New Blog https://www.taleworlds.com/en/Games/Bannerlord/Blog/13
(click to show/hide)
Hello all!
As many of you may have noticed, we have been rather busy! Last week, we visited Cologne, Germany to attend Gamescom, the largest game conference in Europe. While there, we took appointments to demonstrate some Bannerlord gameplay to the world's media. Along with this, we released a few videos which were used as part of our presentation.
It has been great to see the excited response to the clips and we're very pleased that your feedback has been so positive! Of course, the game is still very much in development and so we had to make decisions about what to put in the videos and how it would be presented.
Here, we have compiled some of the highlights, along with a small smattering of new footage, which we want to present to you the community, along with a little explanation about some of the features.
Going through the video chronologically, we want to explain what you can see and why we have decided to include it.
Right at the start of the video, there is an extended segment demonstrating some of the siege weapons in the game. Actual sieges are undergoing a lot of work in development right now and we are aiming to give a full demonstration of a siege in the near future, once all of the pieces are in place. The clips here are intended to highlight the various siege engines we have created. We think it's a huge step forward for sieges in Mount & Blade to include multiple siege engines of different types. In the video, you can see the player pushing the battering ram. This hint was deliberately placed to signify that all siege weapons are fully usable by the player, as well as the AI.
One thing that we didn't show in the video, though, was our deployment screen. All of the siege weapons are placed freely by the players, so there is full control over how to assault the walls. Once the siege begins, the player can also order troops to change what they're doing on the fly, throughout the battle. Of course, these weapons need to be constructed first.
After this, we see a short clip of the world map and village management. Graphically, we have made huge strides here, to improve the look and feel of Calradia. Though there are also some significant gameplay changes evident here. Castles are now fully integrated with villages, which means that settlement produces goods and has economic impact. The four sides of a village can all be made into different types of production, with the unique option of turning one into a castle.
A village with a castle is naturally much more defensible, but the slot is sacrificed that might have been used for something valuable like a salt mine. All of these are reflected on the world map as well, as can be seen in the video.
What's really interesting is that AI Lords start new projects and modify their villages over time, just like the player. So during a long playthrough, the face of the map and nature of various settlements can change significantly, in ways that are fully dependent on the current economic and political situation of the NPCs and their factions.
By assigning the work allocation of the village, you can adjust how fast projects are completed, as well as the tax and militia levy from villages. Though all of this has an effect on morale and neglecting your peasants can lead to serious complications in the long term.
Next is a clip of some combat from a small fight between the player's small party and some bandits. We have much more varied and interesting terrain for combat now, as well as much more advanced AI, that knows how to keep out the range of attacks, while moving closer to strike. Looters in the game don't pose too much of an obstacle for experienced, high level players with good equipment but by spreading out and trying to surround their opponents, it can still be dangerous to face multiple enemies at once. Though that is balanced by the power of larger, stronger weapons to hit more than one foe with a single swing!
The inventory screen demonstrates our improved UI, that offers the player much more intuitive and direct control. For instance, it's now much easier to switch between equipping the player and companions as all it takes is a simple click, from any place where the inventory screen is shown. Items can also be sorted and filtered really easily, which makes it much simpler to manage large numbers of items. There are also hotkey and buttons which make it simple to buy/loot/sell items with fewer clicks. Tooltips provide comparisons between equipped and selected items.
Next as the player enters the city, we have provided a glimpse of imperial culture and architecture, reflected by the style of the buildings and clothes of the citizens. The tavern seen here shows how lively and appealing scenes have become in Bannerlord, with NPCs sitting, drinking, interacting with one another and going about their business. In this tavern, there is a musician playing and a game host in the corner, with whom you can bet money on the custom board games which we have introduced. Each of the game's six cultures has their own boardgame, originally designed but inspired by real historical games. These can also be played with ladies and lords, as well as other NPCs in the game for role-playing and diplomatic purposes.
Moving into the latter half of the video, there is a demonstration of seasons in the game. All scenes change dynamically according to the season, which is altered by a yearly cycle. This is also reflected on the world map by the advance and retreat of snow cover. The gameplay effects of this will also be felt by players who try to wage war in the winter, as troops will suffer greater losses to morale, demanding more food and fuel. One subtle but interesting benefit of the yearly cycle, which we have felt while play testing, is that it gives the player a much more innate connection to the advancement of the game world; feeling the steady flow of time as familiar places alter in appearance throughout each season.
Beyond this, we offer a look at another new feature in weapon crafting. This fits really well into the sandbox game, by not only providing players with a huge amount of freedom in and connection to the weapon they use but giving us an engine, with which to create unique weaponry in the game world. These items are used for quests and appear variously as significant objects like family heirlooms, to which certain characters may hold special attachment.
The logic of the crafting is simple in that weapons are separated into parts that can be exchanged, with any kind of combination. This also works for axes, polearms etc. One feature not shown in the video is length adjustment; it's actually possible to tweak the exact length of certain parts such as blades to get exactly the kind of weapon you want. All of these parts have physical properties, to which the power of the weapon is directly related. Some fairly serious calculations assess the centre of mass and balance of a weapon, which changes the speed and damage, as well as the timing of the animation itself. This contributes to a unique feel for each weapon, depending on the parts it uses. Naturally, we give the player freedom to name the weapon as well. One of the interesting results of this feature can actually be losing your prized sword and seeing it turn up in the possession of some bandits half way across Calradia!
