Dev Blog 30/08/18

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[parsehtml]<p><img src="https://www.taleworlds.com/Images/News/blog_post_55_taleworldswebsite.jpg" alt="" /></p> <p>Last week, we had the pleasure of attending Gamescom to present a hands-on demo of the singleplayer sandbox campaign of Mount & Blade II: Bannerlord for the first time. Attending this kind of event is a lot of work, but at the same time, we had a lot of fun! More than 500 journalists, YouTubers, streamers, and even fellow developers from other companies came to our booth in the 3 days that we were present at the event. It was great having the opportunity to show what we are doing and it was humbling to see everyone so excited about the game!</p></br> [/parsehtml]Read more at: http://www.taleworlds.com/en/Games/Bannerlord/Blog/75
 
Arnulf Floyd said:
Are other minor factions than Hidden Hand to joining?

Of course - try reading the Gamescom thread.

NPC99 said:
Faction Clans & Enemies from Duh's video:

OgPgG.jpg

lfP26.jpg

hwW1g.jpg

J0Uv_.jpg

mF6Wp.jpg

thomo.jpg

Rj1cX.jpg

-jUIF.jpg


Interesting enemies. I'd love to know more about the Embers of the Flame or the Hidden Hand.

Minor Factions presumably:

KxP0e.jpg

4wzba.jpg

g_Brd.jpg

DsRf_.jpg

dX1Zn.jpg

9uA2S.jpg
 
Duh said:
Lamias said:
1) How should hunting work? Just a worldmap dice roll? Or a deep simulation that ends up being a game of its own right? The latter would be a significant amount of work - if it's meant to be done well rather than Dynasty Warrior style. What sets the bounty system apart from hunting down bandit parties? (Fight->Money->Rinse&Repeat) What do you mean by "working in enterprises"? Simulating full production procedures and synching scene time with worldmap time (i.e. entirely redesigning the game) and letting the player "craft" goods step by step? How would that ever be anything but a gimmick in SP?

2) What should it do beyond impacting the funds of the AI? And where are you getting 5000 denar cheats for the AI from?

3) Hard to judge what is and isn't there atm. I do think early and mid game could benefit from some Quests in this regard, though we cant be sure whether or not it could be fitted in the larger simulation in any notable way. Late game, it needs to be abstracted away from direct player action (sneak into/shadow/steal) to avoid tedious micro management as you manage your kingdom.

4)Could you elaborate on this? Do you just mean that Quests in general should have a variety of meaningful outcomes? Or do you want pop-up events that force the player to make decisions? (Could become quite annoying/repetitive even with a hundred events.) What should NPCs decide and based on what logic?

1) These features don't need to be a game of their own, for God's sake. There is the concept of mini-games as well. They could implement them as follows:

Hunting could work as Brytenwalda did it: On the world map there were packs of boars, wolves and deer, that were represented like parties that wander around in the woods or on mountains. The player could attack them and go on the battlefield, where he could kill some of them and take their food and furs etc. Then he could sell them for profit, or keep the food to feed his party with 0 expenses. It's not a game-breaking change, it just adds variety and a role-playing aspect.

Bounty system could work if there were bounty hunters everywhere and there were ranks that you earn as you complete missions. Higher ranks = chase more difficult enemies that are harder to find than the nervous man behind the barn. Also enemy NPCs could offer a bounty on your head and you would encounter bounty hunters from time to time.

Working on jobs = Right now, the only jobs you can do (aside from quests) is Goods Transporter and Caravan Bodyguard. Imagine if you could hunt in the wilds on behalf of your lord, or if you could be a guard in a city and deal with criminal scum, or be a part of a Lord's party, like in the Freelancer Mod. You won't do these for a long time ofc, but they would add some immersion.

Enterprises = Right now, enterprises are VERY faceless and null. You open an enterprise and disappear in the other end of the world, and the enterprise makes you money. Zero interaction, Zero gameplay on this. They could offer much more to players who want to be traders and not warlords, like daily routines, production problems, problems with the workers, robberies that lower production etc. Of course it could all be set to automatic, and just make money every week for the guys that want to go to war. But if someone wants to be a trader, he pretty much has to wander around and trade and make enterprises that work forever alone.

