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
 
For the Game Engine Developer Burak Dermanlı:

What's the rough process of creating an entire game engine from scratch? What about when this engine has such varying components (such as the world map and scenes)?
 
For engine dev: How many cores Bannerlord can use ? I've read "6 at least" in the past but maybe its 8 now ?
 
Murat Türe said at the end of his blog:

With all of the CPU and hard drive optimisations we try to achieve <1 second loading times on these bigger scenes.

So my engine related question to Burak Dermanlı is:

Why were loading screens for town scenes in the Gamescom videos visible for up to 8 seconds?
 
For Co -op


if there isnt a way to have both u and ur bud playing across the map and fighting together, and if thats not in game, it be a let down really.

so by all mean that ^ feature must be in game even if it comes in DLC form
 
First of all, this was a brilliant blog. Succinct, transparent and providing much clarity. I know my points have been touched on briefly by others in the thread but I'd also like to ask if it is possible to change what a village is producing and regulate their day-to-day via the castle management screens?

Also regarding the co-op, I'm very glad to hear that if it is going to be implemented, it'll be single party; multiparty would be amazing but the fundamental changes to the game necessary to make it work would compromise too much. It'd be cool to be able to export an singleplayer character to assist a friend and then after the session import the character with updated experience and gold, ready to be used again in their own campaign.

I don't know how gargantuan of a feat this is because I don't program but would it possible to have non-campaign players do more than participate in battles? When the campaigner is travelling the world map they could watch what's going on, sort out their personal inventory and use their experience. In settlements, they could wander about, interact with locals, trade, arenafight, tourney, go to the tavern and would leave at the discretion of the campaign player. In battles they can act as player sergeants and command a portion of the campaigners troops to help tactically or just get stuck in as a warrior.

Thanks again for such a clear and informative blog. Keen as a bean  :party:
 
NPC99 说:
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.[/i]

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.

This topic has a slightly larger map where it shows Askar, This.

And while villages are now combined with a castle or town in ownership, doesn't that still make it a 2nd 'free fief' you get when awarding a castle.
So while there are 120 towns and castles, there are atleast 120 villages aswell. Making it 240 against the 180 in Warband ( that we know of anyway )
And simply looking at the map you can see 6-8 Towns for each faction, as opposed to 3-4 in Warband which i think is HUGE.

And am i the only one who is actually happy villages are no longer independent fiefs but now belong to a Castle?
Something i always kind of disliked in Warband is that when you join a faction you get awarded a village, which will be raided very easily and forces you to come back,
And when you are like 60-100 Days into the game, you have fiefs spread everywhere. Now when you get a Castle you get the associated village.

And i'm pretty sure they did not mean they are removing upgrades from villages, they removed the upgrade screen from the village so you can manage it all from the castle management screen.

Atleast thats what i understood from it, villages are still customizable but now i do wonder if the look of the village on the map will still change depending on what you build eg farm fields/pastures/etc.
 
@NPC99
Excellent post. Good points.

I'd forgotten entirely about the idea of area-control within population centers; I remember when they mentioned that about the Backstreets way back when, and how you could take them over. Taking control of areas as an early-game thing would indeed be fun.


Here's "information" on territory ownership directly shown from this video https://youtu.be/98gxehJeYAI?t=798 awkwardly formatted cause I changed style a few times.
It didn't turn out to be particularly informative past what you've got, unfortunately.
I believe Duh was too broad in his searching to confirm stuff my main question of: "Are Clan Leaders the only ones who can own territory" BUT it does seem that way from the limited non-leader stuff I saw.
Cross-referencing with other videos will probably be necessary. Or a quick answer by the devs  :meh:

Other notes:
Clan Leaders are called "Leader of <Faction>" which is very awkward, considering I didn't notice that until halfway through and figured it meant the actual Leader-Leader of the faction EG King Harlaus.
Clan Members are called "Vassal of <Faction>"
Both are "Type: Noble"

--Aserai
Aab Haron: Village
Owned by: Iyakis [Town], Adram [Person], Banu Sarran [Clan]
Locations: Bog, Thicket, Pasture

Ain Baliq Castle: Castle
Owned by: Unqid (Faction Leader), Banu Hulyan
Villages: Ain Baliq

Banu Sarran: Aserai Clan
Clan Leader: Adram
Members: Nimr, Maraa, Addas, Arwa, Young Miltunis, Young Unqid
Towns: Iyakis, Razih, Medim Castle

Banu Hulyan: Aserai Cla
Clan Leader: Unqid

Unqid: Aserai Leader, Owner of Tubilis Castle, Ain Baliq Castle, Quyaz, Husn Fulq
Adram: Aserai Noble, Owner of Aab Haron

