Dev Blog 11/04/19

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[parsehtml]<p><img class="frame" src="https://www.taleworlds.com/Images/News/blog_post_85_taleworldswebsite.jpg" alt="" width="575" height="290" /></p> <p>Sieges are at the very core of the Mount & Blade experience. They are brutal affairs, the outcome of which can change the entire course of a war. And in Bannerlord, where villages and their respective resources are tied to castles, this is especially true, as the loss of a castle could result in the loss of a vital resource which is needed to feed the war machine.</p></br> [/parsehtml]Read more at: http://www.taleworlds.com/en/Games/Bannerlord/Blog/105
 
Yeah the modders did some amazing stuff with M&B Warband scripts, skins, models, cities. They managed to rewrite troop movements and create whole new maps and GUI / ingame options in under 2 years(prolly alota copy paste thou. I really liked the item sorting for Party Heroes.) Im starting to wonder how taleworlds hasnt run out of money for their Dev team. Do they have some rich benefactors that keep paying their salaries while they work, are they scamming kickstarter campaigns or gofundme proj.  At any rate when this game does release peoples expectations will be beyond realistic after all this waiting.  This seige news doesnt sound any diff. from Warband.  I dunno I heard they scrapped the project and moved to a whole new engine Midway thru... but who knows, people be making all sorts of rumours at this point now that they are gunning for longest game development record.  Ogh well, nothing more to do but pray they get er done sometime before global nuclear war makes jobs like programming games obsolete.  :party: happy birthday me.  such a depraved viewpoint, my bad, aging poorly, plz gib da goods bfore I turn 40.
 
Modders will not only release the game, they will release it in late 2016. Frank will still be community manager, Armagan will not have gained weight, and world hunger will be ended. Watch, tomorrow you will wake up and not remember the past 3 years. It will all be rewritten.
 
vicwiz007 said:
Modders will not only release the game, they will release it in late 2016. Frank will still be community manager, Armagan will not have gained weight, and world hunger will be ended. Watch, tomorrow you will wake up and not remember the past 3 years. It will all be rewritten.

I'm down, let's go back three years
 
as the loss of a castle could result in the loss of a vital resource which is needed to feed the war machine.

Being lord if donate enough money while others donate time and effort,
they can swing the king attack which city/village in lord’s hall,

can it be conquest by trade
hoarding or cut the supply to make price up for funding you businesses kingdom?
dumping or increase supply to let your political opponent bankrupt?

on another hand,
donate may be let the tax rate lower,
but the king didn't know why you vote to not capture the vital resource city or capture the ally city.
 
Devfriendly questions compilation.
If you have a moment; we are awaiting clarification. Most of us want to be spoiled; we will be able to bear that weight.

NPC99 said:
So the player can’t pre-deploy troops to defend a keep, all troops must be deployed for a siege (to the walls & courtyard) and then retreated into the keep?
Do not look here said:
As the siege version of the map appears yet again, I'd like to know if we'd stumble upon it if we're the neutral party? It always bothered me that visiting besieged cities showed no difference, will the castle and town scenes reflect now that they're under siege?

To stay more within the subject of today's blog, will we be able to have a walk through a besieged keep? If we're stuck for whatever reason in the castle that is under siege, whether just passing by or by actively defending it, I'd like to have ability to 'talk to the commander' that would then load up the siege version of scene, so that we can have a look at the barricades and plan accordingly our course of action.
Cilcain said:
Will there be an opportunity to access the usual game options before committing to the final assault? For example:

- negotiate with the defending commander
- change ranged loadouts to melee loadouts
- handle any level-ups
- wait for a while
- withdraw altogether.
Hernanxd16 said:
I have a question related to this blog, there wil be a loading screen or a menu between the battle in the walls and the one in the keep?
Rodrigo Ribaldo said:
Where do the defender reinforcement waves in the keep come from?
JuanNieve said:
What will happen when we conquer enemy villages and cities? Can we continue recruiting troops from that faction or can we only recruit from our faction in those cities and villages?
Terco_Viejo said:
-We may have different siege tactics, those that you commented in the devblog 17/01/19?
-Why can't we make use of the deployment and select who fights at the beginning if we have a loading screen?
-Where will be generated npc?
-We will only fight in the main hall? A realistic adaptation to the assault of the keep approaching a credible spawn, would be to position the origin of the spawn in the superior floor and that the attacker must go cleaning of enemies each floor.

Regarding the image: you don't plan to fix the spears stuck to the back of the npc, do you?
JuanNieve said:
Can we fortify our camps while we waiting? Maybe in roman style  :grin:
Hm7QSii.jpg

When we besiege a city, will it be completely isolated or will we have to spend a few days until a fence is built around the city?