Automatic trade routes (like in Blood and Gold: Caribbean): Not all towns can produce everything. If the economic aspect of the game was overhauled, you could set up automatic trade routes and earn much money as a trader. Let's face it, a trader gameplay will earn you 10% money of what a Warlord gameplay will. Looting a single village is like having 15 enterprises. So it's kind of a single path for everyone: Be a warlord. No other gameplay choice is encouraged. So this is not really a sandbox, because I feel silly earning 200 gold in every trade trip, where I could just loot a village and earn 10.000.

2) For the economy, I mean that protecting the caravans should have an impact in the city's prosperity. Destroying caravans too. Right now you can't target all the caravans that go to a city because you will be at war with every faction of the game. You need to be able to do this stealthily, so the caravans won't know who attacked them. Robbers always covered their characteristics in order not to be recognized. Also, I didn't like that the lord was replenishing his armies so easily even though I looted all his villages and left him with a castle. It meant that the AI was cheating.

3) Espionage would work in early and mid game. Later you could hire some assassins-spies to do the work for you. If they have good stats, they will do the job correctly, if not they would die or get captured and reveal who paid them. Imagine killing a gifted lord with your blade in his room because his party has 800 soldiers and you can't hope to defeat them in battle. His soldiers would be captained by another man, less able.
Also, the option to steal from NPCs would be good, it's another way to make money that would add to the immersion and variety.

4) I mean everything.

Random events like pop-ups where you have to choose what to do.
Hearing a rumor and going to investigate (interesting rumors, not this garbage we had at Warband: "I heard that two lords are enemies now" SO WHAT? I can't do anything about it.
A conspiracy system: Assassination attempts, attempts to dethrone, to take fiefs, to accuse lords of false things, intrigues in general (it's a medieval world dammit)
Quests that have many outcomes. That may be happening in Bannerlord, we will wait and see. But the results need to be more than -2 relation with one party or +2 relation with other party. They need to have bigger impact on the world so you cannot take these decisions lightly.

Things that happen in life around you:
You encounter a woman that is about to be raped, do you save her, ignore her or join the rapers?
You encounter slaves that escaped, do you return them, sell them or free them?
You hear about a princess that is being held hostage, what do you do?
You hear about a shop that was robbed, do you offer to find the robbers?
You hear about a caravan that transports very valuable objects, what do you do?

These are just things that I thought about 10 minutes ago. Imagine what TW could do if they allowed people here to send them ideas for quests and events.

And something more: I don't understand why all this would make MB a different game. You are completely free to ignore everything I said and just play your regular hack and slash. But if someone wants something deeper and with roleplaying elements, why can't this stuff be present? Like in Skyrim there was a college of Wizards. You could be a master wizard, or you could ignore the college completely. It didn't break the game. That's the spirit TW should follow in my opinion. Offer much content, so it will be truly a sandbox game.

Right now it's not sandbox. It has a pre-determined path: Become mercenary - become vassal - become king, everything through wars. No separate path for Master Traders, Master Assassins, Religious Berserkers, Mayors-Guildsmen etc.

The game world needs to evolve and shape itself regardless of what you do. That's the feature of an open world gameplay. The world doesn't wait for you to shape it. If it stays like Warband, I am afraid that, besides castles changing hands nothing else will happen. It's like Calradia is standing still. 

 
These things works better in a strategy sandbox game. If you don't like as Taleworlds not listen suggestions, you must thinks as a company not is a modding team and as they want game to be accessible to casual gamers, if you don't like BL, are many other RPGs to play or remains sticked to Skyrim and The Witcher 3. Don't hate me
 
PLEASE ADD CO-OP MOD TO CAMPAIGN... PLEASEEEEEEEEE.PLEASEEEEEEEE.PLEASEEEEEE.PLEASEEEEEE
for at least two players

- Spam Snipped. Please refrain from it in the future.
 
Lamias said:
1) These features don't need to be a game of their own, for God's sake. There is the concept of mini-games as well. They could implement them as follows:

Hunting could work as Brytenwalda did it: On the world map there were packs of boars, wolves and deer, that were represented like parties that wander around in the woods or on mountains. The player could attack them and go on the battlefield, where he could kill some of them and take their food and furs etc. Then he could sell them for profit, or keep the food to feed his party with 0 expenses. It's not a game-breaking change, it just adds variety and a role-playing aspect.

Bounty system could work if there were bounty hunters everywhere and there were ranks that you earn as you complete missions. Higher ranks = chase more difficult enemies that are harder to find than the nervous man behind the barn. Also enemy NPCs could offer a bounty on your head and you would encounter bounty hunters from time to time.

