Dev Blog 19/07/18

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[parsehtml]<p style="text-align: left;"><img class="frame" src="https://www.taleworlds.com/Images/News/blog_post_49_taleworldswebsite.jpg" alt="" width="575" height="290" /></p> <p>Mount & Blade gameplay is centered around battles and it is of critical importance for the player to understand how things are progressing. Whether you are engaging a few bandits in a skirmish or taking part in an epic battle, you want to know how various troops perform and which enemies present the most danger. To address this and to give the player a detailed account of the battle, we have added a battle report overlay. In this week’s blog, we take a look at this feature and try to explain how it works.</p></br> [/parsehtml]Read more at: http://www.taleworlds.com/en/Games/Bannerlord/Blog/69
 
NPC99 说:
So, in the first screen, 107 Valandians (including 64 knights & squires) attack 45 Battanians and suffer 42 casualties (24 killed & 18 wounded) while only wounding 2 Battanians. Wow! This must be an ambush. So much for knights on horses.  :grin:

In the autoresolve, 96 Valandians (including 62 knights & squires) attack 55 Battanians and suffer 61 casualties (47 dead & 14 wounded) while inflicting 31 casualties (23 dead & 8 wounded). Even though auto resolve still respects the ambush/terrain advantage you clearly take more casualties than fighting it out yourself - similar story to Warband.

In both cases, clansmen & footmen were the most effective Battanians, so it doesn't appear to be down to archery.

PS in the first screen, how do 15 Valandians qualify for promotion by collectively wounding one Battanian? That seems nuts, unless it carries forward prospective promotions that weren’t paid for. If that was the case, it doesn’t tell what promotions were won in this battle. Bizarre.

I think you've read that wrong.

In the first screen, there are 65 Vlandians, having suffered 2 injuries during the battle. That means they started with 67.
The Battanians have 43 men, having suffered 24 dead and 18 wounded - so they started the battle with 85 men.
The Vlandians utterly whopped the Battanians!

EDIT:
I think the second screen is the same battle, at its conclusion as opposed to the earlier stage shown in the first screen.
So the Battanians rallied and inflicted considerable casualties. Vlandia win the day, but both armies come out of the engagement needing to lick their wounds!
 
Rabies 说:
NPC99 说:
So, in the first screen, 107 Valandians (including 64 knights & squires) attack 45 Battanians and suffer 42 casualties (24 killed & 18 wounded) while only wounding 2 Battanians. Wow! This must be an ambush. So much for knights on horses.  :grin:

In the autoresolve, 96 Valandians (including 62 knights & squires) attack 55 Battanians and suffer 61 casualties (47 dead & 14 wounded) while inflicting 31 casualties (23 dead & 8 wounded). Even though auto resolve still respects the ambush/terrain advantage you clearly take more casualties than fighting it out yourself - similar story to Warband.

In both cases, clansmen & footmen were the most effective Battanians, so it doesn't appear to be down to archery.

PS in the first screen, how do 15 Valandians qualify for promotion by collectively wounding one Battanian? That seems nuts, unless it carries forward prospective promotions that weren’t paid for. If that was the case, it doesn’t tell what promotions were won in this battle. Bizarre.

I think you've read that wrong.

In the first screen, there are 65 Vlandians, having suffered 2 injuries during the battle. That means they started with 67.
The Battanians have 43 men, having suffered 24 dead and 18 wounded - so they started the battle with 85 men.
The Vlandians utterly whopped the Battanians!

True. It’s a damn shame. Clearly, couched lances still rule, which explains the promotions. :oops:

Edit - so I’m much better off using auto-resolve vs couched lances, it almost delivered 50% enemy casualties in a one-sided fight.
 
