Dev Blog 04/04/19

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[parsehtml]<p><img class="frame" src="https://www.taleworlds.com/Images/News/blog_post_84_taleworldswebsite.jpg" alt="" width="575" height="290" /></p> <p>Mount & Blade II: Bannerlord features six distinct cultures, all of which are based on real-world medieval civilisations. Each of these cultures sports their own unique types of clothing, weapons, armour, and architectural styles, bringing a high-level of diversity to the continent of Calradia. However, there was one aspect of the game that was a little lacking and not entirely in keeping with our efforts to create a huge, believable game world. And for a game with the word <em>Mount</em> in the title, it is something we thought we should take a closer look at... We are of course talking about horses!</p></br> [/parsehtml]Read more at: http://www.taleworlds.com/en/Games/Bannerlord/Blog/104
 
Who exactly does force you to read these blogs or play the game when you don't like anything you see? What kind of texturequality or polycount did you expect for a game bringing hundreds of different ai characters interacting with each other into a first person scene with props?

I think the horses look much better than in Warband and fit the overall style. The only weird thing is the screenshot angle, but that's no primary concern to me at all. If anything, it does show that the screens have indeed been taken ingame and not within some stupid engine-render subject to change. Remember Witcher 3?
 
So everything turns out to proceed as we always dreamed it to be. In the previous "horses" blog, I was exactly thinking that the breeds were too few for a "mount" game, so the additional breeds were quite needed after all. Now the only problem we fans have is that we want the game today or at least soon for real and not "soon"...
 
Horse breeding would be relatively easy to implement.

You've also got to remember that people in dev teams don't have all the skills, a few might, but most are specialized with perhaps basic knowledge of another field or two . You can't get all the team to do that thing you want (and it'd be counter productive in some spaces, like having three people on the same keyboard). Working on seemingly minor improvements is something that can be done whilst a few people tackle the big things. I for one want horses to be a resource, so I'm happy.  Other than the way reinforcements could work in battles (seriously, make it more natural and intuitive, and give me a chance to skirmish against larger armies or play my retreats. The difference would be profound) and how I don't like how oversized buildings are even within the context of a third person action game , every big sweeping change I've wanted or didn't know that I wanted seems to be in the game.

Some of those horses look great, some of those horses look bad. The game'll probably look more consistent at release.
If the Devs could make carts,chariots, , cars,planes, flying horses, birds, giant bats, submarines, helicopters, dragons and space ships possible then that'd be really nice of them...

Also, you gotta remember that people'll do stuff they're motivated to do better.
Someone who really loves horses would be super keen in adding that stuff, they'd probably do it for free!
In contrast, if you had them model medieval european wear when they're not interested in the subject, you're not going to get good results.
 
TFK_Ted said:
Looking good, I like them!

Will stables be introduced as an industry for players to invest in? After all, getting a steady supply of horses to either use for your armies or make profit of would be pretty nice.

https://www.taleworlds.com/en/Games/Bannerlord/Blog/59

There are a number of different productive enterprises in Bannerlord, which are:

Brewery (produces beer from grain)
Butcher (produces meat from livestock)
Linen Weaver (produces linen from flax)
Mill (produces flour from grain)
Olive Press (produces oil from olives)
Pottery (produces pottery from clay)
Smithy (produces weapons and armours from iron)
Stable (produces horses from… well… horses!)
Tannery (produces leather armours from hides)
Weavery (produces cloth and clothes from wool)
Wood Workshop (produces weapons and shields from wood)
 
Insider said:
TFK_Ted said:
Looking good, I like them!

Will stables be introduced as an industry for players to invest in? After all, getting a steady supply of horses to either use for your armies or make profit of would be pretty nice.

https://www.taleworlds.com/en/Games/Bannerlord/Blog/59

There are a number of different productive enterprises in Bannerlord, which are:

Brewery (produces beer from grain)
Butcher (produces meat from livestock)
Linen Weaver (produces linen from flax)
Mill (produces flour from grain)
Olive Press (produces oil from olives)
Pottery (produces pottery from clay)
Smithy (produces weapons and armours from iron)
Stable (produces horses from… well… horses!)
Tannery (produces leather armours from hides)
Weavery (produces cloth and clothes from wool)
Wood Workshop (produces weapons and shields from wood)

Thank you for the heads up! I literally forgot about that blog  :facepalm:

Breeding shouldn't be too difficult then - the better the stats of the stables' horseinventory, the higher the chance of generating a high-stat horse, shouldn't that be enough?
 
What does it really add to the game, though? After hundreds of attempts, you eventually get a pair of horses with perfect maxed stats in each category that you can infinitely breed? This isn't ARK. I'm more of a min-maxer than most, but sometimes it's just a bit too much.
 
