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Mount & Blade II: Bannerlord

Aemar

Arcane
Joined
Aug 18, 2018
Messages
6,065
This game would never see the light of day without EA. lets be honest.
This. It would have easily taken an additional 3-4 years for a full release given the enormous amount of work to be done and things to implement. They run a big dev team, so Taleworlds would have run out of funds eventually.
 

IDtenT

Menace to sobriety!
Patron
Joined
Jan 21, 2012
Messages
14,391
Location
South Africa; My pronouns are: Banal/Shit/Boring
Divinity: Original Sin
Playing this again because the sandbox mode is out.

There's been quite a few improvements.
  • More quest variety and quest indicators
  • Perks seem more relevant and actually work (although the choice of mid to lame game benefits to early perk selections are a bit weird)
  • I hope sandbox mode will at some point bring up a non-noble start as we saw in Warband
  • Early loot is no longer mid-game level, makes a bit more sense, the grades actually make a difference and there is more variety
These are just early game things I picked up, anxiously awaiting the regional territory maps.
 
Joined
Oct 15, 2018
Messages
862
Location
Ali Ghaylān
I mean, when you look back at what TaleWorlds managed to do with Bannerlord in one year, you suddenly start understanding why it took them so long to make the game...

I tried it yesterday after not having played it for 5months. Updated to newest branch.

Legit nothing has changed. Same bugs are even still present. It's insane.


Sent from my Redmi 2A using Tapatalk
 
Joined
Oct 15, 2018
Messages
862
Location
Ali Ghaylān
MB1 beta was like 8 or 12 usd? And all it had was a salt mine and dark knights. Time flies

:negative:

Can't be compared. Butterlord beta has stagnated. Every patch note wall of text is littered with life cycle and ridiculous notes, and actual content is 5% of the wall of text. It's been a year and they still haven't implemented all perks.

Sent from my Nokia 5310 using Tapatalk
 

Lokiamis

Learned
Joined
Aug 26, 2019
Messages
193
MB1 beta was like 8 or 12 usd? And all it had was a salt mine and dark knights. Time flies

:negative:

Can't be compared. Butterlord beta has stagnated. Every patch note wall of text is littered with life cycle and ridiculous notes, and actual content is 5% of the wall of text. It's been a year and they still haven't implemented all perks.

Sent from my Nokia 5310 using Tapatalk

They can fix every perk in the game and it won't matter. The xp system is still completely fucked and it's impractical to get past certain skill levels. Every time you level up, your xp multiplier for all skills goes down. Permanently. Got your One Handed Weapons up and now you want to try Bows? Too bad, maybe try again after 3 years of updates.

But hey, at least they're adding 7000 new battle terrain maps.
 

Fedora Master

Arcane
Patron
Edgy
Joined
Jun 28, 2017
Messages
28,040
Best way to make money easily: Caravan Ambush/Escort + Sell captured bandits in Manual Labor quests. Just made 20.000 from 30 bandits.
 

Aemar

Arcane
Joined
Aug 18, 2018
Messages
6,065
MB1 beta was like 8 or 12 usd? And all it had was a salt mine and dark knights. Time flies

:negative:
It was $12 for the beta around 2005-2006. They increased that price as they added content and the release date kept approaching (2008).
 

BarãodoDesterro

Educated
Joined
Feb 3, 2021
Messages
45
They can fix every perk in the game and it won't matter. The xp system is still completely fucked and it's impractical to get past certain skill levels. Every time you level up, your xp multiplier for all skills goes down. Permanently. Got your One Handed Weapons up and now you want to try Bows? Too bad, maybe try again after 3 years of updates.
But hey, at least they're adding 7000 new battle terrain maps.

Man, I don't know... I just played 15 hours of "Bannerlord" the day it launched (I can be misguided, for sure) and have never touched it again (mostly because my hardware is shitty).

That said, even considering I've put more than 1000 hours on "Warband", I've have never developed combat skills: not because I did not want to, but because leadership 10 would require all my efforts.

The games were never about doing everything (even if one would argue that, in fact, one could use bows because "weapon skills" were different than skills, without power draw doing it was senseless).

I remember, for instance, editing the notes so that my avatar could use armored horses (aesthetic reasons, only).
 

Lokiamis

Learned
Joined
Aug 26, 2019
Messages
193
Don't bother playing the Online mod right now. It's a literal peasant simulator with no content.
 