--Khuzait
Akkalat: Town
Owned by: Monchug, Urkhunalt
Villages: Karakalat, Tismirr, Gereden, Kiraz

Monchug: Khuzait Leader. Owner of Tepes Castle, Simira Castle, Akkalat, Makeb. Urkhunait Clan

Urkhunait: Khuzait Clan
Leader: Monchug

--Battanian
fen Gruffendoc: Battanian Clan
Clan Leader: Caladog

Caladog: Battanian Leader. Owner of Pendraic Castle, Hangert Castle, Uthelaim Castle, Ath Cafal

Car Banseth: Battanian Town
Owner: ???, fen Uvain

--Northern Empire
Osticos: NE Clan
Clan Leader: Lucon

Lucon: NE Leader. Owner of Bergaos Castle, Mecalovea Castle, Diathma, Argoron

Argoros: NE Clan
Clan Leader: Manteos
Towns: Epicrotea, Ataconia Castle, Syratos Castle

--Southern Empire
Pethros: SE Clan
Clan Leader: Rhagaea

Rhagaea: SE Leader. Owner of Chanopsis Castle, Lycaron, Onira

--Sturgia
Gundaroving: Sturgia Clan
Clan Leader: Raganvad

Raganvad: Sturgia Leader. Owner of Magadan Castle, Nevyansk Castle, Balgard, Revyl

Togaroving: Sturgia Clan
Clan Leader: Vyldur
Towns: Varcheg
Members: Vyldur [Varcheg], Lashonek [No land], Alparta [No Land]

Vyldur: Owner of Varcheg. Togaroving clan head.

Varcheg: Sturgian Town
Owner: Vyldur, Togaroving
Villages: Rodobas, Forin, Kargrev
Locations: Waterfront, Clearing, Backstreet

Olgoving: Sturgia Clan
Members: Urik [No Land]

Vagiroving: Sturgia Clan
Members: Lek [No Land]

Ormidoving: Sturgia Clan
Members: Yorig [Ustokol Castle, Urikskala Castle, Vamovapol]

Yorig: Ormidoving Clan Head.

--Vlandia
House of Meroc: Vlandia Clan
Clan Leader: Derthert

Derthert: Vlandia Leader. Owner of Tirby Castle, Sargot, Pravend

Ormanfard: Vlandian Village
Owner: Ormanfard, Ecarand, House of Folcun

Ormanfard Castle: Vlandian Castle
Owner: Ecarand, House of Folcun

House of Folcun: Vlandian Clan
Towns: Ormanfard Castle

Ecarand: Vlandian Noble [Ormanfard Castle, Unknown others]

Alorstan: Vlandian Village
Village Owner: Jaculan, Calatild, House of Arromanc

Calatild: Owner of Alorstan

House of Arromanc
Clan Leader: Unknown
Members: Calatild [Lord of Alorstan & unknown others]

--Western Empire
Comnos: WE Clan
Clan Leader: Garios

Garios: WE Leader. Owner of Thorios Castle, Onica Castle, Oristocorys Castle, Zeonica, Jalmarys

Gersegos: WE Village
Owner: Gersegos Village, Tynops, Elaches

Elaches: WE Clan
Members: Tynops [Lord of Gersegos]


R4MPZY 说:
And am i the only one who is actually happy villages are no longer independent fiefs but now belong to a Castle?
Something i always kind of disliked in Warband is that when you join a faction you get awarded a village, which will be raided very easily and forces you to come back,
And when you are like 60-100 Days into the game, you have fiefs spread everywhere. Now when you get a Castle you get the associated village.
What's the difference? You can still raid a Village owned by a castle, can't you? Villages also have militia now to maybe-barely-but-not-really stave off raiding parties.
The main thing I see different is instead of getting a terrible fief when you become a vassal, you instead get nothing, because the King has nothing spare to give away.
Do castles somehow assist in protecting its associated villages?
 
Dragon239 说:
What's the difference? You can still raid a Village owned by a castle, can't you? Villages also have militia now to maybe-barely-but-not-really stave off raiding parties.
The main thing I see different is instead of getting a terrible fief when you become a vassal, you instead get nothing, because the King has nothing spare to give away.
Do castles somehow assist in protecting its associated villages?

For example, right now i'm playing Prophesy of Pendor mod for Warband, i've got my starting village near the western border with an enemy, and a Town up north. Usually i'm just chilling around my town doing quests or reading books until there is another war, but if my village gets attacked there is no way i will ever be in time back to save it.

With this new system your village would be right next to the castle/town you also own.

It could be raided if you are to far sure, but not when you are in your castle doing quests nearby, you don't need to travel across the map anymore... Thats my point.

