer mode.
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NPC99 said:
Great screenshot of the campaign map. I was impressed to see ships in the harbour of Razih - I hadn’t expected that on the campaign map even as window dressing. The water reflections also look awesome - great job.
...

On the downside, I was disappointed by the horse armour in the last screenshot. It’s normal maps failed to give any depth to the texture, making the chainmail and quilting look flat and dull.
The card is beautiful. True in the water I do not see the waves and the surf. More precisely, the waves seem to be there, but they are strangely located and look strange.

In the lower screenshot I liked the horse and the mule.
But about the trees, I'd rather not say anything this time...  :sad:
---


ngaborino said:
I can't provide any source but I think it was mentioned before that roads were considered but dropped. Maybe it wasn't much fun for the player  :shifty:

If implemented, roads would be huge strategical elements, providing big speed improvement for large armies and caravans on rought terrian like swamps, mountains, forests or in the snow. This way during a champain, the control over roads and especially crossings would be a key factor. And ambushes should be prepared along roads as supplies and caravans would travel on them.
Oh wait, ambushes were also dropped - it wasn't much fun for the player:roll:

By the way, when seeing the heatmap of caravan rutes in a previous blog, my first thought was that with this tool they could easily create a roadmap for claradia...
+1
 
By reading some of the responses, I'm convinced people will nag at devs even when they'll have a release date, but regardless...great blog guys, thank you!

The campaign map picture looks awesome! Loving the small details, tooltips on the scroll-like menu are looking good indeed.

NPC99 said:
I like the concept of explained numbers and use of the tooltip as a UI. Especially that it is generically applied to all numbers, not just party speed. However, I prefer all the factors to be transparent rather than lumping together all those factors that the player can’t influence as a single number called ‘game difficulty’. I know it makes the UI cleaner but it is less transparent. The player can choose a different route so terrain effects shouldn’t be hidden in ‘game difficulty’. Please consider listing all the factors and highlighting those the player can influence in green or red depending on whether they are good or bad respectively.

Well said - I definitely think the same way.

DdefN.jpg

Have you guys noticed the (eye?) icon next to the village name? Probably meaning the village is being tracked, but you never know...maybe it means we have spies in the village...oh I wish...
there's also the same glag next to your number of soldiers...I suspect it might have something to do with personal banner/clan banner, since it wouldn't make sense to have both.



 
"explained numbers" is a good compromise.

People that want to know how things are calculated, in special the min/max players, will have the info on a easy to see spot.
People that dont want to see it at all (break immersion, or whatever personal reason) can just NOT click/mouse over to see the tooltip.

And everyone is happy... maybe?
 
Iberian Wolf said:
By reading some of the responses, I'm convinced people will nag at devs even when they'll have a release date, but regardless...great blog guys, thank you!

The campaign map picture looks awesome! Loving the small details, tooltips on the scroll-like menu are looking good indeed.

NPC99 said:
I like the concept of explained numbers and use of the tooltip as a UI. Especially that it is generically applied to all numbers, not just party speed. However, I prefer all the factors to be transparent rather than lumping together all those factors that the player can’t influence as a single number called ‘game difficulty’. I know it makes the UI cleaner but it is less transparent. The player can choose a different route so terrain effects shouldn’t be hidden in ‘game difficulty’. Please consider listing all the factors and highlighting those the player can influence in green or red depending on whether they are good or bad respectively.

Well said - I definitely think the same way.

DdefN.jpg

Have you guys noticed the (eye?) icon next to the village name? Probably meaning the village is being tracked, but you never know...maybe it means we have spies in the village...oh I wish...
there's also the same glag next to your number of soldiers...I suspect it might have something to do with personal banner/clan banner, since it wouldn't make sense to have both.

It means you're spotted by that fief, obviously.
 
