Dev Blog 20/12/18

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[parsehtml]<p><img class="frame" src="https://www.taleworlds.com/Images/News/blog_post_71_taleworldswebsite.jpg" alt="" width="575" height="290" /></p> <p>No medieval drama, from Shakespeare to the Game of Thrones, is complete without a few scenes of high-stakes negotiation. Although most of our development effort goes into battles and combat, we also want to offer players alternative gameplay. Be it a plot to betray a king, a dynastic marriage, or just a way to handle a thorny conflict between your bickering subjects, skilled persuaders can find solutions to solve problems and save a bit of wear-and-tear on their sword-edges.</p></br> [/parsehtml]Read more at: http://www.taleworlds.com/en/Games/Bannerlord/Blog/91
 
Great! Charms is separated from charisma, that means you can roleplay as Larry from Walking Dead videogame!
I like very much that your actions count in persuasion, in old game only difference were stats and to avoid flip-flop your promises.
 
Hopefully it's a system that players start using right away, not something they shrink away from until they build a high skillpoint in charisma to avoid consequences for failure.
 
Interesting blog. Armagan stated TW’s objective to make ai Lords play Bannerlord the same way as the player (same options, same rules). I understand how ai Lords or NPCs can use the barter system to offer the player their deals, but I’m struggling to understand how an ai Lord can use his/her charm or other skills to persuade me as a player. Persuasion works on an npc by calculating the odds and  matching them to a random die roll. As a player, how can I be constrained by such a calculation? Is the persuasion mechanic a one way street - available to the player only?
I guess, even if it is, it will deepen immersion and underpin roleplay.

I hope everyone at TW has a great holiday and a happy new year. I’m expecting great things of 2019 as we march ever closer to that elusive release date:grin:

Edit - NPCs can obviously use this persuasion mechanic on each other, so it probably matches Armagan’s objective. It just seems as if the player will be immune.
 
Bravo. This looks excellent.

I'm especially glad to hear about events being tracked and relating to characters' personalities, which in turn influence relations and persuasion chances.

Hopefully now, that one enemy lord, who insists on travelling the length of the map, just to raid my poor, struggling village, and after being soundly defeated simply comes back a few days later, over and over, will be justly viewed by all as the vile scoundrel that he is. 
 
>Ctrl+f
>Influence
>0 results

grandma-smiling_1149-201.jpg

I'm hoping that horrible idea never resurfaces.
 
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