Dev Blog 05/10/17

Users who are viewing this thread

[parsehtml]<p><img style="margin-bottom: 0cm;" lang="en-GB" src="http://www.taleworlds.com/Images/News/blog_post_10_taleworldswebsite_575.jpg" alt="" width="575" height="290" /></p> <p><span lang="EN-GB">In this week’s blog we would like to talk about an aspect of the game which many of you have requested we talk about for quite some time now: singleplayer. We decided that the most interesting way to do this would be to discuss different features and mechanics from the campaign in their own dedicated blogs. We hope that, over time, we can touch on many of the key aspects of the sandbox and give you all a better understanding of what to expect in Mount & Blade II: Bannerlord.</span></p></br> [/parsehtml]Read more at: http://www.taleworlds.com/en/Games/Bannerlord/Blog/28
 
No ideas about the huge flagpole???
My only thought is maybe an objective marker?
Like the marshal has sent a message to "attack this settlement"
Or maybe you have quest to meet a NPC in that settlement
  :mrgreen:
 
The_BlackThorn said:
No ideas about the huge flagpole???
My only thought is maybe an objective marker?
Like the marshal has sent a message to "attack this settlement"
Or maybe you have quest to meet a NPC in that settlement
  :mrgreen:

I think that's just the lord of Alatys coat of arms/banner, meaning he is in the village.

As for the diamond, I just noticed it is the city's morale - Sten quickly hovers the mouse over it and you can read the tooltip. They could have changed it though, it's been a long time...

 
GcUco.png
I'm surprised that no one has talked about this yet. Hopefully that means that they have done away with the hard to search notes tab that is in WB, where we have to scroll through a long list just to find the name of a certain lord or town.
 
Warband has some linkages. You could click on a portrait in the dialog to get to the wiki entry or right click on a location for a context menu that gets you there. But more is always better.
 
I believe before you start to build an army you have to set some objectives.
Goal of the Army: Attack an Imperial Caravan. Low ranked lords may join you quickly and for very low influence cost. Army gets disbanded after the attack. If you choose to use this army for another purpose lets say siege a castle, Lords may leave you instantly and you lose relation with them or you persuade them to follow you for the new objective you set.

In my opinion, goals are a must. Because; why would you need an army? :smile: There can be a lot of different reason to gather an army. For fame, for loot, to save the imprisoned King, to defend a land, take an enemy fief, harass enemy villagers, blocade a trade root, take enemy lord prisoners etc. Setting these objectives before you gather the army will change the influence you spend. And going out of that goal will disturb the followers, eventually you'll fail. Stick to your objectives (discipline) and lords will trust you more. And one day when they trust you enough, you set a goal to Unify Calradia.
 
Johan_Stormcloak said:
GcUco.png
I'm surprised that no one has talked about this yet. Hopefully that means that they have done away with the hard to search notes tab that is in WB, where we have to scroll through a long list just to find the name of a certain lord or town.

I noticed this as well and it reminded me of Total War Attila
and it immediatelly made me think of that they said we can kill lords and their families if these encyclopedias will tell us some lore about the family of the lord what will happed when we kill his/her family ? I assume game will produce a new family but how will it maintain a new lore for new families ?
Or is it just like warband that it only speaks of the fiefs of the lord etc. ?
 
Tabitan said:
I believe before you start to build an army you have to set some objectives.
Goal of the Army: Attack an Imperial Caravan. Low ranked lords may join you quickly and for very low influence cost. Army gets disbanded after the attack. If you choose to use this army for another purpose lets say siege a castle, Lords may leave you instantly and you lose relation with them or you persuade them to follow you for the new objective you set.

In my opinion, goals are a must. Because; why would you need an army? :smile: There can be a lot of different reason to gather an army. For fame, for loot, to save the imprisoned King, to defend a land, take an enemy fief, harass enemy villagers, blocade a trade root, take enemy lord prisoners etc. Setting these objectives before you gather the army will change the influence you spend. And going out of that goal will disturb the followers, eventually you'll fail. Stick to your objectives (discipline) and lords will trust you more. And one day when they trust you enough, you set a goal to Unify Calradia.

I foresee technical struggle to make AI work properly on the task of detecting what's on and off the main goal.
Imagine how frustrating it would be to get your huge army disbanded because of some AI interpretation fault.

IMO it would take so much effort to make AI really good at qualifying the player's actions, that it isn't worth to put in the final product.

Just paying Influence to keep lords in your army is good enough for me, for it's a simple and engaging gameplay mechanic that entices the player to go further into the game, and has a good risk-reward experience.
 
FBohler said:
I foresee technical struggle to make AI work properly on the task of detecting what's on and off the main goal.

AI is suppose to follow the same rules as the player, so the system needs to (possible) be viable and work regardless of human interaction.
 