Hi. I'm new to this forum but i have to say something.
It bothers me that you never took into consideration de existence of roads. In neither of your games.
It really bothers me that there are no roads between cities, or between cities and villages.
They are and were essential to every civiliation from ancient times. Trading is an essential mechanic in this game. Can trading exist without roads (even in real life)? Have you heard of the Silk Road (the example it's a bit exagerated but i hope i made my point)?
The thing is that this blog was about party speed. Can you really overlook the impact of roads on armies and parties? Even in ancient Rome they would build roads to solidify their conquests, by ensuring rapid response of their legions when they were needed! Make roads an essential part of your game. How hard can it really be (I'm asking, i really don't know)?
But imagine the strategic importance of them. You could build forts on roads to block acces to some regions (choke points)! You could move armies with relative ease between regions!
I could say much more but i hope i don't have to and you will realize yourself the benefits of this mechanic.
I hope that some dev will read this!
 
caisa said:
Hi. I'm new to this forum but i have to say something.
It bothers me that you never took into consideration de existence of roads. In neither of your games.
It really bothers me that there are no roads between cities, or between cities and villages.
They are and were essential to every civiliation from ancient times. Trading is an essential mechanic in this game. Can trading exist without roads (even in real life)? Have you heard of the Silk Road (the example it's a bit exagerated but i hope i made my point)?
The thing is that this blog was about party speed. Can you really overlook the impact of roads on armies and parties? Even in ancient Rome they would build roads to solidify their conquests, by ensuring rapid response of their legions when they were needed! Make roads an essential part of your game. How hard can it really be (I'm asking, i really don't know)?
But imagine the strategic importance of them. You could build forts on roads to block acces to some regions (choke points)! You could move armies with relative ease between regions!
I could say much more but i hope i don't have to and you will realize yourself the benefits of this mechanic.
I hope that some dev will read this!

This + 1000 please !!  Yeah well... maybe not the ability to build forts, as I understand this may not be easily implemented at this stage of development and we all would like to play the game one day, before dying of old age. But simply adding roads and make it so travel goes faster on them, with highwaymen and bandits looking for easy preys....It would add sooo much to the strategic aspect of commerce and safe travel.  And quite frankly, it IS a bit strange that this feature was overlooked. Keep working TW, keep dreaming and deliver the game !  :smile:
 
zdsdead said:
Why don't TW, show some of that "transparency" you talk about, and give us a release date? Beyond a joke is an understatement, I think TW will be breaking gaming records upon the final release, and not in a good way

This is also my concern. I've been wavering on whether or not I'm actually going to buy it. Even if I don't however, I sure have had fun in these forums. The angst around this game is keeping things interesting enough, for now.
 
I think adding roads would require a lot of balancing. A road system would copletly reshuffle the economical balance. Roads will mean faster caravans, faster caravans will speed up trading. But production wont get faster, so that would reshuffle a lot of things. And regions with more, and better roads would profit more from trading. And this is just economy, but I guess it would affect bandit behaviour, campaigns etc...
I am bit disappointed about they left it out initially, but when (and if) I will finally play the actual game I guess I will tolerate it somehow.

So in a nutshell don't expect roads to be in the game.
 
Just piling in with roads, would really add a lot of flavor to the world. Though has been said a whole lot so eh.

I like that they are revealing the numbers under the game, especially the speed. I have to say I was pretty suck at the single player because I never understood things that were happing. One of my pet peeves was for how important party speed was it was hard to tell how to manipulate the numbers. The other peeve was how healing up after a battle always felt awkward, like camp at the town, watch it go fast forward for some duration and then guess that my health might be recovered, nope, go back and spend another night etc.  I just really wanted to see my health counting up as I was resting so I knew when to stop resting.

Also on the drip feed of the blogs, I'm fine with it, it's better than radio silence. Thing is development is a slow process and there isn't often a lot to show that has been done in a week in most jobs. Like hey, look at all the bugs I squashed or hey I added in a new text field to the editor, but then I took it out cause turns out that didn't work and, hey, look at the new textures/models/levels I finished up.