Working on jobs = Right now, the only jobs you can do (aside from quests) is Goods Transporter and Caravan Bodyguard. Imagine if you could hunt in the wilds on behalf of your lord, or if you could be a guard in a city and deal with criminal scum, or be a part of a Lord's party, like in the Freelancer Mod. You won't do these for a long time ofc, but they would add some immersion.

Enterprises = Right now, enterprises are VERY faceless and null. You open an enterprise and disappear in the other end of the world, and the enterprise makes you money. Zero interaction, Zero gameplay on this. They could offer much more to players who want to be traders and not warlords, like daily routines, production problems, problems with the workers, robberies that lower production etc. Of course it could all be set to automatic, and just make money every week for the guys that want to go to war. But if someone wants to be a trader, he pretty much has to wander around and trade and make enterprises that work forever alone.

Automatic trade routes (like in Blood and Gold: Caribbean): Not all towns can produce everything. If the economic aspect of the game was overhauled, you could set up automatic trade routes and earn much money as a trader. Let's face it, a trader gameplay will earn you 10% money of what a Warlord gameplay will. Looting a single village is like having 15 enterprises. So it's kind of a single path for everyone: Be a warlord. No other gameplay choice is encouraged. So this is not really a sandbox, because I feel silly earning 200 gold in every trade trip, where I could just loot a village and earn 10.000.

2) For the economy, I mean that protecting the caravans should have an impact in the city's prosperity. Destroying caravans too. Right now you can't target all the caravans that go to a city because you will be at war with every faction of the game. You need to be able to do this stealthily, so the caravans won't know who attacked them. Robbers always covered their characteristics in order not to be recognized. Also, I didn't like that the lord was replenishing his armies so easily even though I looted all his villages and left him with a castle. It meant that the AI was cheating.

3) Espionage would work in early and mid game. Later you could hire some assassins-spies to do the work for you. If they have good stats, they will do the job correctly, if not they would die or get captured and reveal who paid them. Imagine killing a gifted lord with your blade in his room because his party has 800 soldiers and you can't hope to defeat them in battle. His soldiers would be captained by another man, less able.
Also, the option to steal from NPCs would be good, it's another way to make money that would add to the immersion and variety.

4) I mean everything.

Random events like pop-ups where you have to choose what to do.
Hearing a rumor and going to investigate (interesting rumors, not this garbage we had at Warband: "I heard that two lords are enemies now" SO WHAT? I can't do anything about it.
A conspiracy system: Assassination attempts, attempts to dethrone, to take fiefs, to accuse lords of false things, intrigues in general (it's a medieval world dammit)
Quests that have many outcomes. That may be happening in Bannerlord, we will wait and see. But the results need to be more than -2 relation with one party or +2 relation with other party. They need to have bigger impact on the world so you cannot take these decisions lightly.

Things that happen in life around you:
You encounter a woman that is about to be raped, do you save her, ignore her or join the rapers?
You encounter slaves that escaped, do you return them, sell them or free them?
You hear about a princess that is being held hostage, what do you do?
You hear about a shop that was robbed, do you offer to find the robbers?
You hear about a caravan that transports very valuable objects, what do you do?

These are just things that I thought about 10 minutes ago. Imagine what TW could do if they allowed people here to send them ideas for quests and events.

And something more: I don't understand why all this would make MB a different game. You are completely free to ignore everything I said and just play your regular hack and slash. But if someone wants something deeper and with roleplaying elements, why can't this stuff be present? Like in Skyrim there was a college of Wizards. You could be a master wizard, or you could ignore the college completely. It didn't break the game. That's the spirit TW should follow in my opinion. Offer much content, so it will be truly a sandbox game.

Right now it's not sandbox. It has a pre-determined path: Become mercenary - become vassal - become king, everything through wars. No separate path for Master Traders, Master Assassins, Religious Berserkers, Mayors-Guildsmen etc.

The game world needs to evolve and shape itself regardless of what you do. That's the feature of an open world gameplay. The world doesn't wait for you to shape it. If it stays like Warband, I am afraid that, besides castles changing hands nothing else will happen. It's like Calradia is standing still.

