Dev Blog 18/07/19

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[parsehtml]<p><img class="frame" src="https://www.taleworlds.com/Images/News/blog_post_99_taleworldswebsite.jpg" alt="" width="575" height="290" /></p> <p>Mount & Blade II: Bannerlord is a rags to riches adventure that encourages players to forge their own path through Calradia to climb to the top of the social ladder. How, or even if, they get there is completely down to their own choices and actions within the game. In previous Mount & Blade games, this rise to power revolves around a single character, but with the introduction of permanent death and clans in Bannerlord – two new features that work hand in hand to create a deeper, more immersive experience – some of the focus needed to shift slightly away from the exploits of an individual character. This is where the topic of this week’s blog steps to the fore: renown.</p></br> [/parsehtml]Read more at: http://www.taleworlds.com/en/Games/Bannerlord/Blog/119
 
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What are these?  :roll: :lol:

And also, since renown is only clan based, if I work and grow my clans renown and then die, my 9 year old son will be seen as a strong battle tested commander and warrior simply because the clan he belongs too has high renown, even though he himself has never stepped foot on the battlefield? How does that even work.
 
sabatonsky said:
that mechanic is actually sooper dooper. wander if AI controlled members of my clan can also make the respect go higher, or is it just the player....

Harlaus has big renown. Did he won many tournaments or battles when outnumbered? The new clan renown mechanic explain that: you have other people to do the job. Funny thing is that if you are a great Warrior the noble that hire mercenaries will hire your wimpy merchant brother as well.
 
Terco_Viejo said:
Insider said:
Terco_Viejo said:
It seems that the UI has evolved a bit since the last Gamescom and tends to resemble that of the section of kingdom management. You could publish a picture of each section; little clarification and many questions.

At least tell us what the three dots at the bottom left of the UI mean.

Renown is associated with the Clan.
End of the quotation.



What diplomatic options are available to/for the Clan? Little is being said about diplomacy... I am afraid.

---

@Insider thanks for the info
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Naval combat confirmed!  :party:

Naval combat won't be available at release, but it will be a thing in a DLC I guess
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Clearly I was ironizing... am I missing the face ( :iamamoron:) maybe? I didn't know you were/you speak Spanish...the Discord interface has given you away. Dime quién eres bribón!  :roll:

My bad :facepalm: Soy valenciano! :wink:
 
yungblood said:
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What are these?  :roll: :lol:

These are Khuzait lamellar shoulder armor on a mail shirt i can't determine the culture from that picture, shoulder armor is separated from the main body one in Bannerlord so you can mix and match styles unlike in Warband were it's all one piece.
 
I like the idea of clans within the factions, however I found it more rewarding to gain my own renown as a warrior. The only thing I truly hope to see is that battles aren’t just seen as victory or loss. Several times I’ve fought off hundreds, and even over a thousand at one point with just a few hundred of my own warriors. Even though that would be considered a legendary battle of that era, it’s still just recognized as victory or loss. I think being able to be known for great battles that NPCs could bring up like fond memories over the years. Maybe even hearing recounts of different battles told to your heir years after you are gone.
 
>Save the entire kingdom by destroying the enemy's field army against 10-1 odds with your matchless cavalry
>Capture the king's second in command, kill or capture all the king's best knights, bring the eternal enemy of your king to the brink of surrender in a single day
>"I heard you beat lord Grywyywyywywywyddyyynllan. Well done, here's +1 relations, which means I am 2% the way to forgiving you for talking to my daughter that one time. Now get out of my face. I have a feast to attend to."

In warband it really does feel like nobody except you cares about the war. This absolutely has to change in bannerlord.
 
BIGGER Kentucky James XXL said:
>Save the entire kingdom by destroying the enemy's field army against 10-1 odds with your matchless cavalry
>Capture the king's second in command, kill or capture all the king's best knights, bring the eternal enemy of your king to the brink of surrender in a single day
>"I heard you beat lord Grywyywyywywywyddyyynllan. Well done, here's +1 relations, which means I am 2% the way to forgiving you for talking to my daughter that one time. Now get out of my face. I have a feast to attend to."
In warband it really does feel like nobody except you cares about the war. This absolutely has to change in bannerlord.

Lol ? so true. Please improve this TaleWorlds if you have not already done so.

 
I retain the impression that this renown system works in a similar fashion to the way credit score works in real, modern life.  The clan leader (player character) functions as a cosigner to all of the clan members just as a head of household (parent or guardian) for the purpose of outside institutions having a backer to guarantee trust.  The higher the renown of the head, the more trust allowed to the dependents, just like when buying a house, the down payment and the credit rating of the cosigner are the two largest factors for a dependent with no established credit. 
If your child defaults on a loan, the lender goes to the cosigner for repayment and the credit rating goes down.  In Bannerlord, this system may look like when a child or cousin of the player character signs on to fight for a faction as a mercenary leader, takes payment and never shows up, due to whatever reason, waylaid by bandits or whatnot.  The faction leader who hired them will be upset and as a result the renown rating of the clan leader should also be affected as the backer to guarantee trust. 
It would have been the responsibility of the clan leader to make sure that the clan mercenary party was well enough equipped to make it to the battle, whether that means equipment, troops or supplies, such as a parent who cosigned a child's loan is responsible for making sure their dependent is capable and prepared to put the work into making the loan payments on time.
 