Galdred

Studio Draconis
Patron
Developer
Joined
May 6, 2011
Messages
4,357
Location
Middle Empire
Steve gets a Kidney but I don't even get a tag.
I found this open letter to Talesworld on the Watch:
An Open Letter to TaleWorlds

Why Total-Overhaul Mod Development is Hamstrung, And How TaleWorlds Can Prevent This Going Forward


Preface
This open letter is the product of massive amounts of frustration and concerns within the Bannerlord modding community. It’s been almost a year since Bannerlord Early Access was released, and based off of the ~30 patches that have been released for the game, we think TaleWorlds’ priorities are highly misaligned with the needs of the modding community.


This is not intended to be an exhaustive list of issues, but rather a meta-analysis of the assumptions and decisions TaleWorlds have made without considering the needs of their game’s stakeholders. We hope this letter will serve as a catalyst for improved transparency, communication, and collaboration between TaleWorlds leadership and the Bannerlord mod developers, so no one is left dealing with the consequences of short-sighted decision making.


You may be wondering why the majority of mods released for Bannerlord are small-scale tweaks, faction/culture overhauls, and generally don’t change the core gameplay of Bannerlord. The reason behind this is that TaleWorlds has put up artificial roadblocks throughout the game’s code that severely impede (and often, make it completely impossible) to make any large scale changes. The code to fix and modify some of the largest issues in the game (siege AI, crafting exploits, etc.) is all public, but those roadblocks prohibit modders from touching that code. As far as we are aware, the decision to put up these roadblocks was made behind closed doors, with little to no consideration of their impact on the ability for total-overhaul mods to carve out the worlds and gameplay we have envisioned.


In addition to these roadblocks, TaleWorlds has made it clear over the last year that they have been prioritizing expanding the base game and adding new features, rather than creating a polished and modular foundation for modders (and TaleWorlds themselves) to build off of.


We are asking for TaleWorlds to remove these roadblocks stopping us from making our mods, and to include us in the process behind making these decisions to prevent similar problems in the future.



What TaleWorlds Should Have Learned From Warband
Using Warband as a case study, we think it should have been obvious which features and functionalities were desperately needed by mod developers. For example, every single one of the most popular mods (Prophesy of Pendor, The Last Days of the Third Age, A World of Ice and Fire, Perisno, etc.) had custom campaign maps, playable non-human races, and would have benefited greatly from the ability to rig agents to custom skeletons. In Warband, these features had to be implemented using very rigid methods (such as adding custom body parts as armor pieces, hence why certain gear is locked to specific races in the before-mentioned mods). We think accommodating these widely needed features in Bannerlord’s engine and making them accessible to modders should have been a day one priority for Taleworlds. As of the writing of this letter, none of these much needed features are functional, and we have no idea where they lay in TaleWorlds priorities.

Every patch that comes out where these critical features are not addressed and are ignored in favor of developing new features feels like a slap in the face. After nearly a year and about 30 branches of the game released, we think it is now abundantly clear that Taleworlds (more specifically, the people deciding which features are prioritized at Taleworlds) is very out of touch with the needs of the community. To summarise, we’ve given TaleWorlds an entire year to iterate over a solid foundation for both the modders and TaleWorlds to build off of, but they have opted instead to continue building new (and somewhat underwhelming) features off of a flawed foundation instead.

The Main Problems
The following sections will detail some of the high-level programming centric issues that are actively preventing us from developing our total-overhaul mods. Resolving these problems would be a (very much appreciated) sign that TaleWorlds is prioritizing the needs of their stakeholders. Failing to address these concerns will likely result in many amazing total-overhaul mods being stuck in stagnation for the foreseeable future.

Pretty Much No Documentation
There are two critical things every open-source project must satisfy to allow for external developers to contribute or extend the exposed code.


The first of which is writing code in a way that is easy to read. TaleWorlds actually does a good job with this, and it is generally pretty easy to tell what exactly each class and method does just by reading its name.


The second of which is at least high-level documentation explaining how each system works, and how the maintainers intend for you to implement generic features. The official documentation is almost non-existent, and is extremely narrow in scope. While it is understandable that the code is extremely volatile and being updated constantly, that is not an excuse for putting next to no effort into documenting your code.


