Dev Blog 09/05/19

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[parsehtml]<p><img class="frame" src="https://www.taleworlds.com/Images/News/blog_post_89_taleworldswebsite.jpg" alt="" width="575" height="290" /></p> <p>In the words of Omar Bradley, “Amateurs talk strategy. Professionals talk logistics”. So buckle up for some serious professional talk, because in this week’s blog we'll be covering supply in Bannerlord -- both how to get the food and other materials that you need, and how to deny them to your enemy!</p></br> [/parsehtml]Read more at: http://www.taleworlds.com/en/Games/Bannerlord/Blog/109
 
AmateurHetman said:
JuanNieve said:
Will there be battles on bridges? Does the flow of the rivers vary depending on the season? So that depending on the season, the troops are forced to use the bridge

I've seen a bridge in a battle in one of the 2018 gamescom videos.
Yes, but it was a very insignificant bridge and had no strategic value. I hope there are big bridges and they work like choke points, where with a smaller army we can contain a bigger army.
 
DanAngleland said:
It's the first time I've noticed that, but yes it's very strange and visible.
NPC99 said:
Interesting spot. For the palm trees on the campaign map it looks as though their alpha masks aren’t as transparent as they should be, which could also be the case re the order flag. I’ve no idea why or why the same effect appears with weapons.

It's always with water in between... These two videos are revealing.

20:39 - Here the effect is seriously problematic

15:20
And in this image you can see the same bug.
Bottom right
blog_post_44_taleworldswebsite_03.jpg

I hope™ that the QA Tester has done its homework... :iamamoron:
 
Terco_Viejo said:
DanAngleland said:
It's the first time I've noticed that, but yes it's very strange and visible.
NPC99 said:
Interesting spot. For the palm trees on the campaign map it looks as though their alpha masks aren’t as transparent as they should be, which could also be the case re the order flag. I’ve no idea why or why the same effect appears with weapons.

It's always with water in between... These two videos are revealing.

20:39 - Here the effect is seriously problematic

15:20
And in this image you can see the same bug.
Bottom right
blog_post_44_taleworldswebsite_03.jpg

I hope™ that the QA Tester has done its homework... :iamamoron:


I’ve seen the problem at 15.20 in the second video before. Although it’s also associated with water, I suspect it may be a different bug from the others, but who knows.
 
It's caused by the algorithms used for generating plane reflections. It looks as if it's treating the palm tree pixels as part of the coastline which is preventing the pixels above from generating a reflection. Basically it thinks the palm tree is blocking the reflection coming from the mountains. Lots of games have problems like this.

There are probably much better algorithms they could use, or even go the route of having none at all (this wouldn't look that bad since very few bodies of water actually have noticable reflections like that). There have been other screenshots and videos with much worse artefacts, like the entire reflection being warped so that distant mountains and buildings appear to have no reflections at all.
 
JuanNieve said:
AmateurHetman said:
JuanNieve said:
Will there be battles on bridges? Does the flow of the rivers vary depending on the season? So that depending on the season, the troops are forced to use the bridge

I've seen a bridge in a battle in one of the 2018 gamescom videos.
Yes, but it was a very insignificant bridge and had no strategic value. I hope there are big bridges and they work like choke points, where with a smaller army we can contain a bigger army.

Agreed, it was made especially insignificant due to the fact the stream could be crossed with ease.

Bridge battles such as that in total war games could be a lot of fun.
 
I'm intrigued by this new system, particularly about the chance not have to worry about food if you have the right skills and a small party.
Foraging and raiding parties are great because they allow for weaker players to still have a real impact on a faction's war effort. You and your 30 man party can fight even battles against AI foragers and raiders.
I'm looking forward to planning a large campaign and stocking up for it.

I wonder, can one's baggage train be captured? Say your army is lured deep into enemy territory and then defeated, will you have to  make an excruciating death march while the enemy feasts on your supplies? Also will the civilians starve if you burn their crops? Can widespread famine cause social unrest?
 
Question for the next interview dev: there an option to send recruiters to automatically hire recruits for you like in diplomacy mod?
 
NPC99 said:
I’ve seen the problem at 15.20 in the second video before. Although it’s also associated with water, I suspect it may be a different bug from the others, but who knows.
The video has a **** quality but you can appreciate the problem too. What's more, the player seems to have noticed the matter...
8:43 + 21:06

BIGGER Kentucky James XXL said:
It's caused by the algorithms used for generating plane reflections. It looks as if it's treating the palm tree pixels as part of the coastline which is preventing the pixels above from generating a reflection. Basically it thinks the palm tree is blocking the reflection coming from the mountains. Lots of games have problems like this.

