Dev Blog 22/11/18

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[parsehtml]<p><img class="frame" src="https://www.taleworlds.com/Images/News/blog_post_67_taleworldswebsite.jpg" alt="" width="575" height="290" /></p> <p>Great news! The first baby in Calradia has been born! <em>Yay!</em></p></br> [/parsehtml]Read more at: http://www.taleworlds.com/en/Games/Bannerlord/Blog/87
 
Tomaz said:
Please don`t make sims outta this game.
Sims is a bad thing? :wink: I think such a system is a good foundation for creating something global.

Just the Sims it is implemented very poorly and the creation of the offspring looks like a farm for breeding cattle, which is necessary to give water, feed and breed with the opposite sex.

In this game, character creation and legacy makes practical sense.

NPC99 said:
AlexHBK said:
I looked at the created characters and I had a question.. will there be an opportunity to create a unique face for player character? In the dev blog i saw a mention about "facekeys".
Without prepared presets as the same Warband or Skyrim, so i can create the face i want?
Yes
Oh thanks. I noticed that one of the developers uses hotkeys to show the created characters.
I hope in Bannerlord really possible to create characters with distinctive looks.
 
You could create unique characters in WB, you just had to mess around with all the sliders and everything. Unless I've missed something, the same options should be available for BL, if not more in depth and what not.
 
Roccoflipside said:
You could create unique characters in WB, you just had to mess around with all the sliders and everything. Unless I've missed something, the same options should be available for BL, if not more in depth and what not.
In Warband characters still had the same appearance. If you take the example of the same Skyrim or The Elder Scrolls Online the appearance of the character there is not particularly changed. There were ready-made presets with the ability to slightly change the appearance of the character, but in general, the contour, oval shape and facial expression did not make the character any unique. And in TESO character editor improved, with sliders and the ability to change the body, but the face and its contours are still static.
 
What about all the nose, brow, mouth, etc. sliders? Admittedly, I never spent too much time in that part of character creation, but judging by some of the crazy faces I've seen people make (and a few I made myself), there is definitely different faces possible. I'll try to find a link to the 'crazy faces of warband' thread, but my internet is slow right now so it may be a minute.

Edit: the only threads I could find were old, and almost all of the pics have been removed due to inactivity of the thread, etc., but I know I've seen some crazy and memorable faces made with the WB character creator.
 
Roccoflipside said:
Considering they've probably added more hairs, the amt. of different faces, and the fact that, with 'stackable' mods, you'll be able to add as many 'hair packs' as you want, I think that it'll be less noticeable than you think right now. I could be wrong however.

Syndrella said:
First of all Happy Birthday Ruwa!

This is a nice addition to the game and this feature also was a long awaied one. There would be if the commoners can have also families. Now I am thinking on a feature when we can play as commoners too and make our own house, ranch and start to farming or collecting foods.

Also that would be a nice addition if we can make different characters and these characters can have their own childrens by mixing them just like how in the sims work. Then I can create 2 handsome character and generate their children and can use that children later.

This is pretty much a love child of feature what can make the game more interesting and engaging. I am still hope the time pass can be changed because I prefer the 5 min 1 day version or the 365 day long year cycle. If that part will be moddable then it is fine and I will look into it but I find the sped up day night and seasonal cycle a bit fast. I like to get into deep when I play and spending a lot of time in nuance things.

I Think that my first character will be Vlandian.

I think you're getting a bit too excited here. The main point of this feature is so, with the addition of player permadeath, you can continue the game in the same world if your character dies. While I think a peaceful/peasant play path would be interesting, we've seen nothing to indicate that they've been working on it. Also, as far as speeding up the time, I don't think they've touched the speed of days, just amt. of weeks/months in a year, so it'll be less noticeable than you're imagining (I think). That way you don't have to wait as long for a child to become a playable character, and it's more likely there will still be things to do with a second character. Think about how, within 2-3 years in WB, you were able to conquer most, if not all, of Calradia. What does your son/daughter do when it comes time to play them then? But if you speed up the passage of time so in the same amt. of real world time it's been 10-15 years game time (random numbers, don' quote me on that), combined with the much larger map and, hopefully, more in-depth commoner to lord system, there will still be quite a bit left to do when your offspring comes of age.

