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
 
Overworld looks cool as heck.

I wish we had more control to the lowest level (villages) but I guess this is fine too
 
That's a lot better than what I expected in terms of fief management/complexity. Pretty cool.
I wonder if the player can become governor too.
 
Ok so why do you mention governors, which can be used to reduce tedium of managing many settlements when you own a lot, but take away village upgrades completely because "they become overbearing and tiresome"....?

So then if you have a village but not the castle/town, you have to rely on the castle owner to pick good upgrades? I was ok with removing village upgrades into fortified settlements, but now it seems like these changes are being done to save development time rather than improve gameplay.

Not to sound spoiled or something...
 
I would like village control too...in theory, that might be my first acquisition. Right?

So, if I own a village but not its castle, can I help with the lord of the castle with improvements that will then help my village?
 
It looks alright but I prefer the original plan:

5M2Uehn.jpg
Gjv4mt9.jpg
 
:/

I dont agree that managing villages would be overwelming. Because even if you conquer the whole map with your own kingdom, you aren't supposed to manage all by yourself, that is why you have other lords.

I was looking forward to farm upgrades and other stuff that both would make a difference in the village scene, and also productivity of the village.

warpowerfull said:
Do we have a confirmation that you can still own villages? Its possible that you can only own castles and towns now and the villages are attached to those.


Thats how it most probably is.
Since castles were in the beginning ment to even be attached to villages in the same same scene and be an upgrade for a village

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

5M2Uehn.jpg


hopefully this is the only thing we will "lose" comparing to what we have been told and gotten showed to us

do not triple post.
 
Looks good! I love the project icons used. As far as fief management feature, I prefer simple and effective rather than complex and unwieldy. Looks like we will have plenty of strategic options without the headache of micromanagement.

Question for Selim: How does Bannerlord offer and encourage players to experiment with a variety of  “non-conventional” role playing styles? Conventional meaning the most common “conquer the world” play style and mindset.
 
tenor.gif


Callum it seems to me that you have forgotten the photo of administration of the castle and the village, because you have only put the one of the city (Zeonica).  :iamamoron:

5M2Uehn.jpg

Gjv4mt9.jpg

blog_post_69_taleworldswebsite_03.jpg
 
So you work hard and gain lots of money in the game , and then some **** lord will raid your settlement, count me in.
 
BayBear said:
Looks good! I love the project icons used. As far as fief management feature, I prefer simple and effective rather than complex and unwieldy. Looks like we will have plenty of strategic options without the headache of micromanagement.
RKStranger said:
Unlike most other reply here, I like the idea to not micromanaging villages.
Same here. I understand the appeal of a wider ranger of management options and an actually complex management system, but I'm glad that's not what they're going for. I play M&B primarily for the battles and the combat. Not to fiddle around in menus the maximize how much money/resources I can get out of every settlement I own.
This system looks like something I could get into. Whereas the old one seemed like something I would have hired a governor for and then completely ignore it.
 
RKStranger said:
Unlike most other reply here, I like the idea to not micromanaging villages.
You still wouldn't have to even if village upgrades were in the game. Did you miss the part about governors? Now we don't choose whether we want to manage them or not... Unless villages are all just owned by the person who owns the castle/town it's tied to anyway, in which case you make quite the huge leap in land ownership from owning nothing to owning multiple things including either a castle or town. This progression wouldn't seem right.
 
Rackie said:
warpowerfull said:
Do we have a confirmation that you can still own villages? Its possible that you can only own castles and towns now and the villages are attached to those.
Thats how it most probably is.
Since castles were in the beginning ment to even be attached to villages in the same same scene and be an upgrade for a village
They have reverted back to the Warband model of castles and villages being separate entities. So any Lord can own any kind of settlement including villages.

They gave a reason for the switch back a few months ago. I'll try and find it.
 
Well, I see nothing here I can't get from a browser game, but they are a great additions for relaxing.
 
I don't know had to look at the screen for a while before I understood what exactly was going on. Previous versions I felt were more intuitive. But i guess this new screen gives more choices.

Some questions I am not sure about:

- Looks like the grayed out improvements are not build yet?
- Can I see the maximum level for a building before improving it?
- Are there differences between towns? like a town more focused on fishing instead of farming because of their position on the world map or type of faction/culture? Do we have those choices?

And I agree that the world map looks great.
 
Minor thing but to expand on upgrades like the food larder[granary], might they provide some other benefit besides increased food for the settlement? Such as being able to put the larder building on a charity/alms giving setting that halves the food it provides during a siege and incuring an additional maintainence fee in exchange for increased population growth/morale.
 
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