Dev Blog 18/04/19

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[parsehtml]<p><img class="frame" src="https://www.taleworlds.com/Images/News/blog_post_86_taleworldswebsite.jpg" alt="" width="575" height="290" /></p> <p>Mount & Blade II: Bannerlord’s deep and immersive sandbox doesn’t just facilitate an emergent narrative, it actively encourages it. And while the game includes quests and tasks to help guide you on your travels, ultimately, you are free to chart your own course and plot your rise to power using the many different game features at your disposal. In this week’s blog, we talk with, Rabia Adigüzel, one of our campaign team programmers who is responsible for ensuring that these different features and systems work together, and provide you with an engaging and fulfilling experience during your adventures in Calradia!</p></br> [/parsehtml]Read more at: http://www.taleworlds.com/en/Games/Bannerlord/Blog/106
 
you can sit on the throne! Hurray  :grin:
It turns out Kun came to us? is he from another faction?
 
Will heirs and issues also be decided based on RNG crap like this?

blog_post_71_taleworldswebsite_03.jpg

 
How will the traits and stats work with heirs?

They system as a whole sounds amazing but I can imagine going back to a base level character in the later stages of the game would be more than an inconvenience, but having heirs retain all stats from the previous character wouldn't make sense either.
Is there going to be a partial transition of stats or can we train our heirs to be?

A seconary question from this is with multiple heirs how long can the games last?
 
We implemented a tiny connector named “Issues”. When there is an “Issue” in a settlement, the settlement’s morale, food, prosperity, etc. decreases. If the player wants to solve this issue, he/she solves it with a quest. With this system, quests are not just an RPG element anymore and take on more of a strategic element.”

Is there an option to automate this with a companion or something or will I have to personally travel to each and every single village to do a quest to resolve these issues?
 
Huh, interesting. Still not sold on the whole heirs thing. How is the game even adapted to it? And dying of old age? Is the in-game happenings slowed down to accommodate it? The political map of Calradia changes in lightning-fast pace in Warband, all things considered. Even with faster passing of years I can't really see it clicking together.
 
The Meddling Monk said:
Attembourgh said:
Will heirs and issues also be decided based on RNG crap like this?

blog_post_71_taleworldswebsite_03.jpg
Why would the dialogue screen be used to choose an heir?  :???:

I'd imagine it'd be on some menu that has to do with kingdom management or the like.

I am talking about the AI, who have been confirmed to decide all their decision on persuasion based off random chance. I am asking if this has carried over to the heir choosing when the AI lords die, and etc.
 
Attembourgh said:
The Meddling Monk said:
Attembourgh said:
Will heirs and issues also be decided based on RNG crap like this?

blog_post_71_taleworldswebsite_03.jpg
Why would the dialogue screen be used to choose an heir?  :???:

I'd imagine it'd be on some menu that has to do with kingdom management or the like.

I am talking about the AI, who have been confirmed to decide all their decision on persuasion based off random chance. I am asking if this has carried over to the heir choosing when the AI lords die, and etc.
Ah sorry, I misunderstood.
 
Issue thing is good way to go. Glad it is in game. I want unsolvable issues like famine, disease which are uncontrollable by people. Do AI lords deal with issues? If they dont just let issues randomly solved according to an algorithm of skill, money, honour etc.
 
This blog was hella interesting. I really like the idea of player dying of old age and the fact you can choose which heir will you take control over.
Quality content here.
 
In Warband, a 1000 in-game days is enough to complete the whole game, sieges take 12 hours, wars don't last more than a few weeks, an army takes 3 days to go across the map. Since heirs will be a thing in Bannerlord, it wouldn't make sense for time to be handled the same way as in Warband. How different will Bannerlord's pace be? Is it compatible with the unique Mount & Blade feel?
 
Great blog.
Very good to see how wisely they implemented death.
The blog does a good job explaining things.

Attembourgh said:
Will heirs and issues also be decided based on RNG crap like this?

blog_post_71_taleworldswebsite_03.jpg


Can someone help me understand the persuation system I am looking at in this screenshot ?
Is this like a gamble ? I mean like if you choose first option will it be either seen as charm or calculating(selfish) and accordingly to that we will either get +7 or -35 ?
If thats the case then why would we chose any other option other than option 2 ? Because among the three options the second one has both less risk and more reward.

 
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