Dev Blog 30/05/19

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[parsehtml]<p><img class="frame" src="https://www.taleworlds.com/Images/News/blog_post_92_taleworldswebsite.jpg" alt="" width="575" height="290" /></p> <p>Mount & Blade II: Bannerlord’s singleplayer campaign takes place in a vast sandbox with numerous systems working together to provide players with a deep and engaging gaming experience. Bringing these systems together and ensuring that they work alongside and complement each other is no small task. And with multiple programmers working somewhat independently on each system, an additional layer of complexity is added to the mix. This is where Ömer Sari steps in. It is his responsibility to coordinate and organise the campaign team while ensuring that the programming work is of a consistently high standard.</p></br> [/parsehtml]Read more at: http://www.taleworlds.com/en/Games/Bannerlord/Blog/112
 
Nice blog! With the wounded slowing down a party, it might make having blunt weapon armies more interesting besides using them for getting prisoners. Fight the army, wound a portion of it, and watch as it bleeds morale and men and it attempts to escape from the terror of your hammermen.
 
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What kind of missions will the marshals assign us when we join their armies? It would be great if when the army is being persecuted, he will assign us a mission in which we must face the enemy so that the rest of the army can escape. We would gain a lot of prestige for our clan, but there would be a chance to die or be captured by the enemy.
 
Our text system enables the player’s attributes and actions to change the way other characters address the player.

I wonder how much this differs from what was in Warband, where lords would say different things based on your relations and recent actions. I'm guessing it's a lot more complex and nuanced if the system needs to be made to work in different languages. It would be very immersive for certain characters to comment on skills you've focused on and raised to a high level or for peasants to praise/condemn the player for helping/antagonizing a settlement.
 
But no matter how elaborate the writing is, it's going to just become part of the UI if they insist on having the campaign be as repetitive as warband.

Warband didn't have great writing (it even had typos and grammar issues), but even so the campaign would have you seeing the same interactions dozens of times to where you stop noticing them.
 
Rodrigo Ribaldo said:
NPC99 said:
“I gained the role of campaign lead programmer a few months ago. Before that, I was mainly writing code all day long. Now, I also have to be available to other campaign team members or for design meetings, code reviews, and so on.

Belated congratulations on your promotion, Ömer, but who ran the campaign team previously (for x years) and what happened to them?
I noticed that red flag too. Someone resigned or got fired.
A gameplay programmer went to Ubisoft also a few months ago.
None of this is particularly good news for the speed of development.

Wounded people slowing down parties is nothing new, but AI parties getting rid of them is. Also, usage of variable honorific term in sentences is nothing new. This is still Warband, people, don't get excited over nothing.
Aw ****. It's right there in the title too. Mount & Blade II: Bannerlord Warband
 
Good blog, looking forward to seeing all the little things that affect the big picture, like wounded party members and extra pack horses! The fur trade will be prosperous lol
 
BIGGER Kentucky James XXL said:
But no matter how elaborate the writing is, it's going to just become part of the UI if they insist on having the campaign be as repetitive as warband.

Warband didn't have great writing (it even had typos and grammar issues), but even so the campaign would have you seeing the same interactions dozens of times to where you stop noticing them.
This.

They may add the best text system ever, but if it is the same interactions over and over, we'll gloss over them as soon as we learn the interactions' "paths".
But it gives me hope to help them translate into portuguese, as well as possibilities for future "story driven" content, or other expansions/etc. Maybe "native" will be bland story/writing-wise, but the prospect for future projects is great. Which is bad for Bannerlord release, but good for anything else they add in the future.

And i really enjoy them making the ai ditch cargo when in need. Nothing great, but a good compromise to survive.
 
...or they could enslave local villagers from either their own or another faction to carry their stuff for them. Though slave could then become a commodity and that probably dont swim in todays climate. Would be great premise for Wars and Freedom Fighters though
 
froggyluv said:
...or they could enslave local villagers from either their own or another faction to carry their stuff for them. Though slave could then become a commodity and that probably dont swim in todays climate. Would be great premise for Wars and Freedom Fighters though

Seeing as WB has the function of selling prisoners to a slaver, it's not that much of a leap to think a similar function in BL, especially considering the fact BL is set before WB, and the idea of 'chivalry' and such wasn't really present, so ransoming wasn't as much of a practice.
 
What we learned from this blog:
- party pathfinding is still getting optimized
- they are adding localization support for honorifics in dialogs (yawn)
- some party speed trivia
- you get to wear an outrageous purple gown (yay!)

This is pretty thin for an interview with a Campaign Lead. Nothing about strategic AI, politics, war, quests, modding, etc.
I'm not sure anymore if following these blogs is worthwhile. Might as well take a break until Gamescom, when they'll have to come up with something interesting.
 
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