The lack of modding documentation significantly increases the amount of time needed to implement simple features, and has led to many bad practices for newer/less knowledgeable mod developers (especially the use of Harmony to patch code at runtime). Even seasoned software engineers within the community have to spend countless hours debugging and trying to understand how every system works at a high level. For less experienced coders unfamiliar with advanced C# topics like interfaces, delegates, and reflection, this is a nearly impossible task. Not to mention the event driven/non-linear flow of the program makes it even more difficult to understand where methods are actually executed. Even if there is an overridable callback/method that could help modders execute their code, this makes it unlikely for them to be aware of its existence, so they instead opt to use harmony.


It shouldn’t require the effort of a full time job to understand Bannerlords code at a high level. This issue affects pretty much every Bannerlord mod developer, and just a little effort to document Bannerlord’s code would be a huge quality of life upgrade for every developer, regardless of their experience.


Lots of Inaccessible Hard-Coded Behaviors
Another reason why the use of Harmony is so widespread is that TaleWorlds has populated many generic classes with hard-coded behavior that can’t be overridden. A simple example of this is the constant fields in the Campaign class.

Code:
public const float MapWidth = 900f;
public const float MapHeight = 900f;
public static readonly float MapDiagonal = Math.Sqrt(1620000.0);
The code snippet above implies that a Campaign map can only have a radius of 900. Since the const keyword was used, there is no way to change these without completely remaking the class (which is next to impossible, as explained in the next issue).

q3-4eWLixyICIessqeQIhQ2eSqtG-jzs98lux693DbOVRNGYHTyCuEvwHls88PgrvbHkZC464jFN8eVuatZcyVUH9lQwCqo69hMmVhG7MNviOoJfx0FWrfjF6LjpVJj16MsaDRrz


The screenshot of code above is from the AddBehaviors method within the Campaign class. This method is also not overridable, and modders have no choice regarding which of these they actually want their campaign instantiated with. Again, the obvious choice for modders is to patch this method with Harmony, as neither reimplementing the Campaign class nor overriding this method are possible.


These hard-coded behaviors are present in nearly every system of the game, from character creation to siege tactics. As a result, if a modder wants to change or remove these hard-coded behaviors and fields, they must choose to patch them with Harmony, or rip out and replace the entire system.


The Rampant use of the “Internal” Keyword.

internal keyword is used so that a particular method, field or class of code can’t be instantiated outside of the assembly it was defined in. In the context of Bannerlord, there are many classes and fields that are seemingly randomly defined as internal.

From what we know, the reason TaleWorlds slaps the internal keyword on seemingly arbitrary classes is to enforce “mod compatibility”. In case this wasn’t apparent already, since modders are forced to patch code with Harmony or completely redefine generic classes within their own submodules, compatibility between mods is entirely dependent on whether those mods patch the same areas of code.

Mod compatibility aside, slapping the internal keyword on generic and widely used classes makes it impossible to modify or extend many of the tightly-coupled systems utilizing said classes.

For example, the entire siege system in Bannerlord is based on the SiegeLane class. Every siegable scene has exactly 3 SiegeLanes (read: a possible route of attack, such as an area where ladders are deployed, siege towers roll up to, a destructible hole in a wall, or a gate that can be destroyed) that the defenders and attackers are balanced between. Just about every field and method within SiegeLane, and SiegeLane itself, are internal. Not only did this completely shatter the prospect of adding compatibility for more than 3 siege lanes in a siege, or having multiple layers of walls/gates, it means we would have to entirely reimplement all the classes that implemented or depended on SiegeLanes.

What is also frustrating is that this keyword is applied seemingly randomly. In the second screenshot of the previous section, the behaviors with a red squiggly line under them are internal. Most of these internal objects have no obvious difference in functionality between several other similar behaviors which aren’t internal. Even if there was a good reason for them to be internal, we would have no way of knowing without proper documentation.

In the context of total-conversion mods, we have a particular vision of how every system in the game should work, and the overwhelming number of internal and inaccessible classes make it impossible to modify or reimplement these systems.

This is the biggest reason why, to this day, not a single total-conversion mod has written any significant amounts of code outside of small tweaks and atomic mechanics.

In many cases, writing the code that makes the Bannerlord experience unique within our mods is not even limited by the capabilities of the engine, but the rampant use of the internal keyword. To say that this causes us frustration or smothers our passion and motivation is a vast understatement.


