Dev Blog 09/05/19

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[parsehtml]<p><img class="frame" src="https://www.taleworlds.com/Images/News/blog_post_89_taleworldswebsite.jpg" alt="" width="575" height="290" /></p> <p>In the words of Omar Bradley, “Amateurs talk strategy. Professionals talk logistics”. So buckle up for some serious professional talk, because in this week’s blog we'll be covering supply in Bannerlord -- both how to get the food and other materials that you need, and how to deny them to your enemy!</p></br> [/parsehtml]Read more at: http://www.taleworlds.com/en/Games/Bannerlord/Blog/109
 
Will bannerlord fix the problem where raiding is long term extremely unbeneficial for the player because of the relation decrease that eventually results in your ability to recruit troops being stalted? Maybe we can force the villagers to give troops out of fear of me raiding the village again and the troops can join and potentially rebel and kill the player? Or have more ways to recruit troops than expensive mercenaries and villages
 
Another excellent blog. I like that we have more realistic food consumption. I hope that means also to look out for food diversity and certain essentials to avoid fir instance scurvy. Also extra horses (can troops lose horses during battles, would be great), mules and other ressources (medicine/bandages? - wood/nails/tools? - mobile forge/coal/iron? - leather?). would be great if we had to have ressources for weapon and armour maintenance and healing. Also good: the differences in sustaining your warband (small foraging - big logitic train needed). Another improvement: possibility to send out raiders to provide for the army. If you raid yourself you can gain influence. All in all sound like pretty good and improved mechanics. Raiding now makes much more sense. And even the inclusion of scorched earth strategy.
 
Cheveuxdacier said:
Will bannerlord fix the problem where raiding is long term extremely unbeneficial for the player because of the relation decrease that eventually results in your ability to recruit troops being stalted? Maybe we can force the villagers to give troops out of fear of me raiding the village again and the troops can join and potentially rebel and kill the player? Or have more ways to recruit troops than expensive mercenaries and villages

In the campaign gameplays that we last saw, there was an option in the villages to begin hostile action; one of them being forced recruitment.

Blead said:
It might be something getting used to. I will keep it a small and experienced party before I try any warring.

Same, but I welcome the opportunity to do more damage with a smaller party to the enemy economy.
 
Willl it also be possible to have a warning before your food stock deletes? Its not realistic for the food to slowly be eaten to nothing without at least some warning or reminder to buy food and lose morale

Also remove the annoying popup reminding you that a village is being raided, especially when you own tons of land.

Also if we send out raiders will there be a magical message system that tells the village that we are the one raiding them and we get reduced relationship points? Is it possible to disguise our troops or hire a third party bandit to raid the village instead to raid the village so we don't get the relationship hit?



No multiposting, please. - Reus
 
Cheveuxdacier said:
Also if we send out raiders will there be a magical message system that tells the village that we are the one raiding them and we get reduced relationship points? Is it possible to disguise our troops or hire a third party bandit to raid the village instead to raid the village so we don't get the relationship hit?

Please use your 'modify' button to add stuff to your post, instead of making a new post each time. It becomes spamy otherwise.
 
Can we set up supply lines and have it be reinforced with troops? This could make an interesting strategy where if you need to break an enemy siege you can cut their supply lines and starve the enemy into battle.

How is this spamming? Besides no one ever reads the edits on Reddit anyways, so this is more effective if I want a dev to read my post
 
A bit thin, but informative blog.

Questions for the QA person:
1. Quests and complex player interactions with NPCs are typically bug-prone. Do you give special attention to such problem areas and how?
2. Multiplayer beta when?  :mrgreen:
3. Testing the same game over and over is not fun. How do you maintain motivation? Do you get rewards for discovered problems and bugs? You should.
 
Great blog! There’s lots of new and interesting concepts it seems.
I am curious, however, about one thing. The post mentioned sending out raiding parties during a siege. Would this be just a small detachment from your personal warband, controlled by the computer? Or would it be controlled by the player, effectively creating two separate, playable parties?
Also, scorched earth tactics sound like a very good addition, especially in light of the complexity of logistics. Will it include anything else other than just burning crops? Destroying supplies and killing livestock/horses, perhaps?
As always, keep up the great work guys. Can’t wait to read more and play the game!

Almost forgot my question for QA!
1. What was the weirdest/most comedic bug you’ve discovered?
2. What was the most important thing that was fixed or modified due to your efforts in QA?
 
Cheveuxdacier said:
How is this spamming? Besides no one ever reads the edits on Reddit anyways, so this is more effective if I want a dev to read my post
This is not Reddit, but even on there people edit their posts rather than replying to their own comments multiple times. In order to cut down on spam, we have a rule against multiposting, so if you think of something extra to add, please edit your initial post instead of posting multiple replies.
 
Would it be possible that the army's request caravans from their home cities to supply them?
Of course, those caravans can be attacked by enemy forces.
This would make small raiding parties, especially the light cavalry variant more valuable.

Just an Idea.
 
Can we cook our own ration and create nutrition block from multiple ingredients to reduce inventory space for more food? Hire experienced baker or food cook to cook hardened bread covering meat for tasty snack and smaller package great for armies and large food. In Mongolia they cook the food with their asses by sitting on the small pack of meat using friction with the horse to cook a tasty compact meal XD
 
Cheveuxdacier said:
How is this spamming? Besides no one ever reads the edits on Reddit anyways, so this is more effective if I want a dev to read my post

Because on these forums the rules state not to do so. Your posts will be read by the devs usually (I can vouch as my questions often get answered).

I’m only helping you out anyway. As you can see above, your three posts have been merged into one by a mod. It’s tidier that way.
 
Firstly, different parties in the same army pool their food together, with those that run out of food spending influence in exchange for supplies.

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Every time this influence system pops up it's completely out of place and nonsensical. It's like a mana system from a bad paradox game. Why would a commander deny supplies to a part of his army just because the leader hasn't grinded enough influence yet?

Besides that, without supply trains and roads and zones of control (whether abstract or simulated), I can't really see this system being much more than a soft limit on campaign length. Unless an army has to forage across huge portions of the map and expose itself to much more potential counter-raiding, I can't see there being many situations where the player could try and whittle down an army by attacking foragers. Time will tell of course, but I don't think mount and blade is at the right scale for a system like this to factor into the game without it just being kind of annoying.

roads pls
 
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