The only interesting way to make the game enjoyable to play in the long term is to take a cyclic approach to realm affairs. Therefore, even when the player manages to conquer the continent, the realm should still be prone to civil war, political intrigues and cultural clashes. The probability of such issues appearing should gradually rise as the player crosses cultural borders and gathers more nobles under his rule. These features can be backed up by an external threat, coming from outside Calradia (actual Nordic or Steppe invasions), so there would theoretically always be something to do. Of course, the depth of internal and external affairs implemented in the game will play a huge role in this endeavour. I really hope for a diplomatic system symilar to Total War games, but implemented in a much smarter and logical way.
 
I would say that's one, not the only, way to make a longer game more enjoyable. If they expanded on the first part of the game, from starting out as an adventurer to getting your first fief (make becoming a lord something that usually happens around the end of the first character's lifespan, for example), then there is still much to do for the player's 'child'. If that second generation is mostly spent working your way through your chosen kingdom's ranks, building and consolidating power and wealth, then the possible third generation could be spent rebelling and creating your own kingdom. While I do think internal intrigue and cultural issues could extend gameplay, I'd be a little worried (not quite the word I'm looking for, but whatever) that it would be repetitive, especially if you're fighting against random npc, son of random npc, son of that one guy you killed three generations ago. Additionally, so far as I can tell, there has not actually been any confirmation that players offspring are playable yet, although that does seem to be the direction they're heading, so this could all be pointless speculation/discussion.
 
The Bowman said:
Roccoflipside said:
Considering they've probably added more hairs, the amt. of different faces, and the fact that, with 'stackable' mods, you'll be able to add as many 'hair packs' as you want, I think that it'll be less noticeable than you think right now. I could be wrong however.

Syndrella said:
First of all Happy Birthday Ruwa!

This is a nice addition to the game and this feature also was a long awaied one. There would be if the commoners can have also families. Now I am thinking on a feature when we can play as commoners too and make our own house, ranch and start to farming or collecting foods.

Also that would be a nice addition if we can make different characters and these characters can have their own childrens by mixing them just like how in the sims work. Then I can create 2 handsome character and generate their children and can use that children later.

This is pretty much a love child of feature what can make the game more interesting and engaging. I am still hope the time pass can be changed because I prefer the 5 min 1 day version or the 365 day long year cycle. If that part will be moddable then it is fine and I will look into it but I find the sped up day night and seasonal cycle a bit fast. I like to get into deep when I play and spending a lot of time in nuance things.

I Think that my first character will be Vlandian.

I think you're getting a bit too excited here. The main point of this feature is so, with the addition of player permadeath, you can continue the game in the same world if your character dies. While I think a peaceful/peasant play path would be interesting, we've seen nothing to indicate that they've been working on it. Also, as far as speeding up the time, I don't think they've touched the speed of days, just amt. of weeks/months in a year, so it'll be less noticeable than you're imagining (I think). That way you don't have to wait as long for a child to become a playable character, and it's more likely there will still be things to do with a second character. Think about how, within 2-3 years in WB, you were able to conquer most, if not all, of Calradia. What does your son/daughter do when it comes time to play them then? But if you speed up the passage of time so in the same amt. of real world time it's been 10-15 years game time (random numbers, don' quote me on that), combined with the much larger map and, hopefully, more in-depth commoner to lord system, there will still be quite a bit left to do when your offspring comes of age.

The only interesting way to make the game enjoyable to play in the long term is to take a cyclic approach to realm affairs. Therefore, even when the player manages to conquer the continent, the realm should still be prone to civil war, political intrigues and cultural clashes. The probability of such issues appearing should gradually rise as the player crosses cultural borders and gathers more nobles under his rule. These features can be backed up by an external threat, coming from outside Calradia (actual Nordic or Steppe invasions), so there would theoretically always be something to do. Of course, the depth of internal and external affairs implemented in the game will play a huge role in this endeavour. I really hope for a diplomatic system symilar to Total War games, but implemented in a much smarter and logical way.

