Dev Blog 21/09/17

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Priority="50" Name="List Table 5 Dark Accent 6"/> <w:LsdException Locked="false" Priority="51" Name="List Table 6 Colorful Accent 6"/> <w:LsdException Locked="false" Priority="52" Name="List Table 7 Colorful Accent 6"/> </w:LatentStyles> </xml><![endif]--><!--[if gte mso 10]> <style> /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin-top:0cm; mso-para-margin-right:0cm; mso-para-margin-bottom:8.0pt; mso-para-margin-left:0cm; line-height:107%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi; mso-fareast-language:EN-US;} </style> <![endif]--></p> <p>Mods have always been a huge part of the Mount & Blade experience. Over the years, our talented and dedicated modding community has created some amazing mods which have expanded on concepts and features in our game, such as <a href="https://forums.taleworlds.com/index.php/board,176.0.html">Diplomacy</a> and <a href="https://forums.taleworlds.com/index.php/topic,142816.0.html">Pre-Battle Orders and Deployment</a>, or completely overhauled the game to create unique and engaging gaming experiences, such as <a href="https://forums.taleworlds.com/index.php/board,189.0.html">Brytenwalda</a> and <a href="https://forums.taleworlds.com/index.php?board=119.0">Prophecy of Pendor</a>. Some of them have brought RPG elements and character progression into a multiplayer setting, (<a href="https://forums.taleworlds.com/index.php/board,184.0.html">Persistent World</a>, <a href="http://c-rpg.net">cRPG</a>) while others are just plain silly and fun, (<a href="https://forums.taleworlds.com/index.php/topic,136356.0.html">Gangs of Glasgow</a>).</p> <p>In this week’s blog we would like to reach out to our modding community by answering a selection of questions from our <a href="http://forums.taleworlds.com/">official forums</a> which were compiled by a key member of our community, our modding moderator “Duh”.</p> <p> </p></br> [/parsehtml]Read more at: http://www.taleworlds.com/en/Games/Bannerlord/Blog/26
 
UghUghUgh said:
I would have loved to have more info on the sieges. In Warband there was either a fixed ladder or a moving siege tower and just two points of defence and a spawn point for reinforcements (if I remember correctly).

Did you not see the videos last year? There was an E3 2016 attack video and a Gamescom 2016 defence vid. The siege towers have climbable ladders, you can have towers, rams, ladders and catapults (all at the same time). Catapults can destroy the tops of the battlements so that they are vulnerable on the walls and defenders can have ballistas to fire at the attackers. Defenders can also drop rocks onto people who attack the gate. Defenders retreat to a keep once the walls are lost, where a separate battle scene will take place.
 
Great blog. With all the powerful tools mentioned here there is potential for so many diverse and rich mods. I'd be curious what plans (if any) TaleWorlds has to allow monetization of mods or licensing of their engine.
 
So if i understand this correctly we will be able to craft melee weapons from the start but to craft armour we have(will be able to) to mod that in? (+ the ranged weaponry)
29. Is Armour created the same way as you have shown the weapons to be created?

The crafting system only works for melee weapons. Armour, shields, bows and crossbows cannot be crafted.



30. Does this mean that creation of arms and armour now are internal to the game superstructure and if so, does this support independent artists from adding their own weapons and armour to the game?

Crafted and non-crafted items are added in different ways, but modders can add both. For crafting, modders can easily add new crafting parts. They can also add new weapons by editing an xml file only, specifying which parts the new item is made of.

I think that moding is quite dependent on a free market with no cost, if a player have to pay to play for player created content who will say what will cost what, look at bethesda's creation club where a normal new weapon mod cost almost as much as a DLC
 
DanAngleland said:
UghUghUgh said:
I would have loved to have more info on the sieges. In Warband there was either a fixed ladder or a moving siege tower and just two points of defence and a spawn point for reinforcements (if I remember correctly).

Did you not see the videos last year? There was an E3 2016 attack video and a Gamescom 2016 defence vid. The siege towers have climbable ladders, you can have towers, rams, ladders and catapults (all at the same time). Catapults can destroy the tops of the battlements so that they are vulnerable on the walls and defenders can have ballistas to fire at the attackers. Defenders can also drop rocks onto people who attack the gate. Defenders retreat to a keep once the walls are lost, where a separate battle scene will take place.

Not to mention seiges having negotiation terms, you can sally out as defenders, and castles having different levels [1-3]. A lot of the seige info has already been put out there
 
Being able to run multiple mods at the same time?

This'll be Skyrim all over again! I'll instal millions of mods without realising  :dead:

Jokes aside that's really really cool! Not needing a complete module just for weapon/armor packs and what not is great :grin:
 
Hi Meriç, every game makes compromises between features and performance for game balance. This inevitably means that you will have been forced to cut some interesting options from the final product. Is their any possibility that some of these dropped features could be made available to the modding community? They might work well in other campaign worlds.

PS I'm sure the Taleworlds team have their own moonlight mods with zombies, guns etc. any chance some of tbat might be freed up as well?
 
QA Lead questions:
1. Apart from functional tests, do you also playtest and provide feedback to programmers and designers? For example: if a quest is boring, too hard, too easy or the reward doesn't match the challenge? Do they listen?
2. Do you plan to expand the test team for beta testing? It is too small now and we know Bannerlord will be likely buggy on release because of the complexity. (BTW, when is the beta test coming up?  :iamamoron:)
3. Do you use automated testing tools and how?
4. How do you motivate the testers to keep pounding at Bannerlord until they lose their minds?
 
This is most detailed answers in 5 years damn it.
I see you switched models from common T shape to some other pose. No modding or conversion tools. You really did that to screw all modders or just modellers so they must remake every character model ?
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Now release the game already.
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Yesssss! :party: Thank you! I'm too excited for the scene editor! Also, hard to imagine the weather and time of day not being broken, so much more freedom! :lol:

GK had my back with atmosphere features
 
I want to ask another question regarding seabattles/seatravel:!:

There were some mods about it in warband, but they were with static battle maps(no moving ships like viking conquest).
Since we could see the worldmap, which is pretty much landbased (except for the coast and a few big lakes),
I think there will be no seabattles/seatravel in the vanilla version of the game or am I wrong about that?

 
illidankazama90 said:
There were some mods about it in warband, but they were with static battle maps(no moving ships like viking conquest).
Brytenwalda had non-static naval battles as well.
 
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