Dev Blog 06/09/18

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[parsehtml]<p><img class="frame" src="https://www.taleworlds.com/Images/News/blog_post_56_taleworldswebsite.jpg" alt="" width="575" height="290" /></p> <p>With Gamescom behind us and everyone back in work after taking some much needed time off to recover, we have had the chance to sit down and work our way through the major talking points to come out of this year’s expo. For some of the topics, we plan to expand upon them and explain them in greater detail at a later date in their own dedicated blogs, but for now, we want to clarify some of the things that were said in the interviews that took place during the event.</p></br> [/parsehtml]Read more at: http://www.taleworlds.com/en/Games/Bannerlord/Blog/76
 
Ammsamdoij 说:
Whatever makes you happy 说:
SatelliteJedi 说:
Oh dear.... removing the castles building/upgrades makes me sad. That was one of the main features that I was looking forward to. Will castle upgrades still be available (for actual castles/Towns) or is that scrapped all together?
Upgrading is still there. This was mentioned in the rocket beans stream.
So it's just like Warband  where they exist, there is just no visual change?
That I can't answer. It would be cool if there were visual changes. I'd love to personally visit my manor for example. (I know some mods do this)
 
First of all i loved the new map. It's visually much more beautiful than previous one. I am sure they will keep improving the map until game is out. There are still lack of dirt roads between cities.

Q:Will there be dynasties/families in the game?
A:Players will be able to have family members and children. Time flows faster in Bannerlord (when compared to Warband) with a year currently set to 84 days (we will probably fine-tune this further before release). Also, you can start the game with siblings, nephews and nieces and they serve as potential heirs as well.

Q:Can the player and/or AI lords permanently die?
A:Our current plan is to have this for both players and NPCs, but we will add an easy mode option to disable it for the player character. Players will be able to continue with a family member if their main character dies.

Nice, but i hope they will add medium mode, where character dies only at certain ages, and not battles. I want my character to eventually die, but not in battles where one random arrow in the head can claim my enjoyment of the game.

If not, i hope one mod will make it possible.

edit: i know that Q/A blog is done but i still want to ask this; will there be political map overlay on the map? (toggable or not) or any kind of access to political map, either via menu or via one NPC in city/castle? Political map and borders would be cool tho
 
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I'm still amazed by the quality of the campaign map  :razz:
 
So, its confirmed we can have families. But, I was wondering if we could still only marry noblemen & highborn ladies? I mean, that is the ultimate goal of most mercenary warlords, to gain entry into the upper-crust of society through such means as glory and favorable marriage.

But I like the idea that we can take a different path if we want. Marry a companion and live the life of nomads, raiding and trading in the steppes. Marry a townsperson and try to make ends-meet as a local merchant. This does raise questions as to how families and children will be handled, which is easier to gloss over if they are part of some ambiguous noble household. If they can't handle such matters at the moment then that's fine.

But if we are going to be relying on heirs to continue the game, it would be nice if having to accrue enough wealth and prestige to afford the hand of a highborn wasn't our only option.

@fedeita - It is very pretty.
 
Answers for simple questions. Nothing interesting. Campaign map is only good thing of this devblog. Haengsson family awaits to kill the looters and take control of Sturgia
 
Arnulf Floyd 说:
Haengsson family awaits to kill the looters and take control of Sturgia

The heirs of House Wulf will lead the Vlandians to glory! Empires will shatter at the tip of our lances, and all shall fall beneath the iron-shod hoofs of our steeds :grin:
 
We feel that some form of Early Access would be beneficial for getting community feedback and balancing game elements. It would also allow dedicated fans to access the game sooner.

already mentioned but great

Players will be able to have family members and children. Time flows faster in Bannerlord (when compared to Warband) with a year currently set to 84 days (we will probably fine-tune this further before release). Also, you can start the game with siblings, nephews and nieces and they serve as potential heirs as well.
:party: :party: :party: :party: that was everything I wish for in a dynasty system :smile:

Our current plan is to have this for both players and NPCs, but we will add an easy mode option to disable it for the player character. Players will be able to continue with a family member if their main character dies.

this one is the cherry on the dynasty system :grin:

Adding co-op functionality to Bannerlord would increase the complexity and development time of the project considerably and therefore it will not be included in the release. We can hopefully add it as a DLC after release. We think the only viable way to support this is to make a single party co-op where additional players can join the main player’s battles but cannot venture into the campaign map on their own.

Personally, I'm not a big fan of Co op but implementing it will be awesome

We had to drop that feature. At some point in development, fief management became too complex, with towns, castles and villages each having their own specific management screens. The ability to build castles in villages also gave rise to complex rules. For example, demolishing the castle in a village could potentially revert the village to another kingdom and we had to add complex logic to handle that. Overall, we felt that the design had become too bloated and unappealing.

The solution was changing the status of villages so that they would no longer be considered independent fiefs but were always attached to a castle or town. This removed the necessity to have a management screen for villages and simplified and streamlined the system. The aesthetics of our new villages is also much more pleasing.

While disappointed with this I totally understand the need to make the game less Complex especially in the late game I do however hope that a some form of castle building will be introduced later either in developments, DLCs or sweet sweet mods :fruity:

You can hire some minor factions as mercenaries or enlist them to your kingdom in other ways, but there is currently no way to join minor factions as a member.

Can we do Quests for the minor faction to get better troops or other benefits?
 