I mean basically developing games IS a drip feed of this, small little things take a while.

So yeah, sure it's obvious fluff, but really do we want to go back to seeing absolutely nothing again?
 
tenor.gif


Taleworlds a suggestion when it is time to make more blogs...review what has been officially published and what information you know the fan knows.
Considering the above...is it necessary to make a monothematic blog of the party speed? Absolutely not.

Duh before becoming Duh_Taleworlds made this great video (Gamescom 201:cool: very important for the community as it provided much more information than we could find in more than 10 devblogs together (and no, I'm not exaggerating). If you go to min. 2:14 (link) you will find the "new" info that we are told today (March 2019) in this "new" devblog.

oa8gcBR.jpg


Apart from this in the devblog 05/10/17 we were told:
[...]When an army is gathered it becomes almost like a moving settlement, with its own UI overlay on the campaign map. The UI shows:

    Army morale
    Lords and their parties
    Food supplies
    Marching speed (players can see factors affecting the marching speed from a tooltip)
[...]
[...]Another aspect of the new army system is that armies use pooled resources to support their campaigns. This means that if one lord brings some food, butter, for instance, then the rest of the army will be fed. Likewise, horses and mules are shared, increasing the movement speed of the entire army.  [...]


I hope that those who thought that the devblogs were previously prepared have dropped the blessing of their eyes because today it has been shown that the improvisation that was noticed in the blogs was not an unfounded fact.

Personally I think it would have been better to postpone-delay the devblog for next week than to have published all this devblog that could easily be summarized in a phrase like "party speed on the map UI with face lifting".

Things like today are what make your relationships with your fans even worse. Do what you want...I'm just another unimportant fan.

#ConstructiveCriticism

---

@NPC99


Do not take it as if what I say was an aggressive criticism or a direct attack on you ... I know you prefer to highlight "the good things" of the blog ... However mate, considering the information you handle ... I can not understand that you can "defend" this type of blogs that are nothing more than fallacies made text.
mount-blade-ii-bannerlord-pc-6ce63b96.jpg
 
1) would it be two or more soldier riding on on single animal?
DarkSammie said:
Nice one taleworlds, will there be riding of elephants? chariots? What kind of horses can move fast on what terrain? And about the packing of extra pack mules, Sumpter horses, pack camels, if you were to have a party of let's say 200 infantrymen, how would you fit the animals into your inventory slots? Will it be unlimited or what?
The_war_elephant_of_Inida..jpg



2) would it be ambush?
NightHawkreal said:
It would be better if you gave us the opportunity to put an infantryman in the saddle behind the rider in multiplayer. Infantry constantly left behind on large maps.
ambush_by_thegryph-d5s9mtv.jpg
14471_1063425600.jpg



3) would it be build/destroy the road?
caisa said:
Hi. I'm new to this forum but i have to say something.
It bothers me that you never took into consideration de existence of roads. In neither of your games.
It really bothers me that there are no roads between cities, or between cities and villages.
They are and were essential to every civiliation from ancient times. Trading is an essential mechanic in this game. Can trading exist without roads (even in real life)? Have you heard of the Silk Road (the example it's a bit exagerated but i hope i made my point)?
The thing is that this blog was about party speed. Can you really overlook the impact of roads on armies and parties? Even in ancient Rome they would build roads to solidify their conquests, by ensuring rapid response of their legions when they were needed! Make roads an essential part of your game. How hard can it really be (I'm asking, i really don't know)?
But imagine the strategic importance of them. You could build forts on roads to block acces to some regions (choke points)! You could move armies with relative ease between regions!
I could say much more but i hope i don't have to and you will realize yourself the benefits of this mechanic.
I hope that some dev will read this!
9a589470fd9020f2f9b543a1844933b3.jpg
 
Zalera said:
Any News on Elephants ?
panem said:
Cool Camel :grin:
how about elephant

No elephants in Calradia, but the horse skeletons can be changed so elephant models in mods are possible and will work better than in Warband.