How TaleWorlds Can Resolve These Problems
The solutions to some of these problems are actually very simple. TaleWorlds could hire an intern with the sole task of documenting how you intend for us to extend and utilize everything from Gauntlet to FaceKey generation. It is not at all practical to offload the burden of documenting a codebase this large and complex onto modders. If TaleWorlds ever wants the Bannerlord modding scene to flourish into more than just small tweaks and patches, this is a must.


To fix the hardcoding issues, TaleWorlds needs to start thinking about their code from the perspective of a modder (What if the modders don’t want to simulate 500 tournaments at the start of a campaign? What if a mod has more than 6 major cultures and we’ve only built our culture selection screen to support 6?). Putting the ball in the modders’ court takes so much work off your hands, and we would be so grateful to be able to sculpt our worlds out as we please.


As for the massive overuse of the internal keyword, we ask that you remove it from every class, method, field, etc. within reason. If there’s ever a doubt in your mind that a particular piece of code might be useful for a modder to use in their own assemblies, it shouldn’t be made internal.


We have a strong opinion that the issue of mod compatibility should be entirely up to the mod developers. If a modder’s priority is to make their mod highly compatible, they are able to do that with good coding practices. Using the internal keyword as a way to try and force compatibility is having the opposite effect (modders using Harmony), and for total-conversion mods, it’s actively hurting our development.


Lastly, the biggest (and easiest) step to take would be improving the communication and collaboration between TaleWorlds and the entire community. We have no idea if our requested features are in the works, or if they are even being prioritized at all. A feature roadmap, or even a trello board providing some insight on prioritization, would give players and modders alike the confidence that TaleWorlds is building the game the stakeholders want.

Why Are These Issues Important?
As mentioned before, it is almost impossible to work on any non-atomic code for our mods. While our artists, sceners, and other team members are able to at least work on some things in the meantime, pretty much all of our mods are at a complete standstill in terms of programming and actually implementing our team’s work in the game itself. Until you fix these issues, our progress is severely hamstrung, and the time it will take to get our mods into our fans’ hands will be indefinitely pushed back.

In the words of Elon Musk: “Too many MBAs [are] ruining companies”. We think it is unlikely that there wasn’t pushback from TaleWorlds engineers regarding these design decisions, and we ask that TaleWorlds starts taking their feedback more seriously as well. Many of us have first-hand experience of the dynamic between profit/deadline obsessed executives, and the engineers pouring their hearts into the game. Even the most loved developers have fallen to similar hubris (*cough* CDPR...).


Help us help you make the sequel that leaves Warband in the dust.


Sincerely and respectfully,


Kingdoms of Arda

The Old World

Trial of the Seven Kingdoms

The Kingdoms of Alantia

Touhou Gensokyo Warfare

Sword & Musket

Shinobi

Shokuho

The Long Night

La Commune de Paris Mod

In the Name of Jerusalem II

Medieval Third Crusade

TLDR: Total convestions are harder to do than in Warband, and mod support is worse overall.
 
Last edited:

Galdred

Studio Draconis
Patron
Developer
Joined
May 6, 2011
Messages
4,357
Location
Middle Empire
Steve gets a Kidney but I don't even get a tag.
mod support is worse overall.
Odd situation.
Indeed, it is weird, given how central mods were to Mount and Blade.
However, it is possible they defined a lot of modules/functions as internal so that these would not break mod compatibility when updated?
One of the issues with MnB was also that a lot of old mods were never ported to latter versions of the game, let alone Warbands.
 

Zanzoken

Arcane
Joined
Dec 16, 2014
Messages
3,573
These guys can't even get the base game to a decent level of functionality and polish. Are you really surprised that they aren't smart enough to build in something like extensive mod compatibility?
 

Infinitron

I post news
Staff Member
Joined
Jan 28, 2011
Messages
97,437
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth


https://store.steampowered.com/news/app/261550/view/2995430596700789568

Creative Competition Winners
ffa47513142f72a4bcf9fa8d81754f76887244d3.png


Greetings warriors of Calradia!

After a lot of careful deliberation, we are finally ready to announce the creative competition winners! You can check out the video below to see some of the amazing entries or you can skip ahead to the text version below if you prefer to read.
Greetings warriors of Calradia!

Back in October, Bannerlord reached a pretty significant milestone in its Early Access journey with the beta release of the first batch of modding tools. To celebrate the occasion, we issued a challenge by inviting you all to flex your creative muscles in the form of 3 different competitions, with some fairly significant prizes up for grabs!

