Dev Blog 09/11/17

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[parsehtml]<p><img class="frame" style="margin-bottom: 0cm;" lang="en-GB" src="http://www.taleworlds.com/Images/News/blog_post_15_taleworldswebsite_575.jpg" alt="" width="575" height="290" /></p> <p>A century ago, the eastward expansion of the Empire met the great sea of grass in the centre of the continent. Beyond that, with no farmland where the legions could forage, they could conquer no more. They fortified their most recent acquisitions, the great trading cities on the steppe's edge, confident that the disorganized horse tribes beyond the frontier posed no major threat. Khuzaits, Nachaghan, Arkits, Khergits, Karakhergits - imperial officials barely even bothered to learn the names of the various clans and peoples, except when it was necessary to turn one chief against another with a bribe, or remove a rising khan with a vial of poison.</p></br> [/parsehtml]Read more at: http://www.taleworlds.com/en/Games/Bannerlord/Blog/33
 
I feel happy to learn that they prioritise their targets and not just go for "perfect game" since there is no such thing as perfection, and it's impossible to satisfy every player.

Since this is not a historical game but historically effected game within the limits drawn by developers, they don't really have to divert their resources to make different kind of horses. They are making their own fiction continent as they want.

If there would be historical mods, we would ask modders to implement those horses.
 
DogsPlayingPoker said:
And yurt cities ! :grin:  Although they would just be camps in reality...

I think we are going to see yurt cities thanks to kara-khergits.
I would be more than happy if they made it like they are semi nomads and they change their places between two lands one being a hilltop for summer and the other one being a lowland for winter.
 
Varrak said:
Since this is not a historical game but historically effected game within the limits drawn by developers, they don't really have to divert their resources to make different kind of horses. They are making their own fiction continent as they want.
I just tell you when I see the inaccuracy. This does not mean that all this must be done.
But I can not remain silent if I see an error or inconsistency. Correctly?
 
Yaga said:
I just tell you when I see the inaccuracy. This does not mean that all this must be done.
But I can not remain silent if I see an error or inconsistency. Correctly?

I mentioned Armagan's comment, of course everyone are free to write whatever they want. I didn't write my comment as an answer to you, but just impressed my own opinion on the subject.

edit: Btw i wonder which faction will be next  :iamamoron:
 
Armagan said:
Many thanks to everyone for the wonderful feedback.

Supporting horses with markedly different proportions is kind of difficult. The animations would be skewed if for example we make the legs shorter. Also, all the horse equipment, saddles, bardings, etc,  are modeled according to default horse proportions. We would have to find a way to adjust all these to different types of horses (or make different sets of equipment for each type). All these problems, of course, can be solved in one way or another but it would take time and effort and I am not sure if this will have a high enough priority to divert resources.

We have some plans to bring in some cheap and simple adjustments though. For example we can make horse heads bigger or smaller, without breaking anything else. Also we already have horses of different sizes. Hopefully, such tricks, together with some artistic touches will be adequate to create unique looks for different horse breeds.

Thanks for the explanation Armagan. It is great to see a post from you!
 
I never really felt interested in the Kher- ehm, the Khuzait, but their lore seems pretty interesting and after this blog I'm intrigued, I'll have to check them out more.
 
alabataille said:
so basically the game wont be released until they do a blog about every faction.. i am hoping.. 2019 ?..

Steady on now - they have to interview each and every employee of the company as well.
 
I'm loving these dev blogs! Thank you for all of the hard work!  :smile:

I'm also glad Yaga is pointing out different aspects that could be improved. It's definitely better than those few people throwing tantrums for release dates and gameplay footage. Like he said, not everything needs to be addressed and "fixed", it's not exactly reasonable or something I'm sure most of us want (As been said; no such thing as a perfect game).
 
Yaga said:
Armagan said:
Many thanks to everyone for the wonderful feedback.

