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
 
Judging by the picture it is not clear where the line of the barricades of the defenders. It seems everything is arranged in a chaotic way. I wonder if the warriors can jump over the barricade made from the tables and barrels? If not, can we arrange it ourselves so that to create a narrow corridor for the attackers? Such an option would be excellent since we will already have the choice to place some weapons on the wall. I wonder if the hall expands and the items for barricades increase with the improvement of the castle level?
 
I'm really excited for the focus this stage of the siege is getting. This idea was very poorly implemented in Warband, and ended up being annoying more than anything else.

Also beautiful screenshot. I love the smoke it the room, it looks great and adds a ton of dimension. I hope this type of effect is used often.

 
Terco_Viejo said:
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

Although the defenders are retreating into the keep in that GIF, if you remember, the video ends with the player and his attacking army celebrating- the devs told us at the time (maybe in the blog) that the keep battle would be separate from the main siege, so this is not:

FBohler said:
Seamless siege to keep transition: another cut feature  :dead:

rather it is a 'feature' apparently hoped for or imagined by people who either forgot or weren't here to know what we were told.
 
DanAngleland said:
Terco_Viejo said:
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

Although the defenders are retreating into the keep in that GIF, if you remember, the video ends with the player and his attacking army celebrating- the devs told us at the time (maybe in the blog) that the keep battle would be separate from the main siege, so this is not:

FBohler said:
Seamless siege to keep transition: another cut feature  :dead:

rather it is a 'feature' apparently hoped for or imagined by people who either forgot or weren't here to know what we were told.

You're absolutely right; I retract then.
 
I do hope we see more classic keep designs than this circular one which seems to be almost filled by a single room. I would like some tight corridors and stairs to fight on. If you just go straight into a large room as shown in the screenshot and no further, I don't think it would be very entertaining or feel like an appropriate end to a siege. Mind you, if there are archers shooting at you from balconies around the top of the room then presumably you can climb stairs to reach these archers.
 
According to me sieges will be so exciting. Thanks for the blog, good job. Also, I wonder about the battle atmosphere in the game. My hopes revived with this blog for it.
 
Hi if you are reading this please add Nord Invasion DLC please everyone wants it you will be stupid if you dont add the DLC everyone wants to buy
 
Question for Rabia: will we be able to plot a course on the overworld map? Say, for instance, creating a path by holding down the right clicker and dragging it from point A to point B.

I remember getting uber frustrated when trying to navigate between slightly slower hostile forces that could easily overwhelm my party in a battle. Clicking on some northerly point but having my warband unnecessarily veer east or west perhaps directly into a nearby superior army prompting an unwanted engagement was... Unwelcomed to say the least.
 
That was because the underlying invisible mesh used for pathfinding is not uniform, but stretched or compressed at different parts of the map, the worst offender being the roads. Not really fixable by a user interface, but by a finer mesh, now allowed by better GPUs and no cheap gimmicks like roads made of extremely compressed mesh.
 
I hope they let us choose which troops to garrison in the keep, and during the siege it is possible to call those units if we need help. Although that would be a risky move and maybe later we will not have a last stand.

Maybe if we fall during the siege, there is the possibility that our soldiers take us to the tower and fight in the last phase. Maybe the possibility may depend on the level of healers we have.

I do not think that if we lose the battle in the keep, it means that we have to attack the walls again. There could be a small possibility that this happens, although it would be normal for us to control the city or the castle and the tower is still in the hands of the enemy and we can assault it again. Maybe while we wait, other army can besiege us and we can end up like in the siege of Antioch.
 
DanAngleland said:
Terco_Viejo said:
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

Although the defenders are retreating into the keep in that GIF, if you remember, the video ends with the player and his attacking army celebrating- the devs told us at the time (maybe in the blog) that the keep battle would be separate from the main siege, so this is not:

FBohler said:
Seamless siege to keep transition: another cut feature  :dead:

rather it is a 'feature' apparently hoped for or imagined by people who either forgot or weren't here to know what we were told.

This separation of battles is nothing new but wasn't common knowledge either. I remember watching an extended video of this siege demo awhile back. After the main battle was won the vid moved on to a negotiation scene between parties. Nothing more was shown but it does confirm the separation of battles has long been with Bannerlord.

I searched for the vid but came up empty handed.
 
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.

Whilst that is a good idea, I believe the surprise of not knowing is more immersive and fun
 
BayBear said:
I searched for the vid but came up empty handed.


Earlier I said that my memory played a trick on me and I certainly believed that the action would be continued from the breach in the wall to the keep. It is also true that in this way I want to believe that there will be an improvement for the sake of performance... :roll:
Question to Rabia Adıgüzel: Considering the three levels of the AI; is the enemy's ia supposed to be smart or should it be fun? What difference in behavior will we find when selecting a low/high difficulty?

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cherac said:
... I believe the surprise of not knowing is more immersive and fun

I'll never get this kind of opinion; I respect it... but I really don't understand it. You don't want to know how a game works or what mechanics you have at your disposal? This is a sandbox mate, not a narrative adventure that you play a couple of times and that's it...

And I still don't know how to repeat comments like this:

8ou1E.jpg


Who do you think reads the devblogs? The new potential customer who is interested in Bannerlord, don't you think he has had enough time (during this long development process) to have tried some of your games (both legally and illegally)? Not to mention veteran players...

What are you afraid to comment on the SP campaign actively? Do you realize that you only pronounce yourselves actively when a multiplayer feature is mentioned? Where is the love™ you promised us Callum?




 
I love that we've got some destruction of the hall during a battle! It always felt weird in Warband when you'd siege down a castle and there'd be like, a chicken and some grapes on the table
 
Hi Dev, I wanted to know if in the game there will be the possibility to become part of an army as a simple soldier at someone's service instead of being always a leader. Thank to anyone that will bring me some informations about it and sorry if you already threated that topic, in that case i missed it
 
Ineedmods said:
Hi Dev, I wanted to know if in the game there will be the possibility to become part of an army as a simple soldier at someone's service instead of being always a leader. Thank to anyone that will bring me some informations about it and sorry if you already threated that topic, in that case i missed it
You'll have to wait for the DLC Bannerfodder.
Maybe they will even allow you to play as a horse for that zero leadership experience.

Terco_Viejo said:
What are you afraid to comment on the SP campaign actively? Do you realize that you only pronounce yourselves actively when a multiplayer feature is mentioned? Where is the love™ you promised us Callum?
Although Callum comes from the same MP scene as Frank, he does try to speak more about SP too. But his heart is not in it and there's no love forthcoming. Just cute blogs and sweet lies.
 
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