Dev Blog 16/11/17

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[parsehtml]<p><img class="frame" style="margin-bottom: 0cm;" lang="en-GB" src="http://www.taleworlds.com/Images/News/blog_post_16_taleworldswebsite_575.jpg" alt="" width="575" height="290" /></p> <p><a href="https://www.taleworlds.com/en/Games/Bannerlord/Blog/32" target="_blank">In the previous blog in this series</a>, we described how Bannerlord’s new weapon physics model derives swing and thrust speeds of weapons from their physical characteristics. We talked about how weapon crafting plays a role in determining these properties and how this gives players the freedom to create a weapon which will complement their own fighting style. In this week’s blog, we would like to expand on this topic and explain the rest of the weapon physics model, showing how we determine the damage that a weapon inflicts and how that works in the game.</p></br> [/parsehtml]Read more at: http://www.taleworlds.com/en/Games/Bannerlord/Blog/35
 
Looter said:
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Tsk, tsk, Rduna, poor Swadians paying for not their crimes
 
While this is cool an all, I don't get the point. The old way was good enough. I appriciate the attempts to make it more 'realistic', however considering armor isn't there is no need to make this part either.
 
Looks like an excellent damage algorithm.  Damage proportional to transferred kinetic energy, which is affected by velocity of point of weapon that impacts, the effective weight of weapon contributing to the strike, and to the surface area of the contact of the weapon.  The latter is to be ignored by classifying weapons into types with characteristic penetration properties, e.g. pierce, cut, blunt.  Only quibble would be how the KE is mapped to overall lethality with blunt weapons expected to be less lethal against limbs or possibly torso depending on armor.  Also burning oil, large catapult stones etc. would prob be treated differently. 
 
Great blog. I’m glad there will be a sting in the tail if we craft weapons for looks as opposed to performance. Crafting an ideal blade will be an interesting challenge.

Hi Ümit Singil, I’m looking forward to next week’s blog. Please can you give your target ranges of polys for armour models at LOD0 to be compatible with the game’s optimal performance. I’d love to know how much detail is in the model & how much depends upon the normals and texture.
 
TheMasteroDeath said:
While this is cool an all, I don't get the point. The old way was good enough. I appriciate the attempts to make it more 'realistic', however considering armor isn't there is no need to make this part either.
I believe the point is that by putting everything into formulas to decide the damage output you omit manually setting everything for every piece of weapon (especially useful if you plan on allowing people to customize their gear... and can we make a pause here and just think about it? You decide about physical properties of your weapon while crafting, this isn't something that was made in other games to my knowledge, crafting mostly focused on aesthetics and choosing right materials to crank the numbers).
 
So for example, an axe that advertises itself as having 80 damage can deliver much less if it hits the target near the grip.
This blog post gives me the impression that short swords will be much more viable in Bannerlord than in Warband. A sword such as the Roman Gladius may be a very viable vs 2h weapons at point blank range.
 
It looks very impressive and (hopefully) intuitive to use.
The only thing that's confusing me a bit is this: the blog says, 'As our calculations are physically based, we no longer need to calculate an extra “speed bonus” like we do in the previous games in the series.'
But, in the gif of the horseman slashing the looter's neck, it says "Speed Bonus 39%"! What's going on there?
 
By the time this game comes out I will have a ****ing degree on Bannerlord knowledge.
 
I am curious as to whether this physics based system will allow for flexible weapons or weapons that utilize multiple pivot points such as flails, nunchucku, segmented staves or bolos.  It would be cool to be able to mod in some weapons like these, but I imagine it would also be seriously complex.
 
I know it all boils down to numbers eventually however I'm really impressed with the whole physics based damage model.
 
StevieLee7132 said:
Looks like an excellent damage algorithm.  Damage proportional to transferred kinetic energy, which is affected by velocity of point of weapon that impacts, the effective weight of weapon contributing to the strike, and to the surface area of the contact of the weapon.  The latter is to be ignored by classifying weapons into types with characteristic penetration properties, e.g. pierce, cut, blunt.  Only quibble would be how the KE is mapped to overall lethality with blunt weapons expected to be less lethal against limbs or possibly torso depending on armor.  Also burning oil, large catapult stones etc. would prob be treated differently.
Not to mention the damage done by those large stones dropped through the murder holes.
 
Is that guy on the white horse a sturgian? Also, I like this blogs, keep em comming. Can't wait to play this game, and I love the fact that you take your time with Bannerlord, nowadays everything is a rush in the game industry.
Q: Do you guys think that it's possible to have some gore, heads and hands being cut off and so on, even as a DLC that would be cool. But it's not a big deal to be honest, with or without gore this game is going to be sweet.
Oh, and just wanted to say, take care and have a nice day to the guys from Taleworlds and the rest of the lads here.
 
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