Supporting horses with markedly different proportions is kind of difficult. The animations would be skewed if for example we make the legs shorter. Also, all the horse equipment, saddles, bardings, etc,  are modeled according to default horse proportions. We would have to find a way to adjust all these to different types of horses (or make different sets of equipment for each type). All these problems, of course, can be solved in one way or another but it would take time and effort and I am not sure if this will have a high enough priority to divert resources.

We have some plans to bring in some cheap and simple adjustments though. For example we can make horse heads bigger or smaller, without breaking anything else. Also we already have horses of different sizes. Hopefully, such tricks, together with some artistic touches will be adequate to create unique looks for different horse breeds.
Armagan, good evening.
As for horses, you can always find a compromise.
You can make a little thicker legs, more head of the corresponding shape and increase the tail and mane - you get a Mongolian horse.

Making different sized horses carries the same equipment and animation compatibility issues as making humans taller or shorter. Developers would have to create and test brand new equipment and animations for each height for compatibility - It can be done but it's not worth the time. That's part of the reason why players are all the same height in most games. The other being game balance.
 
Seriously awesome stuff. I always wanted to do a khergit playthrough, but I never got into it because I'm not a fan of mongols (though when I started playing M&B, horse archering was the only means to kill people efficiently before I learned the the mechanics).
Now... with the interesting aspect of clan and minor factions (and after playing total war attila) I feel enticed to play as a horselord. It looks like it'll be awesome...

About the blog itself, really great way to tease, not a lot of info (so it doesn't spoil the game), and still a lot of insight into the development of the faction backstory, culture and all. Really great.

Goddamn you're little by little overhyping me again... Why am I reading these blogs every week?!

Really curious about the other factions... AND the other part(s) of physics combat blog.

Callum, great job, mate.

Edit:
BayBear said:
Yaga said:
Armagan said:
Many thanks to everyone for the wonderful feedback.

Supporting horses with markedly different proportions is kind of difficult. The animations would be skewed if for example we make the legs shorter. Also, all the horse equipment, saddles, bardings, etc,  are modeled according to default horse proportions. We would have to find a way to adjust all these to different types of horses (or make different sets of equipment for each type). All these problems, of course, can be solved in one way or another but it would take time and effort and I am not sure if this will have a high enough priority to divert resources.

We have some plans to bring in some cheap and simple adjustments though. For example we can make horse heads bigger or smaller, without breaking anything else. Also we already have horses of different sizes. Hopefully, such tricks, together with some artistic touches will be adequate to create unique looks for different horse breeds.
Armagan, good evening.
As for horses, you can always find a compromise.
You can make a little thicker legs, more head of the corresponding shape and increase the tail and mane - you get a Mongolian horse.

Making different sized horses carries the same equipment and animation compatibility issues as making humans taller or shorter. Developers would have to create and test brand new equipment and animations for each height for compatibility - It can be done but it's not worth the time. That's part of the reason why players are all the same height in most games. The other being game balance.

Precisely this.  Think about balance if you could make a character roughly 1m tall, who runs the same speed as others (or even faster) and goes around stabbing under shields, while characters can barely reach him. It would be an awful lot of work to making tiny adjustments (and creating whole new categories) for horses to have different heights and sizes, different necks, legs, etc. Not worth the work, precisely because the focus of the game is not historical accuracy, but inspiration (remember, details and precision of historical details may not be as fun as just streamlining some stuff, no matter how sad it may look for history buffs.

Still, it's really awesome feedback.
 
YESSS!!! My favorite faction (for obvious reasons are obvious)!!!! Wooot!!!!! Can't wait!!!! Finish faster or at least take pre orders or something.

Algha jigitter! Lok'tar Ogar! For the HOOOOOORRRDE!!! My life for Aiur! My life for Turan!!!!!!

Now, looking forward to the Aserai (Sarranid-like faction) next, my second favorite faction. Then the rest of the factions! Woot!

