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
 
Hi team and waiting players !

I found this screenshot very good. It seems this place will be a good fighting place :grin:

However, i wonder if reinforcement will spawn "far" from us while fighting, as if they were coming from another place to help. Because in WB, reinforcements spawning on/around us while beating last opponents is very frustrating and sometime means death. Will there be several spawn points and will AI choose the one which is far from the battle ?

******
For campaign team, Gameplay Programmer, Rabia Adıgüzel :

-will AI lords be intelligent ? (for example : stop saying "i will beat you this time" is they have 5 troops and we have 500)
-following this, will they be able to use influence system to gain their freedom, offer to join us, if they are 100% sure to loose next encounter ?
-how quick / low will be the lords troops respawn / recruit time ? Because in warband, i was bored to fight lord X, and to see him 5 minutes later burning villages with 30 news troops. And fighting and beating 5 times the same lord(s) is not realistic in one campaign.
-will we be able to create our own troops and own upgrade troops tree ? It was something really fantastic in Prophesy of pendor mod, and i have often modified native/diplomacy mod to create my own troops. For troops power or just troops visual identity / name. For example creating an "alien invasion force" with full green stuff ^^

Thanks in advance.
 
What I liked about Med 2 Total War sieges was the large sandbox siege battles where you could hide a unit of soldiers with ladders in a forest / bushland, distract the defender, then sneak these attackers to an undefended section of the wall.  Would be great if we could do similar in BL.

Also, most actual sieges had a mining element. Would also be great if any attacker could push a Vinea up to wall and start undermining the wall.

.
 
luo648413152 said:
RELEASE DATE? EARLY ACCESS?
HELLO ? GOODBYE ?

They spoke about early access 2 weeks ago ("skirmish mode" blog). They've announced that there will be a closed beta, multiplayer only.

In a normal dev team, that would be :
closed beta : summer 2019
game release : end 2019/beginning 2020

But with taleworlds, it will be :
closed beta : end 2019/beginning 2020
open beta : 2021
game release : 2022 ? 2023 ? 2024 ?

Never loose hope, we'll play this game before battlefield 19 is released ! (or before a bannerlord warband's MOD is done by the community)
 
Mirkvidr said:
I have some questions for Rabia:
Since they won't answer your questions, someone must. You are welcome.

-Can I execute bandits and enemy troops? and use them to demoralize enemy troops and their lords? Yes, and they could execute you to demoralize you.
-During an ambush, how will the player's troops be positioned with respect to the enemy troops?What are the advantages of having an ambush?What are the disadvantages of having an ambush? The advantage is that you may lose some useless troops quickly, the disadvantage is that you may lose some valuable troops quickly.
-In combat will there be any final moves like piercing or beheading an enemy? No, but the final move of slow, dramatic dropping to the knees and faceplanting will be available to the player.
-If the player's subjects were to rebel against him what options would the player have? Primarily the option to ragequit unless he accepts that people have rights.
-Will the player be able to hire spies, scouts, saboteurs, messengers, diplomats or other agents? Yes, but only as flavor combat troops.
-Will there be moral choices in the game and will the player be able to play an evil lord, good or corrupt? You will asked by several NPCs if you are good or evil. This may unlock an achievement or two.
-If the player will commit a crime without witnesses, will the entire faction in which he was committed become aware of it? Not if you hide the bodies.
-Will the player be able to relegate criminal actions to his followers? If yes, will the player automatically be accused of those crimes? There will be a trial where they will realize their best hope is to say they were following orders, so you have some time to plan your escape.
-What languages will ​​support the game?Will there be Italian localization?  :fruity: No, but Latin (and Church Slavonic for all Slavs) will be available and it's close enough.
 
Orion said:
NightHawkreal said:
I don't want a programmer, I want a person in charge for coffee.  :smile:

We really should give Duh some more time to settle in before grilling him in an interview.

giphy.gif



Nice blog, but a video would have been great as some have pointed out before.  :iamamoron:
 
A video of a keep battle would've been nice too. Or an overhead line-drawing of a keep before and after battle preparations would be neat.  A week between blogs should be able to procure a bit more media....

Thanks though.  Hope to play it this year!
 
Rodrigo Ribaldo said:
Where do the defender reinforcement waves in the keep come from? Were they busy polishing their swords when the keep was breached?
Unless they burst out of barrels, this is very unrealistic.
It could be made somewhat realistic if they spawned "upstairs" and descended to the main hall or went up to the keep's ramparts if appropriate. To be honest, reinforcements that "just spawn" within the playing area always break immersion for me. It's much better if there's a perception that they enter from somewhere sensible.

Separate issue: many times in Warband I've chosen to defend somewhere other than the walls, if I knew I'd be quickly overrun there. It would be nice to be able to choose to defend the keep from the get-go.

Best of all IMO would be a seamless assault that flows from the wall to the keep, with flexible initial deployment.
 
Rodrigo Ribaldo said:
Where do the defender reinforcement waves in the keep come from? Were they busy polishing their swords when the keep was breached?
Unless they burst out of barrels, this is very unrealistic.

I think it was shown in the siege video from 2016, (), you can watch the defending army routing into the keep. This is likely the pool of troops that the keep defenders are coming from. This would also mean that if you killed all the troops before they reached the keep then you might not have to fight it.