And who said you don't get anything when joining a faction? That is just you assuming things.
 
Dragon239 说:
Do castles somehow assist in protecting its associated villages?

Maybe there'll be an option to bring the village population and supplies into the castle if it's threatened? Or the option to leave a companion or family member in charge of the castle garrison, who can be ordered to lead the garrison out and defend the village from attacks?

If not, then villages are going to be just as annoying to defend as in Warband - ie. you have a choice of either allowing them to be raided, or else not straying far away from them in times of war.
 
One question ive always had and i think i posted it a couple of years ago is will there be NPCs like the player who start with almost nothing and have to build their way up in the world? I think it would be very interesting to see rivals and allies like you becoming wealthier and more powerful through politics, trading, crimes and all the other things you can do. This would make up a bit for coop and if it does come the people who have no real friends (like most people on the forum) can pretend they are real.
 
Sorry, slight typo there; the owner of Ormanfard is "Ormanfard Castle, ??, House of Folcun"
I was unable to actually see the person who owned the village of Ormanfard, but I was able to see Ecarand owned the castle, as the player entered it and it said he owned it.

Ah, actually, going back, Ecarand owns the Village, as well. Missed that part. Lots of stuff.
RbLU8xO.png
 
Questions to the game engine developer:

What is the optimal polycount for the whole scene? Does the editor warn us if we are making too complex scenes?

Would it be possible to include some highly detailed areas such as taverns in big multiplayer maps without losing performance?

Can we make scenes that can change their weather during a session? (Example from cloudy to rain/sunny)

Is the wind a dynamic effect or do we have to animate the grass and trees etc. separately?

Can we design our own particle effects with the engine? (For example if one wants to make a "magic effects" or boids bird flocks in his mod)

About the sound engine, in Warband and in early game videos of Bannerlord I was able to hear that sounds used to be too "loud", the audio was not dynamically filtered to sound like coming from a distance or from the house etc. Can we expect some improvements to this? Or can you please tell little some random info about the audio engine side.
 
I see a dude with two bows. Is there weapon degradation or something?

Anyways, exciting stuff! Knowing I can employ minor factions is interesting. I'll probably use them to start wars without taking the fall myself, assuming that sort of thing is possible.  :iamamoron:
 
I'm happy too that villages belong to a castle, combined with the clans it will give a vassality system feel. When you own a castle are you part of a clan ? Have you got someone up to you that can call you to arms a count a duke or something like that ?
 
Thank you for answering our questions, that was a pretty damn good blog!

"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." If this is going to be done, would you please consider adding the option to turn off death for the player and NPCs?? There are many players that are not keen about this feature as well.

I've got a simple question for the engine developer: Is there a limit on the size of the campaign map for modders? If so, does it mean the current campaign map is about the maximum size it can get?
 
Rabies 说:
Dragon239 说:
Do castles somehow assist in protecting its associated villages?

Maybe there'll be an option to bring the village population and supplies into the castle if it's threatened? Or the option to leave a companion or family member in charge of the castle garrison, who can be ordered to lead the garrison out and defend the village from attacks?

If not, then villages are going to be just as annoying to defend as in Warband - ie. you have a choice of either allowing them to be raided, or else not straying far away from them in times of war.
They said that for example; when you are off raiding or on war path with your faction you could leave your brother behind and defend your lands ( Castle/Village ).

Also i'm assuming when you join a faction, instead of just getting a fief and a flag, you can now also start your own clan, or join one? Not sure but since its all about the player i'm pretty sure they will make you create your own clan within said faction, possibly being able to give your clan members the option to defend your lands aswell.
 
The Brogomir character was part of a Clan by himself, some G-name. Godorov? Dunno.
I'd bet you start a clan when you make your character, then when you join a faction you become a Clan Leader in it. Especially because they mention having siblings, etc.

It might have a min renown like flag-carrying did in the past, though, to be "proper."
 
As an invisible member of our community (I have meticulously read every devblog and scrap of info on Bannerlord my greasy little hands could scrounge up, but never comment), I really enjoyed the revelations that this blog had to offer. Though, like most everyone else, I was disappointed to hear of the loss of in-depth town management and the fact that we won't be able to join minor factions (also, no confirmed release date, WHY!?!); I am also happy to hear that TaleWorlds (in their infinite wisdom, hallowed be their names) are continually working to keep the game simple and playable.

I can't speak for anyone else here, but I would vastly prefer a simple game that got its few core concepts perfectly to one that overachieved and spoiled a good idea for everyone.

Plus, it'll be nice to look forward to those left-out features in the next M&B game somewhere in 2183.
 
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