Lastly the video demonstrates our replay system. This is one of the newest features in the game, although it is something we have planned to include for a while. As developers, we are keen to respond to changing trends in gaming as a whole and in the past few years, it has become more and more important for players to share their experience with others. Let's play videos and machinima are already a pretty huge part of community culture for our existing games, so we really just wanted to provide a tool that would support and encourage the same. Any battle, single or multiplayer is saved directly and can be re-watched from any angle as well as slowed down. Lighting and other effects such as dynamic field-of-view adjustment can also be customised. In the video, one of our developers is actually creating a simple camera path which tracks some of the action, and at the end you can see the final result as a high quality render, exported directly from the game.
We really did reveal a lot over the past week! We hope this provides some context for the footage released. There is of course much much more of the game that we haven't talked about yet, but we're looking forward to doing so in the coming months.
From all of us at TaleWorlds, thanks to everyone for all of the support and nice comments. It has been a real boost to us, after a period of very hard work! :)
Title: Re: Taleworlds + Gamescom = ???
Post by: Christo on July 10, 2015, 11:00:29 am
They better pull out something, its been too long
Title: Re: Taleworlds + Gamescom = ???
Post by: [ptx] on July 10, 2015, 04:43:00 pm
Initial 10sec trailer... on loop :P
Title: Re: Taleworlds + Gamescom = ???
Post by: Christo on July 12, 2015, 06:47:44 pm
=(
Title: Re: Taleworlds + Gamescom = ???
Post by: Siiem on July 26, 2015, 09:35:30 pm
Pretty much. All will be black. visitors can't see pics , please register or login
Title: Re: Taleworlds + Gamescom = ???
Post by: Guray on July 27, 2015, 08:14:24 pm
9 days left. We will see together. :!:
Title: Re: Taleworlds + Gamescom = ???
Post by: 722_ on July 28, 2015, 04:54:06 pm
"Mount & Blade II: Bannerlord will be officially revealed for the first time to the media press at this year’s Gamescom, taking place in Cologne from August 5.
Bannerlord takes place 200 years before the events of Warband, however the game will introduce much improved visuals to the game as well as new features and expanding gameplay in all areas.
Information about TaleWorlds Entertainment’s next entry in the Mount & Blade series has been hard to come by, with not much information being revealed by the developer as of yet, however Gamescom will be the first time that live gameplay of Bannerlord will be shown, as well as additional videos and information being released.
As well as being shown off at Gamescom, TaleWorlds also announced that the Mount & Blade series has also sold over 6 million units to date, making it one of the most popular indie franchises of all time. TaleWorlds first game, Mount & Blade, was released back in 2008, with Warband releasing in 2010. Warband was the game which cemented the series place as one of the most popular sandbox games on PC.
The latest release from TaleWorlds is Viking Conquest, an expansion for Warband. A Reforged Edition of Viking Conquest was also recently announced, giving owners of the DLC a free update containing a range of new features and improvements including multiplayer raiding and dog companions."
Title: Re: Taleworlds + Gamescom = ???
Post by: [ptx] on July 28, 2015, 05:23:23 pm
So... Will Bannerlord have dog companions? Asking the big questions here.
Title: Re: Taleworlds + Gamescom = ???
Post by: kwhy on July 28, 2015, 10:14:32 pm
I havent. Might do since you've mentioned it, i liked the stamina mechanic in the original and the ability to make my own settlement but that was largely it
Does that have MP? I am at work atm so I can't check ^^
Title: Re: Taleworlds + Gamescom = ???
Post by: FleetFox on July 31, 2015, 09:50:43 am
Spears were very fast and had native turnrate (ofc) and overhead/underarm stabs, very powerful and very high damage.
I hope they won't make this mistake with Bannerlord, although I am pretty sure they will. Spears are (sorry, I have to go all caps) FUCKED UP! The actual root cause is the ridiculous pierce damage mechanics, but spears literally take it to the next level. I don't have my hopes up. But we will see.
Tbh, I might throw away the game on day one, if I observe that the ridiculous stabs are still there.
Title: Re: Taleworlds + Gamescom = ???
Post by: Varadin on August 01, 2015, 04:32:41 pm
I hope they won't make this mistake with Bannerlord, although I am pretty sure they will. Spears are (sorry, I have to go all caps) FUCKED UP! The actual root cause is the ridiculous pierce damage mechanics, but spears literally take it to the next level. I don't have my hopes up. But we will see.
Tbh, I might throw away the game on day one, if I observe that the ridiculous stabs are still there.
They were never fast, you are just bad at this game 8-)
Title: Re: Taleworlds + Gamescom = ???
Post by: Daunt_Flockula on August 01, 2015, 04:42:06 pm
Why are everybodies expectations too low :( . I trust my Turkish brothers! They wont let me down! :!:
Same here. Still I can't help but expect that they will repeat some of their fatal mistakes. Hopefully though, they have learnt from them, listened well to their audience and will successfully upgrade the formula to the next level.