Can we still enter a besieged city like warband? or maybe it depends on a random event or if our army is very large we can not go through; so we should leave it behind and enter only us or with some companions.


 
Terco_Viejo said:
Devfriendly questions compilation.
If you have a moment; we are awaiting clarification. Most of us want to be spoiled; we will be able to bear that weight.

NPC99 said:
So the player can’t pre-deploy troops to defend a keep, all troops must be deployed for a siege (to the walls & courtyard) and then retreated into the keep?
Do not look here said:
As the siege version of the map appears yet again, I'd like to know if we'd stumble upon it if we're the neutral party? It always bothered me that visiting besieged cities showed no difference, will the castle and town scenes reflect now that they're under siege?

To stay more within the subject of today's blog, will we be able to have a walk through a besieged keep? If we're stuck for whatever reason in the castle that is under siege, whether just passing by or by actively defending it, I'd like to have ability to 'talk to the commander' that would then load up the siege version of scene, so that we can have a look at the barricades and plan accordingly our course of action.
Cilcain said:
Will there be an opportunity to access the usual game options before committing to the final assault? For example:

- negotiate with the defending commander
- change ranged loadouts to melee loadouts
- handle any level-ups
- wait for a while
- withdraw altogether.
Hernanxd16 said:
I have a question related to this blog, there wil be a loading screen or a menu between the battle in the walls and the one in the keep?
Rodrigo Ribaldo said:
Where do the defender reinforcement waves in the keep come from?
JuanNieve said:
What will happen when we conquer enemy villages and cities? Can we continue recruiting troops from that faction or can we only recruit from our faction in those cities and villages?
Terco_Viejo said:
-We may have different siege tactics, those that you commented in the devblog 17/01/19?
-Why can't we make use of the deployment and select who fights at the beginning if we have a loading screen?
-Where will be generated npc?
-We will only fight in the main hall? A realistic adaptation to the assault of the keep approaching a credible spawn, would be to position the origin of the spawn in the superior floor and that the attacker must go cleaning of enemies each floor.

Regarding the image: you don't plan to fix the spears stuck to the back of the npc, do you?
JuanNieve said:
Can we fortify our camps while we waiting? Maybe in roman style  :grin:
Hm7QSii.jpg

When we besiege a city, will it be completely isolated or will we have to spend a few days until a fence is built around the city?

Can we still enter a besieged city like warband? or maybe it depends on a random event or if our army is very large we can not go through; so we should leave it behind and enter only us or with some companions.

+1

Can we do a " Terco_Viejo " interview with the entire Dev Team?  :fruity:
 
Terco_Viejo said:
Devfriendly questions compilation.
If you have a moment; we are awaiting clarification. Most of us want to be spoiled; we will be able to bear that weight.

NPC99 said:
So the player can’t pre-deploy troops to defend a keep, all troops must be deployed for a siege (to the walls & courtyard) and then retreated into the keep?
Do not look here said:
As the siege version of the map appears yet again, I'd like to know if we'd stumble upon it if we're the neutral party? It always bothered me that visiting besieged cities showed no difference, will the castle and town scenes reflect now that they're under siege?

To stay more within the subject of today's blog, will we be able to have a walk through a besieged keep? If we're stuck for whatever reason in the castle that is under siege, whether just passing by or by actively defending it, I'd like to have ability to 'talk to the commander' that would then load up the siege version of scene, so that we can have a look at the barricades and plan accordingly our course of action.
Cilcain said:
Will there be an opportunity to access the usual game options before committing to the final assault? For example:

- negotiate with the defending commander
- change ranged loadouts to melee loadouts
- handle any level-ups
- wait for a while
- withdraw altogether.
Hernanxd16 said:
I have a question related to this blog, there wil be a loading screen or a menu between the battle in the walls and the one in the keep?
Rodrigo Ribaldo said:
Where do the defender reinforcement waves in the keep come from?
JuanNieve said:
What will happen when we conquer enemy villages and cities? Can we continue recruiting troops from that faction or can we only recruit from our faction in those cities and villages?
Terco_Viejo said:
-We may have different siege tactics, those that you commented in the devblog 17/01/19?
-Why can't we make use of the deployment and select who fights at the beginning if we have a loading screen?
-Where will be generated npc?
-We will only fight in the main hall? A realistic adaptation to the assault of the keep approaching a credible spawn, would be to position the origin of the spawn in the superior floor and that the attacker must go cleaning of enemies each floor.

