Dev Blog 18/07/19

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[parsehtml]<p><img class="frame" src="https://www.taleworlds.com/Images/News/blog_post_99_taleworldswebsite.jpg" alt="" width="575" height="290" /></p> <p>Mount & Blade II: Bannerlord is a rags to riches adventure that encourages players to forge their own path through Calradia to climb to the top of the social ladder. How, or even if, they get there is completely down to their own choices and actions within the game. In previous Mount & Blade games, this rise to power revolves around a single character, but with the introduction of permanent death and clans in Bannerlord – two new features that work hand in hand to create a deeper, more immersive experience – some of the focus needed to shift slightly away from the exploits of an individual character. This is where the topic of this week’s blog steps to the fore: renown.</p></br> [/parsehtml]Read more at: http://www.taleworlds.com/en/Games/Bannerlord/Blog/119
 
Ettenrocal said:
You need to be in a clan to be a mercenary ? Why ? Otherwise the feature is great !

You'll always be in a clan, it's your family that you create at the start of the game and the game revolves around your entire dynasty progression and not only your currently character very similar to Crusader Kings II, as far as i understood you can't join other clans only the kingdoms themselves and it's the reason you can't join the minor factions because they are independent clans.
 
Ettenrocal said:
You need to be in a clan to be a mercenary ? Why ? Otherwise the feature is great !
AmateurHetman said:
Interesting that it’s clan renown and not individual. What if we want to be a lone traveler with no connections?

You are always in a clan. You are the clan. The clan is you. Your family and your companions are part of your clan as it grows, but your clan starts with just you.
NPC99 said:
You win a siege but can't claim ownership of the castle/town because your lack of renown limits the number of parties you can control???
Renown affects your vassalage prospects - there's no reason I've seen to think it limits your fief count if you start your own kingdom? It's just that if you've only got, say, 1 extra party in your Clan, that's not much of an army to defend yourself with when your newly-captured castle's previous owners come back, and other clans will probably be unwilling to join your new kingdom while you have such low renown (like Right To Rule in Warband?); but on the other hand, capturing castles is going to gain you a load of renown in itself, so maybe it balances out.
Piconi said:
For example im a fearce warrior lord that has went to countless battles, closed many eyes forever  :grin: , then i die and play as my skin bearded son that has never been to a battle, but he somehow gets all the renown?
I'm imagining that renown can go down as well as up? And the death of a clan leader would seem like a good reason for your clan's renown to take a hit - so your heir is famous for the name they carry, but not as famous as their parent(s).

But if renown goes down and you lose a tier, presumably you'd have to lose parties, companions and caravans? And what would happen to them?
 
I really enjoyed today’s Devblog. However, how come there is no individual renown? Like just because one character was great doesn’t mean all his clan will be great as well. Like for example your character has a heir and then you die, and take over as your son or whatever, people should be like is he as good as his father? Or does he just come from a famous clan but is really just entitled because he came from a good clan and didn’t train or whatever?” Like I would like to see the clan renown (I really like the idea) but then also have a way to see how much each character has accomplished or have npcs treat us differently if the heir not “worthy of the name” like there were great Kings but just because they were great didnt mean that their heirs were as strong or great. Like the intro to Kingdom come Deliverance the story about king Wenceslas the 3 or whatever the guys name was. Anyways, sorry for the long winded message, but that’s my point of view on it. Great stuff keep it up. And please let us change the clans name.

Also can anyone tell me the discord page for this game?
 
Rabies said:
NPC99 said:
You win a siege but can't claim ownership of the castle/town because your lack of renown limits the number of parties you can control???
Renown affects your vassalage prospects - there's no reason I've seen to think it limits your fief count if you start your own kingdom? It's just that if you've only got, say, 1 extra party in your Clan, that's not much of an army to defend yourself with when your newly-captured castle's previous owners come back, and other clans will probably be unwilling to join your new kingdom while you have such low renown (like Right To Rule in Warband?); but on the other hand, capturing castles is going to gain you a load of renown in itself, so maybe it balances out.

Oops. I've been using the module_parties.py definition of parties (mainly locations/places) when, as you point out, it probably relates to the number of independent warbands a clan can support.
 
If you are not a well known person caravans wont trust you. Thats how things worked back in the day. People traded with people they know well.
Even today banks question if the person is reliable/has no unpaid debts to other banks/ has a good job before lending credit.

