Dev Blog 12/07/18

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[parsehtml]<p><img class="frame" src="https://www.taleworlds.com/Images/News/blog_post_48_taleworldswebsite.jpg" alt="" width="575" height="290" /></p> <p>Mount & Blade II: Bannerlord is a bit different from other sandbox games. There are some in which the story isn’t linear, so you can more or less play it in any order while you explore the world. In others, there is no such thing as a broad story that encompasses the whole game, or if there is, it is less important than the world itself and its inhabitants: you are free to roam to discover them. What we intended to do with the original Mount & Blade, and what we are working hard to do even bigger and better in Bannerlord, is to create a game where you get to create your own story from scratch, where you make your own decisions and live through the consequences. In this week’s entry of our dev blog, we talk with one of the people responsible for creating this magic: Campaign AI Programmer, Ozan Gümüs. If we think of Mount & Blade II: Bannerlord as a “box of tools” you can use to create and live your own story, he’s one of the people who help to create and shape those tools.</p></br> [/parsehtml]Read more at: http://www.taleworlds.com/en/Games/Bannerlord/Blog/68
 
hiul 说:
JuanNieve 说:
Do you think that the gold we carry should have a weight in the inventory? Then, it would be necessary to have hideouts if we are criminals or if we are lords keep the money in the castles

does in that era it have bank system ? because there also need option for noncriminal and nonlord to put their money, maybe it require them to pay if they want to take back the money from, so the criminal hideout still have some advantage.

Far as I know, one of the main purposes of a castle was to be somewhere safe for a rich person to keep their money (and somewhere safe for them to sleep at night!) where they're unlikely to be robbed.

A rich merchant would employ soldiers to guard their money, and would probably have a fortified part of their house where they could keep it locked away.

Banking and credit started being more widely used around the 12th Century in Europe, apparently. But the church and priesthood often had been used to a safe deposit place before that. (which is partly why monasteries were a prime target for Viking raiders)

Ordinary townsfolk or villagers simply didn't have enough money to warrant depositing it anywhere.

It would fundamentally alter the dynamics of the game if all the money had a physical presence in Bannerlord. You would have to keep it somewhere safe, or keep it with you all the time. If you wanted to pay for something, you'd have to physically go and get money from your coffers and then come back (or send a minion). You'd have to guard it, both in storage and in transit. In Warband everybody's basically got an internet bank account that can make instant transactions, ignoring distance and time - money doesn't "exist".
I think it would make for some really interesting game mechanics, personally, but it would make everything a **** of a lot more complicated, and I can see why some people (possibly including the devs) wouldn't want it.
 
The wereabouts of gold and inventory was always a mistery. In Warband they are always available, but isn't really with you - raiders only take a small portion of them. I don't think that it will change. The safety gold reserve would only have significant impact on hardcore gameplay without save and reload, for only a very small percentage of RPG players. That's kind of modders thing to do IMO.
 
I agree it should be left to the modders if they want to make a more realistic experience. If money became a material item then a bank would be a good idea and in terms of being taken prisoner you could lose a portion, not all of the money you have.
 
Are the portraits placeholders or are the definitive ones?, 'cause it looks a little ugly XD

As for what I said about money must have a weight, i think it's a bit late to implement it in the game, but i'd like someone to implement it in a mod  :grin:

 
JuanNieve 说:
As for what I said about money must have a weight, i think it's a bit late to implement it in the game, but i'd like someone to implement it in a mod  :grin:

Unless it's already in the game, and they just haven't told us about it yet!
 
hubertdej 说:
i.imgur.com/dgOjVjw.png
i.imgur.com/QlimZde.png

I think you guys should do something about repetition of the dirt pattern on the menu items.

i.imgur.com/7seFERR.png

I also noticed that there is a smudge above horse's head. I suppose it is not meant to be there.

Cheers!

I think they said this menu was still WIP visually? Not sure though.