vicwiz007 said:
FBohler said:
It's a video game, so there will always be hard limits, even if they're well hid under the hood.
That's not the point. These hard limits feel artificial and inorganic. Yes even with soft limits there is a limit realistically but it is not dictated by some rule which doesn't allow it just because you don't have points in some unrelated system. Having fame determine how many caravans you can have (for example) makes no sense. That doesn't mean it won't work well for progression though. I actually don't mind it, just sayin.
I completely agree. Can't say "I love the design choices", but I honestly wouldn't have any better idea anyway. And even if the mechanics sounds a bit artificial, if it works correctly there's absolutely no problem there. I like the clan renown. Much better than just improving "+1 relations" with every. single. lord., and farming 500 renown just to be able to take vassalage.

KhergitLancer99 said:
If you are not a well known person caravans wont trust you. Thats how things worked back in the day. People traded with people they know well.
Even today banks question if the person is reliable/has no unpaid debts to other banks/ has a good job before lending credit.
Having renown gives them trust, enabling player to find more caravans to business with. You can think of it like this.
Precisely this.  Also think a bout that clan who's sending 8 caravans to Praven, maybe a 9th wouldn't want that, you have so many caravans going around, are you sure you have the manpower to provide safety for all of them? Maybe you do, maybe you don't, maybe if your clan was known to provide more safety and stability to caravans, more of them would be disposed to work for you.
Game-y speaking: It makes sense, as well as limiting the OP factor. It'd be pretty easy to farm money at the start of the game by raiding caravans and settlements, then hire an infinite number of caravans, no matter if most of them fail. As long as one of those comes back with money, you already have profit, and then it snowballs into more profit. Not really fun.

Insider said:
John.M said:
blog_post_99_taleworldswebsite_02.jpg
The player banner gives me hope that clans will vary in colour from their faction, though I know it is unlikely.
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Makes the clans feel bland and uninspired.

Callum dropped by Discord last night and said your clan has an emblem that you design, and the colours in the background are assigned with the colours of the faction you are associated with

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He also said that the player has to choose an-ingame culture when creating a character, and that they are not mixed cultures, and that permadeath for your character can be turned on and off in mid-game (if you are alone in the game world and get killed is game over, so it is an option). Mind you that permadeath off is only for your player character, the rest of people will die (from old age or in battles)

Another thing said was the game is set to be 8 game weeks = 1 year, though is not final, no limit on sons or daughters that you can have, that character relations are not inherited by your heir once your main character dies, and they are REWORKING the game map to add more water body features
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This screenshot of a skill from the skill tree was shared as well
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Thank. You.

BIGGER Kentucky James XXL said:
>Save the entire kingdom by destroying the enemy's field army against 10-1 odds with your matchless cavalry
>Capture the king's second in command, kill or capture all the king's best knights, bring the eternal enemy of your king to the brink of surrender in a single day
>"I heard you beat lord Grywyywyywywywyddyyynllan. Well done, here's +1 relations, which means I am 2% the way to forgiving you for talking to my daughter that one time. Now get out of my face. I have a feast to attend to."

In warband it really does feel like nobody except you cares about the war. This absolutely has to change in bannerlord.
THIS.

Gotta say: great blog, quite informative. Raises questions, shows a somewhat dumb shoulder and boob armor and showcases ui improvements. I approve of this.

 
BIGGER Kentucky James XXL said:
>Save the entire kingdom by destroying the enemy's field army against 10-1 odds with your matchless cavalry
>Capture the king's second in command, kill or capture all the king's best knights, bring the eternal enemy of your king to the brink of surrender in a single day
>"I heard you beat lord Grywyywyywywywyddyyynllan. Well done, here's +1 relations, which means I am 2% the way to forgiving you for talking to my daughter that one time. Now get out of my face. I have a feast to attend to."

In warband it really does feel like nobody except you cares about the war. This absolutely has to change in bannerlord.
This should be all Bannerlords developers' chakra all the way. Prevent Warbands nonsence miniscule undeserving relations improvement, and replace with a live system, how much damage you inflicted to your enemies, how many lords you defeated in single battle etc....
 
And this is where Bannerlord just loses me. They're losing the RPG part of the Strategy/Action RPG. I have no idea why they would include the permadeath system if it would require building all these new systems which are, for me, a complete downgrade from Warband's mechanics. I liked Warband, a lot. It was a completely unique type of game, and it was janky and the RPG and strategy and action elements clashed all the time yet that was part of what made it special.

I liked the way diplomacy and Lord relations were handled in Warband, even though they could be massively improved. I liked the "herding cats" game you had to play as marshal, and the fact that a Lord might not always listen to you, even if you had high relations; a loyal Lord would be hard to sway from his liege, while more self-interested characters would do their own thing. Your renown mattered but it wasn't the be-all and end-all - the player wasn't entirely special.