Orion said:
What does it really add to the game, though? After hundreds of attempts, you eventually get a pair of horses with perfect maxed stats in each category that you can infinitely breed? This isn't ARK. I'm more of a min-maxer than most, but sometimes it's just a bit too much.

+1
 
lordbedo said:
when that game ''BANNERLORD" announced i was just 13 years old i think at last 2015 the game would be playable but  :lol: 7 years gone already and i'm 20 years old now.over the past 7 years i got too many adventures between them motorcycle crash and car crashes. i crashed my 125cc horse, and at this 7 years i got 5 car crash accident as passenger and last my 6th crash get my own high speed in the rain, car slide from the road until the collision, it was one of those to think about i should play bannerlord before i die  :grin:.
so enough those blogs and give us the game just make the beta for the fans

Why are you allowed near vehicles after that many crashes.

Also, the horse head's look out of proportion. Maybe just the perspective....
 
By the way Taleworlds you could also add Akhal Teke horses for Khuzaits.
http://www.wikipedia.biz/index.php?q=aHR0cHM6Ly9lbi53aWtpcGVkaWEub3JnL3dpa2kvQWtoYWwtVGVrZQ

Here is a comparison between akhal teke and arabian horse in wikipedia:

The Turkoman horse is narrower in the body than the Arabian, or indeed than any other breed of horse. This helps it to dissipate heat quickly, but it is also a great aid in twisting and turning in the saddle, which would be invaluable to mounted archers who need to shoot in any direction, as opposed to lancers who need a firm footing from which to thrust a lance. Lance-throwing from horseback would be far easier on an Arabian horse shaped wider in the body would also help with making the sharp turns that close-fighting requires.
In other words, the Turkoman was the ideal horse for the Turkmen, and the Arabian was the ideal horse for the Bedouin.

Dont get confused btw Turkoman horse is another name of Akhal teke. I mean not exactly but akhal teke is a decendant of turkoman horse which is now extinct.

Both Przewalski horse(dzungarian horse/mongolian wild horse) and akhal teke are central asian horses that were used and bred for horse archery by steppe tribes. And their endurance are high.

index.php

By the way I found this in Mongolian Wild Horse's wiki page, it is about my suggestion:

[size=18pt]Mongolian nomads have long been considered to be some of the best horsemen in the world. During the time of Genghis Khan, Mongol horse archers were capable of feats such as sliding down the side of their horses to shield their bodies from enemy arrows, while simultaneously holding their bows under the horses' chins and returning fire, all at full gallop. The education of a modern Mongolian horseman begins in childhood[/size].
 
TFK_Ted said:
Who exactly does force you to read these blogs or play the game when you don't like anything you see? What kind of texturequality or polycount did you expect for a game bringing hundreds of different ai characters interacting with each other into a first person scene with props?

I've posted about this a lot, but the scale of the game and it's visual quality are almost uncorrelated. You can make a visually stunning game at a huge scale with thousands of AI. AI/physics and graphics use different parts of the computer and by and large don't influence each other.

I read the blogs because I was genuinely excited for bannerlord at one point but now, not so much. At this point I want to know why the game is in the state it's in, and by analysing the screenshots there are a lot of things that can be inferred about why the game is taking so long.

The 'influence' system was the tipping point for me because it highlights how scatterbrained the game design choice is. I probably won't buy bannerlord but I've been following this game for about a third of my life and I want to see it through to the end, even if it drives me insane.
 
vicwiz007 said:
So there are only two levels of these horses (warhorse vs normal), or can they very in quality also?

The Khuzait horse looks like a pony/mule/horse hybrid. After looking up Mongolian horses, the model actually looks very accurate but this breed is by far my least favorite.

Well we will probably be getting something that we already had in warband, you know, spirited, lame etc.
And since we will put the saddles and armor on them, I'd say thats quite a variety
 
I think this blog gave us some really interesting information.

Callum, I have a question about the following:

Will the 'courage' parameter be one of the horse parameters? If yes, how it will work?
 
What a wonderful...........

1    surviving the harsh winters....is that mean animal will too hot or too cold to dead?

2    when all my animal dead,
      is it that mean i haven't enough food to get through the winter,
      should i rob the most rich town or the most poor village?

3    when i rob the most rich town (many types of goods or land with black soil),
      or when i rob the most poor village (just two or one type of goods),
      how many security gate/ solider i will pass?
      is that base on their tech tree /how much resource / Bannerlord pay how much on building?