Or simple assassination. With your character dead, your heir inherits your clan, but why should he/she inherit the faction you lead? Your death is a prime opportunity for the next strongest clan in your faction to flex its muscles, restarting the cycle for your heir.
 
NPC99 said:
The Bowman said:
Roccoflipside said:
Considering they've probably added more hairs, the amt. of different faces, and the fact that, with 'stackable' mods, you'll be able to add as many 'hair packs' as you want, I think that it'll be less noticeable than you think right now. I could be wrong however.

Syndrella said:
First of all Happy Birthday Ruwa!

This is a nice addition to the game and this feature also was a long awaied one. There would be if the commoners can have also families. Now I am thinking on a feature when we can play as commoners too and make our own house, ranch and start to farming or collecting foods.

Also that would be a nice addition if we can make different characters and these characters can have their own childrens by mixing them just like how in the sims work. Then I can create 2 handsome character and generate their children and can use that children later.

This is pretty much a love child of feature what can make the game more interesting and engaging. I am still hope the time pass can be changed because I prefer the 5 min 1 day version or the 365 day long year cycle. If that part will be moddable then it is fine and I will look into it but I find the sped up day night and seasonal cycle a bit fast. I like to get into deep when I play and spending a lot of time in nuance things.

I Think that my first character will be Vlandian.

I think you're getting a bit too excited here. The main point of this feature is so, with the addition of player permadeath, you can continue the game in the same world if your character dies. While I think a peaceful/peasant play path would be interesting, we've seen nothing to indicate that they've been working on it. Also, as far as speeding up the time, I don't think they've touched the speed of days, just amt. of weeks/months in a year, so it'll be less noticeable than you're imagining (I think). That way you don't have to wait as long for a child to become a playable character, and it's more likely there will still be things to do with a second character. Think about how, within 2-3 years in WB, you were able to conquer most, if not all, of Calradia. What does your son/daughter do when it comes time to play them then? But if you speed up the passage of time so in the same amt. of real world time it's been 10-15 years game time (random numbers, don' quote me on that), combined with the much larger map and, hopefully, more in-depth commoner to lord system, there will still be quite a bit left to do when your offspring comes of age.

The only interesting way to make the game enjoyable to play in the long term is to take a cyclic approach to realm affairs. Therefore, even when the player manages to conquer the continent, the realm should still be prone to civil war, political intrigues and cultural clashes. The probability of such issues appearing should gradually rise as the player crosses cultural borders and gathers more nobles under his rule. These features can be backed up by an external threat, coming from outside Calradia (actual Nordic or Steppe invasions), so there would theoretically always be something to do. Of course, the depth of internal and external affairs implemented in the game will play a huge role in this endeavour. I really hope for a diplomatic system symilar to Total War games, but implemented in a much smarter and logical way.

Or simple assassination. With your character dead, your heir inherits your clan, but why should he/she inherit the faction you lead? Your death is a prime opportunity for the next strongest clan in your faction to flex its muscles, restarting the cycle for your heir.

This is why I'm not too worried about inheritance of the player's offspring, the clan system should fill that void fairly well, without making things too overly complicated CKII style. The amount of intrigue, politicking, etc. necessary for that game creates a steep learning curve that drives some players away. Keeping the politicking and intrigue limited to between the major families greatly increases the interaction/management/etc. necessary compared to WB, without making it too inaccessible to newer players. Then again, I could be wrong as we still have seen very little of the actual game.
 
The Bowman said:
Roccoflipside said:
Considering they've probably added more hairs, the amt. of different faces, and the fact that, with 'stackable' mods, you'll be able to add as many 'hair packs' as you want, I think that it'll be less noticeable than you think right now. I could be wrong however.

Syndrella said:
First of all Happy Birthday Ruwa!

This is a nice addition to the game and this feature also was a long awaied one. There would be if the commoners can have also families. Now I am thinking on a feature when we can play as commoners too and make our own house, ranch and start to farming or collecting foods.

