Mountain blade II - the real changelog (humour - take with a pinch of salted butter)

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pti_lou

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(disclaimer: this message is sarcastic. developpers have made a great work with the game and it can only improve from there, I can't wait to see what will follow)

April Fools !

We thought players would notice, but they haven't.
You haven't noticed an intern had used deep learning development and made bannerlord by running the script for 10 years and everything went butter than expected.

For all the players. We all had a good laugh, so we intend to release the real bannerlord with the following changelog within two weeks.

- Message from the butterlord mountain blade developpers -


The real change Changelog

Solo player changes:


- Betrayal: huge factions can now be parted in smaller entities and after successful plots or death of a ruler. This will rebalance faction strength.

- Bandit lair attack: Player can choose troops to attack bandit hideouts. Stealth mechanics are now integrated. More options are avaiable such as setting building or caves on fire. Crossbowmen are now considered archers.

- You now have to rest your party during the night to get speed and endurance benefits

- You don't need charisma to seduce partners, strength and achievements can help get unofficial partners (bastard kids), and more plotting options are available (support bastard child)

- Disguise: you can now act as a bandit group, with a fake name, commendited by a faction in enemy territory and paid as mercenary

- Prisoner torture and execution: prisoner can be executed, bt However revenge can take place against you when you don't expect it.

Combat and movement:

- Damage is now calculated depending on the area of the body affected by the hit and the armor covering of the body part.

- Damage calculation includes more variables than ONLY differential collision speed, the new formula now takes into account the angle of impact, type of damage, material properties (rusty metal has more chance to bounce on metal than leather).

- Piercing damage is now scaled to the size of the spear or arrowhead and the momentum.

- Kicking and shield bashing now affect players position dynamically. Soldiers in a shield wall should have stability bonus while unshielded soldiers should stumble at a charging enemy.
Bashing reduces movement speed and includes a chance to fall.

- running, jump and movement speed is realistically atered by equipment properties and weight. Poorly designed, or excessive plate armor and chainmail reduces soldier speed.

- sprint: soldiers can now sprint towards enemy for extra damage. Stamina depletes quickly and is restored over time. Lack of stamina reduces soldier stability, ability to parry and ranged accuracy.

- New orders can be given to soldiers use sword, use blunt, use ranged, use spears, use 2Handed or use any: Each weapon

- Hold passive\normal\aggressive: alternative shield wall combination in which soldiers hold position. In passive mode soldiers use spears. In normal mode soldiers keep shields and look for opportunities to stab back with 1 handed weapon. In aggressive mode soldiers actively attack and chase enemies

- shields now cover the part of the body it physically covers. Collision between a weapon and the shield is now detected and result in no cutting or piercing damage, even though the shield is not actively used by the player. The defender still receives reduced blunt damage, shield damage and stability loss.

- depending on their design, size, weapon type, momentum and attack angle, there is a possiblity that a hit may crush through. Also, with certain weapons and in certain angles (thrusts in particular), hits may slide away, prolongating attackers' animation

- new spear mechanic: alternate spear mode in which the soldier let the back end of the spear touch the ground. The spear is shorter but any successfully hit om cavalery or footman deals massive damage depending on collision speed and the spear is either destroyed or falls from hands.

- Unbearable weight: heavy hits, depending on the weapon and weight of the weapon have a chance to make the soldier fall, even from horses.

- Fall from horses: Horse chagerges do more damage, horsemen who fall take damage.

- javelins and axes: AI now predict the position of moving or standing enemies and do not try to avoid hitting their target.

- Headshots multiplier is higher when piercing occurs. Non-piercing blunt effect produces a specific sound. Chances of bouncing from an angle are increased.

- Overhaul of siege defenses: soldiers might be covered in burning or hot tar, oil and water. They can receive damage over time from it. Archers may use fire arrows, set structures and people aflame when applicable.

- New units: burning tar pigs and enraged bulls to produce chaos in enemy lines. Gooses may help defenders.

- Environmental damage: horsemen can take damage from defensive structures or by hitting walls

- equipment choice: multiplayer units can choose their equipment

- multiplayer unit balance: no more 2handers for archers. Cost of archer armor is increased

- crossbow passive shield: can now be stuck in the ground to provide cover for crossbowmen

- throw weapon: every weapon can be thrown at an enemy, with various effect depending on the weapon

Server capacity
10 years have passed and we updated out technology to not only graphically enhance the game, but also in calculation capacity and netcode.

- real skirmish servers: average skirmish server size is now 40

- real scale battles: we temporarily invested in high duty servers to scale up battlefield size to 800 players. Maniple officers, Centurions and generals (temporary names grades will be chosen by community) are all elected at the beginning of the game after claiming the position. Other troop types are available such as drums and flag bearers provide bonuses. All have specific communication channels. Officers Interactive map is provided to ranking officers.

Ingame communication

- taunt: soldiers can taunt their enemies, special taunt available for player made shield walls

- voice communication: In collaboration with original developpers, we integrated teamspeak directly within the game. Minimal options, 3D integrated into the scene. Client side algorithms detect and actively remove sound from voice and game. Machine learning algorithms prevent microphone gain to increase TV and crying babies sounds.
Players can be dynamically rated for their microphone quality and can track the scores.

- Active communication abuse muting: any insulting, racist or mysoginist comment is detected and automatically mutes the player. The intended audience
(teammates or enemies) see the message but must actively unmute the player by majority to restore. Team parties are not included in unmute polls, excepted in the case of full premade party.

- Vocal limbos: During matchmaking waiting time, any player that is 18+ can anonymously review communication abuse claims, leading to fair and quick appraisal of claims. Offenses will range from multiplayer mute, toxic only limbo servers with only horse archers or to temporary bans.
 
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I wish 90% of this changes could actually be applied to the main game (and they must be possible) ... Thanks man! I had a good laugh and hope that someday...
 
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