Settlers_2_%28DS%29_gameplay.jpg
 
I want to believe that the feedback I gave in the Ibn Karim al-Muwallad thread of horse breeds, this time, has been taken into consideration. Good work Taleworlds adding diversity in breeds. Despite that, what would my comments be without the hint of criticism and nitpickery as always?  :iamamoron:
Terco_Viejo said:
I agree, however, what I was commenting on the map was more in equine "archetypes" and not so much in breeds. That Taleworlds has established type differences (Charger, Desert, Hunter, Mule, Saddle, Steppe, Sumpter) for me is a success. Now, why aren't morphological differences applied to these type differences?
And I explain myself, taking the map as a reference:
obkGQ.jpg

To understand the idea that I want to comment, these equine real-world breeds have to be contemplated as an archetypal concept in the world of Calradia. We will also catalogue them by size: A (large war horse), B (medium speed size), C (small robust size)

Empire = Andalusian horse archetype (A)
Aserai = Arabian horse archetype (B)
Vlandia = Camargue horse archetype (B)
Battania = Galician Pony + Dales Pony archetype (C)
Sturgia = Fell Pony archetype (C)
Khuzait = Mongolian horse archetype (B)

Having established this scheme, let's give a twist to the idea...What if the same system that has been used for Ruwa (Mother + Father = Ruwa) could be applied to horses?

Possible morphological combinations by factions with archetypical result


Empire: Andalusian + Arabic = Class A "Lipizzan" Andalusian + Camarge = Class A "Hanoverian" Andalusian + Galician/Dale Pony = Class C "Asturcón", Andalusian + Mongolian = Class B "Mustang".

Aserai: Arab + Andalusian = Class A "Lipizzan", Arab + Camarge = Class A "Percherón", Arab + Mongol = Class A "Nisaean".

Vlandia: Camarge + Andaluz = Class A "Hanoverian", Camarge + Arabic = Class A "Percherón", Camarge + Galician/Dale/Fell Pony = Class A "Friesian".

Battania: Galician + Dale + Fell Pony = Class C "Asturcón", Galician + Dale + Fell Pony + Camarge = Class C "Haflinger", Galician/Dale Pony + Andaluz = Class B "Mérens horse".

Sturgia: Galician + Dale + Fell Pony = Class C "Asturcón", Fell Pony + Mongol = Class C "Fjord horse".

Khuzait: Mongol + Fell Pony = Class C "Fjord horse", Mongol + Andalusian = Class B "Mustang", Mongol + Arabic = Class A "Nisaean horse".

Voilà variety has grown exponentially.
Reflect for a moment on this that I have just commented to you  :iamamoron:

If you've been going through the process for a short time and this feature still has the wip tag on it, let me give you honest feedback.
Clearly you have preferred to follow the path that Armagan commented when he said to do magic with the proportions of the horse taking as reference the first model that you designed that was clearly the Aserai model...Well some proportions, honestly are not good. While it is true that in the images is quite deformation due to the angle ( not very accurate ) for image capture. In general, although I want to emphasize the effort to carry out this feature, with what you have shown ....mmmm still has not been polished this issue.  :roll:

I know it would take more work, but I wonder if you have already considered making new models created from scratch for the other factions that are not the Aserai?  :fruity:

Anyway, my feedback on horse' proportions based on what we currently have:

Edit proportions and dimensions taking into consideration the size of the rider.


Carboncete said:
Very nice blog, as a well known khergit i rly love horses (if u know what i mean  :fruity:) But the proportions seem a bit off to me.
I want to point out the same as "moori", mongol horses were not as fast as other breeds but the difference of weight of the rider made them faster than the oponents, this will happen in the game aswell?

By the way i've been a long time lurker of the forums like many others, and finally decided to join in, and give my point of view (im not here begging for a beta key)
I know that's been some controversy about alt accounts so well, to make things clear i ll introduce myself, im Carboncete, a spanish 3D modeler; i sent my portfolio to taleworlds (sadly didnt get hired  :roll:)
U can take a look at my stuff in artstation.com/carboncete  (meanwhile still have the modding community)

Btw "Terco viejo" keep up the good work and well pointed and constructive criticism! (sin sarcasmos, soy fan tuyo xD)

Oh! Thanks for the compliment. I've kept an eye on your work at artstation and it' very good mate. I encourage you to not only comment here on "the international league" but also to visit our local league Caballeros de Calradia if you don't have an account there yet. We always have a gap for 3d artists like you in our roster. (El sarcasmo es mi droga  :lol:)
 
Oh. Great. Horse breeds. So like not all horses are like the same?
Can we get horse breeding? Then waiting 20 years if your horse dies so you can get +1 speed mega pony called superdasher?
Can the player marry a horse he loves? And then play as a centaur?
Add more useless features instead of releasing the game!

Thank you!
 
My only complaint is the screenshot of the Vlandian horse sucks, needs a profile/side view pic like the others
 
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