Also that would be a nice addition if we can make different characters and these characters can have their own childrens by mixing them just like how in the sims work. Then I can create 2 handsome character and generate their children and can use that children later.

This is pretty much a love child of feature what can make the game more interesting and engaging. I am still hope the time pass can be changed because I prefer the 5 min 1 day version or the 365 day long year cycle. If that part will be moddable then it is fine and I will look into it but I find the sped up day night and seasonal cycle a bit fast. I like to get into deep when I play and spending a lot of time in nuance things.

I Think that my first character will be Vlandian.

I think you're getting a bit too excited here. The main point of this feature is so, with the addition of player permadeath, you can continue the game in the same world if your character dies. While I think a peaceful/peasant play path would be interesting, we've seen nothing to indicate that they've been working on it. Also, as far as speeding up the time, I don't think they've touched the speed of days, just amt. of weeks/months in a year, so it'll be less noticeable than you're imagining (I think). That way you don't have to wait as long for a child to become a playable character, and it's more likely there will still be things to do with a second character. Think about how, within 2-3 years in WB, you were able to conquer most, if not all, of Calradia. What does your son/daughter do when it comes time to play them then? But if you speed up the passage of time so in the same amt. of real world time it's been 10-15 years game time (random numbers, don' quote me on that), combined with the much larger map and, hopefully, more in-depth commoner to lord system, there will still be quite a bit left to do when your offspring comes of age.

The only interesting way to make the game enjoyable to play in the long term is to take a cyclic approach to realm affairs. Therefore, even when the player manages to conquer the continent, the realm should still be prone to civil war, political intrigues and cultural clashes.

Why would anybody play past the point when they've conquered the continent, especially when they're just going to face essentially randomised cycles of violence?

What too many strategy games fall into is the idea that everything can be ruled directly. The end state of every strategy game is total domination and autocratic rule, something which is literally impossible even on a small landmass like corsica or something. In warband you can theoretically collect taxes from and administer every single settlement in the game if you want, and nobody is going to object to this one guy with no mandate demanding tribute from the entire world.
The game should direct you to subjugating an enemy rather than completely replacing their administration. The danger of subjugating too much will be that if you stop going to war (if and when you conquer everything), lords below you will consolidate their power and be more likely to stop paying taxes and eventually become defacto independent. The danger of ruling things directly after conqeust is that you'll have to destroy the administration, local authorities and political infrastructure, effectively ruining a region for a generation.

I dont like the idea of a full-on civil war or external invasion since those are pretty transparent attempts to give the game "infinite" playtime by removing the win-state. They're like radiant quests in Bethesda games or the daily quests in mobile games and MMOs.
 
BIGGER Kentucky James XXL said:
The Bowman said:
Roccoflipside said:
Considering they've probably added more hairs, the amt. of different faces, and the fact that, with 'stackable' mods, you'll be able to add as many 'hair packs' as you want, I think that it'll be less noticeable than you think right now. I could be wrong however.

Syndrella said:
First of all Happy Birthday Ruwa!

This is a nice addition to the game and this feature also was a long awaied one. There would be if the commoners can have also families. Now I am thinking on a feature when we can play as commoners too and make our own house, ranch and start to farming or collecting foods.

Also that would be a nice addition if we can make different characters and these characters can have their own childrens by mixing them just like how in the sims work. Then I can create 2 handsome character and generate their children and can use that children later.

This is pretty much a love child of feature what can make the game more interesting and engaging. I am still hope the time pass can be changed because I prefer the 5 min 1 day version or the 365 day long year cycle. If that part will be moddable then it is fine and I will look into it but I find the sped up day night and seasonal cycle a bit fast. I like to get into deep when I play and spending a lot of time in nuance things.

I Think that my first character will be Vlandian.

