Bannerlord MAY be almost finished!

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Duh said:
Chill, people.

+1

The game will come out whenever it comes out. Speculation is only good for passing the time. Plenty of great games are out now, and coming out soon, to occupy our time until Bannerlord is released.
 
I'd say what's bigger evidence was during one of the dev diaries they talked about balancing soldiers. 

WHAT'S THE MOST DIFFICULT THING THAT YOU SOLVED SO FAR, DURING THE PRODUCTION OF BANNERLORD?

Balancing troops. In Bannerlord, each faction has their own unique troops. Although unique troops offer some advantages over regular troops, we still have to strike a balance with how these units compare to similar troops within their own faction, and how they will perform against units from each of the other factions.

Each faction has their own advantages and disadvantages when it comes to army compositions. For example, Empire’s core units are heavy infantry, which are more durable than other infantry in Calradia. We need to select their perks and equipment in a way which will provide them with this advantage, yet exposes them to risk. In this case, the weakness of heavy infantry is shock infantry, such as the Falxmen of Battania. A good strategy to employ with Empire is to use infantry and ranged units in close proximity so that they can provide support to each other against their counter troop types.

Another balancing issue is the cost of troops, which is set according to the power of the unit. In Captain Mode we had to handle this a little differently because money doesn’t feature in this game mode. We decided to alter the troop count instead of the price, with the reasoning that all players have the same amount of funds and therefore the stronger units should have fewer soldiers because their recruitment and upkeep costs would be higher."

Source: https://www.taleworlds.com/en/Games/Bannerlord/Blog/27

I don't know what Taleworld's specific game development process is, but balancing troops - especially on a cost and performance basis means that the game is close to, if not completely, feature complete.  Even in Agile development cycle, where you typically try to complete your game by self-contained "Modules" and polish it, balance is often done roughly or completely held until all relevant areas of the game that would affect balanace are finished.
Since he's talking about it not only as performance but also cost, that heavily implies the game is in or close to beta.  I still don't anticipate anything before a Q1 release, though so don't jump on the hype train just yet. :razz:

 
bwc153 said:
I'd say what's bigger evidence was during one of the dev diaries they talked about balancing soldiers. 

WHAT'S THE MOST DIFFICULT THING THAT YOU SOLVED SO FAR, DURING THE PRODUCTION OF BANNERLORD?

Balancing troops. In Bannerlord, each faction has their own unique troops. Although unique troops offer some advantages over regular troops, we still have to strike a balance with how these units compare to similar troops within their own faction, and how they will perform against units from each of the other factions.

Each faction has their own advantages and disadvantages when it comes to army compositions. For example, Empire’s core units are heavy infantry, which are more durable than other infantry in Calradia. We need to select their perks and equipment in a way which will provide them with this advantage, yet exposes them to risk. In this case, the weakness of heavy infantry is shock infantry, such as the Falxmen of Battania. A good strategy to employ with Empire is to use infantry and ranged units in close proximity so that they can provide support to each other against their counter troop types.

Another balancing issue is the cost of troops, which is set according to the power of the unit. In Captain Mode we had to handle this a little differently because money doesn’t feature in this game mode. We decided to alter the troop count instead of the price, with the reasoning that all players have the same amount of funds and therefore the stronger units should have fewer soldiers because their recruitment and upkeep costs would be higher."

Source: https://www.taleworlds.com/en/Games/Bannerlord/Blog/27

I don't know what Taleworld's specific game development process is, but balancing troops - especially on a cost and performance basis means that the game is close to, if not completely, feature complete.  Even in Agile development cycle, where you typically try to complete your game by self-contained "Modules" and polish it, balance is often done roughly or completely held until all relevant areas of the game that would affect balanace are finished.
Since he's talking about it not only as performance but also cost, that heavily implies the game is in or close to beta.  I still don't anticipate anything before a Q1 release, though so don't jump on the hype train just yet. :razz:

He is talking about costs, the amount of money that unit will cost in game. And nowhere did that blog mention performance. This is purely explaining TaleWorlds of balancing units against each other in the singleplayer and captain mode.

And considering they showed various gameplay video’s it would make sense if they balanced it a bit, it makes for better viewing material. So even if they are balancing. It isn’t the final balancing pass. And it is just another step on the way.

We just don’t know how far along they are on Bannerlord.

Gameplay we saw looked mostly finished, that is why they showed it. We got to see a very small part and probably scripted view of the overworld map. Which is a huge part of the game. They could still ve working full swing on that or its background features.
 
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