So I see where you're coming from, I do, and I agree with some of the things you've said. No reason for hunting, espionage, and enterprises to be added/receive some love, if they haven't already. However, one thing I will say about being able to play the game any way you want, it is a game called Mount & Blade, not Cart & Cloth. I wouldn't be upset if mercantile abilities were improved upon, but the main attraction of the game will always be the raising an army and fighting battles. I have no interest in playing a merchant-only character, as I only trade to support my troops.

On the subject of trading, I don't quite remember how it is in Vanilla, but in VC it was almost too easy to make a profit through trading. Get all the wool from West Seaxe/Mercia area, travel to Dorestad (sp?) and sell it, buy the wine and jewelry and sell that back in Britain. Nets anywhere from 5-10,000 depending on your trade skill and inv. size IIRC.
 
Lamias said:
Duh said:
Lamias said:
1) How should hunting work? Just a worldmap dice roll? Or a deep simulation that ends up being a game of its own right? The latter would be a significant amount of work - if it's meant to be done well rather than Dynasty Warrior style. What sets the bounty system apart from hunting down bandit parties? (Fight->Money->Rinse&Repeat) What do you mean by "working in enterprises"? Simulating full production procedures and synching scene time with worldmap time (i.e. entirely redesigning the game) and letting the player "craft" goods step by step? How would that ever be anything but a gimmick in SP?

2) What should it do beyond impacting the funds of the AI? And where are you getting 5000 denar cheats for the AI from?

3) Hard to judge what is and isn't there atm. I do think early and mid game could benefit from some Quests in this regard, though we cant be sure whether or not it could be fitted in the larger simulation in any notable way. Late game, it needs to be abstracted away from direct player action (sneak into/shadow/steal) to avoid tedious micro management as you manage your kingdom.

4)Could you elaborate on this? Do you just mean that Quests in general should have a variety of meaningful outcomes? Or do you want pop-up events that force the player to make decisions? (Could become quite annoying/repetitive even with a hundred events.) What should NPCs decide and based on what logic?

1) These features don't need to be a game of their own, for God's sake. There is the concept of mini-games as well. They could implement them as follows:

Hunting could work as Brytenwalda did it: On the world map there were packs of boars, wolves and deer, that were represented like parties that wander around in the woods or on mountains. The player could attack them and go on the battlefield, where he could kill some of them and take their food and furs etc. Then he could sell them for profit, or keep the food to feed his party with 0 expenses. It's not a game-breaking change, it just adds variety and a role-playing aspect.

Bounty system could work if there were bounty hunters everywhere and there were ranks that you earn as you complete missions. Higher ranks = chase more difficult enemies that are harder to find than the nervous man behind the barn. Also enemy NPCs could offer a bounty on your head and you would encounter bounty hunters from time to time.

Working on jobs = Right now, the only jobs you can do (aside from quests) is Goods Transporter and Caravan Bodyguard. Imagine if you could hunt in the wilds on behalf of your lord, or if you could be a guard in a city and deal with criminal scum, or be a part of a Lord's party, like in the Freelancer Mod. You won't do these for a long time ofc, but they would add some immersion.

Enterprises = Right now, enterprises are VERY faceless and null. You open an enterprise and disappear in the other end of the world, and the enterprise makes you money. Zero interaction, Zero gameplay on this. They could offer much more to players who want to be traders and not warlords, like daily routines, production problems, problems with the workers, robberies that lower production etc. Of course it could all be set to automatic, and just make money every week for the guys that want to go to war. But if someone wants to be a trader, he pretty much has to wander around and trade and make enterprises that work forever alone.

Automatic trade routes (like in Blood and Gold: Caribbean): Not all towns can produce everything. If the economic aspect of the game was overhauled, you could set up automatic trade routes and earn much money as a trader. Let's face it, a trader gameplay will earn you 10% money of what a Warlord gameplay will. Looting a single village is like having 15 enterprises. So it's kind of a single path for everyone: Be a warlord. No other gameplay choice is encouraged. So this is not really a sandbox, because I feel silly earning 200 gold in every trade trip, where I could just loot a village and earn 10.000.

2) For the economy, I mean that protecting the caravans should have an impact in the city's prosperity. Destroying caravans too. Right now you can't target all the caravans that go to a city because you will be at war with every faction of the game. You need to be able to do this stealthily, so the caravans won't know who attacked them. Robbers always covered their characteristics in order not to be recognized. Also, I didn't like that the lord was replenishing his armies so easily even though I looted all his villages and left him with a castle. It meant that the AI was cheating.