Autoresolve is for Total War when that giant stack of enemy armies you did not see coming suddenly appears before one of your cities and you can't be arsed to defend against 40 units with just 3 of your own. I can't see the point of it here. :lol:
 
Rabies 说:
NPC99 说:
So, in the first screen, 107 Valandians (including 64 knights & squires) attack 45 Battanians and suffer 42 casualties (24 killed & 18 wounded) while only wounding 2 Battanians. Wow! This must be an ambush. So much for knights on horses.  :grin:

In the autoresolve, 96 Valandians (including 62 knights & squires) attack 55 Battanians and suffer 61 casualties (47 dead & 14 wounded) while inflicting 31 casualties (23 dead & 8 wounded). Even though auto resolve still respects the ambush/terrain advantage you clearly take more casualties than fighting it out yourself - similar story to Warband.

In both cases, clansmen & footmen were the most effective Battanians, so it doesn't appear to be down to archery.

PS in the first screen, how do 15 Valandians qualify for promotion by collectively wounding one Battanian? That seems nuts, unless it carries forward prospective promotions that weren’t paid for. If that was the case, it doesn’t tell what promotions were won in this battle. Bizarre.

I think you've read that wrong.

In the first screen, there are 65 Vlandians, having suffered 2 injuries during the battle. That means they started with 67.
The Battanians have 43 men, having suffered 24 dead and 18 wounded - so they started the battle with 85 men.
The Vlandians utterly whopped the Battanians!

EDIT:
I think the second screen is the same battle, at its conclusion as opposed to the earlier stage shown in the first screen.
So the Battanians rallied and inflicted considerable casualties. Vlandia win the day, but both armies come out of the engagement needing to lick their wounds!

But Battanian wounded were 18, then they are 14. Could be autoresolve: Eren isn't present, just like warband option "stand back"

NPC99 说:
True. It’s a damn shame. Clearly, couched lances still rule, which explains the promotions. :oops:

Edit - so I’m much better off using auto-resolve vs couched lances, it almost delivered 50% enemy casualties in a one-sided fight.

most of the work was done by crossbowmen.
 
vota dc 说:
But Battanian wounded were 18, then they are 14. Could be autoresolve: Eren isn't present, just like warband option "stand back"

Yeah, I think that's right.
 
Auldman 说:
Autoresolve is for Total War when that giant stack of enemy armies you did not see coming suddenly appears before one of your cities and you can't be arsed to defend against 40 units with just 3 of your own. I can't see the point of it here. :lol:
Trying to take out as many as you can because you have nothing left to lose is fun to me. It's when I have 40 units going against 5 or less is when I don't see the point and use auto-resolve. The exception is when they have the general unit left and I put on my evil smile, enter battle and try killing them with missiles only. Or a general duel  :lol:
 
Most important thing hasnt been discussed yet:

Why do none of the units ever break ?
47 killed 14 wounded 24 remaining but zero routed.
Why are people of Calradia so highly motivated ?

And it is even more hilarious since Calradia is an irreligious land !

Edit: Also I want to say, there is a thing called pitched battle, so not all battles necesarrily need an attacker and a defender.

Plus, I would like to learn about retreat system.

I want to harass my enemy with my horse archer army, I want to attack it, arrow them a bit then retreat then repeat until the enemy gets completely destroyed.

This is a tactic so I dont want to suffer from morale penalties while doing this tactic.
And I want this tactic to be used by AI as well.
It shouldnt fight to its last man it should know when to retreat and like I said Khuzait generals should use retreat&harass tactic oftenly.
 
KhergitLancer80 说:
Most important thing hasnt been discussed yet:

Why do none of the units ever break ?
47 killed 14 wounded 24 remaining but zero routed.
Why are people of Calradia so highly motivated ?

And it is even more hilarious since Calradia is an irreligious land !

Edit: Also I want to say, there is a thing called pitched battle, so not all battles necesarrily need an attacker and a defender.

Plus, I would like to learn about retreat system.

I want to harass my enemy with my horse archer army, I want to attack it, arrow them a bit then retreat then repeat until the enemy gets completely destroyed.