Regarding banking, I always assumed I was constantly burying and recovering my gold while operating scrupulously on lines of credit :smile:.
 
Rabies 说:
JuanNieve 说:
As for what I said about money must have a weight, i think it's a bit late to implement it in the game, but i'd like someone to implement it in a mod  :grin:

Unless it's already in the game, and they just haven't told us about it yet!
why do we need a weight system ??? its realistic yeah but no Fun, even in KCD i use mods to extend the weight limit to 9999999 xD
 
I think the money taking up inventory space is better fit as a mod, sometimes too much "realism" can just be an obstacle. However I do think that if you lose a fight you should lose all your gold and not only some of it. Hence why it would make sense to have most of it in your fief or have a few banks located in some major cities which can do it for you.

Now that I think about a mod where you're a bank owner would be cool. Loaning out money to lords with interest and using shady tactics to take down other banks would make for some interesting gameplay :smile:
 
Balexander 说:
why do we need a weight system ??? its realistic yeah but no Fun, even in KCD i use mods to extend the weight limit to 9999999 xD

I think the idea of adding a weight system to money is to force the use of banks/hideouts to store that money. Which could in turn have some interesting implications on being able to hinder a player or NPC's wealth. It is an interesting idea.
 
In the beginning of the game, player can feel like that hardly gathered gold is hanging from his belt. - And the question directly comes: Why raiders don't take it all? They should leave me with nothing, not a coin for a bus ticket. Am I hide it successfully in my different body cavities along with the remained inventory items of various forms and sizes for days? - But as you become a ruler, that gold becomes the reserve of your whole faction. If you want to solo down some raiders and leave your troops in the nearest castle, you can't believe that you are able - or dumb enough - to bring all your treasury with you. How could you pay your ransom if your captor could take everything from you?
From the developers aspect, you are already a "one man faction" when you start a new game, simply because it's not a one against the world type game, like Diablo or Skyrim.

PS.:
Banks or lenders could work without "materialized" money. Just think of your credit card.

So, I think that part of the game left unfolded with cause.
 
Yeah, I always saw the gold you have in-game as sum of your assets, not physical coins or bars that you haul around on you all the time, at least as soon as you become one of the big boys. It's already pretty abstract too, considering one armour can be worth the same as equipment to upgrade dozen warriors.
 
samoht 说:
Nymeris 说:
Quick edit: Sarranids in Warband is white as ****, I mean Lady Safiya is literally a white blond girl but I don't see too many people complaining, wonder why

It actually makes sense for the ladies and lords of the Sarranids to be "white as ****" as you so eloquently put it.  The factions in Warband are obviously based off of real world Medieval cultures, the Sarranids being Middle Eastern.  I won't go through the whole history lesson, but Islamic cultures would take slaves from Christian Europe (read: people who were white as ****), and train them to be warriors called Mamluks.  The Mamluks in time came to dominate and rule those cultures, so it makes sense that many of them would look European.  The Sarranids even have a unit named after the Mamluks.
What about Lady Safiya, she is Sarranid and blonde. I'm fairly certain you didn't get blonde people in Middle Ages Middle East. I'm fairly sure blonde people are more from Scandinavia,Britain and Germany.
 
Maybe she or her mom climbed the company ladder from harem girl to matriarch. Blondes had a good price at the middle eastern slave markets. But enough of this skin color debate.
 
DtheHun 说:
PS.:
Banks or lenders could work without "materialized" money. Just think of your credit card.

So, I think that part of the game left unfolded with cause.

Banks in Medieval Italy would give out paper notes redeemable for the face value of the note in gold/silver/etc, resolving the transportation issue. These notes were traded between parties as if they were coin or gold. I think this would eliminate the need for hideouts or castles to store wealth due to weight restrictions.

