Dev Blog 20/06/19

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[parsehtml]<p><img class="frame" src="https://www.taleworlds.com/Images/News/blog_post_95_taleworldswebsite.jpg" alt="" width="575" height="290" /></p> <p>In Mount & Blade II: Bannerlord, players are able to engage in a number of hostile and criminal activities. However, just as in real life, these actions have consequences. And while some of the more obvious actions may be engaging an enemy in a pitched battle or laying siege to a castle, in this week’s blog, we focus on some of the more unconventional options that players have at their disposal.</p></br> [/parsehtml]Read more at: http://www.taleworlds.com/en/Games/Bannerlord/Blog/115
 
It's great to be finally able to interrupt raiding at any time, it didn't make much sense in Warband to stick around while our party scouted an enemy army approaching, perhaps often too large to be faced. Forcefully recruiting villagers seems like an interesting mechanic; I'm wondering if successfully forcing people into your party will have something along the lines of a morale penalty in the short term.
 
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What are that two new option? Forcefully making recruitment and forcefully taking Supplies?
 
Bjorn The Hound said:
[...]

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What are that two new option? Forcefully making recruitment and forcefully taking Supplies?

I thought they looked like messages / notifications, very similar to how they are presented in Total War games.

Available actions for the village were probably in the large panel on the left, before raiding was chosen.
 
"Players are free to initiate raids on neutral or enemy villages to steal the assets of the villagers. After dispatching the local militia, the raid continues on the world map, with the inventory of the village being transferred to the player party over time. The player can choose to abandon the raid at any time, taking whatever goods they managed to gather with them."

Wow... That is such a huge buff to people doing ''evil'' playthroughs. Raiding everything in sight seems super strong now. I don't know about this change, hopefully it is balanced properly.


"Bannerlord sees the introduction of the ability to press gang villagers into your army."

Yet again a huge buff to evil playthroughs, being able to forcefully recruit units, even from villages that want nothing to do with you? Sheesh, now I'm having second thoughts about my playthrough.  :mrgreen:

Hyped for Gamescom!

 
It's great that we will now be able to halt a raid mid-progress,

Moreover, if the player is a vassal of a kingdom, they will receive a relation penalty with their liege and lose influence within their realm. Finally, if the player is the ruler of their faction, their influence within their realm will again be negatively impacted.

One thing that irked me and certainly many others in warband is how the AI is able to freely raid villages during wartime with no apparent penalty, while the player takes a huge relationship hit for raiding during wartime. I sure hope this is addressed, but based on what I read, it looks like this may be the case again... can someone prove me wrong?
 
Doğacan said:
"Players are free to initiate raids on neutral or enemy villages to steal the assets of the villagers. After dispatching the local militia, the raid continues on the world map, with the inventory of the village being transferred to the player party over time. The player can choose to abandon the raid at any time, taking whatever goods they managed to gather with them."

Wow... That is such a huge buff to people doing ''evil'' playthroughs. Raiding everything in sight seems super strong now. I don't know about this change, hopefully it is balanced properly.


"Bannerlord sees the introduction of the ability to press gang villagers into your army."

Yet again a huge buff to evil playthroughs, being able to forcefully recruit units, even from villages that want nothing to do with you? Sheesh, now I'm having second thoughts about my playthrough.  :mrgreen:

Hyped for Gamescom!

Taking these kinds of hostile actions will most likely lead to war if you perform them against natural factions. You will also increase your criminal rating in that region which comes with its own risks. Likewise, you will take relation hits with those that are affected by your actions, which will put pressure on you in other areas of the game, so it is very much a risk vs reward mechanic. :smile:
 
I like that evil is more easy to do now, precisely because it is so irl. So its much harder NOT to be forceful towards caravans and villages. It requires more self control.  The punishments seem a little weak, but then again, it shouldnt be so heavy like Warband, where you have to choose certain villages as nemeses, so you only raid those to avoid problems later.

Notable, liege, lord and influence impact. Very interesting there is a hit everywhere now, which nicely balances the ease of being forceful. Also, the map is much larger now, so you can take the hit from a few villages and towns. In old Calradia, with the old recruitment, every village counts. In BL not so much.

This is much appreciated. Though my heart aches whenever i want to do harm to peasants, its great knowing it is much easier to do now.

Question: does the heir inherit the relation hit from the previous Main Character? Suppose you go on a rampage in Battania, raid everywhere. Build your riches from their pain. You die and your heir inherits your fortune, do they also inherit the influence and relations hit? If so, how much of the relations are inherited? 100%, 50%, 20%? The same goes with other lords you are Friends with, do they remain friendly or loyal to your inheritor?

Because these are long term consequences as well, and though most can be mitigated by paying damages... i wouldnt want to pay for the damages my great grandfather did somewhere. Not that it didnt happen, mind you. i just wouldnt want to be considered a criminal because my uncle (last MC) was. But it is understandable for sons to pay for the sins of the father, especially in this clan context.
 
It’s very nice you can provoke a war, though most of this information could just have been assumed to be translated from warband into bannerlord. We really don’t get much info from this.
 
Chronissimo said:
It's great that we will now be able to halt a raid mid-progress,

Moreover, if the player is a vassal of a kingdom, they will receive a relation penalty with their liege and lose influence within their realm. Finally, if the player is the ruler of their faction, their influence within their realm will again be negatively impacted.

One thing that irked me and certainly many others in warband is how the AI is able to freely raid villages during wartime with no apparent penalty, while the player takes a huge relationship hit for raiding during wartime. I sure hope this is addressed, but based on what I read, it looks like this may be the case again... can someone prove me wrong?

One of TW's promises is Lords wil play the game as you do. So most probably they will also have influence points and they will lose those points for doing such actions.
 
Callum_TaleWorlds said:
My apologies for this coming so late! Totally my fault. I had some friends and family over this week and this kinda got away from me.
Callum, that's right.
Friends and family should always be in first place in life  :wink:
 
The raid seems a lot better. Seeing what items you have collected as the progress bar fills, and being able to keep that upon cancelling... A big upgrade.

Not the best blog, but it's nice to see things like this which show off progress from earlier builds.
 
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The screenshot also illustrates how the village's primary economy is shown on the map and how large the impact of it is. The plunder is almost exclusively hardwood, and indeed we can see the logging area next to the village. This is important information for merchants and raiders alike.
 
To me it sounds like raiding a village will always trigger a counter-attack by the villagers. If i remember it correctly in warband this was not always the case. If the raiding force was seen as to strong to handle there was no reaction.

I hope that the villagers now fighting in any case will passivly increase the number of men needed to raid and therefore make it easier to protect your lands.
 
Even though they are the same concepts as warband, I like the subtle upgrades and the ability to cease the actions whenever we want. Also the visual on the village's material output on the map (lumbermill) is a lot more immersive!
 
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