Dev Blog 20/06/19

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[parsehtml]<p><img class="frame" src="https://www.taleworlds.com/Images/News/blog_post_95_taleworldswebsite.jpg" alt="" width="575" height="290" /></p> <p>In Mount & Blade II: Bannerlord, players are able to engage in a number of hostile and criminal activities. However, just as in real life, these actions have consequences. And while some of the more obvious actions may be engaging an enemy in a pitched battle or laying siege to a castle, in this week’s blog, we focus on some of the more unconventional options that players have at their disposal.</p></br> [/parsehtml]Read more at: http://www.taleworlds.com/en/Games/Bannerlord/Blog/115
 
When I saw the title I got excited for them talking about criminal activities finally. Not exactly what I expected, but some welcome additions I probably won't end up using anyway. As others mentioned, hopefully this, especially consequences, extends to other parties. It seems it does, though, considering they added the ability to execute NPCs and there's a whole system deciding whether we were right to do so.

Trees in the distance look awkward, imo, but I guess we already dropped that one.
 
Bjorn The Hound said:
FBohler said:
So.. no real criminal record and scouts trying to catch you for reward? This blog made me realize BL has no criminal career further than Warband's.
Callum_TaleWorlds said:
You will also increase your criminal rating in that region which comes with its own risks.
There is some sort of criminal record in the game.

But doesn't it look very shallow?

Looks like the bandits are just some sort of early game grind rather than full fledged clans/factions with real outlaws. Btw, this sounds very much like Warband.

I mean, if you can't attack allies (betrayal maybe?), are you a real bandit? This criminal rating thing is likely to be just a facade to hide the old Warband systems behind it.
 
FBohler said:
I mean, if you can't attack allies (betrayal maybe?), are you a real bandit? This criminal rating thing is likely to be just a facade to hide the old Warband systems behind it.

one faction bandit is another faction hero  :razz:
 
I'm really happy to see that we can stop raiding whenever we want to, which will help to avoid enemy parties.

I also notice that the banners are bigger on parties and that the symbols for settlements are looking better, with a better shape and shading.
 
hello,

seems to be same techniques than in WB, even forced recruitment. Only new option seems to be interrupt raiding (finally !!! if we can also turn camera during the raid...) :grin:

Nothing new in fact. Does that means that game is finished ? (no, i didn't spoke about release date !)
 
AmateurHetman said:
I'm really happy to see that we can stop raiding whenever we want to, which will help to avoid enemy parties.

Let's be honest: this issue shouldn't exist in Warband in the first place. Correcting it is a no brainer!



P.S.: Wow, I'm into nitpickering lately, but I can't help myself with this kind of devblog  :dead:
 
ombror said:
hello,

seems to be same techniques than in WB, even forced recruitment. Only new option seems to be interrupt raiding (finally !!! if we can also turn camera during the raid...) :grin:

Nothing new in fact. Does that means that game is finished ? (no, i didn't spoke about release date !)

....Which is it, then? By the way, forced recruitment of villagers was not in Warband. Someone mentioned earlier that such a feature was in a mod I think, but it certainly wasn't in native Warband. So there are two new things- or "nothing new in fact", if you prefer.
 
Great blog! Always love to see the improvement of hostile and "evil" actions. Personally, I will continue to not raid anybody as I see all settlements as just eventually owned by me and I treat them that way. I'm excited to see villages fight back in action and I hope that the improvements we can make to militias make them actually able to hold smaller lords or bandits at bay.
 
Very good, very good.

Thanks as always Callum !

Now I would like to see an intimidation mechanic related to this.

Timur aka Tamerlane for example used intimidation policy very successfully.

He was genociding populations so that noone else resisted to him.


I think the game needs a very COMPLEX mechanic to make this a thing.
If you use it too much and unproportional to your strength lords shall make a coalition against you.
but if you BACK IT UP with your mightiness it shall be a very rewarding tactic, making you able to gain lands and win wars without fighting.
 
Callum and Dear Developers, let me tell you a little about the global map. Like trees, this is also my favorite topic.
Unlike trees, there is some progress on the global map. But first, let me make you an offer (although I already wrote about this once).

1. Think it may be worth the number of the detachment to represent several riders? For example, 1 rider depicts 25 people (50 or 100?). Do the same with caravans and hiking groups.
It is informative and beautiful.

2. About the card itself. Once upon a time, in Pain.Net, with an ordinary mouse, I drew a village for you. Here it is, look at the picture.
You do not think that despite the worst graphics, nevertheless, my village looks alive, but yours is not.

