Dev Blog 20/12/19

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[parsehtml]<p><img src="https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/26623866/87be333e13a4738902175d19196855e3f0530906.jpg" alt="" width="575" height="290" /></p> <p>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.</p></br> [/parsehtml]Read more at: http://www.taleworlds.com/en/Games/Bannerlord/Blog/133
 
Amazing blog!

Even though a lot of us had an idea of how it worked from the sea of campaign vids, it's nice to see some clarification, especially with lords' retinues assembling not as an army, but with the common goal in mind. It truly makes it feel like a living breathing world.

I have a question though. If a besieging army is attacked from a relieving force, will the garrison of the besieged castle join the attack? As proclaimed in the blog, parties(or armies) will not engage a superior force, and since a besieging army cant initiate a battle with outside forces without breaking the siege, there would be little chance of exploiting this feature.
 
This blog is phenomenal, what a holiday treat. Thanks Callum.

I'm interested as to whether all lords are willing to raid villages. In Warband, it felt very strange when Upstanding/Good-Natured lords would talk about protecting all the smallfolk and then happily pillage, raid and put the innocent to sword.

Are there lords with traits the make them disinclined to raid any villages or are the only considerations listed in the 'Raid a Settlement' section?

Fantastic job Callum and the rest of the TW team, I hope your holiday period is filled with merriment and rest

:party: :party: :party:
 
Do not look here said:
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:

Ha, oh god I hope the NPC AI is better in that regard.
 
Footbeard said:
I'm interested as to whether all lords are willing to raid villages. In Warband, it felt very strange when Upstanding/Good-Natured lords would talk about protecting all the smallfolk and then happily pillage, raid and put the innocent to sword.

I really hate how annoying are fast small parties that relentlessly/brainlessly try to raid your villages no matter what you do, so your game gets pretty much stuck at chasing these guys very often...

One way to minimize the disturbance of this "feature" would add the ability to assign companions or clan members' parties to protect fiefs.
 
FBohler said:
I really hate how annoying are fast small parties that relentlessly/brainlessly try to raid your villages no matter what you do, so your game gets pretty much stuck at chasing these guys very often...

One way to minimize the disturbance of this "feature" would add the ability to assign companions or clan members' parties to protect fiefs.

This should be mitigated by the village militias. Very small parties would hopefully not be able to overcome them to raid the village.
 
Sounds like a plan, but once the militia is gone, it's going to be Warband all over again  :lol:

That's why I want to assign my cousin's party to patrol the area in trade of some influence coins  :fruity:
 
Footbeard said:
I'm interested as to whether all lords are willing to raid villages. In Warband, it felt very strange when Upstanding/Good-Natured lords would talk about protecting all the smallfolk and then happily pillage, raid and put the innocent to sword.

Are there lords with traits the make them disinclined to raid any villages or are the only considerations listed in the 'Raid a Settlement'

I'd second that. Would add more meaning and credibility to these personality traits and make them actually have some imoact on the NPC's behaviour.

Thanks for the blog, and happy holidays to all of you folks
 
When AI decides to attack a player, how does it judge the likelihood of success in relation to the player's skill?
Maybe the player's win/loss ratio can be tracked in the campaign like a player reputation/legend system?
When AI decides whether to attack a player, they also consider the players win-loss ratio. The higher the player's win-loss ratio the bigger the AI's army needs to be in order for them to attack.
Also the more the player has won battles with underwhelming numbers, the more the AI will take this into account.
 
There's something wrong with the latest news system on the homepage.
Does not display the latest news.
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hansolo223 said:
When AI decides to attack a player, how does it judge the likelihood of success in relation to the player's skill?
Maybe the player's win/loss ratio can be tracked in the campaign like a player reputation/legend system?
When AI decides whether to attack a player, they also consider the players win-loss ratio. The higher the player's win-loss ratio the bigger the AI's army needs to be in order for them to attack.
Also the more the player has won battles with underwhelming numbers, the more the AI will take this into account.

A battle record would be nice. "You fighted 15 battles lost 3". Maybe the AI can use that to consider the play w/l ratio.
 
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