Dev Blog 14/12/17

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[parsehtml]<p><img class="frame" src="http://www.taleworlds.com/Images/News/blog_post_20_taleworldswebsite_575.jpg" alt="" width="575" height="290" /></p> <p>The Sturgian forests are forbidding and cold, but great wealth lies within. Wild honey can be found, and bog iron, but the real prize has always been fur. For centuries, brave traders ventured there to buy the pelts of fox, rabbit and ermine from the tribes of the woods. As the empire expanded eastward, that trickle of traders became a flood. Great towns sprung up on the rivers. Fortune-seekers came from the coast, from the steppes, and most of all from the Nordlands. Tribal elders made alliances with the newcomers, sealed by wedding vows, and with their share of the trading profits hired mercenaries to subdue other tribes. Sturgia became a collection of principalities, then a kingdom, the great powerhouse of the north.</p></br> [/parsehtml]Read more at: http://www.taleworlds.com/en/Games/Bannerlord/Blog/39
 
As a programmer, whoever is suggesting adding so many small calculations (which would only add more frustating moments to the combat, not realism) has no idea how expensive it is to have the already-present combat. Taleworlds must have been years (and still are) searching for more efficient algorithms so that the combat does not kill the CPU when there are many players/AI, a problem long present in Warband.

The combat was just fine, fun and challenging as it was, and the newest additions fit perfectly. Let it remain that way.
 
578 said:
kalarhan said:
@Yaga is missing. Because of that we suddently got a weird discussion on MP on a thread about a faction blog.

We need to go back to discuss about important stuff like trees!


Jokes aside, trees are more imporant than making the combat a horrible RNG fest with ''chances to lose weapon''  :lol: :lol: :lol:. If that would happen I'd probably not even buy the game. Keep the combat like Warband's bare bones, simple and skill requiring. Also the arguement 4 directional block/swing is boring and easy is false, and that can be proven in multiplayer. In Bannerlord I have seen much more advanced AI that kicks, feints and does not spam attacks like morons.


Also, I'm still salty as **** at you TW because you have mentioned multiple times that Sturgians are viking styled, lethal axemen. Instead we get an overglorified refugee camp as a nation with the master race as a minor faction. Whoever made that decision I hope you get moved to Electronic arts forever.
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Relax man. They are still lethal axe men, they just aren't the axe men you wanted.
 
NightHawkreal said:
Shield equated to saber? This is a huge progress.

What combos? On the head? On the shield? On the block? The first is cheat, the 2nd and 3rd is useless.


Combos are faster second or third swing after a previous one if clicked at the right time. Do you know how much this will affect the meta of the game?


supersaiyan121 said:
Relax man. They are still lethal axe men, they just aren't the axe men you wanted.


That's why I mentioned I'm salty, I know im wrong but I cant keep the salt inside of me. They ****ed us up, man. :mad: :mad: :mad: :mad: :mad:
 
This thread got derailed pretty fast. As for new combat mechanics, one can see that directional shield blocking, crouching, chain attacks, chain feints (for exciting mixups) and stances exist. Kicks have been reworked so that they can be utilised effectively in combat and jump landstun/stagger seems to be dependent (at least in part) on weight carried. Feints have been nerfed to the point where the timing is precise and they cannot be spammed.

This overhaul and the addition of a few new features adds incredible depth and scope to the combat while still allowing it to be simultaneously simple and skill reliant. All you have to do is watch the Captain mode footage to get a glimpse of what skills the player has at their disposal. The game will be vastly improved and different.

Back to the topic at hand, Sturgia!

The faction looks excellent and it'll be interesting to see how the viking/slav faction will fare in combat outside of their borders. I think I'll bring a few of these guys to sieges
 
NightHawkreal said:
No way. We already have ways to increase speed. 4 blocks, 4 strokes. Nothing new.

Thats because it does not need anything new other than the subtle new changes and addons they include in bannerlord. This is my last offtopic post.
 
Very happy to hear from you ! Congrats for the new blog .

I second the previous question and ask for some more info about what exactly minor faction means. Less lords and settlements? No Lords but bands of warriors with just one settlement? I guess we 'll have to wait and see. For now it flesses out that minor factions can help a lot the lore adding variety . Good thought TaleWorlds!!!

I still hope for a surprise release for Christmas 2017  :fruity: :party:
 
Disciplined infantry will be more likely to stay in formation, and will leave a space for a player in their ranks so you don't get crowded too closely by your allies.

Hey, this sounds new. Formation strength will now change based on the unit's level? So a block of basic spearmen will break faster than a block of veteran spearmen, making them useful for initial cavalry charges but useless in drawn-own melees?

I'd love to hear more about this.

Raganvad, the current Sturgian prince

Current? Please tell me that AI lords can win kingships.
 
The Finnic tribes meanwhile are represented by the Sons of the Forest, a semi- nomadic clan that practices swidden slash-and-burn agriculture in the depths of the woods.

Interesting. Will this be represented in the game mechanics? Something like villages/camps that move once in a while? And maybe fully nomadic groups that have no settlements?
 
I am very happy with this decision to model Sturgia after the Kievan Rus I find it quite refreshing that finally there will be some eastern Nordic/Slav/Finn Love with the possibility of a pretty diverse range of different cultural troops and instead of the Cliche pop Nord esq viking culture. I find in our modern times that its hard to find games/ books/movies based on the very unique and interesting culture of the early Rus.
 
Level of communication is awesome.  So happy you are reliably keeping up these blogs every week.  Like a whole different company.  Please keep up the good work.
 
That is realy great that they didnt went with vikings but they made glorious Slavic faction! Whoever made decision to made Strugians basen on Kievan Rus  is an genious. I realy love that, i mean i am of Slavic (Polish) orgin and i love that they made faction basen on Slavs. And we got Jomsvikingar, that is also realy great!
 
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