What this does imply is that routing is a major part of seige battles, unlike in warband. If the defenders can rout into the keep then it likely means that the attackers could rout too, no more having to kill every single last troop that attacks you to win a seige and its probably how keep defenders can win if they manage to rout the army attacking them.
 
British said:
What this does imply is that routing is a major part of seige battles, unlike in warband. If the defenders can rout into the keep then it likely means that the attackers could rout too, no more having to kill every single last troop that attacks you to win a seige and its probably how keep defenders can win if they manage to rout the army attacking them.
It implies nothing. I don't think that gatekeepers would wait the attackers with open doors.
 
and on the screenshot, Battanians is storming? I thought it was Aserais shields .... and yes you could show the hall before the assault
 
Due to the little information that you want to share with us, the message that permeates the fan after reading this blog has summed it up very well Rodrigo Ribaldo "pretty samey as in Warband, but with more barrels in keeps."...+ smoke.

It is really a bit disappointing to find ourselves again with scenes separated by loading screens, which totally break the pace of battle in the siege and differ from what is shown in the video of the siege.

O2Otdk.gif


But all right, we'll have to resign ourselves. The problem arises when we ask the following questions that you would gladly answer if we lived in a happy world where Taleworlds spoil the experience of the player:

-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?
Apparently the keep consists of 3 floors (plausible, depend wall level),
nxHE3.jpg
-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?
 
British said:
Rodrigo Ribaldo said:
Where do the defender reinforcement waves in the keep come from? Were they busy polishing their swords when the keep was breached?
Unless they burst out of barrels, this is very unrealistic.

I think it was shown in the siege video from 2016,
()
, you can watch the defending army routing into the keep. This is likely the pool of troops that the keep defenders are coming from. This would also mean that if you killed all the troops before they reached the keep then you might not have to fight it.

What this does imply is that routing is a major part of seige battles, unlike in warband. If the defenders can rout into the keep then it likely means that the attackers could rout too, no more having to kill every single last troop that attacks you to win a seige and its probably how keep defenders can win if they manage to rout the army attacking them.
Seemingly routing into the keep instead of dying for little gain is a nice touch. Even better if they would be ordered to retreat by the AI when it makes sense. It looks orderly in the video.
Hopefully if you lose a keep assault as a besieger, you don't have to breach the walls again.

Terco_Viejo said:
-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.
Their idea is to make a single-path maze out of the compact space in the keep by placing barrels and junk. This is clever, as it makes it the same as fighting through a long hall. And if they have archers positions flanking the main route that are hard to reach, it makes it more interesting.
Despite the bits of cleverness, I expected more innovation all across the board, not simply a straight iteration of Warband.
 
Rodrigo Ribaldo said:
Where do the defender reinforcement waves in the keep come from? Were they busy polishing their swords when the keep was breached?
Unless they burst out of barrels, this is very unrealistic.

Feldgendarmerie
 
Rodrigo Ribaldo said:
Their idea is to make a single-path maze out of the compact space in the keep by placing barrels and junk. This is clever, as it makes it the same as fighting through a long hall. And if they have archers positions that are hard to reach, it makes it more interesting.
Despite the bits of cleverness, I expected more innovation all across the board, not simply a straight iteration of Warband.

It is the most probable...however a priori the tactical component is nonexistent...could we place archers in the balconies? Apparently everything would be decided in a ball of melee as in previous deliveries.

Here you have a video (Thanks Duh, even your video still gives us information nowadays) where you make a brief tour of the Vlandian keep:

min. 47:03
 
ombror said:
Hi team and waiting players !

I found this screenshot very good. It seems this place will be a good fighting place :grin:

However, i wonder if reinforcement will spawn "far" from us while fighting, as if they were coming from another place to help. Because in WB, reinforcements spawning on/around us while beating last opponents is very frustrating and sometime means death. Will there be several spawn points and will AI choose the one which is far from the battle ?

******
For campaign team, Gameplay Programmer, Rabia Adıgüzel :

-will AI lords be intelligent ? (for example : stop saying "i will beat you this time" is they have 5 troops and we have 500)
-following this, will they be able to use influence system to gain their freedom, offer to join us, if they are 100% sure to loose next encounter ?
-how quick / low will be the lords troops respawn / recruit time ? Because in warband, i was bored to fight lord X, and to see him 5 minutes later burning villages with 30 news troops. And fighting and beating 5 times the same lord(s) is not realistic in one campaign.
-will we be able to create our own troops and own upgrade troops tree ? It was something really fantastic in Prophesy of pendor mod, and i have often modified native/diplomacy mod to create my own troops. For troops power or just troops visual identity / name. For example creating an "alien invasion force" with full green stuff ^^

Thanks in advance.

1 i think AI lords NEVER be intelligent, cause all of them will no respect another culture, but think you just a barbarian.
2 will you join barbarian if you 100% sure to loss next encounter?
(Jafar may easily to join you, but he will take long time to show you he is barbarian, then he let you die in peace,
Aladdin may hard to join you, but need to take a long time to show you are not barbarian first, before he die in war.)
3 may be when AI lords trying to burning, but being beating down and keep escape.
4 I think the Indo-Greek kings combined the Greek and Indian languages and symbols, as seen on their coins, and blended Greek and Indian ideas. 
 
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