Today, we are pleased to be able to share some of the amazing entries that we received with you, as we announce the winners!

But, just before we do, please allow us to spend a moment to acknowledge the skill, effort, and dedication shown by each contestant in creating what have turned out to be some phenomenal works of art for us all to enjoy! The immense quality of the entries made judging the contests extremely difficult but really rewarding at the same time! Thank you for your amazing contributions, you should all be very proud of your work!


Scene Design Contest

First up, we have the Scene Design Contest which challenged modders to create a Bannerlord themed village scene that took into consideration design guidelines set out by our level designers.

We want to start by saying just how blown away we were by the entries! There was so much craftsmanship on display in terms of visuals, and a lot of thought and consideration was given to gameplay, which was great to see. We are really pleased and encouraged by some of the creative ways in which people have used our tools to create some stunning effects, and we have certainly picked up an idea or two along the way!

And just before we move on to look at those winners, we want to give a special thanks to community members Macbeth and FoozleMcDoozle for their assistance with the contest. Thank you!

And so, without further ado…

3rd Place
In third place, and winner of the
Intel® Core™ i7-8700K Processor
we have, Methking, with their scene, Kingstranding.


Kingstranding by Methking


We feel that this scene has a really smart layout, with small touches like the stream that leads from the spawn towards the village centre, helping to guide the player, to be well thought out. This scene also takes into consideration immersive details, such as scene props reflecting seasonal changes, along with other touches, like the great use of sound around the scene and the small easter eggs dotted around for us to find!


2nd Place
In second place, and winner of the
Intel® NUC 9 Extreme Kit
we have, Yurek, with their creation, Meteora Terra.


Meteora Terra by Yurek


This visually stunning scene uses simple rock meshes in a really smart way, and compliments this with some skilful texture blending to create a really unique and charming mountainside village. The choice of colours across the scene gives a natural and authentic feel and there are some really nice additional touches, such as the points of interest on the map, the water effects, and the backdrop.


1st Place
And in first place, and winner of the
BANNERLORD CUSTOM PC by Intel®
is BeefBacon, with their scene, Craglowe.


Craglowe by BeefBacon


We really like how each part of this scene feels visually distinct, which, along with the different levels to the scene, makes it easy to navigate and enjoyable to explore. There are also many nice touches that impressed us, including the great use of colour on the buildings, the nice use of tactical positions for agents, and what was possibly the only use of the road decal that we saw from all the entries!

Scene Pack
You can check out the winners, along with all other entries to the Scene Design Contest over on our forums, where we have screenshots of each map on display and a Scene Pack available for you to download and enjoy!


2D Art Contest

Next up, we have the 2D Art contest, where we invited you to create a Bannerlord themed artwork using anything from oils to pixels. And honestly, we were not prepared for what was to come... All of the entries were nothing short of spectacular and to choose just three was a momentous task. We can’t stress enough just how amazed we are by the level of talent on display!

3rd Place
In third place, and winner of the Mount & Blade II Custom Razer Gigantus V2 Large Mouse Pad we have an untitled piece by @omerburakonal


Untitled by Equin0


We really like the composition of this artwork and how dynamic it is. We also appreciate how it manages to encapsulate and evoke the overall Mount & Blade feeling. And those clouds... Wow!


2nd Place
In second place, and winner of the
Intel® Core™ i7-8700K Processor
we have @heymangame with a page from their hand-drawn Calradia’s Chronicle picture book.


Untitled by heymangame


The intricacy and attention to detail in this artwork is nothing short of outstanding. We really love how this piece brings to life the game lore and allows us to relive the journey through camaraderie, travel, war and conquest!


1st Place
And in first place, and winner of the
Intel® NUC 9 Extreme Kit
we have @KleiosCanvas with their depiction of the Battle of Pendraic.


Battle of Pendraic by Katrin Moondaughter


We were really impressed by the great use of colours in this work and, in particular, the stylistic and traditional mix resulting in a vibrant but readable work that is packed full of small details to enjoy.