3) Espionage would work in early and mid game. Later you could hire some assassins-spies to do the work for you. If they have good stats, they will do the job correctly, if not they would die or get captured and reveal who paid them. Imagine killing a gifted lord with your blade in his room because his party has 800 soldiers and you can't hope to defeat them in battle. His soldiers would be captained by another man, less able.
Also, the option to steal from NPCs would be good, it's another way to make money that would add to the immersion and variety.

4) I mean everything.

Random events like pop-ups where you have to choose what to do.
Hearing a rumor and going to investigate (interesting rumors, not this garbage we had at Warband: "I heard that two lords are enemies now" SO WHAT? I can't do anything about it.
A conspiracy system: Assassination attempts, attempts to dethrone, to take fiefs, to accuse lords of false things, intrigues in general (it's a medieval world dammit)
Quests that have many outcomes. That may be happening in Bannerlord, we will wait and see. But the results need to be more than -2 relation with one party or +2 relation with other party. They need to have bigger impact on the world so you cannot take these decisions lightly.

Things that happen in life around you:
You encounter a woman that is about to be raped, do you save her, ignore her or join the rapers?
You encounter slaves that escaped, do you return them, sell them or free them?
You hear about a princess that is being held hostage, what do you do?
You hear about a shop that was robbed, do you offer to find the robbers?
You hear about a caravan that transports very valuable objects, what do you do?

These are just things that I thought about 10 minutes ago. Imagine what TW could do if they allowed people here to send them ideas for quests and events.

And something more: I don't understand why all this would make MB a different game. You are completely free to ignore everything I said and just play your regular hack and slash. But if someone wants something deeper and with roleplaying elements, why can't this stuff be present? Like in Skyrim there was a college of Wizards. You could be a master wizard, or you could ignore the college completely. It didn't break the game. That's the spirit TW should follow in my opinion. Offer much content, so it will be truly a sandbox game.

Right now it's not sandbox. It has a pre-determined path: Become mercenary - become vassal - become king, everything through wars. No separate path for Master Traders, Master Assassins, Religious Berserkers, Mayors-Guildsmen etc.

The game world needs to evolve and shape itself regardless of what you do. That's the feature of an open world gameplay. The world doesn't wait for you to shape it. If it stays like Warband, I am afraid that, besides castles changing hands nothing else will happen. It's like Calradia is standing still. 
1) I completely agree with what you said about hunting, and I do like your idea regarding a bounty system though there are some things I would like to add. Firstly there were already bounty hunters in the game in a sense: manhunters, though admittedly they were more slavers than bounty hunters (but technically manhunters and slavers were different factions in Warband so I'm not too sure about the technicalities of that), so do you want their to be ranks for manhunters or their equivalent in Bannerlord?, or do you want something else entirely?. That being said I completely agree about having an bounty on the player's head (this would be good for a bandit/criminal playthrough), it would be immersive for a criminal player to have to avoid bounty hunters. I would also like to extend having a bounty to notorious bandit leaders. For example: "Jareth the Kidnapper is wanted for X, and has a bounty for 500 silver with an extra reward of 250 silver if he is brought in alive". I would also like to have official bounties, like maybe if you look at yourself you can see you have a 200 silver bounty for the crimes of theft, assault, etc.

2) I think this might already be in the game in one form or another. I mean it has already been confirmed that AI lords now have to recruit soldiers like you do (which is a welcome change: in Warband they were total cheaters). Now I'm certain but I'm pretty sure attacking caravans (and or villagers) would negatively impact a town's prosperity. Being able to raid caravans 'steathily' could also be a good idea, I mean as long as you leave no survivors how would news get out? (on a side note, for in general, maybe you could spare people to spread news of your victory to gain renown?). Maybe even a disguise function could be added, so long as you don't use any troops from a faction and you are wearing a disguise how would they know who attacked them?.
I feel that renown needs an overhaul, renown is very complex in real life and the game should reflect this. Not all renown should be good, I shouldn't have a positive relationship with my men if I'm known for being evil, or I shouldn't be known as a killer if all I did was win tournaments. I have talked about this in the past, though I'm not sure if it was on a thread, but maybe we should have different types of renown. I might have to make a thread on this if someone doesn't beat me to it (which I'm kind of hoping for: I'm not the most eloquent or grammatically correct writer).