It's no longer about you building relations with these individual Lords because they don't matter in the grand scheme of things. We're now just looking at Clans with rotating faces which can be swayed with the application of the magic diplomatic currency. Of all the things that could have been done to the admittedly barebones diplomacy in Warband, this is possibly the worst for me. It bulldozes what came before and replaces it with a slick and functional feature which nonetheless lacks that certain something which made the old system fun, if not entirely functional or pretty.

And that kind of summarizes how I feel about Bannerlord in general now. It feels like it's moving away from the roots of Mount & Blade and trying to be something it really isn't, or shouldn't be in my eyes.
 
Vermillion_Hawk said:
Precisely my thoughts about the whole thing. It's not that I consider those mechanics to be worse, or that the Bannerlord will be a bad game, but it seems that it is no longer the same game that made vanilla hook me to the series.
 
Do not look here said:
Vermillion_Hawk said:
Precisely my thoughts about the whole thing. It's not that I consider those mechanics to be worse, or that the Bannerlord will be a bad game, but it seems that it is no longer the same game that made vanilla hook me to the series.

-"I know your CLAN -- and from what I hear, I'll warrant that many a grieving widow knows too. But that is no concern of mine. Whats YOUR name again ?"

That about sums up this new clan renown instead of individual renown.
 
These kind of tacked on features have plagued the series since the beginning. Warband was kind of an accidental hit with dozens of nonfunctioning, poorly designed features which based on the code look like they were coded in an afternoon. If you follow the game's logic on what to do as a player, the entire mid game is just mindless grinding and the lategame is just siege after siege after uninteresting siege. Things like buildings, helping out vassals, becoming the marshal, leading a claimant faction and even trying to starve out a settlement are just never worth it, and were clearly never tested thoroughly.

Don't get me wrong, I dont think warband is a bad game per se, but the haphazard, tacked-on, never tested mechanics show how short sighted their game design philosophy is. It's really hard to roleplay in this because of how you need to game the system so much in every playthrough.
Thus it doesn't really surprise me that the team doesn't seem to know what to do with the series since warband is such a confused directionless mess, design wise.
 
BIGGER Kentucky James XXL said:
These kind of tacked on features have plagued the series since the beginning. Warband was kind of an accidental hit with dozens of nonfunctioning, poorly designed features which based on the code look like they were coded in an afternoon. If you follow the game's logic on what to do as a player, the entire mid game is just mindless grinding and the lategame is just siege after siege after uninteresting siege. Things like buildings, helping out vassals, becoming the marshal, leading a claimant faction and even trying to starve out a settlement are just never worth it, and were clearly never tested thoroughly.

Don't get me wrong, I dont think warband is a bad game per se, but the haphazard, tacked-on, never tested mechanics show how short sighted their game design philosophy is. It's really hard to roleplay in this because of how you need to game the system so much in every playthrough.
Thus it doesn't really surprise me that the team doesn't seem to know what to do with the series since warband is such a confused directionless mess, design wise.

Harsh!
 
Vermillion_Hawk said:
And this is where Bannerlord just loses me. They're losing the RPG part of the Strategy/Action RPG. I have no idea why they would include the permadeath system if it would require building all these new systems which are, for me, a complete downgrade from Warband's mechanics. I liked Warband, a lot. It was a completely unique type of game, and it was janky and the RPG and strategy and action elements clashed all the time yet that was part of what made it special.

I liked the way diplomacy and Lord relations were handled in Warband, even though they could be massively improved. I liked the "herding cats" game you had to play as marshal, and the fact that a Lord might not always listen to you, even if you had high relations; a loyal Lord would be hard to sway from his liege, while more self-interested characters would do their own thing. Your renown mattered but it wasn't the be-all and end-all - the player wasn't entirely special.

It's no longer about you building relations with these individual Lords because they don't matter in the grand scheme of things. We're now just looking at Clans with rotating faces which can be swayed with the application of the magic diplomatic currency. Of all the things that could have been done to the admittedly barebones diplomacy in Warband, this is possibly the worst for me. It bulldozes what came before and replaces it with a slick and functional feature which nonetheless lacks that certain something which made the old system fun, if not entirely functional or pretty.

And that kind of summarizes how I feel about Bannerlord in general now. It feels like it's moving away from the roots of Mount & Blade and trying to be something it really isn't, or shouldn't be in my eyes.

If you are a friend of a lord then his sons will be friendly as well, if you have executed them then their sons will be hostile. There isn't much difference. Warband kings were unique because non intended stuff, like Harlaus the butterlord was just because mechanic wise he was more prone to feast. Kings are promising to be more unique this time. Random companions could be less interesting but every game will be different.
 
It's not really about that, but about no longer being in the world. Even this dev blog mentions that your character is more dispensable as your clan grows. Between that and diplomacy mana, it sounds to me like you're playing as an entity playing a game, so to speak.

I have no idea how Bannerlord will really feel, how relevant those mechanics are to the gameplay, but the image I'm getting so far makes me think it's not entirely my cup of tea anymore. I will still play it, whenever it comes out, and I think I'll be having a good time, but I'll have to search for M&B experience somewhere else.
 
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