"I will drink from your skull" and "From your skull I will drink"The voice overs will be greeting lines, right? Sort of like in Total War diplomacy. I hope more voices are added too.
"It´s almost a complete game season"
"I will drink from your skull" and "From your skull I will drink"The voice overs will be greeting lines, right? Sort of like in Total War diplomacy. I hope more voices are added too.
They will be greeting lines and also companions stories. Back when they did the MP beta in 2019 there was a whole folder of voice lines when digging through the bannerlord directory. Since i always make back ups of my games I still have themThe voice overs will be greeting lines, right? Sort of like in Total War diplomacy. I hope more voices are added too.
There's also a variation of "I will drink from your skull""I will drink from your skull" and "From your skull I will drink"
"It´s almost a complete game season"
Sounds cool. Finally they did it.
2017 | 2022 |
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Back to the topic of the Banners, if we refer back to the summer of 2017 we see a noticeable difference between the behaviour of those little pieces of cloth tied to the spearheads. In GC17 the physics/behaviour is much more natural... more floaty... lightweight. On the other hand, on the GC22 the behaviour is much more "chewy" and rubbery...
2017 2022
In my opinion... when defining the physics of each clothing asset, there are two parameters from the tools... for this type of cloth I would definitely lower the gravity and anchor stiffness to get something much closer to what you had in 2017. @Dejan I'm quoting you in case you could please pass the note... also I'm thinking of guys like Safran, Dawa, etc who can give you their opinion in the modding discord about it...
It looks ugly and janky... I honestly mean it.
I truthfully have no idea why or even HOW the game managed to do a full 180 in terms of design and quality. In the gamescom videos we had dialogues, sally out missions, banners, better physics. What happened? It genuinely baffles me. I do believe the games quality will be better in the future when they start filling the remaining holes, however I feel as if the game somehow went backwards in 2017. Why did they do a whole engine from scratch, and why did it seemingly turn out worse than the one they had beforehand.
Early versions of the game probably ran on high powered systems. Optimising and in places downgrading to shoehorn performance into minimum spec pcs and consoles came later. Look back at the first year of EA - performance on potato pcs was a nightmare of crash reports. IMO the game should have been optimised for decent kit, but no software company is going to ditch the console market.I truthfully have no idea why or even HOW the game managed to do a full 180 in terms of design and quality. In the gamescom videos we had dialogues, sally out missions, banners, better physics. What happened? It genuinely baffles me. I do believe the games quality will be better in the future when they start filling the remaining holes, however I feel as if the game somehow went backwards in 2017. Why did they do a whole engine from scratch, and why did it seemingly turn out worse than the one they had beforehand.
Cloth physics taxes CPUs - 2017 was probably pre optimisation for potatoes. https://www.intel.com/content/www/u...-cpu-optimizations-for-cloth-simulations.htmlBack to the topic of the Banners, if we refer back to the summer of 2017 we see a noticeable difference between the behaviour of those little pieces of cloth tied to the spearheads. In GC17 the physics/behaviour is much more natural... more floaty... lightweight. On the other hand, on the GC22 the behaviour is much more "chewy" and rubbery...
Back to the topic of the Banners, if we refer back to the summer of 2017 we see a noticeable difference between the behaviour of those little pieces of cloth tied to the spearheads. In GC17 the physics/behaviour is much more natural... more floaty... lightweight. On the other hand, on the GC22 the behaviour is much more "chewy" and rubbery...
2017 2022
In my opinion... when defining the physics of each clothing asset, there are two parameters from the tools... for this type of cloth I would definitely lower the gravity and anchor stiffness to get something much closer to what you had in 2017. @Dejan I'm quoting you in case you could please pass the note... also I'm thinking of guys like Safran, Dawa, etc who can give you their opinion in the modding discord about it...
It looks ugly and janky... I honestly mean it.
Nice catch!See how you can push unit easily.
See how units are sliding
Shieldwal warfare pushes aren't dead yet I guess.See how you can push unit easily.
I truthfully have no idea why or even HOW the game managed to do a full 180 in terms of design and quality. In the gamescom videos we had dialogues, sally out missions, banners, better physics. What happened? It genuinely baffles me. I do believe the games quality will be better in the future when they start filling the remaining holes, however I feel as if the game somehow went backwards in 2017. Why did they do a whole engine from scratch, and why did it seemingly turn out worse than the one they had beforehand.
Probably because what they had was the marketing version and not actually playable.I truthfully have no idea why or even HOW the game managed to do a full 180 in terms of design and quality. In the gamescom videos we had dialogues, sally out missions, banners, better physics. What happened? It genuinely baffles me. I do believe the games quality will be better in the future when they start filling the remaining holes, however I feel as if the game somehow went backwards in 2017. Why did they do a whole engine from scratch, and why did it seemingly turn out worse than the one they had beforehand.
Most likely they re-made the physics after that videoI truthfully have no idea why or even HOW the game managed to do a full 180 in terms of design and quality. In the gamescom videos we had dialogues, sally out missions, banners, better physics. What happened? It genuinely baffles me. I do believe the games quality will be better in the future when they start filling the remaining holes, however I feel as if the game somehow went backwards in 2017. Why did they do a whole engine from scratch, and why did it seemingly turn out worse than the one they had beforehand.
If that is actually the case, I hope they go for less flags that look better.Early versions of the game probably ran on high powered systems. Optimising and in places downgrading to shoehorn performance into minimum spec pcs and consoles came later. Look back at the first year of EA - performance on potato pcs was a nightmare of crash reports. IMO the game should have been optimised for decent kit, but no software company is going to ditch the console market.
I wouldn't mind if the performance improvements allowed bigger battles on better kit, but we're all stuck with a hard ceiling of 2,048 agents.
Cloth physics taxes CPUs - 2017 was probably pre optimisation for potatoes. https://www.intel.com/content/www/u...-cpu-optimizations-for-cloth-simulations.html
Puny pennants are cheaper than full blown battle flags. Rubbery pennants with lower numbers of vertices are cheaper than more detailed floaty pennants with more vertices to animate.
It's not even necessarily the case that the underlying physics have changed, that sort of thing can also come down to how the specific weapon model in question was implemented.Most likely they re-made the physics after that video