Dev Blog 04/07/19

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[parsehtml]<p><img class="frame" src="https://www.taleworlds.com/Images/News/blog_post_97_taleworldswebsite.jpg" alt="" width="575" height="290" /></p> <p>Picture the scene. You find yourself deep in enemy territory. After seizing an enemy stronghold, you pause for a respite. The campaign has been long and costly, and supplies are running low... And then, on the horizon, you see your worst fears realised. At first, a low rumble and a blur of colour, but then, slowly, the standards and banners of the enemy army come into focus. Your army is ill-prepared for a field battle, and so, you dig in.</p></br> [/parsehtml]Read more at: http://www.taleworlds.com/en/Games/Bannerlord/Blog/117
 
I don't know. Whether these features work tends to be more dependent on execution and the feel rather than the raw amount of features. In the assault phase you might use stats and elements like having different siege weapons or destructible walls as well as possible traps and the like to give an impression of how many options there are. In this case it can really go both ways. we may get an interesting case of politics under pressure with difficult communication and treachery abound leading to a game of personality judgement, bluff and educates guesswork of the highest degree. Or we get Warband with two additional buttonss and finally a higher chance of the defenders starving out instead of the attackers. both are still possible and anything in between. So I can't say I'm more confident or more educated about the game as I was before... 
 
I am very amused by this blog thanks Callum and of course TW.

Nice screenshots. UI looks great both readible and fancy lookingin the first ss. Also there is this ''1/2'' and an arrow on top left answering us what happens when participants are over 5 parties. Nice really.

Nobody mentioned but in those party squares the style changed and became a better looking one. Remember you nitpicky <ladies & gentlemen> complaining about it :lol: TW actually taking note of this an changing really reminded me of how perfectionist these guys are. Bravo TW. Hopefully you will get the fruits of these efforts.

Also just noticed there are three icons wheat, eagle, an castle next to faction flags.
Wheat is obviously supplies.
Castle is the defensive advantage
Eagle is leaders influence point ?


For the 2nd ss not much to say. Look GORGEOUS !
1- Is it just me or TW seriously fixed most of the clipping issues ? Because I remember helmets going into armor more back in the day.
2- Swords look damn BEAUTIFUL. Look at that workmanship they did on the Vlandian soldiers sword sheath !
3- I am really loving how spears/pikes dominate the infantry warfare and axes for Sturgians. Swords are in their sheaths as secondary weapons just as they should have been. I am sorry guys I am no FBohler. I seek some compability with real medieval times. And I am aroused with what I see.

My only complain is the chainmail armor still looks kinda lame.
But I see all the improvements you did in visiual wise. Such as clipping issues. If only you fix this too you are golden !
Again not a major complaint just saying to keep this post still a bit constructive.

I love you guys TW ! Being on the right track for this long is sth rarely seen for game developers especially when developement is this long.
 
But why do all the swords have this ornate sheath? Maybe those are just the highest class Vlandian infantry, but the design doesnt seem like something mass produced, rather a lord’s. But hey, fantasy world, nitpicking, yada yada yada who cares?

What i enjoy is the amount of peasants and pitchforks. Gives it the feudalism feel as well as conveys what may happen if the town needed all hands on deck to defend.

My only other nitpick- why are so many Vlandians facing in all sorts of directions? Even some right next to the enemy are instead facing the wall on the left  :lol:
 
vicwiz007 said:
[...]
What i enjoy is the amount of peasants and pitchforks. Gives it the feudalism feel as well as conveys what may happen if the town needed all hands on deck to defend.
[...]

I like it too.
Spare a thought though for the poor bastards having to take actual pitchforks into a siege battle.
That screenshot may demonstrate the difference between garrison on the left, well armed and armoured, and militia on the right, lucky to have clothing and some tools.
 
If spies are an option within the game then they could be used to find out how much food the besiegers have so that the player can make informed decisions as well as possibly destroying some of the besiegers food  and thus crippling morale and increasing the attackers need for foragers and reinforcements.  A situation that the player could take advantage of. Of course the AI would need to be able to do the same to the player when they themselves are under siege.
 
supersaiyan121 said:
If spies are an option within the game then they could be used to find out how much food the besiegers have...

In the first screenshot the UI shows that the besieging enemy has food for three days (between the portraits and the blue, Sturgian shield). So we can assume that this level of reconnaissance of the enemy does take place behind the scenes.
 
There isn't much for me to say that hasn't already been said by others.  I love the look and the detail on the campaign map and the different trees.  The battle scene looks terrific and the use of light is amazing. 

During a siege relief I would like the option to either accept the losses that are offered or to fight the battle to gain access to the castle and maybe I'll make it with less loss of troops or maybe I'll lose more.
 
I thought this was a very good blog. Whether the additional options are good or bad, it's at least different enough to Warband to be interesting. Worst case scenario, I'm sure there will be mods that appeal to every appetite in terms of sieges.
 
I guess the party with 98 troop is us and our food is represented by the number 45 but besieger and besieged parties's food are represented in terms of days so if we make it to city, I wonder how many days that 45 food can last. Also, is it not understandable if we also lose some of that food while we reach the city as much as with that 39 troops or maybe this is something already in the game?

There are two caravans of our faction in the ss. How about seizeing food of that caravans before going into the city like saying "I am a police, I am taking over your car" :lol: in the movies along with some penalties ofcourse?

Good blog btw, thanks Callum!

Edit: Starving besieged enemies looks very plausible scenario with respect to this ss.
 
Great blog.

Another option is to stay mobile outside of the siege camp, harassing the enemy, attacking foragers and reinforcements in the hope that the enemy will run out of provisions before they can take the castle
As I read this part somehow cavalry charge of Balian from Kingdom Heaven sparked on my eyes  :cool:
 
Callum_TaleWorlds said:
Picture the scene. You find yourself deep in enemy territory. After seizing an enemy stronghold, you pause for a respite. The campaign has been long and costly, and supplies are running low... And then, on the horizon, you see your worst fears realised. At first, a low rumble and a blur of colour, but then, slowly, the standards and banners of the enemy army come into focus. Your army is ill-prepared for a field battle, and so, you dig in.

Picture the scene. You find yourself reading the latest developer blog.  After you're halfway through the page, you pause for a respite. The blogs have been short but costly, and sanity is running low... And then, near the end, you see your worst fears realised. At first, denial and confusion, but then, slowly, the horrible truth reveals itself and your nightmares come into focus.

Your mind is ill-prepared for this battle, and so, you collapse.
 
How historically accurate is Bannerlord? A conspiracy theorist might suspect TW of plagiarism. After all, everyone had good reason to be upset with the Norman Vlandians in the summer of 1084:

https://en.wikipedia.org/wiki/Sack_of_Rome_(1084)

No wonder the Sturgians are besieging Sargot.  :grin:
 
The screenshots look great for me.
I'm glad we're able to tell enemies from allies without the banner sprites floating over troops heads.
Am I the only one who remembers Lust trying to attack allies in a siege battle?
 
vicwiz007 said:
Have you done away with sallying out to destroy siege equipment, delay, etc?  The only sally-out mentioned was for the defenders to help their reinforcements.

It does say defenders can sally out:

Do you sally out to meet the attackers head-on in a brave, but ultimately, suicidal final charge?

Edit- Does anyone know why the Sturgians have red numbers and the Vlandians green?
 
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