Dev Blog 17/05/18

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[parsehtml]<p><img class="frame" src="https://www.taleworlds.com/Images/News/blog_post_40_taleworldswebsite.jpg" alt="" width="575" height="290" /></p> <p>From the steppe empires of Central Asia to the feudal states of Europe, cavalry was an integral part of medieval armies. Whether providing logistical support or charging the enemy on the battlefield, horses proved to be invaluable assets in warfare. In this week’s blog, we will take a look at these elegant and powerful animals and discuss the improvements and changes we have made to horses in Mount & Blade II: Bannerlord.</p></br> [/parsehtml]Read more at: http://www.taleworlds.com/en/Games/Bannerlord/Blog/60
 
KhergitLancer80 said:

.



QUESTION: Will the enemy lord be obliged to keep his word because of the game engine(like the peace treaties in Civilization series) ?
Or will he suffer huge penalties like losing honor and morale decrease for his troops ?
NOTE: I would prefer the second option as I never liked limitations by the games.
Also some generals in history indeed did not keep their words in such occasions such as Subutai Bagatur in his war with Kievan Rus.

Also I would love to see some cultures being fine with this while others seeing it totally unacceptable.
Or maybe if troops are mostly professional then they shall not care but if they are peasants with common morale codes they shall suffer bigger morale penalties.
+1
Yeah this is a very good point! Hopefully it can also tie in to the Lords character traits; honorouble. devious etc.

A  calculation based on Lord's characters, troops level/army composition and Faction  would be awesome
 
+Crowcorrector

Yea ! Just remembered Steve Negus' devBlog. Character stats of the lords should definitely play a role !
Not just for the besieger lords but for the defender lords as well. If they are honorable they shouldnt be willing to leave the city to the enemy.

I hope TW dont make these stats seeable though. I would prefer sth more like ''notes'' section in WB and from there we can see some things that were done by that lord. So, for example if he did not keep his previous promises and commited war crimes etc. player can understand his trustworthyness/honor stat is low.

For the Ai lord vs Ai lord I would like it to be like since the lords have different intelligence levels so based on those they can also read or not read the previous acts of the enemy lord. Lets say if he is dumb(int=6) he shall make his choices randomly but if he is smart(int=:cool: he shall mind the enemy's history. For the player if you are a newb you wont look to your notes and make your choice randomly but if you are a careful experienced one then you can take a look.

Not that not keeping words shall be a common thing but it shall always be good to be cautious.
 
Do not look here said:
Oh, yeah, I think stat modifiers will remain a thing, but I was rather talking about slight, one-two point differences to top it, so maybe your stables could eventually end up with producing best horses in their category after few iterations. Don't know, the more I think about it now, the more it feels like needless micromanagement, so scratch that.
I don't think it would be too much micromanagement if it was something like stables train stubborn horses at first, but with more investment or something you could have them produce regular, then spirited, then heavy or something like that.

Crowcorrector said:
KhergitLancer80 said:

.



QUESTION: Will the enemy lord be obliged to keep his word because of the game engine(like the peace treaties in Civilization series) ?
Or will he suffer huge penalties like losing honor and morale decrease for his troops ?
NOTE: I would prefer the second option as I never liked limitations by the games.
Also some generals in history indeed did not keep their words in such occasions such as Subutai Bagatur in his war with Kievan Rus.

Also I would love to see some cultures being fine with this while others seeing it totally unacceptable.
Or maybe if troops are mostly professional then they shall not care but if they are peasants with common morale codes they shall suffer bigger morale penalties.
+1
Yeah this is a very good point! Hopefully it can also tie in to the Lords character traits; honorouble. devious etc.

A  calculation based on Lord's characters, troops level/army composition and Faction  would be awesome
Maybe castle/town original ownership could be taken into account as well, I.E. a lord trying to take a castle from the enemy would be less likely to let an enemy go, while a lord willing to return a captured town to it's rightful owners would be less likely to attack the retreating army.
Edit: or the other way around if the lord is less honorable, they'll try to take revenge on the guy who took the castle rather than honoring the agreement.
 
I know the topic has long passed but I went back to the 2016 footage to see if the horse description was ever displayed. Turns out it was.

OSPcV.png

Stat modifiers actually don't seem to be in there. In this build at least. But a lot of the names seem like placeholders anyway, so I don't hold this as definitive proof of anything. It does however cast more doubt on the possibility of stat modifiers being in the game, Even if it doesn't outright confirm their removal.
 
Whatever makes you happy said:
I know the topic has long passed but I went back to the 2016 footage to see if the horse description was ever displayed. Turns out it was.

OSPcV.png

Stat modifiers actually don't seem to be in there. In this build at least. But a lot of the names seem like placeholders anyway, so I don't hold this as definitive proof of anything. It does however cast more doubt on the possibility of stat modifiers being in the game, Even it doesn't outright confirm their removal.