Battanians look awesome for the foot archers. Lately been having much fun with Lothern Sea Guard of the High Elves of Warhammer 2 (also Wood Elves are fun but their archers aren't really the killers, it's actually the Wild Riders, but I digress) Interestingly, the Wood Elves in Warhammer lore are known as Asrai (very close to the name Aserai) haha. High Elves are Asur. Dark Elves are Druchii, but again I'm just gushing over the game I've been playing lately the most.

I think it'd be awesome for Mount & Blade to do Warhammer fantasy or at least a mod or spin off.

Cheers!
 
Just as Armagan said, there are already different size of horses in the game. You can see this both PC Gamer Weekender 2016 and E3 2017 videos.I don't think mongolian (steppe) horses should be in the game because horses looking very good right now and there is no reason for break this beauty.

The one that should be in the game about steppe horses is, they must be more faster and more tougher than other horses in the game. (since there is no stamina in the game, we can say it is about horse's hp.) That should be enough for steppe horses I think.
 
Armagan said:
Many thanks to everyone for the wonderful feedback.

Supporting horses with markedly different proportions is kind of difficult. The animations would be skewed if for example we make the legs shorter. Also, all the horse equipment, saddles, bardings, etc,  are modeled according to default horse proportions. We would have to find a way to adjust all these to different types of horses (or make different sets of equipment for each type). All these problems, of course, can be solved in one way or another but it would take time and effort and I am not sure if this will have a high enough priority to divert resources.

We have some plans to bring in some cheap and simple adjustments though. For example we can make horse heads bigger or smaller, without breaking anything else. Also we already have horses of different sizes. Hopefully, such tricks, together with some artistic touches will be adequate to create unique looks for different horse breeds.

Hi Armagan, I am glad you are back on the forum again. While I have no specific interest in Mongolian horses, I am interested in non-horse mounts. Warband only allowed one skeleton and one set of animations for mounts. Your answer suggests that this remains the case for Bannerlord. When planning your cheap and simple adjustments, please bear in mind what the community have attempted to do in Warband. For example Warg mounts in The Last Days, Basilisk mounts in Perisno and camels in Crusaders Way Expiation. Reusing the horse skeleton and animations in Warband is very difficult and limiting. Anything you can do to improve this would be greatly appreciated even if it is not used in your published game. I do not ask you to remake your horse models and equipment. I only ask for the flexibility for us to mod more satisfactory non-horse mounts. :grin:
 
argon45 said:
Just as Armagan said, there are already different size of horses in the game. You can see this both PC Gamer Weekender 2016 and E3 2017 videos.I don't think mongolian (steppe) horses should be in the game because horses looking very good right now and there is no reason for break this beauty.

The one that should be in the game about steppe horses is, they must be more faster and more tougher than other horses in the game. (since there is no stamina in the game, we can say it is about horse's hp.) That should be enough for steppe horses I think.

I think the steppe horses are already in, as you can see in the previous videos that there are structures named "steppe stables" and European stables(one of the possible village resources). No idea how they will look like in game though. I hope there'll be a desert stable as well.
But more importantly,the  steppe horses were actually slower, than their European counterparts, due to their size - their stride was shorter and consequently their gallop. However,  they were hardier, more manoeuvrable and very low maintenance.

And naturally, we have to take a few things into account like barding and weight of the equipment carried to determine max speed.


 
Rackie said:
Judging by this blog (which I maybe shouldn't) I guess that Bannerlord will be released 2018, but that there will probably come some sort of an early access in a month.
Also, will there be 3-8 minor factions per big faction? If it will, the wow, ofcourse they dont have to be as different and/or interesting but thats seems like a lot. Nothing bad tho.
Maybe you could also release some pictures of the troops/troop trees with those "faction blogs"?
Keep up everything you do and have done!(Except pushing forward release date to much :wink: )

Oh, how nice to be young & naive  :roll:
 
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