Zalera said:
1)Any option to "leave" the troops somewhere so you could travel fast ?
2)Prisioners are going to be like viking conquest that depends on party size ?
3)Since it is like "class trips" what about roads ? Towns, Castle and Villages could build roads that are safer(bandits tend to avoid but when the order is low they will try to ambush parties on roads) and faster(it would be a cool option a constant fog of war that all you can see is what your spotting skill allows or all that belongs to you) and works like a way to find other Towns, Castle and Villages.....

1) Castles, Towns
2) I hope so. Thay makes more sence than it just being a skill.

caisa said:
Hi. I'm new to this forum but i have to say something.
It bothers me that you never took into consideration de existence of roads. In neither of your games.
It really bothers me that there are no roads between cities, or between cities and villages.
They are and were essential to every civiliation from ancient times. Trading is an essential mechanic in this game. Can trading exist without roads (even in real life)? Have you heard of the Silk Road (the example it's a bit exagerated but i hope i made my point)?
The thing is that this blog was about party speed. Can you really overlook the impact of roads on armies and parties? Even in ancient Rome they would build roads to solidify their conquests, by ensuring rapid response of their legions when they were needed! Make roads an essential part of your game. How hard can it really be (I'm asking, i really don't know)?
But imagine the strategic importance of them. You could build forts on roads to block acces to some regions (choke points)! You could move armies with relative ease between regions!
I could say much more but i hope i don't have to and you will realize yourself the benefits of this mechanic.
I hope that some dev will read this!

There are paths and there are bridges. Enough imo

zdsdead said:
Why don't TW, show some of that "transparency" you talk about, and give us a release date? Beyond a joke is an understatement, I think TW will be breaking gaming records upon the final release, and not in a good way

It was never a joke so I don't see how it can go beyong that. And no, there are plenty of games with longer than 10 years of development

Lolbash said:
zdsdead said:
Why don't TW, show some of that "transparency" you talk about, and give us a release date? Beyond a joke is an understatement, I think TW will be breaking gaming records upon the final release, and not in a good way

What is very interesting is that 90% of your posting history is just you commenting about how Bannerlord needs to be released, the game sucks and the devs are lazy.

zdsdead said:
This is beyond pathetic, now TW, i  mean WTF was that supposed to be?

come clean this is vaporware now, Fgs

zdsdead said:
I wish some company had made a half decent rip off of  the game. it never hurts to have healthy competition, helps to focus the mind and keep you keen. at the moment I feel TW have gotten lazy, due to the real lack of like for like competitor's

zdsdead said:
hi taleworlds im 43, will i see this game before i die?. having worked out that im probably going to pop my clogs around 70ish, as long as cancer heart attack, etc dont get me beforehand


Thanks in advance


Detailing all the way back to 2015. I don't know how one person can stay angry for 3 whole years over a video game, but thank you for showing me that even that is possible.

He is expressing his love for the video game ~
 
ngaborino said:
I think adding roads would require a lot of balancing. A road system would copletly reshuffle the economical balance. Roads will mean faster caravans, faster caravans will speed up trading. But production wont get faster, so that would reshuffle a lot of things. And regions with more, and better roads would profit more from trading. And this is just economy, but I guess it would affect bandit behaviour, campaigns etc...
I am bit disappointed about they left it out initially, but when (and if) I will finally play the actual game I guess I will tolerate it somehow.

So in a nutshell don't expect roads to be in the game.

but can you just visually add roads for .. beauty? :neutral:

Terco_Viejo said:
Duh before becoming Duh_Taleworlds made this great video (Gamescom 201:cool: very important for the community as it provided much more information than we could find in more than 10 devblogs together (and no, I'm not exaggerating). If you go to min. 2:14 (link) you will find the "new" info that we are told today (March 2019) in this "new" devblog.


#ConstructiveCriticism

I think it fit and 20 blogs
but Callum always says that blogs are not for us but for beginners in the game. :Р
 
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