I think you're getting a bit too excited here. The main point of this feature is so, with the addition of player permadeath, you can continue the game in the same world if your character dies. While I think a peaceful/peasant play path would be interesting, we've seen nothing to indicate that they've been working on it. Also, as far as speeding up the time, I don't think they've touched the speed of days, just amt. of weeks/months in a year, so it'll be less noticeable than you're imagining (I think). That way you don't have to wait as long for a child to become a playable character, and it's more likely there will still be things to do with a second character. Think about how, within 2-3 years in WB, you were able to conquer most, if not all, of Calradia. What does your son/daughter do when it comes time to play them then? But if you speed up the passage of time so in the same amt. of real world time it's been 10-15 years game time (random numbers, don' quote me on that), combined with the much larger map and, hopefully, more in-depth commoner to lord system, there will still be quite a bit left to do when your offspring comes of age.

The only interesting way to make the game enjoyable to play in the long term is to take a cyclic approach to realm affairs. Therefore, even when the player manages to conquer the continent, the realm should still be prone to civil war, political intrigues and cultural clashes.

Why would anybody play past the point when they've conquered the continent, especially when they're just going to face essentially randomised cycles of violence?

What too many strategy games fall into is the idea that everything can be ruled directly. The end state of every strategy game is total domination and autocratic rule, something which is literally impossible even on a small landmass like corsica or something. In warband you can theoretically collect taxes from and administer every single settlement in the game if you want, and nobody is going to object to this one guy with no mandate demanding tribute from the entire world.
The game should direct you to subjugating an enemy rather than completely replacing their administration. The danger of subjugating too much will be that if you stop going to war (if and when you conquer everything), lords below you will consolidate their power and be more likely to stop paying taxes and eventually become defacto independent. The danger of ruling things directly after conqeust is that you'll have to destroy the administration, local authorities and political infrastructure, effectively ruining a region for a generation.

I dont like the idea of a full-on civil war or external invasion since those are pretty transparent attempts to give the game "infinite" playtime by removing the win-state. They're like radiant quests in Bethesda games or the daily quests in mobile games and MMOs.

I agree a true historical simulation should be unwinnable, but that would make it uncommercial. Players want to win and games companies trade on that by flattering our egos.
 
I feel Thrones of Britannia, for all its shortcomings, does this but fairly well; the map is split into regions which have one walled city and varying numbers of undefended settlements, similar to m&b. The difference is these settlements can be taken with no fight, meaning that you have to defend your settlements much more aggressively. However, the amt. of food and money it takes to sustain enough armies to defend a large amt. of territory make it extremely difficult. Therefore, you need to 'vassalize' states, forcing them to pay tribute and send food, while also defending their own territories. As Kentucky said, if you remain at peace for too long, or the vassal gains a lot of power, they may rebel, as they no longer need to rely on your protection.

The difference between ToB an BL is the number of factions, but perhaps you could vassalize/subjugate individual clans, forcing them to join your faction by conquering their 'ancestral home' or something. Then they could rebel and rejoin (or re-create) their original faction of the conditions mentioned above occur.



Just some thoughts
 
In the dark ages, lords and kings could get away with many horrible things, especially with women prisoners. Will there be any of these activities in the game directly or indirectly?
 
CaptainTrep said:
In the dark ages, lords and kings could get away with many horrible things, especially with women prisoners. Will there be any of these activities in the game directly or indirectly?

Based on quotes from 2017 (may have been '16) Gamescom, it is possible to murder a lord's entire family, although I don't think it was ever officially confirmed. Also, as raiding an enemy's fief now has economical significance other than what resources you can get, I would assume there's been at least a decrease to the reputation/honor/etc. hit you take when you raid a fief. Perhaps when you raid, there are a few options you can choose from, i.e. take a portion of what you find (minimal penalty, less resources), take everything you find (medium penalty, more resources, perhaps fight the peasants like when collecting taxes), or kill them all (self explanatory).

If you are alluding to non-consensual intercourse, I would assume that's out of the picture for native game, but knowing people you would possibly be able find a mod for it at some point.
 
Seducing could be a possibility, but they'd have to make sure it didn't go overboard like it did with VC. I remember being very angry that my wife, with whom I had 100 relations, slept with just about every other king in the British Isles because... Well, not entirely sure why.
 
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