Dev Blog 21/06/18

Users who are viewing this thread

[parsehtml]<p><img class="frame" src="https://www.taleworlds.com/Images/News/blog_post_45_taleworldswebsite.jpg" alt="" width="575" height="290" /></p> <p>In Mount & Blade II: Bannerlord, whether you are trading goods or taking part in a military campaign, a large portion of your time will be spent traversing the campaign map. The campaign map acts as your portal to virtually every other aspect of the game: the diverse array of settlements, the huge and epic sieges, battles, trade, diplomacy, etc. In this week’s blog, we would like to show you some of the work we have been doing to improve this core feature of the game.</p></br> [/parsehtml]Read more at: http://www.taleworlds.com/en/Games/Bannerlord/Blog/65
 
Y hath no one else posted?
Sweet news. Will castles and towns still be completely passable or will they be able to function as chokepoints in mountain passes, river crossings etc?
 
This blog proves that they are actually listening to some of the more reasonable ideas posted here. I'm absolutely sure someone suggested that on the forums.
 
Magnificent!! Now, this is what we want to hear, tangible improvements to the campaign game!  Any info on romance would be nice, I want to have polygamy for us pagans!! I want lots of mistresses, so the game reflects the real world better.  In ancient times, lords often had many additional mistresses or wives, including attractive commoners.
 
Ottoman_Warrior said:
i have a son

Congratulations! :party:

,,...the city icons on the world map now visually represent the actual city scenes..."
,,...Designating areas of the campaign map with different terrain types allows us to do more than just match battle scenes to parts of the map, it also allows us to control AI behaviour (for example, limiting the areas where certain bandit parties can roam) and affect party modifiers (such as movement speed)..."

Best parts of this blog! Very informative. :smile:
 
The Bowman said:
This blog proves that they are actually listening to some of the more reasonable ideas posted here. I'm absolutely sure someone suggested that on the forums.

Yes, saw this happening before hahaha

Some immersion in the world map is always good. Nice job TW. Even nicer job if you release a Custom Battle demo.
 
For the first two screenshots it looks like the two pictures are before and after of the same castle. I personally prefer the left side of the first screenshot except for the river. The walls of the castle on the right look too white and the stones in it look too big.
 
Nice blog. This picture gives me confidence that there will be no shortage of battle scenes variety.

blog_post_45_taleworldswebsite_04.jpg
 
Brendan13 said:
For the first two screenshots it looks like the two pictures are before and after of the same castle. I personally prefer the left side of the first screenshot except for the river. The walls of the castle on the right look too white and the stones in it look too big.
I am sure left ones are actual scenes, right ones are from campaign map.


@Callum, TW Team

Great improvements, hope we'll hug it soon.

Thanks for the amazing news.

edit:
Next step, persistent world!

takemymoney.jpg
 
Good blog, good info and good pics.  My main take away point was that they had to redo yet another aspect of the game from scratch.

My new release estimation has hence been pushed back from late 2019 to mid 2020
 
Back
Top Bottom