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
 
HUMMAN said:
My feedback: i did not like blur effect on soldiers, maybe a blizzard was intended but just remove it if it is too much time consuming to do a blizzard.
HUMMAN, maybe this is only in the screenshot does not look very much? Maybe in the game quite differently perceived? The very idea of blizzards (if it's a blizzard) is beautiful!
 
Great faction, my second favorite after the Vlandians, but I will definitely hire some Sturgian infantry. I'm very interested to see how their cavalry looks.
 
I have no evidence, and no backup.
But im 99% certain that we will get sething similiar to Viking Conquest.
Atleast a dlc that adds Nords & Ships, possible following the story of that the Nords came from sea to calradia.

If some dev reading this that knows something they will either think that i can read minds, or more surely, that the is a weird&stupid comment.
Which it is. Anyways. Gonna post it.
 
Yaga said:
If you do not mind, I'll tell you a little about the trees  :smile:
There is such a beautiful tree - Alder.
The trees in the screenshot (in the village) are a bit like Alder ... But the point is that Alder grows on the swampy banks of rivers!  :grin:

blog_post_20_taleworldswebsite_03.jpg


800px-Briesetal_bei_Briese.JPG

800px-Unterspreewald-Gross-Wasserburger-Spree-01.jpg

800px-Black_alder_in_spring.JPG

Trees for the Tree God!
 
In the blog’s first picture in the snow, I particularly liked the fine detail of the lead warrior’s shield - ragged edges to the leather rim liner, blade scratches on the board and its fabulous dented boss. The texture of his helmet also looks great, but the dangling chainmail looks flat. Does the new texture physics interfere with or limit a material’s normal map? I had expected greater 3d definition, but would happily sacrifice that for cloth/hair/etc movement/physics.

Spears carried on warriors’ backs have never looked convincing & easily become immersion breaking. Is it possible to add an alternative carrying location such as a spear gripped in the left fist behind a shield? Hopefully, there is an angle it can work without clipping animations.

In the second snow scene, the mounted lord has surprisingly voluminous sleeves. Are such full sleeves compatible with gloves/gauntlets, or do such combinations clip each other?

For next week, can Cem Çimenbiçer please give us an insight into the improved ai behaviour of parties on the world map and how this is influenced by a Lord’s personality and faction objectives.
 
NightHawkreal said:
And without magic it is impossible?  :smile:

Of course, I have been playing with this combat system for many years. It's boring. 4 blocks 4 strikes.

I love the combat in M&B, I like that TaleWorlds keeps the core of the game alive, if they change it to much it would not fell like M&B anymore, in my opinion.
 
Luthais Eldrin said:
NightHawkreal said:
And without magic it is impossible?  :smile:

Of course, I have been playing with this combat system for many years. It's boring. 4 blocks 4 strikes.

I don't find the combat boring--I thoroughly enjoy it. I always have. I would argue that your opinion that it is boring is just that; your opinion. You're free to have it, but I disagree with you. I like the combat system as it is and like the combat changes they are bringing. If they changed it too much from the other M&B games, then it just wouldn't feel like a M&B game anymore. I want this to be a true M&B successor, and for me that includes the unique M&B combat.

+1
 
White Lion said:
NightHawkreal said:
And without magic it is impossible?  :smile:

Of course, I have been playing with this combat system for many years. It's boring. 4 blocks 4 strikes.

I love the combat in M&B, I like that TaleWorlds keeps the core of the game alive, if they change it to much it would not fell like M&B anymore, in my opinion.

M&B1?  :smile:
 
White Lion said:
Yaga said:
If you do not mind, I'll tell you a little about the trees  :smile:
There is such a beautiful tree - Alder.
The trees in the screenshot (in the village) are a bit like Alder ... But the point is that Alder grows on the swampy banks of rivers!  :grin:

blog_post_20_taleworldswebsite_03.jpg


800px-Briesetal_bei_Briese.JPG

800px-Unterspreewald-Gross-Wasserburger-Spree-01.jpg

800px-Black_alder_in_spring.JPG

Trees for the Tree God!
About the trees, I'm joking (or maybe not) - they're still not remade them  :wink:

But the photos are a real Alder!
 
I dont know if Cem is the one to ask these questions but there is no harm in just asking them in here.

1-We already know that compared to WB the NPC lords will play more fair.
Are they also gonna have to travel village by village and recruit volunteers or just like in WB will their army grow as they rest in a city/castle ?
2-In one video Frank said that as we raid their fiefs the army of that NPC lord will be equiped poorer.
Now will this  happen in an organic way or will it be scripted/penalty like ?

3-One last question, some argued that shooting arrow animation will be slower than WB, for me I felt like it is even faster but I dont use archer class a lot so dont mind me, it seems that you splitted the animation into two allowing us to move while half of the job is done (placing the arrow) did you do this to balance this new advantage ?
 
Rackie said:
I have no evidence, and no backup.
But im 99% certain that we will get sething similiar to Viking Conquest.
Atleast a dlc that adds Nords & Ships, possible following the story of that the Nords came from sea to calradia.

If some dev reading this that knows something they will either think that i can read minds, or more surely, that the is a weird&stupid comment.
Which it is. Anyways. Gonna post it.


We dont need external developers making expansion packs. It worked for Warband because the original team worked on Bannerlord but after all of those years of work I would love to see TW's actual expansion packs on Calradia. Viking conquest actually got me into warband, I have never heard of mount and blade before VC was announced but the best times always came from mods like Floris that enhanced the original experience, at least for me.
 
blog_post_20_taleworldswebsite_02.jpg
Watching this screen I was thinking how good it would look to see the soldier and animal's breath in the cold air :razz: to make it less resource demanding it could be related only to entities close to the player
 
fedeita said:
blog_post_20_taleworldswebsite_02.jpg
Watching this screen I was thinking how good it would look to see the soldier and animal's breath in the cold air :razz: to make it less resource demanding it could be related only to entities close to the player
+1
 
fedeita said:
blog_post_20_taleworldswebsite_02.jpg
Watching this screen I was thinking how good it would look to see the soldier and animal's breath in the cold air :razz: to make it less resource demanding it could be related only to entities close to the player

I agree. That would look awesome, even in a 5m radius circle this breath effect would look so cool.
 
Yaga is right about the trees again, and his post beat me to something I've been wondering about, which is the inclusion of bogs, swamps, marshes, fens, and the like, as well as other niche ecological locations which make for interesting battlefields. They're mentioned briefly with the bog-iron resource, but bogs were also extremely important cultural landmarks in the pre-modern era, before they could be easily drained. All sorts of torturous, mystic, and spiritual rites were performed within them. The same can be said of islands, cliffsides, and, of course, major waterways. I hope they'll have a place in the world that isn't simply depicted from the overhead map, or only as part of a retinue of battleground backdrops, even. nature contains many features (including trees!) that are important world-building aspects of any fiction!
 
I hope that programmers in taleworlds are using JetBrains tools, like Resharper for visual studio, so it's a question for your main programmer.

Will your tools support JetBrains tools? The rider is awesome and I hope you will support it for moding via plugins.
And second question.. or not question : Pleasssseee!!! Add a possibility to spawn objects on global map, move parties and possibility to TOGGLE OFF game simulation from plugins to Bannerlord. I want to make a COOP on global map and I need this features to do it.
 
Quick question, how good is the combat AI on the highest difficulty? I really want to have difficult 1v1 duels in single player (especially for tournaments)
 
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