[b]General questions [/b]
1. Assuming C#/.net integration:
Will it be proper .NET integration (as in we can build and inject our own dll into the game in some way) or just the syntax of C# and the compiling will be done by some bannerlord tool instead?
2. Are we going to see a return of the module system and its scripts, like last time, or will we be scripting in another way?
3. Can you share the windmill script mentioned in the engine video (Blog 8 ) as an example of what coding might look like?
4. Would you be willing to share the Bannerlord equivalent of Warband's header_operations?
5. Would you be willing to share a base human model for reference before the game comes out?
6. Would you partner with a team to create a stand alone offering?
7. Are multiple game/world maps possible?
8. Do you have a hard limit for the number of world map terrain types and map icons?
9. Is seafaring/battles implemented? If not, will it be possible for modders to introduce seafaring (f.e. by teleporting a party unto sea terrain and changing its icon)?
10. Can the clipping plane distances (near/far) be changed? (In Warband we only could change the far clipping distance via module.ini)
[b]Coding[/b]
11. Can moving objects (e.g. missiles) be manipulated on the fly? (Would allow us to apply dynamic friction/drag, wind and aerodynamic lift)
12. Can animation-speeds be changed dynamically, without messing around with weapon proficiencies or -stats?
[b]Debugging[/b]
13. Can we debug code at runtime using variable inspection, break points, variable value manipulation, etc ? In other words, will we get a version of the game .exe that allows debugging our mods?
14. Will we have more control for logging data? Warband requires use of Edit Mode and only uses one file (rgl_log.txt), we could use different modes so logging is available on normal gaming (to support bug reporting), and the use of different files would simplify testing individual mods.
15. What strategy is being used for testing code? Will we get the modsys with unit tests included? Are mocks being used? Or is it dependent on the engine for running?
16. Warband allows for quick reloading (refreshing) of the game code after compilation. Will we have this for Bannerlord as well?
17. Will we have an ingame tool to create bug reports? If so, what will players be able to submit (img, txt, savegame, logs, etc.)?
[b]Scenes[/b]
18. To what extent will modders be able to access and/or tweak the random scene generation for battles?
19. In the Engine Power dev blog we were shown new scening mechanics such as animated objects (windmills rotating), multi-material painting and the decal system. What other new features do we get with the new scening tool?
[b]Items/Textures/Animations/Shaders/Sounds/Etc[/b]
20. What sort of metadata is set around the new weapon component (and armor?) system
21. Will it be possible to create new item types?
22. Any information on how the new sound engine works? How many sounds can be played at once? What file format is used? How does the engine handle music transitions? What will be available for the modder to change and adjust?
23. Will we be able to dynamically change a sound's volume and frequency? (So we could create some filters for distant sounds or underwater/indoor sounds)
24. Will firearms be supported? Will there be a (hidden) firearms weapon type proficiency again?
[b]Multiplayer/Server-Client[/b]
25. Can a server provide players with neccesary files/code modifications upon joining/after asking for permission?
26. Will we have full control of all data which is send between server and clients? (Pretty useful for optimization purposes, e.g. reducing network traffic in order to maximize the possible player count)
27. Is it possible to send data from client to client directly (P2P)? (Could be useful to reduce the server's traffic aswell)
28. What is the native admin system like?
29. Is the custom smithing feature available for multiplayer? If not, is it possible to port it?
30. Will we be able to send http requests; post and get?
31. Will it theoretically be possible to implement an ingame voice-chat?
32. When a player is on a server can you connect/move him to another server if he performs a particular action?