Dev Blog 06/12/18

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[parsehtml]<p><img class="frame" src="https://www.taleworlds.com/Images/News/blog_post_69_taleworldswebsite.jpg" alt="" width="575" height="290" /></p> <p>Becoming a noble is a major milestone in Mount & Blade games. It is the moment that your dedication and hard work is recognised and rewarded with land and title. In most cases, this will be in the service of a liege lord, however, we know that some of you prefer not to bend the knee and would rather carve out your own path in Calradia! But, regardless of how you obtain your own holdings, it is what you do with your new found gains that truly matters.</p></br> [/parsehtml]Read more at: http://www.taleworlds.com/en/Games/Bannerlord/Blog/89
 
Rabies said:
What it is, from what I've gathered from information we have, is that a Kingdom (or Faction) is ruled by the leader of the most powerful clan in that faction. There are other clans within the faction, and they vie for power with each other - they can own fiefs and jostle for influence, affect Kingdom Laws, etc. But it's the clan leader who does all this. 'Lords' have been replaced by 'Clans', effectively. The non-leader members of the clans aren't really Lords, they're just family members of the Clan Lord, and they can be given more minor roles such as governing a (castle or town) fief or leading their own war party within the clan - but they can't own fiefs themselves, because that's the job of the clan and the clan leader as a single entity.

The point is, a clan might own, say, 3 towns and 2 castles within a faction - that might be close to 20 fiefs, if you included villages. From what I've seen, clans generally only have 4 or 5 members usually, so that's not nearly enough potential governors for villages to be delegated separately from Castle or Town holdings, even if you include Companions as potential Governors. I think that's why Villages aren't going to be separate management entities for the game's purposes. There'd just be too many places to manage and not enough governors to delegate that job to if you as the player don't want to micro everything.
Yes I see your point. You may be right. That's quite worrying cause I don't like the sound of that.

Rabies said:
-Can you actually be a member of a clan and not be its leader? If so, how do you get to be the leader from that position?
That's actually one of my main questions if this system is true.
 
Great, informative devblog!

I was surprised to hear that population will be an actual variable in the game, and even more so to hear that it will directly impact construction times.
Poor Tshibtin will never be able to get anything built. :lol:
 
Honestly at this point I feel that feature bloat is a very real thing. I'd be fine with the basic skeleton of Warband with the additional diplomatic, political and management features dropped on top. I certainly didn't want a complete reinvention of the wheel.
 
I wonder if there will be something like manageable hideout. I still count on option of being a bandit chief with my own den    :fruity:
 
RoboSenshi said:
Rabies said:
-Can you actually be a member of a clan and not be its leader? If so, how do you get to be the leader from that position?
That's actually one of my main questions if this system is true.

I believe the player can only ever be the leader of his/her own clan and his/her starting clan only includes the player and any siblings. Your clan can join a faction just as the player could in Warband (i.e. the player clan starts the game as a neutral). Accordingly, leadership of the player clan would only change on perma-death. Other clan members in this scenario would be:

a. any starting siblings (edit - plus nephews and nieces).
b. any companions acquired
c. a wife after marriage
d. Children once ten years old
e. defecting or recruited Lords (& notables?)

NPC99 said:
The Bannerlord Encyclopeadia in the Gamescom demo listed 89 clans:

8 Aserai clans
7 Battania clans
8 Kuzait clans
8 Sturgia clans
10 Vlandia clans
7 Northern Empire clans
8 Southern Empire clans
10 Western Empire clans
6 Bandit types (same as Warband)
1 Playerland - the player starts with his own clan
1 Neutral - unaffiliated NPCs/civilians?
1 Test clan
14 Minor Factions

The minor factions were:

Beni Zilal - back-alley thieves & enemies of the Aserai
Brotherhood of the Woods - enemies of Vlandia
Company of the Golden Boar - a mercenary company associated with Vlandia
Eleftheroi - cossack enemies of the Empire
Embers of the Flame - enemies of the Empire
Forrest People (Sons of the Forest in Dev blogs) - Finnic tribes & enenies of Sturgia
Ghilman - a brotherhood of slave soldiers or Mamluks associated with the Aserai
Hidden Hand - a rural mafia & enemies of the Empire
Jawwal - Bedouin enemies of the Aserai
Karakhuzaits - traditional steppe tribe & enemies of Khuzait
Lake Rats - enemies of Sturgia
Legion of the Betrayed - a mercenary company formed from a disbanded Empire Legion
Skolderbrotva - Nord/Jomsviking mercenary brotherhood associated with Sturgia
Wolfskins - Fianna enemies of Battania

One of the minor factions mentioned in the Dev blogs, which wasn't listed was the Nord Varangian guard of the dead Emperor, which turned into a mercenary company. Unless this is also the Skolderbrotva which the Dev blogs associated with Sturgia.
The other was the Watchers or Akritai from the Empire's borders. Were they renamed Embers of the Flame?

