What else remains to be explained?

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Reviewing "again" the videos of the last Gamescom I have come across this interesting information that I do not think is confirmed.

Peasant revolts attacking settlements
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Caravan owners raiding villages-settlements
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After reading the Dev Blog 04/10/18 we knew that in the armies tab you can create and manage different armies within the faction. But according to this capture it seems that we could have the possibility of having more than one party.
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Terco_Viejo 说:
After reading the Dev Blog 04/10/18 we knew that in the armies tab you can create and manage different armies within the faction. But according to this capture it seems that we could have the possibility of having more than one party.
9acAW.jpg

This is the clan menu. At Tier 1, a Clan can apparently only have one war party between all members. When your Clan reaches Tier 3 (according to Influence), you can add a new party - presumably it is lead by one of your other clan members (of your choice?).

By extension, as your Clan rises in Influence and reaches even higher 'Tiers', you will be able to add even more parties (as long as you have enough Clan members to lead them), which implies the possibility of being able to lead large multi-party armies even if you're not aligned to any Major Faction. It remains to be seen how plausible it will be to be able to gain enough Clan Influence to reach the higher Tiers without joining a Faction, but it does suggest some interesting possibilities. The fact that "Missions" also appear to be assigned to the Clan as a whole, rather than just the individual Player-character, suggests further that the Clan functions as an extention of the Player's personal retinue.
 
In this dev blog they mentioned a bug where a caravan would besiege a town. Maybe caravans raiding villages is part of the same, or another bug. If it's intentional however, caravans that "obtain" additional goods along the way would be interesting, and could be part of criminal enterprises.

The villagers attacking a castle definitely seem a new feature. It would indeed be nice to learn more about whether this occurs as a consequence of the settlement issues, or if it can also be the result of poor management by the lord.

 
@Rabies : But this doesn't appear on any blog, does it? I say this because if there is a blog confirming the information I would eventually add it to the initial list.

@John C: I knew about that bug, however it may be one more feature of the criminal system...
Regarding the peasants, it would be very interesting. Perhaps it is related to the prosperity of the settlement. If you look at the peasants of Kent Hen (VILLAGE) are assaulting the Llanoc Hen CASTLE.  :party:

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Indeed, very good observations, I'm intrigued. It seems that many small matters are more relevant to the world now. And there are a lot of intricacies left for us to discover.
 
Terco_Viejo 说:
@Rabies : But this doesn't appear on any blog, does it? I say this because if there is a blog confirming the information I would eventually add it to the initial list.

No. There's very little concrete information ever given in the text of the blogs - I think this is deliberate because vagueness creates speculation and discussion in the forums, without which nobody would come on here except to say "releasedatewhen?", and the place would be dead.

What I wrote is my own interpretation of the screenshot you chopped and posted. Here is the complete version:

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From this, it seems pretty clear to me that Fiefs and Missions (quests) are assigned to the Clan as a whole, not just the player character - because this is the Clan Management screen.

In the top right, it shows the Clan influence as 20. When it reaches 50, the Clan is upgraded to Tier 2. It doesn't say what advantages Tier 2 gives you over Tier 1 (maybe more Companion slots above the initial 6?), but it does say that Tier 3 gives you another party within the Clan. Tiers seem to be dependent on Influence, and Influence seems to be collected by the Clan as a whole.

EDIT: Sorry, replace "Influence" with "Renown"
 
I looked at some videos and found some intriguing things... you can ride sheep and cows? If not at least it seems sheep can hit things, can yo unleash a horde of space cows to attack the enemy?

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t5qJ3yK.png
 
hansolo223 说:
I looked at some videos and found some intriguing things... you can ride sheep and cows? If not at least it seems sheep can hit things, can yo unleash a horde of space cows to attack the enemy?

5eZfo3x.png

t5qJ3yK.png

The inventory camera angle captures the cow but goes over the sheep’s head, missing it entirely. Hopefully, TW will fix that.
 
I think there are several aspects we need to read about. My list:

1) Faction leaders in-depth lore, in-game model
2) Changes to combat since last blog
3) Weapon crafting progress
4) Showcasing the different systems that impact fighting and starvation when it comes to seasons
5) Multiplayer sieges, and what has changed since the last blog
6) Approximate early access
7) Character customization progress


Many of these are updates to existing blogs but they are definitely important.
 
hansolo223 说:
I looked at some videos and found some intriguing things... you can ride sheep and cows? If not at least it seems sheep can hit things, can yo unleash a horde of space cows to attack the enemy?

5eZfo3x.png

t5qJ3yK.png

Makes me wonder if weapon/armour condition has been removed. Having poorly made/damaged equipment to sell helped keep your looting income down to reasonable levels and helped the risk/reward element.
 
hansolo223 说:
I looked at some videos and found some intriguing things... you can ride sheep and cows? If not at least it seems sheep can hit things, can yo unleash a horde of space cows to attack the enemy?