Title: Re: Taleworlds + Gamescom = ???
Post by: Jona on August 03, 2015, 05:48:36 pm
They already said that there would be no online campaign option though, so there go those hopes and dreams. :/
Title: Re: Taleworlds + Gamescom = ???
Post by: Guray on August 04, 2015, 01:38:14 pm
Imagine multiplayer with towers and catapults and rams that work like this! You insult a noble and he throws down his gaming board 'It's time to duel!'
Yes It will be great
:lol: :D
Btw I gotta go to home from work now. Road takes about 2 hours so I will not be able to update you if there are any other news . Such as release date. Brb going home ASAP! :) http://www.twitch.tv/twitch
Title: Re: Taleworlds + Gamescom = New Gameplay Video + ???
Post by: Thovex on August 05, 2015, 03:13:21 pm
That video seemed god awful but ok
I'm gonna go to gamescom to see myself tomorrow...
Title: Re: Taleworlds + Gamescom = New Gameplay Video + ???
Post by: Overdriven on August 05, 2015, 03:16:40 pm
Was a bit meh. Seems they have only showed bare bones so far. Nothing particularly amazing but fairly expected stuff.
Would enjoy some actual combat gameplay though.
Title: Re: Taleworlds + Gamescom = New Gameplay Video + ???
Post by: 722_ on August 05, 2015, 03:39:01 pm
omg working ladders in the siege tower. and weapons have two speed stats now, one for swing speed and one for thrust speed
Title: Re: Taleworlds + Gamescom = New Gameplay Video + ???
Post by: Vibe on August 05, 2015, 03:47:54 pm
Was hoping they'd show more combat
Title: Re: Taleworlds + Gamescom = New Gameplay Video + ???
Post by: Jacko on August 05, 2015, 03:54:13 pm
Actual climbing animations!
Digging the season changes, but yeah, was hoping for a bit more. Combat looked basically the same as WB.
Title: Re: Taleworlds + Gamescom = New Gameplay Video + ???
Post by: Zeltino on August 05, 2015, 04:32:09 pm
Title: Re: Taleworlds + Gamescom = New Gameplay Video + ???
Post by: Vibe on August 05, 2015, 04:41:24 pm
Why change something that works? A small improvement or addition to combat wouldn't hurt, but I'm fine with just other parts of the game being improved like graphics and new features outside combat.
Title: Re: Taleworlds + Gamescom = Videos + ???
Post by: Guray on August 05, 2015, 05:35:09 pm
https://www.youtube.com/watch?v=0N1eVUvbZ50
https://www.youtube.com/watch?v=AF4bDFfCdhk
https://www.youtube.com/watch?v=CE_5kujE3Ho
Title: Re: Taleworlds + Gamescom = Videos + ???
Post by: YnScN on August 05, 2015, 05:40:02 pm
I'm so fucking excited with the board games!!! Can't wait to play it!!
Title: Re: Taleworlds + Gamescom = Videos + ???
Post by: Jacko on August 05, 2015, 05:47:11 pm
Why change something that works? A small improvement or addition to combat wouldn't hurt, but I'm fine with just other parts of the game being improved like graphics and new features outside combat.
There is a lot to improve in WB without changing the base formula, which is what I was hoping to see in WB2.
Title: Re: Taleworlds + Gamescom = Videos + ???
Post by: Guray on August 05, 2015, 05:59:23 pm
http://www.twitch.tv/twitch I feel like they are going to show bannerlord now. They just showed another RPG game. And the girl said "We will be back with more war game content etc"
(click to show/hide)
https://www.youtube.com/watch?v=0N1eVUvbZ50
https://www.youtube.com/watch?v=AF4bDFfCdhk
https://www.youtube.com/watch?v=CE_5kujE3Ho
Edit : They are showing Guild Wars 2.......................moredots........
Title: Re: Taleworlds + Gamescom = Videos + ???
Post by: BlackPanda on August 05, 2015, 06:24:54 pm
Wow, honestly looks fucking amazing.
Title: Re: Taleworlds + Gamescom = Videos + ???
Post by: Weren on August 05, 2015, 06:49:33 pm
The first clips left me skeptical, but in the last and longest video the combat looked pretty fun and fluid. :o
Title: Re: Taleworlds + Gamescom = Videos + ???
Post by: Utrakil on August 05, 2015, 07:06:20 pm
So who is coding the mmo (c-rpg2) now???? unfortunately the donkeys are bussy already.
Title: Re: Taleworlds + Gamescom = Videos + ???
Post by: Radament on August 05, 2015, 07:16:28 pm
So who is coding the mmo (c-rpg2) now???? unfortunately the donkeys are bussy already.
Crpg2 would be pretty sweet with the ability to make custom weapons already in the singleplayer game (and those increased armor options). I hope somebody will make it happen.
Title: Re: Taleworlds + Gamescom = Videos + ???
Post by: Polobow on August 05, 2015, 07:23:19 pm
Title: Re: Taleworlds + Gamescom = Videos + ???
