Dev Blog 09/08/19

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[parsehtml]<p><img class="frame" src="https://www.taleworlds.com/Images/News/blog_post_101_taleworldswebsite.jpg" alt="" width="575" height="290" /></p> <p>As development on Mount & Blade II: Bannerlord steadily proceeds, we are constantly looking at how best to allow players to interact with the game’s many features. One big change in this regard is the way that we are handling sieges. Sieges are key events in Mount & Blade games, and we are making great efforts to improve this aspect of the game in Bannerlord.</p></br> [/parsehtml]Read more at: http://www.taleworlds.com/en/Games/Bannerlord/Blog/121
 
Terco_Viejo said:
Another question that will not be clarified:
Where is the option of parley? If a garrison does not have a commander, will it not be able to make use of diplomacy through the barter system?
I fear the barter system is not nearly as complex and dynamic as i had once thought. I had the idea that it would be usable for all sorts of situations- for example you run into an enemy. You can then enter a barter system similar to Total War in which you say youll attack them unless they pay X gold, to which they can accept, deny, or counter offer.

As of now, we dont even see the option to barter with lords at all. I would say that maybe it has changed since its been long since weve seen that screen, yet in this blog we see no option either. And if the reason is because there is no lord there, that is not a good reason at all. Even in warband you could ask for surrender from a settlement with no lord.
 
Duchess_Lyceria said:
zabfalat said:
The visuals are probably turned off for better performance on the computers of the team working on the campaign map features. Right?

This might be the case. Or maybe Callum took that picture for the current devblog. Or maybe it is some other case.

I mean, Callum posted his own gameplay as a devblog and everyone complained on how bad it looked. Callum might be/have been playing with lower settings...

Why would anyone whose literal job is to make a game look good play on low settings?

I like the general addition of siegeengines, but need to agree with those above me regarding the HPbars and the models-doen't-fit-the-tower argument. Might want to note as well  that the siegetowers is way too small in comparison to the ranged weapons.
 
A quick Tercosketch™ removing those ugly green ****ing bars. A simple hover that shows the information using graphical elements of your interface.

nyHRC.jpg


These green bars break the cleanliness that you have been applying to your interface since the map enhancement. Please rethink.
 
Terco_Viejo said:
A quick Tercosketch™ removing those ugly green ****ing bars. A simple hover that shows the information using graphical elements of your interface.

nyHRC.jpg

These green bars break the cleanliness that you have been applying to your interface since the map enhancement. Please rethink.
Delicious. I'm not sure that's the best way to display this information but it's definitely a lot better than the original.
 
The real questions are

1. can you completely disable or remove siege machines and equipment?

2. where do you get materials to build them? If you're in a desert for example?
 
Noudelle said:
Terco_Viejo said:
A quick Tercosketch™ removing those ugly green **** bars. A simple hover that shows the information using graphical elements of your interface.

nyHRC.jpg

These green bars break the cleanliness that you have been applying to your interface since the map enhancement. Please rethink.
Delicious. I'm not sure that's the best way to display this information but it's definitely a lot better than the original.

Agreed!
 
Can anyone explain this to an old man weighed down by this long wait?

Now what are we left with? We put the siege engine on the campaign map? at the scene?..I don't understand anything

lisab.jpg


 
Terco_Viejo said:
A quick Tercosketch™ removing those ugly green **** bars. A simple hover that shows the information using graphical elements of your interface.

nyHRC.jpg


These green bars break the cleanliness that you have been applying to your interface since the map enhancement. Please rethink.

Awesome dude!
 
MountAndMemeButterlord said:
Don't like the idea of losing troops in my army to siege weapons before the battle starts tbh. If I am going to have men die I at least want to see it instead of just starting the battle with a smaller army after watching little catapult animations.
Gotta agree with this. While I can't suggest a better alternative, I don't like the idea of a bunch of my best troops dying by chance because of a simulation. Just hope it won't be as bad as warband where sending a group of 20 swadian knights after 10 looters in autocalc would often leave you with two dead knights and still 4 looters left.

All I want to know is how customisable the players banner will be. After all it is "Bannerlord". Anybody got a clue?
 
Is this old Valtis?
beautiful Alijin will also be in the game, right? :iamamoron:

 
Terco_Viejo said:
Can anyone explain this to an old man weighed down by this long wait?

Now what are we left with? We put the siege engine on the campaign map? at the scene?..I don't understand anything

lisab.jpg




I'd love to play whatever game this was.
 
Terco_Viejo said:
Sorry, Terco, but don't really like that. I think that the devs have right idea with the siege engines health being displayed permanently on the screen - all after all, there's no reason not to have it, as it is all you do in that particular phase of game - I just think that the health bars - and to lesser degree icons - look really out of place comparing to rest of the UI. Having to hover over them is just obscuring the info we need (health of both ours and enemy's siege engines/walls) to be readily available.
 
Viper247 said:
MountAndMemeButterlord said:
Don't like the idea of losing troops in my army to siege weapons before the battle starts tbh. If I am going to have men die I at least want to see it instead of just starting the battle with a smaller army after watching little catapult animations.
Gotta agree with this. While I can't suggest a better alternative, I don't like the idea of a bunch of my best troops dying by chance because of a simulation. Just hope it won't be as bad as warband where sending a group of 20 swadian knights after 10 looters in autocalc would often leave you with two dead knights and still 4 looters left.

All I want to know is how customisable the players banner will be. After all it is "Bannerlord". Anybody got a clue?

From a gaming standpoint I can understand where you're coming from. But from a realistic war standpoint, that is literally just how it goes.

Don't want to lose men in a siege? Plan better so that you never have to defend.
 
Terco_Viejo said:
A quick Tercosketch™ removing those ugly green **** bars. A simple hover that shows the information using graphical elements of your interface.

nyHRC.jpg


These green bars break the cleanliness that you have been applying to your interface since the map enhancement. Please rethink.
Cool, but I like the original better.
 
Roccoflipside said:
TheBerserk said:
As usual you repeat yourself in your information, we already knew we could place siege engines we knew we could try to play the starvation card, you don't know what to say.
And the worst being the few people in the community arriving late, who make the experts and clapping with both hands on "novelties" not new.

As usual it seems people have little to no reading comprehension. This blog basically says that the almost universally disliked "stances" feature from the earlier sieges blog is gone, replaced with the features that they talked about to explain how it will work instead of "stances".

I might honestly have to take a break from the devblogs, as it gives me anxiety when I read a good, informative blog like this (no hate Callum, but they haven't all been so) and people misread, accuse of dropping things that were never in the game, and start listing facts that are blatantly not true.


TheBerserk: I apologize that I seem to have just gone off on you. You were just the latest in a long line of people, and therefore you got the **** end of the stick. Don't let this discourage you from the forums, or anything else you want out of life. I'm just some guy on the Internet.

yeah yeah taleworld is known to make good dev blog right now, apart from removing gameplay they are doing nothing at this time predefined equipment, and the worst is that people like you will applaud at the slightest thing even when it comes to a joke on the part of the studio as the dev blog of the "reins of horses" which for the anecdote was posted before the video on the Skirmish mode and strangely it is not visible in it. lol.

I would like to be wrong on my judgment but taleworld has done everything to annoy me since 2018
 
Players now have complete control on the deployment of siege engines on the campaign map. The game shows hit point bars on siege engines and wall sections so players can follow the development of the ranged duel, can pull back damaged machines to reserve, and put them back to the frontline when needed.

This sounds really good, cant wait till it comes out.
 
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