5eZfo3x.png

t5qJ3yK.png

The fact that sheep and cows have hit points and charge damage is probably a function of their potential presence in battle scenes. For example, if some peasants or a caravan are transporting live animals to sell at market, and they get attacked en route, the animals will appear in the battle scene and can be killed there. We saw in the Gamescom videos a battle where pack mules appeared in a battle involving bandits attacking a caravan. I guess this points to other animals having that possibility.

I hope so, anyway. If cows can actually join your party as part of the cargo (like horses do in Warband), hopefully it means we're rid of the manual cattle herding on the campaign map that was in Warband, which was possibly one of the most annoying game mechanics ever conceived in the history of mankind.
 
Confirmed: There are NO AMBUSHES gentlemen...I've been so f***** up to find out it in Steam...they've abandoned us around here.

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(link)

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Lmao throwback to me explaining to RainbowDash how the use of the word Ambush in blogs wasn't referring to an actual feature. Sweet victory.

@Terco don't worry I'm sure Duh will pick up the slack once he's situated.

@HanSolo mind sharing the video you got that from? It's interesting. We've seen pack animals in the caravan defense battle (very cool btw) but they didn't move or anything. It would be quite something if they could be used. I don't know why else they'd have specific stats like that which don't look like placeholders.
 
vicwiz007 说:
Lmao throwback to me explaining to RainbowDash how the use of the word Ambush in blogs wasn't referring to an actual feature. Sweet victory.
Do you remember which blog this was? I thought it was the Batannia blog, but no luck.
 
Don't remember specifically, just that it was used variously a few times. I could've sworn it was talking about Battania ambushing in forests or something because that's what we discussed so I'm surprised it's not in their faction blog.
 
Terco_Viejo 说:
Confirmed: There are NO AMBUSHES gentlemen...I've been so f***** up to find out it in Steam...they've abandoned us around here.
1) You don't have to self-censor, the forum has a built-in swear filter that is on by default. Be colorful if you want, and those that don't want to see it won't have to. 2) Callum can't be expected to respond to every question he receives across all platforms. If he answers in one place but not another, it's not a reflection of his priorities.
 
@Orion
Thank you for commenting I didn't know, regarding Callum...(insert sarcastic joke here)

John.M 说:
vicwiz007 说:
Lmao throwback to me explaining to RainbowDash how the use of the word Ambush in blogs wasn't referring to an actual feature. Sweet victory.
Do you remember which blog this was? I thought it was the Batannia blog, but no luck.

Promises and promises...We'll see what the promised features will look like....


Mount&Blade II: Bannerlord Developer Blog 3 - Unexpected Parties
Development of this kind is incremental and behaviours need to be gradually corrected and improved over time, to include new actions. An example of this is ambushing. The mechanic and gameplay of ambushing itself needs to be developed but for a real implementation into the game, the AI needs to be programmed to make sure that lord and bandit parties also make use of ambushing in realistic ways. This adds extra layers to the development of a non-linear game like Mount&Blade, obviously creating complications but a necessary part of creating the games that we want to create and our players enjoy.

Mount&Blade II: Bannerlord Developer Blog 7 - Imperial Declines
Bannerlord is set 200 years before Warband. Players who followed Warband's lore will recall that Calradia was once an empire, which declined and was supplanted by successor states -- tribal confederations-turned-kingdoms -- much as the Western Roman Empire was supplanted by early medieval states. Bannerlord lets you join those rising kingdoms at an early stage in their development, and it also lets you join the Empire. Weapons, armor, clothes and architecture should date from around 600 to 1100 AD, rather than the 13th century. There's the Vlandians, a tribe whose chieftains have become feudal lords and are renowned for their skills as heavy cavalry. There's the Sturgians, who colonized the forests of the north and specialize in axe- and sword-armed footmen. The Aserai live in the scrubland and desert oases of the south and fight on both horseback and foot. The Khuzaits, a steppe tribe that conquered the trading cities of the east, make heavy use of horse archers. The Battanians meanwhile are skilled in exploiting their native woodlands, and are deadly in ambushes, be it a shower of arrows or a screaming charge out of the trees. The Empire has spent generations honing the arts of combined-arms warfare, with cataphracts, spear formations, and archers all doing their part on the battlefield.


Mount & Blade II: Bannerlord Developer Blog 12 - The Passage Of Time

The topography of the map is not entirely consistent with Warband, in fact Bannerlord's map is somewhat more mountainous. The effect of this is an increase in the number of choke points. It will be hard to avoid conflict, for instance, when traversing narrow passes through mountain ranges that may be riddled with ambush spots or enemy patrols. Tactically, the map offers many more options for controlling areas that serve as trade routes. Battles are often fought in the game to contest key choke points with the goal of securing passage for trade caravans and other parties. As a player, it is important to consider what kind of warfare you are likely to end up in, before sacrificing relations with a faction. If your speciality is skirmishing on foot over rough terrain, you might for example avoid engaging the Aserai, who will have higher mobility in the open desert.

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I knew I heard it from somewhere thats why I asked the question thought I just made it up in my own head  :razz:
 
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