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
 
Bjorn The Hound said:
CKyHC said:
what it is?


That blurred thing also appear on multiplayer beta dev blog while in no other blog, it appeared as much as I remember.
blog_post_96_taleworldswebsite_03.jpg

Someone on Turkish forums said it could be the ID of the beta tester and it also appears here soooo ......... connecting the dots...... TW started closed beta test for singplayer or Callum took the ss in his house(btw, reminder, this is a big fooking SPECULATION)

It's the FPS-counter running at 20
 
Blead said:
So what's the difference between the militia of the town and the garrison? Can you increase/upgrade the militia in some way? Can it be affected by anything?

Militia numbers seem to grow or decrease over time, presumably in relation to the population and wealth of the settlement.
379j2Zr.png

Garrison is a better armed force, I'd say hired and paid for as in Warband, with settlement upgrades affecting their maximum possible number, perhaps other aspects as well.

...a barrack enables the settlement to maintain a larger garrison...

Dev blog: Settlement Projects
 
burybrzetyslaw said:
You forgot the option to host a feast while you besieged. Btw i hope you will make feasts better than in warband,
I hope so as well. Right now I am only using it for tournaments and sometimes for the quick relationship boost you get by talking to the lords after a big battle. No need to talk to the lords for more then 5 seconds.
 
Blead said:
So what's the difference between the militia of the town and the garrison? Can you increase/upgrade the militia in some way? Can it be affected by anything?

In one of previous blogs (don't remember which one) they said militia is a ,,resource" to ,,produce" troops. In first screenshot looks like unused militia is still ready to fight, but they are (I guess) very weak.
 
Blead said:
So what's the difference between the militia of the town and the garrison? Can you increase/upgrade the militia in some way? Can it be affected by anything?

I believe militia is a fief parameter based on population, prosperity, certain item stock, etc.

As for garrison, I think it's just the troops you leave in the town just like in Warband.
 
vicwiz007 said:
AmateurHetman said:
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?
True it does say that, but it's in the beginning intro and not the part where they list the actual features/options you have. Again I feel obligated to bring up "ambushes" whenever wording such as that is used.

In any case, it didn't explicitly mention the type of sallying out seen in a demo some years back. Not for a final suicide charge, but a tactical option. Though I imagine for Khuzait sallying out is really the only option... lest all that money spent on horses will go to waste.



Since 2016 that feature has always been tagible, we can not say the same of the ambushes ... :iamamoron:
 
FBohler said:
Blead said:
So what's the difference between the militia of the town and the garrison? Can you increase/upgrade the militia in some way? Can it be affected by anything?

I believe militia is a fief parameter based on population, prosperity, certain item stock, etc.

As for garrison, I think it's just the troops you leave in the town just like in Warband.
exactly. Militia are basically townsmen armed.
 
@Terco but remember, it is the same case for ambushes. We were never shown them but they tried them and didnt like the feature, so they removed it. The same may be the case here, though i think it is less of a chance.

Im spending too much time on this dumb question of mine. Ill just wait until the much anticipated part 2  :lol:

edit- found the quote itself
"Ambushing was a planned feature, however, after implementing it, we found that it didn't really work well with the way our sandbox plays out, and ultimately, it wasn't much fun for the player."
 
Dear members of the forum, and the developers of the great game M&B Bannerlord. Please support the idea of putting the game in fear for their lives from the usual bots, so they are not just going to die, and was much more careful(who knows what kind of person stands before you? Can he master the sword and professional murderer) have people there is their fears and they must be added in this game!!!
Also the game could use a Nemesis system like in shadow of war... (well, this is too perfect).
Hope I have there is supportive people on this forum!
 

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vicwiz007 said:
@Terco but remember, it is the same case for ambushes. We were never shown them but they tried them and didnt like the feature, so they removed it. The same may be the case here, though i think it is less of a chance.

Im spending too much time on this dumb question of mine. Ill just wait until the much anticipated part 2  :lol:

edit- found the quote itself
"Ambushing was a planned feature, however, after implementing it, we found that it didn't really work well with the way our sandbox plays out, and ultimately, it wasn't much fun for the player."

Which is why TW never demonstrated ambushes in a public video whereas they showcased a siege defence sally because they were happy it was good enough to include in the final product.
 
Battanian faction really makes no sence if they dont add ambush system. Why would they even mention it if they are removing it, or not adding at the first place ?

Battania is perfectly constructed for those kind of mechanics.
TW has most obviously found inspiration for that faction in early germanic tribes and celts that were most famous for their ambushes agains Rome (Teuteborg forest for example) and it would be their only advantage,besides superior numbers.

Without the ambush system, and/or some kind of increased multiplier for number of recruits you can gather in Battanian villages and towns (say 1.5x-2.5x more men), Battanians are doomed with their inferior armor, unfavorable faction position and lesser number of holdings.
 
Piconi said:
Battanian faction really makes no sence if they dont add ambush system. Why would they even mention it if they are removing it, or not adding at the first place ?

Battania is perfectly constructed for those kind of mechanics.
TW has most obviously found inspiration for that faction in early germanic tribes and celts that were most famous for their ambushes agains Rome (Teuteborg forest for example) and it would be their only advantage,besides superior numbers.

Without the ambush system, and/or some kind of increased multiplier for number of recruits you can gather in Battanian villages and towns (say 1.5x-2.5x more men), Battanians are doomed with their inferior armor, unfavorable faction position and lesser number of holdings.

Yeah. Even if its not ambush, i hope they add some fun mechanic for some factions/terrain/troop type to gain advantage.
 
Piconi said:
Without the ambush system, and/or some kind of increased multiplier for number of recruits you can gather in Battanian villages and towns (say 1.5x-2.5x more men), Battanians are doomed with their inferior armor, unfavorable faction position and lesser number of holdings.

I think this may be intentional. By the time of Warband the Battanians no longer exist as an independent faction, and unlike other Warband factions that clearly descend from Bannerlord ones -- Swadia and Rhodoks from Vlandia, Vaegirs from Sturgia, Khergits from Khuzaits, Sarranids from Aserai -- the places the Battanians used to occupy are now the towns of Swadia or the Nords. Perhaps the Forest Bandits are what's left of the original Battanians.

Of course as a player maybe you can prevent this destiny from befalling the Battanians  :grin:
 
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