There are probably much better algorithms they could use, or even go the route of having none at all (this wouldn't look that bad since very few bodies of water actually have noticable reflections like that). There have been other screenshots and videos with much worse artefacts, like the entire reflection being warped so that distant mountains and buildings appear to have no reflections at all.

Would it be a problem in the parallax mapping system then? We were told in the Dev Blog 13/09/18 that they were working on it...

WHAT DO YOU CURRENTLY WORK ON?
“I currently work on improving our flora billboard system. I am implementing a modern technique which utilises parallax mapping so that you won’t be able to notice transitions between actual trees and billboard ones. We are planning to use this in most of our scenes and the campaign map. At the same time, I am beginning to design small refactors with the rest of my team on our resource management system to speed up the content modification process for both our artists and modders.”

---

Oxtocoatl said:
I wonder, can one's baggage train be captured? Say your army is lured deep into enemy territory and then defeated, will you have to  make an excruciating death march while the enemy feasts on your supplies? Also will the civilians starve if you burn their crops? Can widespread famine cause social unrest?

For me it would be interesting both to loot the items pool and the supply trains after crushing the enemy army and vice versa.  That together with an AI that makes credible decisions + an advanced diplomacy would be wonderful...there would be negotiations on the battlefield that would not always lead to the slaughtering of the troops; perhaps making payment in spices, cash etc would save some Lord or eventually our ass to be defeated and depleted.

As I said before as well as we can raid caravans it would be interesting to be able to raid train supplies.  :party:



 
Terco_Viejo said:
Would it be a problem in the parallax mapping system then? We were told in the Dev Blog 13/09/18 that they were working on it...

Probably not, since parallax mapping is usually one of the first things to be calculated in a frame. On closer examination the reflections are using SSR (Screen Space Reflections) which is basically a fast post processing effect for approximating reflections. It waits until the frame is rendered, then draws a line on the screen between each potentially reflective pixel and the direction it should be reflecting in. It checks pixels at regular intervals along the line and uses an algorithm to work out whether the pixel is blocking the reflection or not. When the line "collides" with anything it uses the colour of that pixel to inform the colour of the reflection. This works because each frame is actually rendered multiple times for different kinds of data, including things like reflectiveness, base colour, and most importantly the distance of each pixel from the camera (depth buffer). The depth buffer is like a simplified 3d version of the scene where only things in front are included, and things behind aren't included. Here is an example of the depth buffer on its own, where lighter values mean that pixels are further away. In game this is stored as an array of numbers.
depth-buffer.jpeg

Since the frames are essentially rendered in 2.5 dimensions like this, and the palm tree is in front of the reflective line in some instances, the algorithm can't determine whether the palm tree is in front of the line or actively blocking it, so it just assumes the latter.

You will also notice that the reflections stop working towards the edge of the image. This is because if the reflective lines hit the edge of the screen, they automatically fail and show no reflection.

They seem to have ditched the planar reflections they were using some time last year.
 
BIGGER Kentucky James XXL said:
Terco_Viejo said:
Would it be a problem in the parallax mapping system then? We were told in the Dev Blog 13/09/18 that they were working on it...

Probably not, since parallax mapping is usually one of the first things to be calculated in a frame. On closer examination the reflections are using SSR (Screen Space Reflections) which is basically a fast post processing effect for approximating reflections. It waits until the frame is rendered, then draws a line on the screen between each potentially reflective pixel and the direction it should be reflecting in. It checks pixels at regular intervals along the line and uses an algorithm to work out whether the pixel is blocking the reflection or not. When the line "collides" with anything it uses the colour of that pixel to inform the colour of the reflection. This works because each frame is actually rendered multiple times for different kinds of data, including things like reflectiveness, base colour, and most importantly the distance of each pixel from the camera (depth buffer). The depth buffer is like a simplified 3d version of the scene where only things in front are included, and things behind aren't included. Here is an example of the depth buffer on its own, where lighter values mean that pixels are further away. In game this is stored as an array of numbers.
depth-buffer.jpeg

Since the frames are essentially rendered in 2.5 dimensions like this, and the palm tree is in front of the reflective line in some instances, the algorithm can't determine whether the palm tree is in front of the line or actively blocking it, so it just assumes the latter.

You will also notice that the reflections stop working towards the edge of the image. This is because if the reflective lines hit the edge of the screen, they automatically fail and show no reflection.

They seem to have ditched the planar reflections they were using some time last year.