Screenshot Contest
Last up, we have the winners of the Screenshot Contest who were challenged to capture an iconic moment from their adventures, and managed to grab themselves a Mount & Blade II Custom Razer Gigantus V2 Large Mouse Mat for their efforts!

creativecontest20ss.jpg

Untitled by nedimcanincebay


Congratulations to all of the winners! (x10)


nick_canard
https://twitter.com/nick_canard/status/1365402322692542465

thurel0
https://twitter.com/thurel0/status/1364629763634192386

EnvinyaTelconta
https://twitter.com/EnvinyaTelconta/status/1362796256574263296

pietergeusens
https://twitter.com/pietergeusens/status/1351330653854437378

kazzeth
https://www.instagram.com/p/CLss8m4BC6j/

panzerfaher9
https://twitter.com/panzerfaher9/status/1350790339863474176

Osmanli_Tokadi6
https://twitter.com/Osmanli_Tokadi6/status/1349820793241399298

Kaan56774574
https://twitter.com/Kaan56774574/status/1319323650802188290

ramzaventura
https://www.instagram.com/p/CKSjhJspZr6/

AllNamesTakeAlr
https://twitter.com/AllNamesTakeAlr/status/1365386031202250757


We’ll be reaching out to all of the winners for your details so we can arrange delivery of the prizes, so please make sure to have your DMs open!



And finally, thank you once again to everyone that took part. We consider ourselves to be really fortunate to have such an amazing and talented community and we look forward to exploring more events and competitions like this with you in the future!
 

Salvo

Arcane
Joined
Mar 6, 2017
Messages
1,395
https://store.steampowered.com/news/app/261550/view/2995430596700789568

Creative Competition Winners
ffa47513142f72a4bcf9fa8d81754f76887244d3.png


Greetings warriors of Calradia!

After a lot of careful deliberation, we are finally ready to announce the creative competition winners! You can check out the video below to see some of the amazing entries or you can skip ahead to the text version below if you prefer to read.
Greetings warriors of Calradia!

Back in October, Bannerlord reached a pretty significant milestone in its Early Access journey with the beta release of the first batch of modding tools. To celebrate the occasion, we issued a challenge by inviting you all to flex your creative muscles in the form of 3 different competitions, with some fairly significant prizes up for grabs!

Today, we are pleased to be able to share some of the amazing entries that we received with you, as we announce the winners!

But, just before we do, please allow us to spend a moment to acknowledge the skill, effort, and dedication shown by each contestant in creating what have turned out to be some phenomenal works of art for us all to enjoy! The immense quality of the entries made judging the contests extremely difficult but really rewarding at the same time! Thank you for your amazing contributions, you should all be very proud of your work!


Scene Design Contest

First up, we have the Scene Design Contest which challenged modders to create a Bannerlord themed village scene that took into consideration design guidelines set out by our level designers.

We want to start by saying just how blown away we were by the entries! There was so much craftsmanship on display in terms of visuals, and a lot of thought and consideration was given to gameplay, which was great to see. We are really pleased and encouraged by some of the creative ways in which people have used our tools to create some stunning effects, and we have certainly picked up an idea or two along the way!

And just before we move on to look at those winners, we want to give a special thanks to community members Macbeth and FoozleMcDoozle for their assistance with the contest. Thank you!

And so, without further ado…

3rd Place
In third place, and winner of the
Intel® Core™ i7-8700K Processor
we have, Methking, with their scene, Kingstranding.


Kingstranding by Methking


We feel that this scene has a really smart layout, with small touches like the stream that leads from the spawn towards the village centre, helping to guide the player, to be well thought out. This scene also takes into consideration immersive details, such as scene props reflecting seasonal changes, along with other touches, like the great use of sound around the scene and the small easter eggs dotted around for us to find!


2nd Place
In second place, and winner of the
Intel® NUC 9 Extreme Kit
we have, Yurek, with their creation, Meteora Terra.


Meteora Terra by Yurek


This visually stunning scene uses simple rock meshes in a really smart way, and compliments this with some skilful texture blending to create a really unique and charming mountainside village. The choice of colours across the scene gives a natural and authentic feel and there are some really nice additional touches, such as the points of interest on the map, the water effects, and the backdrop.


1st Place
And in first place, and winner of the
BANNERLORD CUSTOM PC by Intel®
is BeefBacon, with their scene, Craglowe.


Craglowe by BeefBacon


We really like how each part of this scene feels visually distinct, which, along with the different levels to the scene, makes it easy to navigate and enjoyable to explore. There are also many nice touches that impressed us, including the great use of colour on the buildings, the nice use of tactical positions for agents, and what was possibly the only use of the road decal that we saw from all the entries!

Scene Pack
You can check out the winners, along with all other entries to the Scene Design Contest over on our forums, where we have screenshots of each map on display and a Scene Pack available for you to download and enjoy!