Interesting that there is a section on the horse that says "Culture: common"
 
Rainbow Dash said:
Whatever makes you happy said:
I know the topic has long passed but I went back to the 2016 footage to see if the horse description was ever displayed. Turns out it was.

OSPcV.png

Stat modifiers actually don't seem to be in there. In this build at least. But a lot of the names seem like placeholders anyway, so I don't hold this as definitive proof of anything. It does however cast more doubt on the possibility of stat modifiers being in the game, Even it doesn't outright confirm their removal.

Interesting that there is a section on the horse that says "Culture: common"
Yeah I thought that was peculiar at first as well. But if you watch the video you see other items with this category. It displays factions just as the category name implies. I was originally confused because  the horse is supposedly a"desert horse". But apparently desert horses are not indigenous to the Aserai. (or at least weren't at this time) 
 
Whatever makes you happy said:
Rainbow Dash said:
Whatever makes you happy said:
I know the topic has long passed but I went back to the 2016 footage to see if the horse description was ever displayed. Turns out it was.

OSPcV.png

Stat modifiers actually don't seem to be in there. In this build at least. But a lot of the names seem like placeholders anyway, so I don't hold this as definitive proof of anything. It does however cast more doubt on the possibility of stat modifiers being in the game, Even it doesn't outright confirm their removal.

Interesting that there is a section on the horse that says "Culture: common"
Yeah I thought that was peculiar at first as well. But if you watch the video you see other items with this category. It displays factions just as the category name implies. I was originally confused because  the horse is supposedly a"desert horse". But apparently desert horses are not indigenous to the Aserai. (or at least weren't at this time)

In Warband, items can be flagged for specific factions to restrict which AI merchants can sell them to give games a regional flavour. I suspect this performs a similar role with common permiting a horse merchant of any culture to stock them.

The only modifiers visible in the screenshot apply to weapons - balanced, half-balanced and unbalanced. However, given the introduction of weapon crafting, I doubt that these are randomly appled modifiers for variety. They are more likely to be flags derived from the compatibility or otherwise of that combination of weapon components.
 
Whatever makes you happy said:
I know the topic has long passed but I went back to the 2016 footage to see if the horse description was ever displayed. Turns out it was.

OSPcV.png

Stat modifiers actually don't seem to be in there. In this build at least. But a lot of the names seem like placeholders anyway, so I don't hold this as definitive proof of anything. It does however cast more doubt on the possibility of stat modifiers being in the game, Even if it doesn't outright confirm their removal.
Didn't WB have normal horses that didn't have modifiers? I'm pretty sure standard MP horses have no modifier, so it makes sense they would use it in the demo as it's at least half scripted. Just a thought
 
Is the horse-to-horse charge, which could imply the disruption of the knights who charge but also the fall of the horses, is implemented?
this would give MANY IMMERSIVITY AND REALISM!
 
Rainbow Dash said:
Whatever makes you happy said:
I know the topic has long passed but I went back to the 2016 footage to see if the horse description was ever displayed. Turns out it was.

OSPcV.png

Stat modifiers actually don't seem to be in there. In this build at least. But a lot of the names seem like placeholders anyway, so I don't hold this as definitive proof of anything. It does however cast more doubt on the possibility of stat modifiers being in the game, Even it doesn't outright confirm their removal.

Interesting that there is a section on the horse that says "Culture: common"

Every item appears to have a cultural designation, but I would think a desert horse would be Aserai.
 
Is it wrong that I want to see realistic horse crashes, especially with head on collisions?

Horse crashes IRL are brutal, horrid things with legs flailing and everything. Games make this far too tame. But, y'know, if we can enjoy going through the windscreen in GTA or Thrasher's hall of meat from those skate games, I'm sure we could find great novelty in epic horseman fails
 
if yes then two are wrong. cavalry should be high-risk high-reward and benefit from careful tactics. A full-on cavalry charge should be something relatively rare and rather brutal with mass casualties guaranteed.
 
SenorZorros said:
if yes then two are wrong. cavalry should be high-risk high-reward and benefit from careful tactics. A full-on cavalry charge should be something relatively rare and rather brutal with mass casualties guaranteed.

I agree with that. In Warband horses were too cheap and easy to maintain.
 
+FBohler
+SenorZorros

Then we are good with the new approach in BL yes ?


+FBohler

Btw by any chance do you know if that thing we discussed about horse archery is still the case in BL ?
I tried to understand it from horse archery gameplay videos TW shared but I wasnt able to.
 
Callum replied to my question people:

I talked with a dev about it and he said that he doesn't think that Warband was ignoring that velocity. As far as he can remember, the code was considering the shooter agent's velocity. The agent can either be mounted or not, doesn't matter. So in Bannerlord that velocity computation will be %100 realistic.

All the best,

Callum
 
Jason L. said:
I kind of remember that there was an impact that was though hard to calculate on movement. It was always easier to shout backwards even if the target was moving fast.
Yeah, thats why I've almost never took a bow with me on the horseback, but I preferred morningstar, lance and 2-h axe/halberd.
 
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