Thank you for your clarification.  :wink:
 
BIGGER Kentucky James XXL said:
SenorZorros said:
The issue with a system like influence is that the devil is in the execution (as well as the details). IT can be implemented very naturally as a global "owe you one" where if you have much influence people are willing to give you things but if you get a reputation for not returning the favor (low influence) may be more hesitant. If you gain very low or negative influence they might even demand money in return because they don't trust they will get their efforts rewarded or simply refuse since you were supposed to bring your own supplies and have a reputation of mooching of the others. At the same time if it's poorly implemented you will get a stupid irrational mana cost which hampers you.

I do have to disagree that the old warband system was sufficient though, renown, honour and right to rule simply didn't fulfill the same value and to be honest weren't that interesting. While interpersonal relationships were both a tad odd and on rather untransparant. Also, a kingdom isn't ruled by doing fetch quests for your vassals.

The main problem I have is that it seems to be a currency you can literally spend rather than a value which changes over time. A king should never have zero influence, but in this game it seems like that can happen if you spend points all in one go. It means every influential action has to be accompanied by grinding, no matter your social, political, or military status.

The good thing about the honour system in warband was that it was your own honourable or dishonorable actions which changed it, so if you were honourable you would stay honourable until you did something dishonorable. If you could spend it like a currency and it fluctuated constantly, it would prevent there from being interesting passive benefits, such as other honourable lords liking you and people being less likely to refuse certain things.

Warband implemented most of its features quite poorly and there was definitely a lot of room for improvement, but adding sidequest mana is not one of them.

Could be fixed if they simply keeped the old relation system on top of influence. The more somebody likes you the less influence you need to spend. It might sound a bit contradicting but it would work. If you are a king for example then maybe all your vassals get really good relation towards you and thus you need to spend little to none influence points for some favours

Rodrigo Ribaldo said:
It's important to get the right proportions of many, many different foodstuffs, so your soldiers will enjoy a balanced diet.
Too much fat? People may die of heart attacks during battles. Not enough fiber? Constipated soldiers lose morale and can't ride horses.
I hope they made the party supply system a nutrition mini-game that raises awareness.

Not enough zink? Decreased morale. Not enough vitamin ba1? 0.05% more of having cardiac attack, 1.2% less stamina, 0.01% less health.
Too many olives? 0.1% of somebody choking to death.

This is becoming better than Sims!


roy1012 said:
Not sure if somebody has already suggested it or it’s already implemented, but there should be an option to prioritize food for units, or to put units on half rations. Say you are low on food, you can prioritize food to go to your knights so they fight better, whereas your archers and footmen will be worse .

Please, I know we all fantasize of many details we would want to see and I have done the same. But I came to realize that even if some details and depth is gpod for the gameplay, I don't want it to be a micromanagement hell. Sure they could make it optional, but I really don't think anyone, not you either, are going to care enough and use something like that when you actually play and have so much to think about.



TheGreatGorman said:
All that grain stolen from an enemy village will need to be thrashed, milled and turned into flower for baking bread.

If you've played Warband you know real men eat whole grains!
 
hah! that's a nice addition imo... I've always found it frustrating that there was absolutely no drawbacks for strolling around with 500 men
 
My bet is the game ignores some areas of the screen when calculating the screen space reflections, for performance sake.
What we see in these bad reflections is likely to be the failure of the system that predicts which parts of the screen space will actually affect the resulting reflex.

In simpler words: the game thinks we won't be able to see the pixels behind palm trees.
 
FBohler said:
My bet is the game ignores some areas of the screen when calculating the screen space reflections, for performance sake.
What we see in these bad reflections is likely to be the failure of the system that predicts which parts of the screen space will actually affect the resulting reflex.

In simpler words: the game thinks we won't be able to see the pixels behind palm trees.

That's not what's happening. I explained it above: the game can't actually "see" any of the pixels "behind" the tree because SSR is calculated after the frame has already been rendered, so all it has access to is the 2D image of the rendered frame. The algorithm can't distinguish between something just hanging in front of the reflection path or something actively blocking it, so it just assumes it's being blocked (which creates fewer errors overall).

unknown.png


You can even see that some of the pixels have managed to ignore the palm tree creating that odd "ghosting" effect, because SSR doesn't sample all the pixels along the reflection path, only some of them, meaning that some of the reflections are calculated correctly because they haven't "noticed" the palm tree in their way.

SSR is fairly easy to understand and there is plenty of stuff written about it online that you can read if you're interested.
 
to be honest, it might be interesting to have some disease or at least scurvy if you were foolish enough to think you could sustain a large army during a siege for multiple months with bread and dried meat alone. I'd love to see more uses for perishable foods anyway because in my experience they tend to be more of a hassle than a benefit.
 
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