Callum_TaleWorlds said:
<p><img style="margin-bottom: 0cm;" lang="en-GB" src="http://www.taleworlds.com/Images/News/blog_post_10_taleworldswebsite_575.jpg" alt="" width="575" height="290" /></p>
<p><span lang="EN-GB">In this week’s blog we would like to talk about an aspect of the game which many of you have requested we talk about for quite some time now: singleplayer. We decided that the most interesting way to do this would be to discuss different features and mechanics from the campaign in their own dedicated blogs. We hope that, over time, we can touch on many of the key aspects of the sandbox and give you all a better understanding of what to expect in Mount & Blade II: Bannerlord.</span></p></br> Read more at: http://www.taleworlds.com/en/Games/Bannerlord/Blog/28
What would be nice is to know if it's out in 2017 or if it's gonna be 2019 at this rate. Even an estimate.
 
Varrak said:
What do you think about these buttons?

Character (Skills, etc)
Encyclopedia (Notes)
Missions (quests)
Inventory
Party
Reports and kingdom management
Emergency button: call John Snow and his dragon to rescue you
Game Options (menu)

 
Arvenski said:
This new system allows for all lords to call on other allied lords and build their own army. Because of the large influence costs, it is of course easier for a king to do this, however there will certainly be times when some powerful lords will have more influence and money than their liege and will be able to amass their own powerful armies to take on a campaign.

I wonder if this could be modded (because I doubt it'll be in the base game, although maybe it would be) to allow lords to attempt to overthrow their rulers? Because if you had a lousy king with little influence and a popular, highly influential lord (perhaps even the player) who could rally the support of the other lords, maybe he could decide to turn on the king, besiege and take the capital, send the king into exile, and take the crown for himself. If it works, good for him. If it doesn't work, or enough lords stay loyal to the king, there could be a civil war.

Pretty sure a mod wont be needed, even in warband you can convince people to join you.  supposedly all things can be bought in a sense, so it makes sense you could arrange a rebellion
 
kalarhan said:
AI is suppose to follow the same rules as the player, so the system needs to (possible) be viable and work regardless of human interaction.

I meant the capabilities of the AI to interpret player behavior and compare with preset goals.

Imagine I gather 2 lords to start pillaging the villages around certain town. But in the way to that location we get intercepted by an enemy party trying to defend the territory, and then the AI interprets I have strayed from the original goal by fighting this large party, and then both lords I've hired just disband before we can reach the target. This sort of problem would be very frustrating to face and is likely to happen if you need the AI to understand what's happening in a sandbox game.
The opposite is likely to happen as well, meaning that you could set any goal to your campaign just because AI is too lenient.

All I'm trying to say is that is very hard to code and balance AI complex enough to understand properly the situations ingame and then give the player consistent and expected feedback.

To me, the system is good as it is right now.
 
FBohler said:
kalarhan said:
AI is suppose to follow the same rules as the player, so the system needs to (possible) be viable and work regardless of human interaction.

I meant the capabilities of the AI to interpret player behavior and compare with preset goals.

which is why I mentioned the AI is suppose to follow the same rules. In that scenario it wouldn't matter if a lord was following a AI marshal or the player. If a event happens along the way, then that lord will reevaluate the situation and decide to continue or go home. Bannerlord is adding more variables to this (like influence), but it is still follows the Warband essence (one thingy at time, re-checks every so often for conditions that would change its mind like not having enough troops left).
 
FBohler said:
kalarhan said:
AI is suppose to follow the same rules as the player, so the system needs to (possible) be viable and work regardless of human interaction.
Imagine I gather 2 lords to start pillaging the villages around certain town. But in the way to that location we get intercepted by an enemy party trying to defend the territory, and then the AI interprets I have strayed from the original goal by fighting this large party, and then both lords I've hired just disband before we can reach the target. This sort of problem would be very frustrating to face and is likely to happen if you need the AI to understand what's happening in a sandbox game.

That is actually what I'd want it to be. If you encounter some event other than your goal then you will have a problem with the lords following you. If you have set the goal as a raid village, they were not following you to fight another army, they just wanted the loot. And sir, you should have sent out scouts and be sure it is a safe raid.
You intercepted by an enemy lord! It is likely to happen, you fight! You had 3 lords following you. You have won the battle, Lord A doesn't mind a thing and keeps following you, Lord B says this was not necessary and a waste of kingdom resources I am returning to my keep!, Lord C "Blood! Blood! Blood!
All I want to say is there is already personalities in the game, responses will depend on those personalities combine with the situation. it is not hard to code that I believe, come on it is a simple algorithm. I cannot think of a situation which you cannot put in to math.
 
Rodrigo Ribaldo said:
A council of war before each multilord battle to debate the pros and cons of fighting or fleeing.

That would add a very nice feeling to the game, but how would one add that feature into a game with AI? At least a believable council?
I hope there are many more features we haven't been told about.
 
Back
Top Bottom