Dev Blog 05/10/17

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[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
 
Yaga said:
You can do that here for example...

that is a nice looking world map for sure. The issue is that kind of map can tire your eyes if you stay too long looking at it. Too much "visual pollution" is also a issue, in special if you are not 10-20s years old anymore. So a balance between gorgeous and practical map would be better IMO.

As we haven't seen the Bannerlord worldmap (2 years old video doesn't count) I really can't say which side of the balance they are right now.
 
Universal as in it only works in the faction you're working for. This makes complete sense.

for the time period personal relations trump any factional. This is not the age of nationalism.
 
JuJu70 said:
Universal as in it only works in the faction you're working for. This makes complete sense.

for the time period personal relations trump any factional. This is not the age of nationalism.
Fictional world. Also personal relations affect influence costs .
 
JuJu70 said:
for the time period personal relations trump any factional. This is not the age of nationalism.

personal relations were important, but there are other factors like greedy. Join a army in search of loot, etc. Which would be well represented by the influence cost and how success/failure along the way can make lords abandon the campaign.

off-topic: That also sounds interesting to use as a base for a invasion mechanic. You start a adventure (CK), raid army (vikings), etc, with a lower initial cost, but with a much higher expectation. Fail to launch quick, or to loot/raid/win battles, and your army will disband.
 
Iberian Wolf said:
You're a star Callum - thanks for this lovely blog!

I'm wondering about the symbols next to the village names...I see an axe and an eagle. What do they mean?

blog_post_10_taleworldswebsite_02.jpg

Great blog! Finally some single player campaign stuff.
I think the village symbols are just a visual representation of which faction they belong to. In this case probably the eagle is one of the empire factions, the axe probably sturgia or batannia.
 
I wrote several questions to the artist and Armagan.
Callum_TaleWorlds, please do not miss my question!
https://forums.taleworlds.com/index.php/topic,369518.msg8856526.html#msg8856526
 
I really like the new style for the names of settlements - its a lot more atmospheric than the big, brightly coloured lettering as seen before. The feature about soldiers becoming more unsettled away from home sounds fantastic. I was wondering if this means that kingdoms will be more likely to conquer provinces near to them, and also if the biome a settlement is in will have a bearing on whether a kingdom will want it.

Great work btw!!!
 
joei160. said:
Is Bannerlord already released?
I like him :smile:



Edvardgrieg said:
I really like the new style for the names of settlements - its a lot more atmospheric than the big, brightly coloured lettering as seen before.
I do not like the new inscription of the name of the settlements - it looks rough against the background of the global map  :sad:
 
I want to know, if there will be some kind of "regulator" for the army influence upkeep?
I like to march with my big armies, so it would be nice to decide how costly the upkeep would be at the beginn of every game.
I wouldn't like it if my army or part of my trained troops would suddenly desert me if i had no influence points left...that would be fustrating. :cry:
 
I don't think your troops will desert you even if you had no influence at all. I think deserting of your troops will need to be from low morale or your personal army is bigger than you can support via your stats.
From what I've read the influence drain is from keeping other lords and their troops together with yours in a larger super army and doing what you say.
 
illidankazama90 said:
I want to know, if there will be some kind of "regulator" for the army influence upkeep?
I like to march with my big armies, so it would be nice to decide how costly the upkeep would be at the beginn of every game.
I wouldn't like it if my army or part of my trained troops would suddenly desert me if i had no influence points left...that would be fustrating. :cry:
Perhaps it works the same way as renown. If renown reaches a certain peak it will gradually drop if you do not do anything for a couple of days/weeks. Since the higher your renown the bigger your army it would mean that a drop in renown would result in you having a smaller party size, thus troops would dessert to fit that party size.
 
JuJu70 said:
lolbash said:
JuJu70 said:
Influence system is a terrible idea. You already have influence in the game - it's called renown. Also instead of kingdom-centered it should be NPC-centered.

Can you expand on how exactly its "bad"?

Because from the description it seems to be universal. Do 5 quests for 5 different lords, get influence and ask lord 6 to follow you somewhere. Renown was already in the game, plus personal relations which both were more than enough for player to influence lords.

Maybe there is both.
The higher renown the less influence is needed.

Would kinda make sense imo.
 
illidankazama90 said:
I want to know, if there will be some kind of "regulator" for the army influence upkeep?
I like to march with my big armies, so it would be nice to decide how costly the upkeep would be at the beginn of every game.
I wouldn't like it if my army or part of my trained troops would suddenly desert me if i had no influence points left...that would be fustrating. :cry:

I think that influence unkeep is just for lords, if You don't have enough influence they won't follow You anymore. Just for Your troops there are morale and unkeep paid in gold.
 
The influence system sounds interesting. I think it is very important to balance it somehow so players know approx. how much influence they are "spending", but it can't feel like an actual currency. For example, I think it would be bad to say something like, in the example of a Lord "Lord ___, I would like you to be a general in my army [Spend 40 Influence]". I hope that wasn't confusing.
 
PlanetAlexander said:
The influence system sounds interesting. I think it is very important to balance it somehow so players know approx. how much influence they are "spending", but it can't feel like an actual currency. For example, I think it would be bad to say something like, in the example of a Lord "Lord ___, I would like you to be a general in my army [Spend 40 Influence]". I hope that wasn't confusing.

Influence is handled very much like a currency. There's an old video where the player spend 100 influence points for some lord to follow him. It's as explicit as it can be, like your 'bad' example.
 
FBohler said:
There's an old video

WIP, so that is not really confirmation of anything  :razz:

The UI has the influence counter (total sum), so even if you hide it on dialogs/menus, you can figure out the total cost after a interaction. What they may do is use the new facial expressions as a replacement, so you need to interpret the NPC reaction instead of looking at the instant number cost.
 
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