Post by: Gurnisson on August 05, 2015, 07:33:57 pm
The weapon crafting with a "balance modifier" instead of purely balanced or unbalanced looks cool. Different speed for thrusting and cutting, nice details. The cities and taverns looks really good, so does the siege equipment. Music's decent too. Body slider, thumbs up.
That board game taking like 1 minute of the trailer, wtf. Voice acting is atrocious, hope it's just placeholders. The fighting seems... average? I don't know, a bit too little to judge from unforunately. Too much board games, too little fighting. :lol:
Title: Re: Taleworlds + Gamescom = New Gameplay Video + ???
Post by: Shemaforash on August 05, 2015, 07:34:14 pm
That 2h stab. That goddamn piece of crap 2h lolstab...
Yeah, what I thought exactly. That shit is still there. I have a feeling that most of the shit we have all grown tired of will still be there as well.
Title: Re: Taleworlds + Gamescom = Videos + ???
Post by: karasu on August 05, 2015, 08:00:10 pm
In one of the screenies I also see the warband terrible polearm right swing readying. :|
Title: Re: Taleworlds + Gamescom = Videos + ???
Post by: Shemaforash on August 05, 2015, 08:04:01 pm
I think we'll all agree it's the insane replayability of warband which made it so successful, striking similarity with games such as dota and counter-strike. My point being is that if bannerlord want to become a big game, what'll make it huge is most likely the competition.
Title: Re: Taleworlds + Gamescom = Videos + ???
Post by: Logen on August 05, 2015, 08:12:20 pm
Modding and sandbox are cool, but combat is what makes Mount and blade unique.
This sums it up, I wouldn't have given any time to the game without the combat mechanics of M&B, being huge moddable or not. In a weird example, the same reason I simply can't stand playing CS (never did, and Quake gave me all the reasons to do it).
Title: Re: Taleworlds + Gamescom = Videos + ???
Post by: Radament on August 05, 2015, 08:28:20 pm
Modding and sandbox are cool, but combat is what makes Mount and blade unique.
I fully agree that combat makes it unique, but it's (singleplayer) mods that made it hugely popular. The top mod on moddb alone has more players than the multiplayer competitive scene will ever have.
Title: Re: Taleworlds + Gamescom = Videos + ???
Post by: Ikarus on August 05, 2015, 08:46:12 pm
Where did you guys get all the sweet wallpapers and info? Did they hand out USB-sticks with all that stuff or wut :o
looks really sweet, although I know that it will still take quite a while until it´s out
Title: Re: Taleworlds + Gamescom = Videos + ???
Post by: Polobow on August 05, 2015, 08:56:58 pm
Where did you guys get all the sweet wallpapers and info? Did they hand out USB-sticks with all that stuff or wut :o
https://drive.google.com/folderview?id=0ByyYc84az3EqRzZMYi1Za3djY28&usp=drive_web Found it on this thread: http://forums.taleworlds.com/index.php/topic,249537.0.html
Guray could you perhaps add it to OP?
Title: Re: Taleworlds + Gamescom = Videos + ???
Post by: Falka on August 05, 2015, 08:57:47 pm
I fully agree that combat makes it unique, but it's (singleplayer) mods that made it hugely popular. The top mod on moddb alone has more players than the multiplayer competitive scene will ever have.
Well, there's no equation between combat and competitive multiplayer. Mods, be it single or multiplayer, are so hugly popular because combat is so great in the first place, I think.
Title: Re: Taleworlds + Gamescom = Videos + ???
Post by: Shemaforash on August 05, 2015, 09:07:43 pm
Well, there's no equation between combat and competitive multiplayer. Mods, be it single or multiplayer, are so hugly popular because combat is so great in the first place, I think.
I think so too, mods wouldn't do anything if the base game wasn't good in the first place. However, even good games get old, and that's where mods come in and keep the game alive for a long time thanks to the added variety.
It's disappointing to see a developer ignoring the aspect and being so oblivious to it.
What aspects am I ignoring? :lol:
I'm looking forward for the game, enjoyed the hell out of Warband (and Mount & Blade), I just don't agree with you that the competitive multiplayer is a hugely important factor for Warband 2 (or regular WB for that matter).
Title: Re: Taleworlds + Gamescom = Videos + ???
Post by: Radament on August 05, 2015, 09:27:02 pm
Still a lot of negativity around the quality it was launched at, dont want to associate the new game with those feelings. I've never seen a game/DLC get fucked that hard on steam in all my life xD review status - 'overwhelmingly negative'
there have been a few games that have been pulled off of the steam market b/c of how shit they were (http://store.steampowered.com/app/208650/)
i imagine that the Brytenwalda team needed more time before release (i mean you never have enough time in software development)
Title: Re: Taleworlds + Gamescom = Videos + ???
Post by: Senni__Ti on August 06, 2015, 02:03:26 am
Anyone else notice the 2h sword stab is on his left? (B roll) Whereas 2h axes stab from the right; seems odd they separated the animation, but still used a similar stab. Also swings seem to remain active after they've hit something (might be only for environment collisions, not enough footage). (again b roll)
Title: Re: Taleworlds + Gamescom = Videos + ???