Presumably marriage would result in an improvement in the relationship between the player's clan and the wife's clan, assuming they hadn't eloped. I expect on character creation we get to name the player character and name his/her clan. For example player name: Paul Muad'Dib; clan name: House Atreides
 
NPC99 said:
RoboSenshi said:
Rabies said:
-Can you actually be a member of a clan and not be its leader? If so, how do you get to be the leader from that position?
That's actually one of my main questions if this system is true.

I believe the player can only ever be the leader of his/her own clan and his/her starting clan only includes the player and any siblings. Your clan can join a faction just as the player could in Warband (i.e. the player clan starts the game as a neutral). Accordingly, leadership of the player clan would only change on perma-death. Other clan members in this scenario would be:

a. any starting siblings
b. any companions acquired
c. a wife after marriage
d. Children once ten years old
e. defecting or recruited Lords (& notables?)

I really really hope that's not the case. Jeez we need a detailed blog about how exactly clans work. I don't like what I'm seeing.
 
I hope they change their mind on village ownership. Clan members could be protectors, responsible for collecting taxes and implementing local policies.

Also, I've seen no mention of kingdom offices. The king/emperor had his own apparatus with appropriate people placed on key offices, which he used to exert influence in the realm. At the same time, the office holders on their end did profit from gaining influence too. Since we are talking about a game currency that is well established, then I see no reason why it couldn't be expanded into something more. Talking to lords would barely be a repetitive experience if anyone you talk to has different positions within the state.

Regents? Siblings fighting for power after the sovereign dies?
The Medieval political and social system is essentially a gold mine that can be used to offset the repetitive factor. They just have to emulate the model in the game.
 
Dest45 said:
Do we get starting siblings? Been away for a bit and I’m sure I missed a lot. Does it state this somewhere?

Will there be dynasties/families in the game?
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.

https://steamcommunity.com/games/261550/announcements/detail/2675590778917470953

I forgot about nephews & nieces.  :oops:
 
FBohler said:
The_BlackThorn said:
Just grab a castle on the edge of the map  :iamamoron:
Then repel wave after wave of white knights from the faction you took it from  :party:

Doesn't sound like a lot of fun though.

Yeah that’s what happens in warband and it’s not very fun. Hopefully it’s a bit less monotonous in Bannerlord.
 
Yes, I agree.

It seems they're working a way to make criminal life a bit more interesting in BL... but they never said anything beyond "clear the alley and set up your own gang there".
 
FBohler said:
Yes, I agree.

It seems they're working a way to make criminal life a bit more interesting in BL... but they never said anything beyond "clear the alley and set up your own gang there".

Getting to know an important NPC doesn’t just confer a recruitment bonus. Later in the game, your friends will offer extra services. “For example,” says Yavuz, “if you need to kidnap someone, that will be much easier if you have some friendly NPCs in the town. They open up opportunities for mischief.” The service is based on the type of NPC you befriend. “Merchant NPCs give you an advantage in trading. A gang leader can give you advantages in ‘special operations’,” Yavuz says.
https://www.pcgamer.com/mount-and-blade-2-is-on-a-mission-to-be-2017s-best-rpg/

 
RoboSenshi said:
It looks alright but I prefer the original plan:

5M2Uehn.jpg
Gjv4mt9.jpg


Let me start by saying usually a village was responsible for producing one specialty item based on geography.
Also villages were self managed with lords from catles or towns directing from a distance.
This fits perfectly with the new system
But the lod system is flawed because you cant grow spice in certain climates, or grapes as an example.
So holding regional resources is awesome and monopolising them is a strategy.
In terms of owning a village...trust me on this, there were never two lords owning a village and another owning the attached stronghold. They always went hand in hand.
The governor system is good to except building paths. As long as the player maintains the queue but can appoint governors just for certain buffs would be useful. But on a historical note this doesnt really make sense, as governors had autonomy so perhaps a player choice between civic or military focus would be more than enough. It would make you a true feudal king.
You just need to raise the banners :grin:
 
Vermillion_Hawk said:
Honestly at this point I feel that feature bloat is a very real thing. I'd be fine with the basic skeleton of Warband with the additional diplomatic, political and management features dropped on top. I certainly didn't want a complete reinvention of the wheel.

No dude its shaping up nicely
Next year for sure
 
Question for Selim Çam for the next devblog:

If neither the time nor the money were a problem, in which mechanic you would like to work of the no existing ones in Bannerlord to extend even more the player's intrinsic playability?

---
Here you can keep an eye on his latest projects...(link)
 
FBohler said:
Yes, I agree.

It seems they're working a way to make criminal life a bit more interesting in BL... but they never said anything beyond "clear the alley and set up your own gang there".

I guess it depends what the effects of it are, and what you can do with the criminal network.

If control of the back-alleys just means a few extra coins into your bank balance every day/week/month, then its not much of a feature. But if you can use your control of criminal gangs within a town to, say, sabotage a rival's business or get privileged information or set up robberies or conduct intimidation of certain characters, then it could be really cool.
 
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