...but nothing added since the release so far..
i mean from the beginning of the early access.Game wasn't released yet. And it won't be for at last an another year.
i mean from the beginning of the early access.
Making scenes is different work. I am scener too and I know there are people works in taleworlds as a scener. I am wondering what they have done so far?Devs have been concentrating on stability of the game and optimization so far rather then on adding context. Which make sense. Adding new stuff would make optimization later just that much more difficult. It's sensible to make sure that what is already in the game runs smoothly before adding more stuff.
Making scenes is different work. I am scener too and I know there are people works in taleworlds as a scener. I am wondering what they have done so far?
I have been following changelog since the beginning of ea. I haven't seen any changes related i am looking for, this is why i am asking to the devs.You have all changes in the change logs.
Devs have been concentrating on stability of the game and optimization so far rather then on adding context. Which make sense. Adding new stuff would make optimization later just that much more difficult. It's sensible to make sure that what is already in the game runs smoothly before adding more stuff.
+1I don't plan on 'complaining' until March of 2021. I knew what I was getting into.
This is not the way most projects are structured. Developers will usually map out and implement all the game mechanics first and then do all the balancing and finer bugfixing etc later. Adding and polishing game mechanics one by one is typically how you end up with spaghetti code which you spend 80% of your time trying to make usable
In the 2000s there were a few smaller developers run by (more or less) amateurs who used to do this, i.e. making the game playable first and then adding new mechanics if they felt like the game would be better with them, but this is extremely risky to do and I don't see how a large company like taleworlds could pull it off.
This is not the way most projects are structured. Developers will usually map out and implement all the game mechanics first and then do all the balancing and finer bugfixing etc later. Adding and polishing game mechanics one by one is typically how you end up with spaghetti code which you spend 80% of your time trying to make usable
It's quite funny because that's exactly what Hoppo did with Risk of rain 2. It has a full realse tomorrow and it's been one of the best early access titles since it's realse.Hoppo isn't a big team either, but I guess the scope of the game is much larger in bannerlord.This is not the way most projects are structured. Developers will usually map out and implement all the game mechanics first and then do all the balancing and finer bugfixing etc later. Adding and polishing game mechanics one by one is typically how you end up with spaghetti code which you spend 80% of your time trying to make usable
In the 2000s there were a few smaller developers run by (more or less) amateurs who used to do this, i.e. making the game playable first and then adding new mechanics if they felt like the game would be better with them, but this is extremely risky to do and I don't see how a large company like taleworlds could pull it off.
Lol have you been playing? Most of the performance issues have come from retreat pathing being bugged on maps, its been one of their biggest issues. They no doubt are now testing maps to ensure they dont introduce massive performance issues and we have no idea how they plan to implement the new maps.... one by one or in a batch.If adding new settlement scenes causes bugs or makes optimisation harder then the game is utterly doomed
Lol have you been playing? Most of the performance issues have come from retreat pathing being bugged on maps, its been one of their biggest issues. They no doubt are now testing maps to ensure they dont introduce massive performance issues and we have no idea how they plan to implement the new maps.... one by one or in a batch.