Post by: Xant on August 06, 2015, 06:48:17 am
Meh. Disappointed. Combat looks exactly the same.
Title: Re: Taleworlds + Gamescom = Videos + ???
Post by: Lord_Carlos on August 06, 2015, 09:14:39 am
I want this Bannerlord and Kingdom come deliverance.
They really need long for Bannerlord :cry:
Title: Re: Taleworlds + Gamescom = Videos + ???
Post by: darmaster on August 06, 2015, 09:27:26 am
Title: Re: Taleworlds + Gamescom = Videos + ???
Post by: FleetFox on August 06, 2015, 03:47:20 pm
Oh that looks promising! Just jope it will work on my laptop. Got that second artwork as my background now, real cool. I wish there was a height slider too but that would'nt be possible i know.
Title: Re: Taleworlds + Gamescom = Videos + ???
Post by: Arthur_ on August 06, 2015, 06:26:11 pm
Oh that looks promising! Just jope it will work on my laptop. Got that second artwork as my background now, real cool. I wish there was a height slider too but that would'nt be possible i know.
inst it for PS4 and xbox only or something?
Title: Re: Taleworlds + Gamescom = Videos + ???
Post by: FleetFox on August 06, 2015, 11:27:37 pm
For PC and the consoles I think, could be wrong.
Title: Re: Taleworlds + Gamescom = Videos + ???
Post by: Shemaforash on August 06, 2015, 11:33:34 pm
Anyone else notice the 2h sword stab is on his left? (B roll) Whereas 2h axes stab from the right; seems odd they separated the animation, but still used a similar stab. Also swings seem to remain active after they've hit something (might be only for environment collisions, not enough footage). (again b roll)
Maybe there are two stabs, left AND right.
Title: Re: Taleworlds + Gamescom = Videos + ???
Post by: Guray on August 07, 2015, 12:47:49 pm
http://www.youtube.com/watch?v=NmiCnJTttSQ Who can translate from turkish what does that man speak? :P Anything new?
Neither of the two belongs to the development team. They are just the owners of that Youtube channel (Teknoseyir) and they are merely making comments about what Taleworlds have revealed so far. Nothing new here.
Title: Re: Taleworlds + Gamescom = Videos + ???
Post by: Guray on August 07, 2015, 03:49:35 pm
http://www.youtube.com/watch?v=NmiCnJTttSQ Who can translate from turkish what does that man speak? :P Anything new?
At the end they say that game will have special price for Turkey and it will be out for xBox1 and PS4 later
The guy on the left says : Btw we should also add that its still not done yet.Still work in progress. The guy on the right says after : Yes its not even beta. PS : they are not developers just 2 guys from a website
Edit # 2 : Guy talks about AI improvements. Says : The AI dont attack you to death anymore they fall back , group up and attack you again if they think they are gonna die.
Title: Re: Taleworlds + Gamescom = Videos + ???
Post by: Guray on August 07, 2015, 04:08:30 pm
- Innovative new tab-targeting feature - Devastating activated combo-attacks - Passive/activated abilities available in the new 3-branch level up system!
Wow. Will there be possibility to ride yellow dragons also?
Sorry guys for some reason my browser won't let me post the videos directly but check it out! MAKE CPRG FOR BANNERLORDPLZPLZPLZ
Title: Re: Taleworlds + Gamescom = Videos + ???
Post by: Leshma on August 08, 2015, 04:19:08 pm
Looks dated, despite them putting significant effort into polishing looks of the game. Rest seems practically the same with some additional mechanics. So far, not worth five or more years of waiting but will buy it anyway, like I have a choice :rolleyes:
Title: Re: Taleworlds + Gamescom = 3 Videos
Post by: Christo on August 10, 2015, 07:59:21 pm
Taleworlds founder Armağan Yavuz is aware that Mount & Blade: Warband was—his words—rough around the edges. "One problem was that Warband was a very big and complicated game," Yavuz says. "That complexity was welcome for a lot of players, but it was also sometimes inaccessible. We had people with 200 hours in the game who didn't know an obvious feature." I asked exactly how Taleworlds were dealing with that in Bannerlords. "I think our basic solution will be the main storyline," Yavuz says. "We want to preserve the sandbox feeling of the game, at the same time making it more accessible. The best way to do that, I think, is to make a storyline so that the player, when they start, has various goals, has a quest and knows what to do and how to proceed. Once they have proceeded a little bit, and know how to play the game, then the storyline should take a backstep and just give the player general goals and options." The main story is designed to guide the player through an opening set of goals, giving them a narrative and quest designed to offer an easier path into the game's sandbox systems. "I think it's going to diverge a little bit," Yavuz says of the story's ultimate role. "We will give the player the option of playing in any style they want to play, and then, according to the style, the way the story proceeds is going to change."
Title: Re: Taleworlds + Gamescom = 3 Videos
Post by: HappyPhantom on August 11, 2015, 12:20:22 pm
Fucking dummy players, now they're making banner lord like American cinema; for idiots.