3) I like the idea of espionage, I have mentioned this more than a couple times in the past, though I don't think it should be part of the early game and should be more mid to late game. Hiring assassins/spies doesn't sound like something an early game character should be able to do. Their stats should matter (such as their skill in Roguery) and determine their chance of success, kind of like when you send an emissary in Warband (though maybe with a slightly higher chance of success). Stealing can be a part of any level though, not sure about how it would work but I like the concept.

4) What's a good way of adding replayability?: having a lot of random events.

The ability to investigate rumours, as opposed to be able to do nothing with said knowledge, would add a layer of depth to the game and lots of roleplaying oppurtunities.

Regarding conspiracies, I like the idea of political intrigue and cloak and dagger action. I think players would resonant well with the idea of lords backstabbing each other, framing, making secret packs, and especially attempts to dethrone. For some reason *cough*Game of Thrones*cough* I think people might be really interested in lords (and or clans) trying to seize power for themselves (along with other political intrigue type stuff) *cough*Lannisters and Baratheons*cough*, maybe they could use thinly veiled excuses to screw over their enemies *cough*Lannisters and the Starks*cough*. I just can't put my finger on it *cough*Game of Thrones*cough* but I get a strong feeling about people liking this *cough*Game of Thrones is really popular*cough* idea. Sorry about my coughing in this, I think I might have a cold or something.

Quests that have many outcomes. That may be happening in Bannerlord, we will wait and see. But the results need to be more than -2 relation with one party or +2 relation with other party. They need to have bigger impact on the world so you cannot take these decisions lightly.
Yeah, quite a few people, myself included, have expressed a desire for branching dialogue options and quests with multiple, more meaningful outcomes.

You encounter a woman that is about to be raped, do you save her, ignore her or join the {rapists}?
Kill the rapists. No survivors. Honestly I don't care about saving the woman (not exactly) more so just killing (hopefully would-be) rapists.
You encounter slaves that escaped, do you return them, sell them or free them?
Depends if I'm alone or not, and how much they are worth. If I'm not alone and they're worth nothing: not my problem.
You hear about a princess that is being held hostage, what do you do?
Free her and either build positive relations with her and put her in power (friends in high places and all that, maybe even try to marry her for political power), or just ransom her myself. She would probably be worth a lot.
You hear about a shop that was robbed, do you offer to find the robbers?
Only if they weren't my men or myself, and for a price of course.
You hear about a caravan that transports very valuable objects, what do you do?
It depends on risk vs reward, so it should be very valuable.

Mount and Blade did advertise itself as a sandbox roleplaying strategy hybrid in the past though did kind of fall flat on the roleplaying side. From what I have seen so far from Gamescom I can see Taleworlds has realised this and made steps to change this, which I'm really happy about by the way, and I believe it helps give the world of Calradia a deeper level of immersion. And you do bring up a very good point: not every player has to take part in the more roleplaying aspect of the game, I mean not every player in Skyrim decides to use magic after all. However I don't think the College of Winterhold was the best example to bring up (honestly it felt tacked on, underdeveloped, and out of place), if you want an example from a TES game then the Mages Guild in Morrowind is a much better example (seriously it actually meant and did something). So yeah, more roleplaying options, means more player choice in what they do, means the game is more sandbox.

Right now it's not sandbox. It has a pre-determined path: Become mercenary - become vassal - become king, everything through wars. No separate path for Master Traders, Master Assassins, Religious Berserkers, Mayors-Guildsmen etc.
True for native Warband, I can't say if it's still the same case for Bannerlord though.

Like I will say to @Roccoflipside the main focus of the game will probably always be the 'Mount' and 'Blade' playstyle of mounted combat. But still having more options: never a bad thing.
 
idk about you guys, but I for one can't stand vanilla M&B anymore, just like I can't stand any DLC expansions in vanilla state anymore.
You may ask why, and I shall answer accordingly:

Basically the game's old, meaning it's magic is long gone and there are features that became essential for the Genre TW has created, such features include some that are within mods created by the community (total conversions and feature mods like diplomacy), but many are beyond anyone's capability due to the fact that the engine is way too old and doesn't support 90% of the things that come to mind when I think about what the game needs to be atm. In the past it was nearly perfect for what it was, but now we do have much more vast references and functioning examples of things that are in fact missing in the game. Translating: even with mods WB isn't good enough anymore, I've first felt that way a long time ago, sometime around 2009-2010 and since then I've started waiting for a new installment or competition against TW, none happened, but in 2011 / 2010 (can't quite remember the date exactly) TW released the first Bannerlord teaser (and it was official). So over the years I've kept waiting like a moron for BL to hit the market, and I'd gladly buy it instantly without even testing (a practice I don't usually do with any game) just because I do believe in it and I miss the genre.

