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
 
I suppose unit thumbnails are WIP too. Funny to see Garrison of Morenia Castle archer unit with 'arrow aim/release' stance and the bowstring being behind his arm. Still some bugs to squish.
 
Blackface seems like a nice addition to the tactical options available in siege - the ability to disguise yourself as Golliwog will certainly enrich the Siege Experience.  :grin:

Also, how soon will soon be soon? Soon? :grin:

contentcomingsoon.png

 
normal complexion (for warm countries) the only thing that confuses this lack of color diversity
 
Looking good! That’s an unexpected nice extra layer to sieges.I am however very glad the catapaults will still be useable at the scene/battle layer as well as pre battle layer.
 
Teje1997 said:
You only mentioned siege towers and battering rams as assault siege machines, have cataputs and ballistas being removed from siege battles and only affect before the assaults? I'm very afraid about that.

Afraid too, I'd like to know more about it.
 
I don't want to insult anyone at taleworlds since you guys are awesome and really friendly, but tell me I'm wrong if I say that you just scrapped the idea of dynamic walls destruction because you have big problems with AI.
 
fedeita said:
I don't want to insult anyone at taleworlds since you guys are awesome and really friendly, but tell me I'm wrong if I say that you just scrapped the idea of dynamic walls destruction because you have big problems with AI.

Do you mean in scene wall destruction? Because that was never a thing. Merlons were the only destructible part of the wall in scene, and honestly I've always been fine with that. In games like Rome Total War (the original) sitting sroubd (around) and waiting for the catapults to destroy a tiny section of the wall so I can finally attack/defend was always boring, so much so that I barely play the sieges out anymore (in any Total War game) just auto-calc them in every game since then. I'm absolutely fine with wall-destruction being a somewhat abstracted part of the game, so I'm not sitting in-scene for the first 5 minutes of every siege jut waiting for the walls to fall before I can actually do something.

Edits in parenthesis.
 
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.
 
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.
 
Callum just made a copy/pasta of devblog 16 :

https://www.taleworlds.com/en/Games/Bannerlord/Blog/16

There is no more to talk so they juste revamp old devblog. Bannerlord is the groundhog day of videogames
 
Technically, nothing new under the sun.
Then, it seems that we meet again with "Valtis" one of the 3 chosen characters that we had in the latest GC demos. It seems that there will be sieges enabled for the demo. Let's hope™ that everything related to advanced diplomacy will make its stellar appearance once and for all.

Those "life bars" stuck to the siege engines are **** ugly; I don't like them at all and they break with the environment. If it were possible I would personally go for the line that this information was hidden and show it making use of the hover with the mouse cursor over each siege engine. The current solution breaks with the informative interface of your map.

This sentence:
Now, there are other aspects to consider and tactics to develop, which helps to make each siege stand out and feel unique.

needs clarification, which of course we will never have.

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?
 
Terco_Viejo said:
Technically, nothing new under the sun.
Then, it seems that we meet again with "Valtis" one of the 3 chosen characters that we had in the latest GC demos. It seems that there will be sieges enabled for the demo. Let's hope™ that everything related to advanced diplomacy will make its stellar appearance once and for all.

Those "life bars" stuck to the siege engines are **** ugly; I don't like them at all and they break with the environment. If it were possible I would personally go for the line that this information was hidden and show it making use of the hover with the mouse cursor over each siege engine. The current solution breaks with the informative interface of your map.

This sentence:
Now, there are other aspects to consider and tactics to develop, which helps to make each siege stand out and feel unique.

needs clarification, which of course we will never have.

I have the same opinion.
 
Terco_Viejo said:
Technically, nothing new under the sun.
Then, it seems that we meet again with "Valtis" one of the 3 chosen characters that we had in the latest GC demos. It seems that there will be sieges enabled for the demo. Let's hope™ that everything related to advanced diplomacy will make its stellar appearance once and for all.

Those "life bars" stuck to the siege engines are **** ugly; I don't like them at all and they break with the environment. If it were possible I would personally go for the line that this information was hidden and show it making use of the hover with the mouse cursor over each siege engine. The current solution breaks with the informative interface of your map.

This sentence:
Now, there are other aspects to consider and tactics to develop, which helps to make each siege stand out and feel unique.

needs clarification, which of course we will never have.

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?


Looks like Terco slightly calmed down since the beta  :lol:
 
Jc4xv.jpg


If the selected in red is a stone ball thrown by the trebuchet, I have one more question to add to the list. The effects of fire and smoke of the previous versions have been eliminated or this is also in wip (last retouches) ?

f9UOI7.gif


@mridhomm11 not really  :lol:
 
I think it depends on the ammo you are using at a given time. Stone balls don't leave smoke trails, but burling oil pots do. According to the GC siege video, there are two types of ammo for catapults and trebuchets.

Also, the UI makes very poor use of space. There are lots of unused spots on the top overlay which look mobile-ish. In general, I would suggest to avoid browser-game vibes on the UI, because it's totally unfit for a game like this. I hope it is still WIP.

Edit: What is "Summer 15". Is 15 the week nr.?
 
Terco_Viejo said:
Jc4xv.jpg


If the selected in red is a stone ball thrown by the trebuchet, I have one more question to add to the list. The effects of fire and smoke of the previous versions have been eliminated or this is also in wip (last retouches) ?

f9UOI7.gif


@mridhomm11 not really  :lol:

The visuals are probably turned off for better performance on the computers of the team working on the campaign map features. Right?
 
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