Title: Re: Taleworlds + Gamescom = 3 Videos
Post by: Guray on August 11, 2015, 12:35:54 pm
Storyline is just going to be a longer version of the first quest we get from that trader. You will still be free afterwards
Title: Re: Taleworlds + Gamescom = 3 Videos
Post by: [ptx] on August 11, 2015, 12:43:15 pm
Wasn't this already the case with Warband? Or do they mean with a mod menu and stuff, instead of directly editing the files?
Title: Re: Taleworlds + Gamescom = 3 Videos
Post by: [ptx] on August 11, 2015, 01:31:16 pm
Probably something akin to games like TES series, where you tick checkboxes to mods you want enabled or so.
Title: Re: Taleworlds + Gamescom = 3 Videos
Post by: Guray on August 11, 2015, 03:44:59 pm
That would be cool actually.For example someone made new weapons mod and another guy made armors. i can use both etc etc.
Title: Re: Taleworlds + Gamescom = 3 Videos
Post by: [ptx] on August 11, 2015, 03:51:36 pm
Yup. I can already imagine, all those OSPs, except as mods you can enable to have extra items in the game... mmmm, yes :)
Title: Re: Taleworlds + Gamescom = 3 Videos
Post by: The_Bloody_Nine on August 11, 2015, 04:23:29 pm
"My first sword" - mindblowing.
Title: Re: Taleworlds + Gamescom = 3 Videos
Post by: Vibe on August 11, 2015, 04:29:04 pm
i want someone to mod in a double ended katana
Title: Re: Taleworlds + Gamescom = 3 Videos
Post by: Moncho on August 11, 2015, 05:43:11 pm
A translation/summary of an interview in Turkish with Armagan, how accurate is it? https://www.reddit.com/r/mountandblade/comments/3gllms/bannerlord_gamescom_interview_summary/
Title: Re: Taleworlds + Gamescom = 3 Videos
Post by: Christo on August 11, 2015, 05:49:09 pm
A translation/summary of an interview in Turkish with Armagan, how accurate is it? https://www.reddit.com/r/mountandblade/comments/3gllms/bannerlord_gamescom_interview_summary/
That guy translated most of it but not all of the interview.Thats quite accurate
Title: Re: Taleworlds + Gamescom = 3 Videos
Post by: Asheram on August 11, 2015, 09:30:54 pm
So after watching the gameplay part where the 2h er just 1 hit 3 players in a row.....,
Title: Re: Taleworlds + Gamescom = 3 Videos
Post by: 722_ on August 11, 2015, 10:07:31 pm
So after watching the gameplay part where the 2h er just 1 hit 3 players in a row.....,
3 poorly dressed peasants, how it should be imo
Title: Re: Taleworlds + Gamescom = 3 Videos
Post by: [ptx] on August 11, 2015, 11:53:59 pm
Hadn't actually read the article about modding fully yet. They're going to use .NET for scripting? Mods written in C#? Wow. That... that sounds quite damn great :shock:
I might even have to try my own hand at modding it then :o
Title: Re: Taleworlds + Gamescom = 3 Videos
Post by: Guray on August 12, 2015, 11:46:56 am
New Blog https://www.taleworlds.com/en/Games/Bannerlord/Blog/13
(click to show/hide)
Hello all!
As many of you may have noticed, we have been rather busy! Last week, we visited Cologne, Germany to attend Gamescom, the largest game conference in Europe. While there, we took appointments to demonstrate some Bannerlord gameplay to the world's media. Along with this, we released a few videos which were used as part of our presentation.
It has been great to see the excited response to the clips and we're very pleased that your feedback has been so positive! Of course, the game is still very much in development and so we had to make decisions about what to put in the videos and how it would be presented.
Here, we have compiled some of the highlights, along with a small smattering of new footage, which we want to present to you the community, along with a little explanation about some of the features.
Going through the video chronologically, we want to explain what you can see and why we have decided to include it.
Right at the start of the video, there is an extended segment demonstrating some of the siege weapons in the game. Actual sieges are undergoing a lot of work in development right now and we are aiming to give a full demonstration of a siege in the near future, once all of the pieces are in place. The clips here are intended to highlight the various siege engines we have created. We think it's a huge step forward for sieges in Mount & Blade to include multiple siege engines of different types. In the video, you can see the player pushing the battering ram. This hint was deliberately placed to signify that all siege weapons are fully usable by the player, as well as the AI.
One thing that we didn't show in the video, though, was our deployment screen. All of the siege weapons are placed freely by the players, so there is full control over how to assault the walls. Once the siege begins, the player can also order troops to change what they're doing on the fly, throughout the battle. Of course, these weapons need to be constructed first.
After this, we see a short clip of the world map and village management. Graphically, we have made huge strides here, to improve the look and feel of Calradia. Though there are also some significant gameplay changes evident here. Castles are now fully integrated with villages, which means that settlement produces goods and has economic impact. The four sides of a village can all be made into different types of production, with the unique option of turning one into a castle.
A village with a castle is naturally much more defensible, but the slot is sacrificed that might have been used for something valuable like a salt mine. All of these are reflected on the world map as well, as can be seen in the video.