Having renown gives them trust, enabling player to find more caravans to business with. You can think of it like this.
 
KhergitLancer99 said:
If you are not a well known person caravans wont trust you. Thats how things worked back in the day. People traded with people they know well.
Even today banks question if the person is reliable/has no unpaid debts to other banks/ has a good job before lending credit.

Having renown gives them trust, enabling player to find more caravans to business with. You can think of it like this.

I was assuming we'd be able to buy our own caravans. But perhaps we do simply sponsor existing merchants and take a share of the profits.
 
I'm not sure why but this does bother me some. It just feels restrictive, it may not be and we won't know till we play but I get the feeling that the freedom from warband will be limited and measured this time. The first time I'm told I can't add something or am limited just because of renown I'm downloading the mod to turn these off. Worries me because of this seems to be nudging it's way into other things, such as multiplayer restrictions on classes. Makes me wonder what else will be tailored to the experience.
 
Redleg said:
the player first having renown and higher relationship with the faction.

I totally agree with this, but a player can get renown and good realtion with a faction without being in a clan, yeah ? Can we become a mercenary without being in a clan ?

Indeed its faster become a mercenary if you already noble, but that doesn't mean you can't as a commoner.
 
I'm not sure I agree with all the design decisions here, but I like the general idea. I'm looking forward to seeing my other clan members do their own thing and increase the clan's renown. I feel like this will lead to much better character stories than in Warband.
 
Glad there's hard limits I've found making money too easy and I like the idea of beginning small and earning your clan's prominence. I can appreciate how others would find this restrictive though.

Also, Eren's boob armour looks a little... off. Doesn't seem practical and looks redundant.
 
Noudelle said:
I'm looking forward to seeing my other clan members do their own thing and increase the clan's renown.

I don't know for far they'll be doing their own thing, really. I think it's more likely they'll be following your orders and doing tasks you set them. At least, I'm hoping to be able shovel off some of the more boring missions (cattle delivery?) on to my Clan members so I can get on with the interesting stuff.
 
Quick question, did Taleworlds already talk about whether or not you can customize future characters appearance upon switching to them or is it left to chance?
 
Huge fan of all the changes and added systems. I never felt like I had any sort of connection with my companions in Warband, hopefully this will help change things.
 
I think this will be an improvement over the warband system as it it expanding from singular focus you to multiple focus clan. Which will expand everything going on in all the other connected game systems
 
blog_post_99_taleworldswebsite_02.jpg
The player banner gives me hope that clans will vary in colour from their faction, though I know it is unlikely.
blog_post_60_taleworldswebsite_02.jpg
Makes the clans feel bland and uninspired.
 
Gholt369 said:
I would like to see the clan renown (I really like the idea) but then also have a way to see how much each character has accomplished or have npcs treat us differently if the heir not “worthy of the name” like there were great Kings but just because they were great didnt mean that their heirs were as strong or great.

Pretty much agree. And what about "Infamy?" You can be famous for being a terrible warrior, or being cruel to your enemies, or executing prisoners, or raiding caravans etc. If actions like those reduced your renown, it's not the same as being unknown, if you know what I mean.

Regardless, as always, keep working hard guys. Just waiting for the pre-order announcement...no pressure... :wink:
 
Rabies said:
Noudelle said:
I'm looking forward to seeing my other clan members do their own thing and increase the clan's renown.

I don't know for far they'll be doing their own thing, really. I think it's more likely they'll be following your orders and doing tasks you set them. At least, I'm hoping to be able shovel off some of the more boring missions (cattle delivery?) on to my Clan members so I can get on with the interesting stuff.

I think it important to see how other clan members are affecting the clan renown.  For example if one of the clan is running from battle, not keeping his word etc and adversely affecting the clan renown I would like to know so that he can either be spoken to or be kicked out of the clan.  Is it even possible to give a clan member a 'pep' talk? 

Ah .... so many questions and so few answers.  Come on TW, nose to the grindstone and all that.  :smile:
 
Well then, glad that I had one of my greatest concerns confirmed, cause I felt like I'm just fearmongering every now and then.

You no longer play as character, you play as a clan. Everyone plays as a clan. Clans are just like lords, only with multiple avatars. How would individual relationships, their costs and benefits work in that setting? Doesn't matter, there's diplomacy mana, just use your spare change in influence. I really dislike that, wasn't playing M&B for feeling of being friendly household ghost possessing people.
 
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