This is a tactic so I dont want to suffer from morale penalties while doing this tactic.
And I want this tactic to be used by AI as well.
It shouldnt fight to its last man it should know when to retreat and like I said Khuzait generals should use retreat&harass tactic oftenly.

I thought that was odd, too. Maybe they tweaked the stats for the occasion and gave everyone the best morale factor? Otherwise the battles will likely resemble WB fights in that the vast majority of troops do not rout.

Regarding the harassing, I want it to be there too, but am sceptical on whether it will be implemented, at least on a grand scale. Then again, the larger battle maps will most likely present horse archers with more space to maneuver in, making them more useful.
 
I have a suggestion.

Display the remaining soldier groups with an icon and a number rather than using "Swadian Knight killed Longbowman". Nobody cares who killed who in the middle of the battle. Only lords and NPCs can be displayed as it is.

Knights / Lancers / Mounted Archers / Archers / Crossbows etc as a transparent chart, an icon for both and descending numbers.
 
JuanNieve 说:
the new health bars are pretty ugly XD
Isn't that right? I personally love that hue of red, but it is too saturated and bright for the overall UI of Bannerlord... They  sure are fiddling a lot with the UI.

Akesh the Cursed 说:
Trying to take out as many as you can because you have nothing left to lose is fun to me. It's when I have 40 units going against 5 or less is when I don't see the point and use auto-resolve. The exception is when they have the general unit left and I put on my evil smile, enter battle and try killing them with missiles only. Or a general duel  :lol:
We are one and the same. It's seriously a pain to drive through a half kilometer just to slay 10 bastards, it feels like a waste of time. Autoresolve is one of the most difficult features to put in a game because of balancing. And it's seriously awesome that they allowed it to play in real time/skip or retreat. It's a seriously good feature, especially when you're too tired to fight because you've been playing the game for 11 hours straight and you gotta go to work, but still want a real time update instead of a coin toss. I only think it could be interesting to add a fourth button: "enter the fray" - the units are all randomly scattered around the map (or maybe they are placed right in front of each other in formation...), and you spawn on the battlefield way back on the original spawn placement, so you can turn the tide. Just a wish really, no idea if it's even possible to do something like this, and it has the serious chance of being abused... But hey, if you're a god among men in battles, isn't that the point?

The screen messages settings are in the options menu. If people are too dumb to go through options and just uncheck a checkbox, it's not really the game's fault, is it? I do suggest TW adds a hint for it in the loading tips or in the tutorial "You can deactivate all sorts of screen notifications in the Options menu to improve your drinking from skulls expierence and unclutter your screen! It's under Options > User Interface > screen warnings/messages!"

KhergitLancer80 说:
Most important thing hasnt been discussed yet: Why do none of the units ever break ? Why are people of Calradia so highly motivated ?
Edit: Also I want to say, there is a thing called pitched battle, so not all battles necesarrily need an attacker and a defender. I want to harass my enemy with my horse archer army, I want to attack it, arrow them a bit then retreat then repeat until the enemy gets completely destroyed. It shouldnt fight to its last man it should know when to retreat and like I said Khuzait generals should use retreat&harass tactic oftenly.
THIS. It seriously worries me that the morale system is in practical effects the same one from Warband: people just go and slay each other until everyone's dead. Maybe adding an option on morale, just like the difficulty settings:
MORALE: Night Terrors (lower morale troops start abandoning the fight as soon as 1/5=20% of the troops from one side are killed/wounded under normal morale conditions (the faction starts at 75-100% morale = no lack of food or unpaid troops or loss streak or anything)) / Run for the hills (as soon as 25% of troops are slain) / Realistic (half? or as soon as 40% of troops are slain) / Hardy warriors (retreat only after 65% of troops are slain) / Nerves of steel (retreat only after 75-80% of casualties) / Bloodbath (fight to the last man until 90% of casualties, so it doesn't totally break AI lords' battles,
nevertheless, this seems to be the default option in Bannerlord)