What's really interesting is that AI Lords start new projects and modify their villages over time, just like the player. So during a long playthrough, the face of the map and nature of various settlements can change significantly, in ways that are fully dependent on the current economic and political situation of the NPCs and their factions.
By assigning the work allocation of the village, you can adjust how fast projects are completed, as well as the tax and militia levy from villages. Though all of this has an effect on morale and neglecting your peasants can lead to serious complications in the long term.
Next is a clip of some combat from a small fight between the player's small party and some bandits. We have much more varied and interesting terrain for combat now, as well as much more advanced AI, that knows how to keep out the range of attacks, while moving closer to strike. Looters in the game don't pose too much of an obstacle for experienced, high level players with good equipment but by spreading out and trying to surround their opponents, it can still be dangerous to face multiple enemies at once. Though that is balanced by the power of larger, stronger weapons to hit more than one foe with a single swing!
The inventory screen demonstrates our improved UI, that offers the player much more intuitive and direct control. For instance, it's now much easier to switch between equipping the player and companions as all it takes is a simple click, from any place where the inventory screen is shown. Items can also be sorted and filtered really easily, which makes it much simpler to manage large numbers of items. There are also hotkey and buttons which make it simple to buy/loot/sell items with fewer clicks. Tooltips provide comparisons between equipped and selected items.
Next as the player enters the city, we have provided a glimpse of imperial culture and architecture, reflected by the style of the buildings and clothes of the citizens. The tavern seen here shows how lively and appealing scenes have become in Bannerlord, with NPCs sitting, drinking, interacting with one another and going about their business. In this tavern, there is a musician playing and a game host in the corner, with whom you can bet money on the custom board games which we have introduced. Each of the game's six cultures has their own boardgame, originally designed but inspired by real historical games. These can also be played with ladies and lords, as well as other NPCs in the game for role-playing and diplomatic purposes.
Moving into the latter half of the video, there is a demonstration of seasons in the game. All scenes change dynamically according to the season, which is altered by a yearly cycle. This is also reflected on the world map by the advance and retreat of snow cover. The gameplay effects of this will also be felt by players who try to wage war in the winter, as troops will suffer greater losses to morale, demanding more food and fuel. One subtle but interesting benefit of the yearly cycle, which we have felt while play testing, is that it gives the player a much more innate connection to the advancement of the game world; feeling the steady flow of time as familiar places alter in appearance throughout each season.
Beyond this, we offer a look at another new feature in weapon crafting. This fits really well into the sandbox game, by not only providing players with a huge amount of freedom in and connection to the weapon they use but giving us an engine, with which to create unique weaponry in the game world. These items are used for quests and appear variously as significant objects like family heirlooms, to which certain characters may hold special attachment.
The logic of the crafting is simple in that weapons are separated into parts that can be exchanged, with any kind of combination. This also works for axes, polearms etc. One feature not shown in the video is length adjustment; it's actually possible to tweak the exact length of certain parts such as blades to get exactly the kind of weapon you want. All of these parts have physical properties, to which the power of the weapon is directly related. Some fairly serious calculations assess the centre of mass and balance of a weapon, which changes the speed and damage, as well as the timing of the animation itself. This contributes to a unique feel for each weapon, depending on the parts it uses. Naturally, we give the player freedom to name the weapon as well. One of the interesting results of this feature can actually be losing your prized sword and seeing it turn up in the possession of some bandits half way across Calradia!
Lastly the video demonstrates our replay system. This is one of the newest features in the game, although it is something we have planned to include for a while. As developers, we are keen to respond to changing trends in gaming as a whole and in the past few years, it has become more and more important for players to share their experience with others. Let's play videos and machinima are already a pretty huge part of community culture for our existing games, so we really just wanted to provide a tool that would support and encourage the same. Any battle, single or multiplayer is saved directly and can be re-watched from any angle as well as slowed down. Lighting and other effects such as dynamic field-of-view adjustment can also be customised. In the video, one of our developers is actually creating a simple camera path which tracks some of the action, and at the end you can see the final result as a high quality render, exported directly from the game.
We really did reveal a lot over the past week! We hope this provides some context for the footage released. There is of course much much more of the game that we haven't talked about yet, but we're looking forward to doing so in the coming months.
From all of us at TaleWorlds, thanks to everyone for all of the support and nice comments. It has been a real boost to us, after a period of very hard work! :)
Title: Re: Taleworlds + Gamescom = 3 Videos
Post by: [ptx] on August 12, 2015, 12:38:38 pm
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Though that is balanced by the power of larger, stronger weapons to hit more than one foe with a single swing!
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the power of larger, stronger weapons to hit more than one foe with a single swing!
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larger, stronger weapons to hit more than one foe with a single swing!
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weapons to hit more than one foe with a single swing!
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hit more than one foe with a single swing!
wat
Title: Re: Taleworlds + Gamescom = 3 Videos
Post by: Guray on August 12, 2015, 01:00:37 pm
http://i.imgur.com/UqmN4kx.jpg http://i.imgur.com/OeQh11a.jpg http://i.imgur.com/Y3JmEiy.jpg https://www.taleworlds.com/Images/Gallery/BannerlordArtwork_16.jpg We alreadt had this artwork but i just wanted to remind it.Since we have catapults
Title: Re: Taleworlds + Gamescom = 3 Videos
Post by: Polobow on August 12, 2015, 02:09:07 pm
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Companions The interviewer said they have about 60 of them.