2D Art Contest

Next up, we have the 2D Art contest, where we invited you to create a Bannerlord themed artwork using anything from oils to pixels. And honestly, we were not prepared for what was to come... All of the entries were nothing short of spectacular and to choose just three was a momentous task. We can’t stress enough just how amazed we are by the level of talent on display!

3rd Place
In third place, and winner of the Mount & Blade II Custom Razer Gigantus V2 Large Mouse Pad we have an untitled piece by @omerburakonal


Untitled by Equin0


We really like the composition of this artwork and how dynamic it is. We also appreciate how it manages to encapsulate and evoke the overall Mount & Blade feeling. And those clouds... Wow!


2nd Place
In second place, and winner of the
Intel® Core™ i7-8700K Processor
we have @heymangame with a page from their hand-drawn Calradia’s Chronicle picture book.


Untitled by heymangame


The intricacy and attention to detail in this artwork is nothing short of outstanding. We really love how this piece brings to life the game lore and allows us to relive the journey through camaraderie, travel, war and conquest!


1st Place
And in first place, and winner of the
Intel® NUC 9 Extreme Kit
we have @KleiosCanvas with their depiction of the Battle of Pendraic.


Battle of Pendraic by Katrin Moondaughter


We were really impressed by the great use of colours in this work and, in particular, the stylistic and traditional mix resulting in a vibrant but readable work that is packed full of small details to enjoy.


Screenshot Contest
Last up, we have the winners of the Screenshot Contest who were challenged to capture an iconic moment from their adventures, and managed to grab themselves a Mount & Blade II Custom Razer Gigantus V2 Large Mouse Mat for their efforts!

creativecontest20ss.jpg

Untitled by nedimcanincebay


Congratulations to all of the winners! (x10)


nick_canard
https://twitter.com/nick_canard/status/1365402322692542465

thurel0
https://twitter.com/thurel0/status/1364629763634192386

EnvinyaTelconta
https://twitter.com/EnvinyaTelconta/status/1362796256574263296

pietergeusens
https://twitter.com/pietergeusens/status/1351330653854437378

kazzeth
https://www.instagram.com/p/CLss8m4BC6j/

panzerfaher9
https://twitter.com/panzerfaher9/status/1350790339863474176

Osmanli_Tokadi6
https://twitter.com/Osmanli_Tokadi6/status/1349820793241399298

Kaan56774574
https://twitter.com/Kaan56774574/status/1319323650802188290

ramzaventura
https://www.instagram.com/p/CKSjhJspZr6/

AllNamesTakeAlr
https://twitter.com/AllNamesTakeAlr/status/1365386031202250757


We’ll be reaching out to all of the winners for your details so we can arrange delivery of the prizes, so please make sure to have your DMs open!



And finally, thank you once again to everyone that took part. We consider ourselves to be really fortunate to have such an amazing and talented community and we look forward to exploring more events and competitions like this with you in the future!

How about announcing a working fucking game
 

A horse of course

Guest
https://store.steampowered.com/news/app/261550/view/2995430596700789568

Creative Competition Winners
ffa47513142f72a4bcf9fa8d81754f76887244d3.png


Greetings warriors of Calradia!

After a lot of careful deliberation, we are finally ready to announce the creative competition winners! You can check out the video below to see some of the amazing entries or you can skip ahead to the text version below if you prefer to read.
Greetings warriors of Calradia!

Back in October, Bannerlord reached a pretty significant milestone in its Early Access journey with the beta release of the first batch of modding tools. To celebrate the occasion, we issued a challenge by inviting you all to flex your creative muscles in the form of 3 different competitions, with some fairly significant prizes up for grabs!

Today, we are pleased to be able to share some of the amazing entries that we received with you, as we announce the winners!

But, just before we do, please allow us to spend a moment to acknowledge the skill, effort, and dedication shown by each contestant in creating what have turned out to be some phenomenal works of art for us all to enjoy! The immense quality of the entries made judging the contests extremely difficult but really rewarding at the same time! Thank you for your amazing contributions, you should all be very proud of your work!


Scene Design Contest

First up, we have the Scene Design Contest which challenged modders to create a Bannerlord themed village scene that took into consideration design guidelines set out by our level designers.