About the harassing, my guess is they'll allow for something like this under combat tactics AI commanders/captains can use in-battle. So it will fall under the usual combat conditions, and not be a special kind of battle. Doesn't need to be, it would be too much of a hassle, and it could lead to further imbalance. It's easier to just put it into the default attacker/defender scheme.
But it would be necessary for the AI (or the player) to deploy, call in the ranged units (and cav) to go back and forth from the enemy's position, and after 10-15% of allied casualties, retreat immediately. And then do it again and again, instead of considering it a "battle defeat". It's a tiresome strategy, but it works, and could very well work in BL. BUT... it could be a goddamn disgrace to fight against something like that, especially if the khuzait-esque commanders do that all the time. Fighting the hordes would be the worst experience ever. Just like in real life.

I guess the commanders choose their tactics somewhat randomly at the start of the battle, maybe each Lord has a specific set of tactics they can use, instead of being a faction thing. So the ranged cav Lords could have preference for such a harassment tactic...
(edit:smile: I just thought about it, and it would be funny watching the parties in the campaign map entering conflict, a few moments later the Lord runs away from the fight, then turns around and goes back into combat, and we watch as the numbers fall... It would definitely be interesting to watch.

'Twas a fine blog, neither bad nor particularly awesome, but it did deliver on some relevant information. The Tab screen is absolutely great, easy to use and understand. And real-time autoresolve is a new thing I've always needed, long before I ever wanted it.

blog_post_49_taleworldswebsite_03.jpg
 
Damn Monoolho, didn't notice that depth of field til you pointed it out, those are some tiny horsemen in the distance! That alleviates some of the worries about horse archer/skirmishing tactics, if the battlefields are truly that big! 
Other than that, although it wasn't the blog I wanted to see (still looking for campaign map 2, and anything on minor factions or "clans"), it still had a decent amount of info when you look into it.
 
Rainbow Dash 说:
Rabies 说:
Must say I'm not terribly enthused by the rolling text bottom-left of screen with notifications like "Battanian Scout knocked unconscious by Vlandian Armoured Squire".

Lets simply remove this from the game. Agreed?

Or be able to adjust how transparent it is and the size of the text.
 
I just want to add mine to the pile of concerns about morale. As I said previously, the fact that battles will be carried on until last man standing was pretty much confirmed, but it's still disappointing to see. If there's truly a complicated economy behind faction's ability to stand ground in a war, one could think that preserving own manpower would be among the priorities for the AI.
 
monoolho 说:
KhergitLancer80 说:
Most important thing hasnt been discussed yet: Why do none of the units ever break ? Why are people of Calradia so highly motivated ?
Edit: Also I want to say, there is a thing called pitched battle, so not all battles necesarrily need an attacker and a defender. I want to harass my enemy with my horse archer army, I want to attack it, arrow them a bit then retreat then repeat until the enemy gets completely destroyed. It shouldnt fight to its last man it should know when to retreat and like I said Khuzait generals should use retreat&harass tactic oftenly.
THIS. It seriously worries me that the morale system is in practical effects the same one from Warband: people just go and slay each other until everyone's dead. Maybe adding an option on morale, just like the difficulty settings:
MORALE: Night Terrors (lower morale troops start abandoning the fight as soon as 1/5=20% of the troops from one side are killed/wounded under normal morale conditions (the faction starts at 75-100% morale = no lack of food or unpaid troops or loss streak or anything)) / Run for the hills (as soon as 25% of troops are slain) / Realistic (half? or as soon as 40% of troops are slain) / Hardy warriors (retreat only after 65% of troops are slain) / Nerves of steel (retreat only after 75-80% of casualties) / Bloodbath (fight to the last man until 90% of casualties, so it doesn't totally break AI lords' battles,
nevertheless, this seems to be the default option in Bannerlord)