There are many interesting implications a banking system would have on Bannerlord, especially if the player could control a bank. Financing lord and merchant campaigns and investments to sway the landscape would be interesting - think the Iron Bank from Game of Thrones. Kings and lords could become enslaved to the bankers and staying current on their loans and be forced to make rash decisions in less prosperous times. Or else default on loan obligations and watch the bankers cut off funds and start financing their enemies. Fractional lending could be used to compound lending power and influence of a banking instiution but at the risk of depositors making a run on the bank.

All that said, I feel like a banking system is best left for modders or even a DLC. Native Bannerlord’s whole economy would likely be skewered if it went from the current bartering based system to a full fledged banking based economy.
 
DtheHun 说:
The wereabouts of gold and inventory was always a mistery. In Warband they are always available, but isn't really with you - raiders only take a small portion of them. I don't think that it will change. The safety gold reserve would only have significant impact on hardcore gameplay without save and reload, for only a very small percentage of RPG players. That's kind of modders thing to do IMO.

I think there should be weight and  when you lost, you should lose all your gold that you have with you. This to have a reason to not take everything with you, instead hide your gold in a locked down chest in your castle. Then if you lose your castle while you are not there... well, you still lost your gold
 
hiul 说:
JuanNieve 说:
Do you think that the gold we carry should have a weight in the inventory? Then, it would be necessary to have hideouts if we are criminals or if we are lords keep the money in the castles

does in that era it have bank system ? because there also need option for noncriminal and nonlord to put their money, maybe it require them to pay if they want to take back the money from, so the criminal hideout still have some advantage.

once upon a time, before bank system
the gold we carry should have a weight in the inventory.
everyone save in hold or cave is common sense

Why-dogs-bury-things_0.jpg

vector-pirate-treasure-map-eps-vectors_csp35815734.jpg
 
I'm moderately impressed on the last two-three updates, and it would have been perfect if it wasn't for one issue. Since the very first video updates on Bannerlord, I have had two big concerns: music and the interface. I've voiced my opinion on music before, but the last dev blogs have been slowly revealing some aspects of the game interface, which I very much detest due to the art choices. Even if the dark and extremely dull look of the stone-ish/metallic texture can be bearable to some extent, what I actually dislike is the missed opportunity of exploiting much better options. A game like Bannerlord, which is simulated and dynamic to its very roots, needs to have a 'face' that makes it justice. I'm sure that the talented art team can come up with something that feels alive and brings more color to the interface, as opposed to battering the same old path of 'Dark Ages means that the world is colored in black and white and everyone is sad'.

I'm aware that much of what we see is WIP and that they are working on a new GUI, but I really hope they won't remain to the same concept of maintaining a generally dark atmosphere in the game.

My suggestion is that you should cater a bit more to the symbols of the era you are making the game on, and based on that, create a GUI that integrates them even in the most basic elements, like the loading bar/circle, the cursor, character frames etc. Simple things like architectural features or decorative elements of handicrafts can serve well as inspiration for creating the interface. In this context, I like what Warhorse Studios did with their game in this department, and I'm absolutely sure that TaleWorlds can exploit this to achieve a pleasant and easy to use GUI.

Regarding the character portraits, TaleWorlds could really draw some inspiration from Total War games, but they might as well have plans for that at a later point.
 
My exceptions for a release in 2018 not were so high, also Taleworlds not give importance to GUI, Warband has a more lighter tone than in Bannerlord
 
The Bowman 说:
I'm sure that the talented art team can come up with something that feels alive and brings more color to the interface, as opposed to battering the same old path of 'Dark Ages means that the world is colored in black and white and everyone is sad'.

I personally disagree. The interface should be the least intrusive as possible, as the game itself (world map, parties moving around, agents fighting in a scene) should have the center spot. I will probably play most of the time with interface off (hope there is a Native option for that, otherwise mods), and only call for it when needed it.

thus making it less colorful and even dull to look at works to the benefit of what is important in that case.

Warband is a good example. Many mods try too hard to make backgrounds to look cool, but they only result in hard to read texts and generally worst interface. Wrong thingy to focus.
 
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