Regarding the image: you don't plan to fix the spears stuck to the back of the npc, do you?
JuanNieve said:
Can we fortify our camps while we waiting? Maybe in roman style  :grin:
Hm7QSii.jpg

When we besiege a city, will it be completely isolated or will we have to spend a few days until a fence is built around the city?

Can we still enter a besieged city like warband? or maybe it depends on a random event or if our army is very large we can not go through; so we should leave it behind and enter only us or with some companions.
Fanfriendly answer compilation.

No-No-Not-Not-No-Not-Not.​
 
Remember these two guys?

VOhRy.jpg


How many devblogs do you think have been read between the two? A serious fan wants to know what mechanics or features will be available ... talking about scabbards or reins even if it is a nice addition is not remarkable material for a devblog, are the things that the player will discover for himself yes or yes within the game. On the other hand when in this week's devblog (and in general all the others unfortunately) at the end more questions than answers are created, it is that the subject has not been approached with sufficient clarity.

Imagine if a serious fan had the opportunity to ask questions surgically...another thing is that they were answered or simply ignored behind a nice smile.

DtheHun said:
Terco_Viejo said:
Devfriendly questions compilation.
If you have a moment; we are awaiting clarification. Most of us want to be spoiled; we will be able to bear that weight.

NPC99 said:
So the player can’t pre-deploy troops to defend a keep, all troops must be deployed for a siege (to the walls & courtyard) and then retreated into the keep?
Do not look here said:
As the siege version of the map appears yet again, I'd like to know if we'd stumble upon it if we're the neutral party? It always bothered me that visiting besieged cities showed no difference, will the castle and town scenes reflect now that they're under siege?

To stay more within the subject of today's blog, will we be able to have a walk through a besieged keep? If we're stuck for whatever reason in the castle that is under siege, whether just passing by or by actively defending it, I'd like to have ability to 'talk to the commander' that would then load up the siege version of scene, so that we can have a look at the barricades and plan accordingly our course of action.
Cilcain said:
Will there be an opportunity to access the usual game options before committing to the final assault? For example:

- negotiate with the defending commander
- change ranged loadouts to melee loadouts
- handle any level-ups
- wait for a while
- withdraw altogether.
Hernanxd16 said:
I have a question related to this blog, there wil be a loading screen or a menu between the battle in the walls and the one in the keep?
Rodrigo Ribaldo said:
Where do the defender reinforcement waves in the keep come from?
JuanNieve said:
What will happen when we conquer enemy villages and cities? Can we continue recruiting troops from that faction or can we only recruit from our faction in those cities and villages?
Terco_Viejo said:
-We may have different siege tactics, those that you commented in the devblog 17/01/19?
-Why can't we make use of the deployment and select who fights at the beginning if we have a loading screen?
-Where will be generated npc?
-We will only fight in the main hall? A realistic adaptation to the assault of the keep approaching a credible spawn, would be to position the origin of the spawn in the superior floor and that the attacker must go cleaning of enemies each floor.

Regarding the image: you don't plan to fix the spears stuck to the back of the npc, do you?
JuanNieve said:
Can we fortify our camps while we waiting? Maybe in roman style  :grin:
Hm7QSii.jpg

When we besiege a city, will it be completely isolated or will we have to spend a few days until a fence is built around the city?

Can we still enter a besieged city like warband? or maybe it depends on a random event or if our army is very large we can not go through; so we should leave it behind and enter only us or with some companions.
Fanfriendly answer compilation.

No-No-Not-Not-No-Not-Not.​
Fan
giphy.gif

Dev
giphy.gif
 
My main gripe with Warband sieges is the great crush of men that makes player movement and weapons use very difficult.  I understand that men fought closely together but the sieges are ridiculous in this regard.  I hope TW figures out how to give a little more space between bots.

Other than that, the sieges for Bannerlord look pretty cool and the addition of more siege engines will be welcome.
 
Terco_Viejo said:
Remember these two guys?

VOhRy.jpg


How many devblogs do you think have been read between the two? A serious fan wants to know what mechanics or features will be available ... talking about scabbards or reins even if it is a nice addition is not remarkable material for a devblog, are the things that the player will discover for himself yes or yes within the game. On the other hand when in this week's devblog (and in general all the others unfortunately) at the end more questions than answers are created, it is that the subject has not been approached with sufficient clarity.

Imagine if a serious fan had the opportunity to ask questions surgically...another thing is that they were answered or simply ignored behind a nice smile.

DtheHun said:
Terco_Viejo said:
Devfriendly questions compilation.
If you have a moment; we are awaiting clarification. Most of us want to be spoiled; we will be able to bear that weight.