But nothing about battles? We get improved AI for battles and campaign. Hey villages will remains villages :roll: :roll: :roll:
 
Very good blog, Enough feature creeping , we won't mind paid DLC's for all advanced and complex features that are hindering development , Dynasty mode has so much potential and with the death , I bet it would happen if you fight continuous battles with low health, if you start a battle with less than 25% health , you can die, as surgeon skill point can't help, this percentage can be lowered by your healing skill , making medical companions more relevant
 
Arnulf Floyd 说:
But nothing about battles?

Mm yeah I'm wondering about some battle stuff:

1) Is the "Sergeant" thing still in? Where the player can take control of some allied forces?

2) Do Lords still issue orders? (Related to #1, I believe)

3) Why was the Lord AI so brain dead in this fight: https://youtu.be/D-7XqtMeClk?t=657 ? They sat around and did absolutely nothing. No orders issued, no attacking, etc. Against Looters, of all things.

4) Why was the looter AI so bad in the demos? Is it because they're looters? A difficulty setting? WIP? Them standing 5 feet away from the player shooting them on horseback is really, really bad. They'd just clump up and hurl pathetic rocks.

5) What difficulty and difficulty modifiers were enabled in the demo? Were players doing increased damage, or suffering reduced damage?
-5.5) Are there any new difficulty modifiers/options over Warband?

6) Can we expect anybody to ever actually surrender, or will 8 looters always fight to the death against my 50 T3+ soldiers for some unfathomable reason? It feels ridiculous to have these people just willing to die than be taken prisoner, especially when the game explicitly says (via ransom looters) slavery is not a thing. For balance concerns here, I'm not sure capturing some weak-sauce looters worth 10 (32, apparently, in WB - lower it if that's too much) denars a piece at the ransom broker with their 5d resale-worth of equipment is going to be much of a financial windfall for such a force.

7) Any vague ideas on what would cause player death? I understand if it's a concept in progress, but, broad strokes, if you can. Can you maybe die from being defeated in battle? Is it RNG, like laming a horse? Is there any idea here you're leaning towards, or have discarded?
 
So you can't join minor factions. I wonder what happens with specific minor faction units. Minor factions tend to be at war with main faction, since you can't join them to revolt and replace the king your main faction will be locked of those specific unit. Would be a shame that the battanian badass with two handed axe that kill two knights with one strike is a Wolfskin unit only and Battania can't recruit while other factions can have as mercenary.
On the other side I prefer the chance to recruit the imperial mafia or vlandia robin hood instead of just going in hostile villages and still getting some recruits.

What happens if you are with a faction, declare war on another faction and then the minor faction conquest the faction you have weakened? For example West Empire defeat Battania in many battles but Wolfskin deliver the coup of grace conquering the capital? There is a mechanic to morph the minor faction in major faction?
 
cherac 说:
Very good blog, Enough feature creeping , we won't mind paid DLC's for all advanced and complex features that are hindering development , Dynasty mode has so much potential and with the death , I bet it would happen if you fight continuous battles with low health, if you start a battle with less than 25% health , you can die, as surgeon skill point can't help, this percentage can be lowered by your healing skill , making medical companions more relevant

hear, hear. :grin:  this game is the only game that I think deserves to go the paradox way especially  CK2 map and features expansion and dept
 
I would like to know about the AI... Was that simply due to the difficulty of the demo being low or are they still being tweaked and improved a lot? My guess is a bit of both.
 
Can we still build castles in villages we own?
We had to drop that feature. At some point in development, fief management became too complex, with towns, castles and villages each having their own specific management screens. The ability to build castles in villages also gave rise to complex rules. For example, demolishing the castle in a village could potentially revert the village to another kingdom and we had to add complex logic to handle that. Overall, we felt that the design had become too bloated and unappealing.

The solution was changing the status of villages so that they would no longer be considered independent fiefs but were always attached to a castle or town. This removed the necessity to have a management screen for villages and simplified and streamlined the system. The aesthetics of our new villages is also much more pleasing.


So only castles and towns are fiefs.
xbzgf.jpg

The encyclopaedia lists 120 towns and castles under the faction entries vs 180 fiefs in Warband (22 towns, 48 castles & 110 villages). Less fiefs but more walled centres to besiege (120 vs 70).

BTW has anyone seen the Aserai town Askar (see Encyclopaedia listing above)? It's not on what I thought was a full world map:

ik-eH.jpg

Each village is shown in the encyclopaedia as owned by a town/castle, owned by a fief holding Lord and owned by a clan (as opposed to a faction). Presumably the clan leader is responsible for allocating clan owned fiefs to clan members. Hopefully, all the fiefs won't be owned just by the clan leader.

MOrhy.jpg

MQfxr.jpg

Within each village there are areas (i.e. the bog, the pasture, the thicket etc.) which can be controlled by persons other than the fief holder. They start in the control of clan notables but it seems control of them can be lost to others such as the player similar to criminal back alleys in towns. Towns and villages appear to have three such areas. Akkalat has a waterfront, clearing and backstreet listed to the right:

sV3Tc.jpg

Maybe players are meant to focus in the early to early-mid game on trade enterprise ownership and criminal/legal control of these independent areas within towns & villages as opposed to gaining fiefs.
 
The solution was changing the status of villages so that they would no longer be considered independent fiefs but were always attached to a castle or town. This removed the necessity to have a management screen for villages and simplified and streamlined the system. The aesthetics of our new villages is also much more pleasing.

Wil the village still have upgrades or will they all be done through the castle/town menu if so how will the economy and goods production be handled?

Will the villages be rewarded separately to the player like in Warband or must they be given with the castle/town?
 
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