About the harassing, my guess is they'll allow for something like this under combat tactics AI commanders/captains can use in-battle. So it will fall under the usual combat conditions, and not be a special kind of battle. Doesn't need to be, it would be too much of a hassle, and it could lead to further imbalance. It's easier to just put it into the default attacker/defender scheme.
But it would be necessary for the AI (or the player) to deploy, call in the ranged units (and cav) to go back and forth from the enemy's position, and after 10-15% of allied casualties, retreat immediately. And then do it again and again, instead of considering it a "battle defeat". It's a tiresome strategy, but it works, and could very well work in BL. BUT... it could be a goddamn disgrace to fight against something like that, especially if the khuzait-esque commanders do that all the time. Fighting the hordes would be the worst experience ever. Just like in real life.

I guess the commanders choose their tactics somewhat randomly at the start of the battle, maybe each Lord has a specific set of tactics they can use, instead of being a faction thing. So the ranged cav Lords could have preference for such a harassment tactic...
(edit:smile: I just thought about it, and it would be funny watching the parties in the campaign map entering conflict, a few moments later the Lord runs away from the fight, then turns around and goes back into combat, and we watch as the numbers fall... It would definitely be interesting to watch.

I don't see why harassing tactics with fast-moving missile troops couldn't be used in the system illustrated here.
You go into the battle, and then when you think the time is right you press Tab and hit the "retreat" button. Looks like you can do this with the autoresolve as well. In last week's blog, it was said that morale is affected by food and wages primarily, and also by whether or not you enter towns to break up a long march, or if you leave men behind to cover your own retreat. It doesn't say what happens if you actually fight the battle, then choose to retreat tactically before it's over. But that doesn't mean you have to jump to the conclusion that you'll get heavy morale penalties for it.

As for your men fleeing the field due to low morale, I don't think you can draw conclusions on that from these two screenshots, either. In both cases, the battle is still on-going, so it might just be that any general rout that might occur when one side is overwhelmed just hasn't started yet. And in any case, when soldiers do rout from the field, they end up as a separate 'deserter' band on the campaign map, which the army commander no longer has control of. From a gameplay standpoint, I don't think I'd want that happening with large portions of my troops very often - it'd get pretty tiresome if you lost half your force to desertion every time you went into battle.

It'd be far better if routing didn't happen (normally, if your men have decent morale to start with) until the very end of the battle, when all hope is lost - that way, you'd have the option to order a retreat before it happens and hang onto control of your soldiers afterwards. In neither of the scenarios illustrated has the battle reached that point yet, I don't think (although the Battanians look like they ought to be pretty close to it in the first one!).
 
Rabies 说:
As for your men fleeing the field due to low morale, I don't think you can draw conclusions on that from these two screenshots, either. In both cases, the battle is still on-going, so it might just be that any general rout that might occur when one side is overwhelmed just hasn't started yet. And in any case, when soldiers do rout from the field, they end up as a separate 'deserter' band on the campaign map, which the army commander no longer has control of. From a gameplay standpoint, I don't think I'd want that happening with large portions of my troops very often - it'd get pretty tiresome if you lost half your force to desertion every time you went into battle.
Those two screenshots aren't only source of info, though. We saw gameplay that led to the same conclusions and last interview pretty much confirmed that whether the army will stand and fight to the last one will be decided on the campaign map, not during the battle itself. Commanders should still be able to retreat from combat when they're losing badly and if they did, they should be able to regain control over units that routed/retreated with them. It's just silly that we're straight back into meat grinder model, where more than half of combatants don't leave battlefield on their own (at least it seems that more units end up wounded on both sides, so that's nice).
 
The fact that there are "Retreat!" buttons on both of the Bannerlord battle report screenshots leads me to believe that both of those battles are on-going. It's quite possible that the routed units counter only tallies up when a unit has left the field, not when their morale breaks and they start to run.
 
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