%D0%BA%D0%B0%D1%80%D1%82%D0%B03%D0%B5.jpg



3. I also once suggested for a long time - let crows circle around the battlefield. It will be beautiful and visible from a distance that there was or is a battle. The same can be drawn over the village that is being robbed.
And the size of the rider relative to the houses may be worth reducing, what do you think? Or increase houses and trees.
---

And a few words about the trees. Do not be offended, please, but yours ate more like cones than trees. And deciduous trees still resemble bath brooms upturned.
blog_post_95_taleworldswebsite_02.jpg
---

Armağan Yavuz, if you need an adviser on trees and a global map - please contact us. For you, I will try to find time and assist you.
If you have a need and desire, you can even hire me at TaleWorlds  :wink:
Sincerely, Yaga.
 
Stop Raiding option is good but shouldnt be instant as its already too easy to kite around enemies on the world map which ruins pretty much all tension and stakes there. Its hard to get your gang of unruly rape-y, steal-y, pillage-y men to just stop what their doing at the drop of a dime. There should be possibility that you'll leave some troops behind if you choose to run immediately and add other more relaxed exit options with penalties respectively
 
froggyluv said:
Stop Raiding option is good but shouldnt be instant as its already too easy to kite around enemies on the world map which ruins pretty much all tension and stakes there. Its hard to get your gang of unruly rape-y, steal-y, pillage-y men to just stop what their doing at the drop of a dime. There should be possibility that you'll leave some troops behind if you choose to run immediately and add other more relaxed exit options with penalties respectively

+10000

Exactly what I am saying. Listen to this guy TW.
 
In Warband, the AI lords may raid every single village on the map and unlike the player, they can still recruit soldiers from those villages, in other words, they don't get the relation hit that the player gets for their evil actions. Not only that, but if the player raids their villages, he/she gets a relation hit with the owner, but if it's the other way around, in other words, if the AI lords raid the player's village, their relationships with the player stay intact, which makes no sense. Is the player assumed to be perfectly fine with that? In short, there are no consequences for the evil actions of the AI lords.

There's also the fact that good relationships between the player and the AI lords have absolutely no effect on their actions, they don't even reconsider before raiding their friend's village, and things get even more strange if you play a female character. Even your husband may raid your villages and you may have to fight with him. Again, none of these make any sense at all.

I hope Bannerlord properly and realistically deals with these kind of scenarios, otherwise it's going to be a huge disappointment for me.

 
Yaga said:
Callum and Dear Developers, let me tell you a little about the global map. Like trees, this is also my favorite topic.
Unlike trees, there is some progress on the global map. But first, let me make you an offer (although I already wrote about this once).

1. Think it may be worth the number of the detachment to represent several riders? For example, 1 rider depicts 25 people (50 or 100?). Do the same with caravans and hiking groups.
It is informative and beautiful.

2. About the card itself. Once upon a time, in Pain.Net, with an ordinary mouse, I drew a village for you. Here it is, look at the picture.
You do not think that despite the worst graphics, nevertheless, my village looks alive, but yours is not.

%D0%BA%D0%B0%D1%80%D1%82%D0%B03%D0%B5.jpg



3. I also once suggested for a long time - let crows circle around the battlefield. It will be beautiful and visible from a distance that there was or is a battle. The same can be drawn over the village that is being robbed.
And the size of the rider relative to the houses may be worth reducing, what do you think? Or increase houses and trees.
---

And a few words about the trees. Do not be offended, please, but yours ate more like cones than trees. And deciduous trees still resemble bath brooms upturned.
blog_post_95_taleworldswebsite_02.jpg
---

Armağan Yavuz, if you need an adviser on trees and a global map - please contact us. For you, I will try to find time and assist you.
If you have a need and desire, you can even hire me at TaleWorlds  :wink:
Sincerely, Yaga.
 

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Good to see there are more options for harassing your opponents. However, in medieval times knights generally harassed every village regardless of allegiance. Will there be an option to levy troops and collect "special tithes" from your own fiefs? and if so, will villages treat you different depending on how much you demand. I'd love to see villages and towns become uncooperative and maybe even rebellious if they think they have a weak lord which will let them get away with not paying their tithes and taxes and not supplying the required levies for the lord's army.
 
I hope that the track in the screenshot is a real road rather than a Warband one. We need roads with a consistent impact on ai pathfinding and improved travel speed.

The village livestock look like mice at the feet of the player’s horse. The scale difference between ai parties and the map icons for locations has always been part of the M&B UI, but still seems odd.

 
SenorZorros said:
Good to see there are more options for harassing your opponents. However, in medieval times knights generally harassed every village regardless of allegiance. Will there be an option to levy troops and collect "special tithes" from your own fiefs? and if so, will villages treat you different depending on how much you demand. I'd love to see villages and towns become uncooperative and maybe even rebellious if they think they have a weak lord which will let them get away with not paying their tithes and taxes and not supplying the required levies for the lord's army.

In campaign logistics blog they mentioned this:
Commanders can send out forager parties which will scour the countryside for food, confiscating any resources they come across. They can also send out raiders to attack villages directly, which will not only loot resources but also wreak havoc on the region and damage its economy.

I hope it answers your question.
 
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