In 2015 I've used to think: "So far, so good, TW will surprise us with an release this year or the next" but since then it has become a festive of teasing promises with zero deliverance. Basically before Callum took over there was absolutely zero intel on progress and TW would keep promising a release constantly and revoking their promises. It's been 3 years with this dance, and so far nothing. Without an official ETA this game could take 5 more years to get released and that is in fact very annoying for people who's been around for so long like me. Game genre's are like a drug, you just need a fix, sure I can bury M&B style of game into the depths of my mind and forget all about it for long periods of time, but every single chance Armagan gets to tease something, he takes it, and every single time something was teased it was soon proven to be a lie. So idk, I'm getting really angry towards these stunts, not TW as a whole, not BL, but the constant babbling with nothing to show for, as I've said, at first there was absolutely no info on anything, after Callum the info is misleading, pure pad out.

So please Callum, can you give anything meaningful towards the EA info? If not, can you please pressure Armagan to say something and avoid evasive "confirmations" without a date nor an approximate time frame?
 
xdj1nn said:
idk about you guys, but I for one can't stand vanilla M&B anymore, just like I can't stand any DLC expansions in vanilla state anymore.
You may ask why, and I shall answer accordingly:

Basically the game's old, meaning it's magic is long gone and there are features that became essential for the Genre TW has created, such features include some that are within mods created by the community (total conversions and feature mods like diplomacy), but many are beyond anyone's capability due to the fact that the engine is way too old and doesn't support 90% of the things that come to mind when I think about what the game needs to be atm.

Would you care to elaborate on the specific features that you consider "required" for the game?
 
Conclusion is as Warband is more a strategy game, this genre of games fit with my style since childhood. I not like RPGs anymore but I see how BL will focusing more on RPG than strategy(for latter not were so much improvements)
 
xdj1nn said:
idk about you guys, but I for one can't stand vanilla M&B anymore ...

So what was the point of this post? To announce to the whole forum what most people have already said? That you're sick of this s**t but you can't stop coming to TW hoping for release? Did posting this help you feel better? I'm not trying to sound like a ****, but its more tiresome to read posts like this than it is to wait for BL.
 
This thing seems weird because guy not like M&B but return to TW hoping for a release, this post shock me as all from him which attack TW for unability to give a ETA
 
xdj1nn said:
idk about you guys, but I for one can't stand vanilla M&B anymore, just like I can't stand any DLC expansions in vanilla state anymore.

Snip

So please Callum, can you give anything meaningful towards the EA info? If not, can you please pressure Armagan to say something and avoid evasive "confirmations" without a date nor an approximate time frame?

It’s ironic that your disappointment with Warband’s lack of depth goes hand-in-hand with your irritation with TW for the time they’re taking to add depth to Bannerlord.
 
reading lamias comment remind me of when i suggest TW to ad hunting game or poaching just as mini game, like if in forest terrain map we get the chance to hunt option but it can be considered illegal poaching if you are a dirty peasant, and if we are the lord of the land we can make hunting game or for party game to increase noble relation thats a good chance to adding falconry or dog hunter too and many type of wild animal endemic of each location or faction.
also horse breeding its a mount and blade after all, why only crafting blade ? :razz:
also i want to see the town or village doing their festival or party too, either base on certain date or when the lord doing their party, considering each have their own culture, maybe it have special mini game in it that base on their respective culture festival,  like throwing tomato, or chariot racing, stuff like that.

for question:
what will be the impact of weather ?
how the heir system work ? or is it get scrape out ?
if theres a heir system does that mean character can get old and die ? will it have option to turn it off ?
are the wife system get anything new ?
 
For questions:

Every faction has armours accurated to culture
Marriage and courtship are improved
Pikes are buffed and cavalry nerfed
 
About weather, waving clothes are nice to see, but I hope storms - with changing wind direction and power - will also make the archers work harder or undesirable. Are there any info about possibility of friendly fire? I hope the tactical AI won't be a stalking-horse to not allow it. Giving fire order into the remnants of your fighting infantry should cause an immediate moral drop with deserts.
 
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