NPC99 said:
So the player can’t pre-deploy troops to defend a keep, all troops must be deployed for a siege (to the walls & courtyard) and then retreated into the keep?
Do not look here said:
As the siege version of the map appears yet again, I'd like to know if we'd stumble upon it if we're the neutral party? It always bothered me that visiting besieged cities showed no difference, will the castle and town scenes reflect now that they're under siege?

To stay more within the subject of today's blog, will we be able to have a walk through a besieged keep? If we're stuck for whatever reason in the castle that is under siege, whether just passing by or by actively defending it, I'd like to have ability to 'talk to the commander' that would then load up the siege version of scene, so that we can have a look at the barricades and plan accordingly our course of action.
Cilcain said:
Will there be an opportunity to access the usual game options before committing to the final assault? For example:

- negotiate with the defending commander
- change ranged loadouts to melee loadouts
- handle any level-ups
- wait for a while
- withdraw altogether.
Hernanxd16 said:
I have a question related to this blog, there wil be a loading screen or a menu between the battle in the walls and the one in the keep?
Rodrigo Ribaldo said:
Where do the defender reinforcement waves in the keep come from?
JuanNieve said:
What will happen when we conquer enemy villages and cities? Can we continue recruiting troops from that faction or can we only recruit from our faction in those cities and villages?
Terco_Viejo said:
-We may have different siege tactics, those that you commented in the devblog 17/01/19?
-Why can't we make use of the deployment and select who fights at the beginning if we have a loading screen?
-Where will be generated npc?
-We will only fight in the main hall? A realistic adaptation to the assault of the keep approaching a credible spawn, would be to position the origin of the spawn in the superior floor and that the attacker must go cleaning of enemies each floor.

Regarding the image: you don't plan to fix the spears stuck to the back of the npc, do you?
JuanNieve said:
Can we fortify our camps while we waiting? Maybe in roman style  :grin:
Hm7QSii.jpg

When we besiege a city, will it be completely isolated or will we have to spend a few days until a fence is built around the city?

Can we still enter a besieged city like warband? or maybe it depends on a random event or if our army is very large we can not go through; so we should leave it behind and enter only us or with some companions.
Fanfriendly answer compilation.

No-No-Not-Not-No-Not-Not.​
Fan
giphy.gif

Dev
giphy.gif

Taking what Callum said in another topic, it's safe to point out that TW is too afraid because they have no confidence in their project, hence why so many rehashes happened, and why it still has no ETA nor any prediction regarding open testing phase (be it Early Access or Open Beta). Currently they are approaching Beta stage for MP, which's overly simplistic compared to the full scope of the game, in other words, MP seems to be getting ready much sooner than the SP. I think putting hopes up for the game to be as incredible as hype goes is overdoing it. In my opinion it'll be a slight update towards WB at best with significant graphic improvements that'll make a difference market wise. Other  than that I can't expect, at this point, for TW to deliver better and better games, in fact it just pushes me back into believing that they'll get wrecked when and if someone else decides to make a better game based upon WB/BL in the future.

There are already games that delved into more complex and overall better combat (like KCD, Mordhau, etc). If we get some dev that is willing to invest into something between WB lines that takes both these other games as reference for combat, improves upon the RTS elements of WB/BL and delivers it more quickly, then TW is done for  :sad: Totally possible, but so far nobody seemed to have interest in doing that, probably because even WB (being a successful game) didn't reach enough market success in the eyes of bigger devs. If BL does, they'll likely get competition...
 
A question for Rabia Adıgüzel, will I have to restart my future M&B II Bannerlord campaign from point zero in order to benefit from future M&B II Bannerlord patches ?

Or will there be some kind of forward compatibility between ongoing campaigns started in version X of the game and patches that change the game to version X + 1 ?
 
D3nn16 said:
A question for Rabia Adıgüzel, will I have to restart my future M&B II Bannerlord campaign from point zero in order to benefit from future M&B II Bannerlord patches ?

Or will there be some kind of forward compatibility between ongoing campaigns started in version X of the game and patches that change the game to version X + 1 ?
You don't need to concern yourself about that, because you won't see it in your lifetime.
 
Breezy Tee said:
Terco_Viejo said:
Remember these two guys?

VOhRy.jpg


How many devblogs do you think have been read between the two? A serious fan wants to know what mechanics or features will be available ... talking about scabbards or reins even if it is a nice addition is not remarkable material for a devblog, are the things that the player will discover for himself yes or yes within the game. On the other hand when in this week's devblog (and in general all the others unfortunately) at the end more questions than answers are created, it is that the subject has not been approached with sufficient clarity.