60 companions is a lot... Let's hope they all won't leave if you can butter them up with 10 leadership skill.
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Board Games Apparently there isn't just a single one. Each culture has a game of its own and there are 6 cultures. The taverns will have the games running based on the culture.
6 different board games... would be nice if they would work online.
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Combat System The interview comments on the combat system being a bit easier to learn but harder to master than Warband. Armağan continues to say that they added some subtle stuff but didn't want to change it up too much. Gives more importance to legwork and timing and even talks about some attacks being faster if they're carrying the momentum of a previous swing.
Momentum of previous swing affects the next swing, that's going to be interesting. Paired up with hitting multiple foes with 1 strike, you could make some sick combos.
Title: Re: Taleworlds + Gamescom = 3 Videos
Post by: Halk on August 12, 2015, 03:26:52 pm
Now I can finally make a dedicated chessboxing server on MB.. fulfillment of dreams <3
Title: Re: Gamescom + Blog XI
Post by: Algarn on August 12, 2015, 04:35:08 pm
Please someone make a crpg mod for M&B2. Please.
Title: Re: Gamescom + Blog XI
Post by: karasu on August 12, 2015, 05:09:07 pm
A proper and working strategus on M&B2 would be fuckin epic.
Title: Re: Gamescom + Blog XI
Post by: Senni__Ti on August 12, 2015, 07:29:24 pm
Looks like it's time for you guys to start learning C# ;)
Title: Re: Gamescom + Blog XI
Post by: karasu on August 12, 2015, 09:00:57 pm
Guray, keep up good work bro; I follow this thread to get informed. You have actually improved your English too since the first time we met.
Thanks for the kind words! Once the Bannerlord gets released , I would like to see you in our lines again! Which is 2016 :rolleyes: We will probably have a different roleplay than Early Ottoman Empire / Kapikulu I dont know how we will leave these beautiful graphics Dede made us tho.
(click to show/hide)
because teamkilling is not a trend these days and gets boring after a while :P
Title: Re: Taleworlds + Gamescom = 3 Videos
Post by: Algarn on August 13, 2015, 12:02:28 am
they should add magic to the game while they're at it. That sounds really bad.
Title: Re: Gamescom + Blog XI
Post by: Guray on August 13, 2015, 12:35:07 am
I can gather all the information screenshots videos we know so far on the first page if wanted. I own a Turkish version of Bannerlord thread . Which is here : http://forum.donanimhaber.com/m_81843467/tm.htm
Title: Re: Gamescom + Blog XI
Post by: Senni__Ti on August 13, 2015, 01:46:23 am
Can i just post my prediction for cRPG Bannerlord here so we can later look back and find out if i have the gift.
I anticipate that through a lack of communication/divide in social groups there will not be a cRPG Bannerlord, there will be 2 or more cRPG Bannerlords made by former members of this community or general enthusiasts!
And they'll struggle for the reputation of 'cRPG 2' against each other, refuse to combine efforts and each provide something that is unique but falls short of cRPG, and the current fanbase of cRPG and new players will be forced to choose or alternate between different 'cRPG 2' type mods which have some features they like but others that are 'not enough like cRPG' or 'too much like cRPG' or ''not enough like XXXXX's version of cRPG2 that i'd be playing instead but it's empty''
I have money on chadz creating a crappy clone under a moniker, to promote M:BG.
Title: Re: Gamescom + Blog XI
Post by: BlackPanda on August 13, 2015, 04:18:09 am
I have money on chadz creating a crappy clone under a moniker, to promote M:BG.
Crappy clone is better than nothing.
Title: Re: Gamescom + Blog XI
Post by: Kalp on August 13, 2015, 11:13:44 am
I hope there will be possibility to use more catapults than only one at siege :wink:
Title: Re: Gamescom + Blog XI
Post by: Guray on August 13, 2015, 06:44:39 pm
Quote from : http://www.rockpapershotgun.com/2015/08/12/mount-blade-2-bannerlord/
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In the quest example we’re shown, the developer meets a man in the pub who has just had his horse stolen. He’d be grateful if you helped him get it back. If you agree, he leads you off to the people responsible elsewhere in town, giving you the opportunity to talk to their leader and compel them to return your new friend’s horse. When they refuse, you fight one of their heavies in sword combat in order to teach them a lesson. It’s an opportunity to teach the player a lesson too, letting them get used to conversation and combat systems in an environment less intimidating than the wilderness.
Suitably impressed, the horseless bar friend joins up to your squad of merry men, which comes in handy not long after when – in the wilderness – we meet more horse bandits. We get a greater glimpse at the combat here, as a dozen or so people on the battlefield manouver around, stabbing and swinging, while the developer moves among them on horseback. Combat is meant to be deeper than previous iterations of the game, taking into account timing and previous attacks, but it’s more about subtle differences than a total overhaul. TaleWorlds say they want it to “still be very accessible and intuitive.”