Dev Blog 11/04/19

Users who are viewing this thread

[parsehtml]<p><img class="frame" src="https://www.taleworlds.com/Images/News/blog_post_85_taleworldswebsite.jpg" alt="" width="575" height="290" /></p> <p>Sieges are at the very core of the Mount & Blade experience. They are brutal affairs, the outcome of which can change the entire course of a war. And in Bannerlord, where villages and their respective resources are tied to castles, this is especially true, as the loss of a castle could result in the loss of a vital resource which is needed to feed the war machine.</p></br> [/parsehtml]Read more at: http://www.taleworlds.com/en/Games/Bannerlord/Blog/105
 
Are siege keep battles guaranteed particularly for a defending player, or is it dependent upon deployment of defenders to the keep? The screenshot showed approx 16 combatants in quite a lot of space, what maximum is applied to each wave?

A question for Rabia Adıgüzel, how has artificial intelligence been improved in non-combat situations to make bartering with ai Lords or influencing allies more human and believable?
 
NPC99 said:
Are siege keep battles guaranteed particularly for a defending player, or is it dependent upon deployment of defenders to the keep? The screenshot showed approx 16 combatants in quite a lot of space, what maximum is applied to each wave?

It isn't guaranteed that they will retreat to the keep: just if they have men remaining and try to withdraw. :smile:

The numbers in the screenshot don't reflect the upper limit, (which we are still playing with at the moment to find a nice balance).
 
Callum_TaleWorlds said:
NPC99 said:
Are siege keep battles guaranteed particularly for a defending player, or is it dependent upon deployment of defenders to the keep? The screenshot showed approx 16 combatants in quite a lot of space, what maximum is applied to each wave?

It isn't guaranteed that they will retreat to the keep: just if they have men remaining and try to withdraw. :smile:

The numbers in the screenshot don't reflect the upper limit, (which we are still playing with at the moment to find a nice balance).

So the player can’t pre-deploy troops to defend a keep, all troops must be deployed for a siege (to the walls & courtyard) and then retreated into the keep?
 
As the siege version of the map appears yet again, I'd like to know if we'd stumble upon it if we're the neutral party? It always bothered me that visiting besieged cities showed no difference, will the castle and town scenes reflect now that they're under siege?

To stay more within the subject of today's blog, will we be able to have a walk through a besieged keep? If we're stuck for whatever reason in the castle that is under siege, whether just passing by or by actively defending it, I'd like to have ability to 'talk to the commander' that would then load up the siege version of scene, so that we can have a look at the barricades and plan accordingly our course of action.
 
I like lighting of the scene. In Gamescon 2018, some of the closed places were looking too dim or had high contrast. This one has right amount of light to create 'medival' feel.
 
Will there be an opportunity to access the usual game options before committing to the final assault? For example:

- negotiate with the defending commander
- change ranged loadouts to melee loadouts
- handle any level-ups
- wait for a while
- withdraw altogether.
 
Thanks for new blog guys.

And i have one question.
Will there be an opportunity to prepare for keep battle also for attackers? Like choose what men do you want take it with you or do some other stuff what can you help in next fight.
 
And please remove the option to enter a besieged city. It really breaks the inmersion of a siege when a dude (the player) passes by the sieging camp says hi and just walks throught the door with his entire army to deffend it. Or at least give the option to build a secret passage on your castle for that pourpose. But not the main gate xD

And my questions for Rabia will be:
-The A.I. will keep focusing their closest target all at once in a straight line? because that was pretty annoying and irritating (if u were the one being focused) and if not u could exploit that and kill a huge wave that its focusing an npc with a good shield while u smack them in the neck with a 2 handed axe from 1 step away from the other guy and they don´t see you
-Will it be aviable the option to brace spears and order arrow voleys like in some mods for warband. Those were really useful functions.
-we'll be able to recover the arrows, axes and other ammo from dead bodies? instead of just the environment. (i think an arrow should break more often hitting a rock wall than a human leg)
-Theres any new combat mechanic?


 
Rodrigo Ribaldo said:
So, pretty samey as in Warband, but with more barrels in keeps.
Let's hope the next one about the SP campaign is not too evasive.
ok larper
 
Back
Top Bottom