Imagine if a serious fan had the opportunity to ask questions surgically...another thing is that they were answered or simply ignored behind a nice smile.

DtheHun said:
Terco_Viejo said:
Devfriendly questions compilation.
If you have a moment; we are awaiting clarification. Most of us want to be spoiled; we will be able to bear that weight.

NPC99 said:
So the player can’t pre-deploy troops to defend a keep, all troops must be deployed for a siege (to the walls & courtyard) and then retreated into the keep?
Do not look here said:
As the siege version of the map appears yet again, I'd like to know if we'd stumble upon it if we're the neutral party? It always bothered me that visiting besieged cities showed no difference, will the castle and town scenes reflect now that they're under siege?

To stay more within the subject of today's blog, will we be able to have a walk through a besieged keep? If we're stuck for whatever reason in the castle that is under siege, whether just passing by or by actively defending it, I'd like to have ability to 'talk to the commander' that would then load up the siege version of scene, so that we can have a look at the barricades and plan accordingly our course of action.
Cilcain said:
Will there be an opportunity to access the usual game options before committing to the final assault? For example:

- negotiate with the defending commander
- change ranged loadouts to melee loadouts
- handle any level-ups
- wait for a while
- withdraw altogether.
Hernanxd16 said:
I have a question related to this blog, there wil be a loading screen or a menu between the battle in the walls and the one in the keep?
Rodrigo Ribaldo said:
Where do the defender reinforcement waves in the keep come from?
JuanNieve said:
What will happen when we conquer enemy villages and cities? Can we continue recruiting troops from that faction or can we only recruit from our faction in those cities and villages?
Terco_Viejo said:
-We may have different siege tactics, those that you commented in the devblog 17/01/19?
-Why can't we make use of the deployment and select who fights at the beginning if we have a loading screen?
-Where will be generated npc?
-We will only fight in the main hall? A realistic adaptation to the assault of the keep approaching a credible spawn, would be to position the origin of the spawn in the superior floor and that the attacker must go cleaning of enemies each floor.

Regarding the image: you don't plan to fix the spears stuck to the back of the npc, do you?
JuanNieve said:
Can we fortify our camps while we waiting? Maybe in roman style  :grin:
Hm7QSii.jpg

When we besiege a city, will it be completely isolated or will we have to spend a few days until a fence is built around the city?

Can we still enter a besieged city like warband? or maybe it depends on a random event or if our army is very large we can not go through; so we should leave it behind and enter only us or with some companions.
Fanfriendly answer compilation.

No-No-Not-Not-No-Not-Not.​
Fan
giphy.gif

Dev
giphy.gif

Taking what Callum said in another topic, it's safe to point out that TW is too afraid because they have no confidence in their project, hence why so many rehashes happened, and why it still has no ETA nor any prediction regarding open testing phase (be it Early Access or Open Beta). Currently they are approaching Beta stage for MP, which's overly simplistic compared to the full scope of the game, in other words, MP seems to be getting ready much sooner than the SP. I think putting hopes up for the game to be as incredible as hype goes is overdoing it. In my opinion it'll be a slight update towards WB at best with significant graphic improvements that'll make a difference market wise. Other  than that I can't expect, at this point, for TW to deliver better and better games, in fact it just pushes me back into believing that they'll get wrecked when and if someone else decides to make a better game based upon WB/BL in the future.

There are already games that delved into more complex and overall better combat (like KCD, Mordhau, etc). If we get some dev that is willing to invest into something between WB lines that takes both these other games as reference for combat, improves upon the RTS elements of WB/BL and delivers it more quickly, then TW is done for  :sad: Totally possible, but so far nobody seemed to have interest in doing that, probably because even WB (being a successful game) didn't reach enough market success in the eyes of bigger devs. If BL does, they'll likely get competition...


Mordhau's combat is rather bad actually, I am playing it right now and have been since 2018. KCD's combat is just clunky and easy, not better. Less is more in directonal games. Bannerlord will beat them all. And this does not come as fanboyism, it comes from a very realistic perspective.
 
578 said:
Mordhau's combat is rather bad actually, I am playing it right now and have been since 2018. KCD's combat is just clunky and easy, not better. Less is more in directonal games. Bannerlord will beat them all. And this does not come as fanboyism, it comes from a very realistic perspective.

I've read your comments on mordhau many times already, and you know what? I don't believe you.
I've followed the development of the game for a while, watched videos, and the game wasn't released yet. So I take all your "I'm playing this" with a whole sack of salt.  :roll: Or maybe you just need to "git gud"  :iamamoron:
Besides KCD's combat is better, it's just not fully explored yet.  :lol:
 
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