Dev Blog 20/12/19

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Callum

Community Manager
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The continent of Calradia is a hive of activity. From small bandit parties preying on merchant caravans to huge armies embarking on campaigns, Bannerlord’s dynamic sandbox campaign presents players with an ever-changing, albeit hostile, medieval world. And no matter if players directly involve themselves in unfolding events or if they simply watch on, the kingdoms, clans, and lords vying for power press on with their own ambitions and goals in mind.


Read more at: http://www.taleworlds.com/en/Games/Bannerlord/Blog/133
 

Esce III.

Squire
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If an AI party is chased away, but also run out of food, do they rather starve or try to fight, if there is no escape?

Do non lord parties need food? Like the bandits have to return from time to time to their hideout. So destroying their hideout would also decrease the amount of parties, and not just stop the respawing as in Warband.
 

Vesper_

Knight at Arms
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What about AI reinforcements during player's battle? I always found it unfair that player’s battles do not take time on the global map, while AI are always vulnerable to reinforcements of the player or other lords.
 

Esce III.

Squire
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Vesper_ said:
What about AI reinforcements during player's battle? I always found it unfair that player’s battles do not take time on the global map, while AI are always vulnerable to reinforcements of the player or other lords.
In Warband nearby parties can join a battles, I think this tries to simulate reinforcements. But if Taleworlds would make player battles take map-time, we would be a step closer to coop.
 

Captain Obvious

Master Knight
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Vesper_ said:
What about AI reinforcements during player's battle? I always found it unfair that player’s battles do not take time on the global map, while AI are always vulnerable to reinforcements of the player or other lords.
As much as I feel the pain, I feel this falls into the category of co-op and some problems which faced that not being able to be created.
 

Vesper_

Knight at Arms
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Captain Obvious said:
Vesper_ said:
What about AI reinforcements during player's battle? I always found it unfair that player’s battles do not take time on the global map, while AI are always vulnerable to reinforcements of the player or other lords.
As much as I feel the pain, I feel this falls into the category of co-op and some problems which faced that not being able to be created.
For example a game called "Freeman guerilla warfare" that was released recently, have a timer of reinforcements, after which parties that was not far away from the battle will arrive, around 5-10 minutes, this works good in that game.

I think this would solve the problem, at least for a single player, not coop.
 

kalarhan

Python Saint
Count
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what about butter time? Lords also need time for feasts so they can spend all that money in wine and butter!

overall the description is Warband with better decisions. So if that is the case, then not bad. Altho I would like to see things like non-lords patrols, messengers, etc, instead of making all the "nobles" travel around half the year. How are they gonna become too fat to fit inside their own armor if they dont stay home?

Joke aside, I would like to see them giving minor tasks like patrol around my castle, go get my money, go recruit some new kids, etc ... to their own trusted followers instead.
 

RoboSenshi

Grandmaster Knight
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Besiege a Settlement

NPC lords will try to lay siege to enemy castles when they are confident that they can succeed with the attack. While looking for a suitable target, Warband veterans will be pleased to hear that one factor that is checked is the proximity of the targeted castle to their own faction’s territory, which should help reduce the chances of those crazy expeditions deep into enemy territory to capture a castle they have little chance of holding on to. In addition to this, the strength of the castle is looked at in relation to the lord’s party strength, the prosperity of the castle, as well as, any enemy parties that are known to be in that region at the time.
Well this wasn't exactly the solution I was hoping for but I'll take what I can get.
 
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Not the best of blogs and we didn't really learn anything substantial, but it's good to read what TW actually wanted to achieve, even if blog lacked any info on what actually changed or how anything works. They'll 'decide' and 'weigh options', cool.

Does that mean that if we'll again receive a backwater, triple looted village with two peasants and a dog being its whole population, then the enemies won't march across whole kingdom just to make sure all the embers are burnt to ashes? Or is that added in as an easter egg for Warband veterans? :razz:
 

Piconi

Fashionista
Subforum Moderator
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The devblog actually came  :party:
Was expecting some info about the new forum, but this is as good . . .
Good job McGlinchey !
 

AmateurHetman

Knight
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I see that banners are still the same colour within the faction? Will TW consider changing it so that banners are more varied in colour?

Also no new forum? Not a problem, but it’s strange that nobody has said why it’s been delayed?
 

vicwiz007

D
Knight at Arms
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Sounds good. We'll have to see for ourselves though. Lots of little tricks we used to be able to pull off on AI.

For example the part about lords not chasing a party for too long if they recognize they're too slow- this was also true of Warband lords. The problem is that they would keep on trying to follow you over and over again if you got close enough, meaning you could lure them all the way into enemy territory. I hope the smaller details like this have not been overlooked.
 

GitiUsir

Sergeant
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In addition to this, the strength of the castle is looked at in relation to the lord’s party strength, the prosperity of the castle, as well as, any enemy parties that are known to be in that region at the time.
This may mean:
faction AI keeps records of detected enemy parties whereabouts for some time.
Or a simple check for enemy parties in a given radius at the time the AI decition is evaluated.

In the first case is AI. In the second is cheating AI.
I think most AI must be cheating to improve game performance but if it is possible a real AI is great. This allows real strategy like luring enemies to a diversion, or ambushing enemy parties avoiding detection.
 

Captain Obvious

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Unless I miss-read the blog, does this mean AI, if there is a good enough chance, they will go to defend a castle by entering it? (By themselves automatically). A bit like how you ordered your vassals to do on warband?