Dev Blog 26/09/19

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[parsehtml]<p><img class="frame" src="https://www.taleworlds.com/Images/News/blog_post_107_taleworldswebsite.jpg" alt="" width="575" height="290" /></p> <p>In this week’s blog, we will be concluding our miniseries of blog posts on sieges by discussing the assault phase, with a particular focus on how the game’s AI evaluates and reacts to unfolding events. </p></br> [/parsehtml]Read more at: http://www.taleworlds.com/en/Games/Bannerlord/Blog/127
 
Thank you callum very cool

So I’ve seen some gameplay and am curious to know if when you besiege a castle and win you storm the keep? Like in warband when you completed the first assault and then you had to finish off the remaining defenders in the keep.



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As the assault continues, men die from both sides, but due to the valiant defense by the city's garrison, the attackers now have 250 soldiers against 80 of the defenders without setting foot inside the castle. At this point, the attacker AI commander may decide to call off the assault instead of losing more troops in vain.
This.... I like this very much! I hope it applies to battles as well.

Also, more videos please!
 
As the assault continues, men die from both sides, but due to the valiant defense by the city's garrison, the attackers now have 250 soldiers against 80 of the defenders without setting foot inside the castle. At this point, the attacker AI commander may decide to call off the assault instead of losing more troops in vain.
This ought to be great experiencing first hand when defending a castle !
 
Neanderthal3 said:
So I’ve seen some gameplay and am curious to know if when you besiege a castle and win you storm the keep? Like in warband when you completed the first assault and then you had to finish off the remaining defenders in the keep.

At the end of the siege in the video, the defenders still had about 30 men alive- I think they had retreated to the keep (there does appear to be a large building that could be the keep towering behind the gateway which the last defenders fled through). We saw also in 2016 that the AI fled to the keep when defending.

Near the end of the first big paragraph of this blog I read the following sentence, which the blog says was mentioned in previous siege blogs: "We also looked at keep battles and talked about their importance and the instances in which they can occur.". I can't remember reading such conditions being mentioned, does anyone know what they are, or which blog talked of them?
 
in the video, the last castle had several levels of walls.
will the defenders retreat to them or will they immediately flee to the Keep (as in the video)?
 
very nice! i do have a question regarding the single player as a whole, somewhat unrelated to this specific topic but i'm curious. Will there be some sort of tutorial when we start the game highlighting all these new systems and how to use/manage them??
 
Fantastic blog, nice to see many things clarified. I just have a question about defending armies retreating.

We have seen in the castle blig that a castle may have multiple layers of defensive a second wall. Will this have any use anymore, and will the Ai make use of a tactical retreat to only the second wall as opposed to all the way to the keep?

 
This blog is fab. I liked the breakdown of how the AI prioritizes, it'll be interesting to see how it plays out. Does troop type/quality affect the AI decision making?

Super excited for SP and MP, the beta seems to be chugging along nicely

Bring on Bannerlord  :party:
 
a suggestion for bombing during sieges.
It would be nice to be able to destroy a wall and create a breach during the battle, but clearly if it were possible at the beginning of the siege and starting the battle immediately it would be too advantageous for the besieger.

So I said to myself:
premise: since there is a bombardment phase in the campaign map, which proceeds with a percentage bar.
question: why once the 100% has been reached, is it not possible for the besieger to start the battle and bombard the walls live to the point of razing a part of it?
so that the bombardment phase acts as "damage to the walls" and the battle start phase acts as "well, the walls are at the limit. Some more shots and they will fall down", perhaps making you select "which wall area" you want to demolish, with the required time that increases proportionally to the value of the area or the linear length of the wall to be demolished.
 
cool blog actually .. and i really love this part

" For instance, let's imagine a siege assault where 500 men are trying to take a city defended by 100 men. As the assault continues, men die from both sides, but due to the valiant defense by the city's garrison, the attackers now have 250 soldiers against 80 of the defenders without setting foot inside the castle. At this point, the attacker AI commander may decide to call off the assault instead of losing more "

i mean if u are in this situation .. u will feel great seeing ur enemy fleeing like that :grin:
 
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