We want to start by saying just how blown away we were by the entries! There was so much craftsmanship on display in terms of visuals, and a lot of thought and consideration was given to gameplay, which was great to see. We are really pleased and encouraged by some of the creative ways in which people have used our tools to create some stunning effects, and we have certainly picked up an idea or two along the way!

And just before we move on to look at those winners, we want to give a special thanks to community members Macbeth and FoozleMcDoozle for their assistance with the contest. Thank you!

And so, without further ado…

3rd Place
In third place, and winner of the
Intel® Core™ i7-8700K Processor
we have, Methking, with their scene, Kingstranding.


Kingstranding by Methking


We feel that this scene has a really smart layout, with small touches like the stream that leads from the spawn towards the village centre, helping to guide the player, to be well thought out. This scene also takes into consideration immersive details, such as scene props reflecting seasonal changes, along with other touches, like the great use of sound around the scene and the small easter eggs dotted around for us to find!


2nd Place
In second place, and winner of the
Intel® NUC 9 Extreme Kit
we have, Yurek, with their creation, Meteora Terra.


Meteora Terra by Yurek


This visually stunning scene uses simple rock meshes in a really smart way, and compliments this with some skilful texture blending to create a really unique and charming mountainside village. The choice of colours across the scene gives a natural and authentic feel and there are some really nice additional touches, such as the points of interest on the map, the water effects, and the backdrop.


1st Place
And in first place, and winner of the
BANNERLORD CUSTOM PC by Intel®
is BeefBacon, with their scene, Craglowe.


Craglowe by BeefBacon


We really like how each part of this scene feels visually distinct, which, along with the different levels to the scene, makes it easy to navigate and enjoyable to explore. There are also many nice touches that impressed us, including the great use of colour on the buildings, the nice use of tactical positions for agents, and what was possibly the only use of the road decal that we saw from all the entries!

Scene Pack
You can check out the winners, along with all other entries to the Scene Design Contest over on our forums, where we have screenshots of each map on display and a Scene Pack available for you to download and enjoy!


2D Art Contest

Next up, we have the 2D Art contest, where we invited you to create a Bannerlord themed artwork using anything from oils to pixels. And honestly, we were not prepared for what was to come... All of the entries were nothing short of spectacular and to choose just three was a momentous task. We can’t stress enough just how amazed we are by the level of talent on display!

3rd Place
In third place, and winner of the Mount & Blade II Custom Razer Gigantus V2 Large Mouse Pad we have an untitled piece by @omerburakonal


Untitled by Equin0


We really like the composition of this artwork and how dynamic it is. We also appreciate how it manages to encapsulate and evoke the overall Mount & Blade feeling. And those clouds... Wow!


2nd Place
In second place, and winner of the
Intel® Core™ i7-8700K Processor
we have @heymangame with a page from their hand-drawn Calradia’s Chronicle picture book.


Untitled by heymangame


The intricacy and attention to detail in this artwork is nothing short of outstanding. We really love how this piece brings to life the game lore and allows us to relive the journey through camaraderie, travel, war and conquest!


1st Place
And in first place, and winner of the
Intel® NUC 9 Extreme Kit
we have @KleiosCanvas with their depiction of the Battle of Pendraic.


Battle of Pendraic by Katrin Moondaughter


We were really impressed by the great use of colours in this work and, in particular, the stylistic and traditional mix resulting in a vibrant but readable work that is packed full of small details to enjoy.


Screenshot Contest
Last up, we have the winners of the Screenshot Contest who were challenged to capture an iconic moment from their adventures, and managed to grab themselves a Mount & Blade II Custom Razer Gigantus V2 Large Mouse Mat for their efforts!

creativecontest20ss.jpg

Untitled by nedimcanincebay


Congratulations to all of the winners! (x10)


nick_canard
https://twitter.com/nick_canard/status/1365402322692542465

thurel0
https://twitter.com/thurel0/status/1364629763634192386

EnvinyaTelconta
https://twitter.com/EnvinyaTelconta/status/1362796256574263296

pietergeusens
https://twitter.com/pietergeusens/status/1351330653854437378

kazzeth
https://www.instagram.com/p/CLss8m4BC6j/

panzerfaher9
https://twitter.com/panzerfaher9/status/1350790339863474176

Osmanli_Tokadi6
https://twitter.com/Osmanli_Tokadi6/status/1349820793241399298

Kaan56774574
https://twitter.com/Kaan56774574/status/1319323650802188290

ramzaventura
https://www.instagram.com/p/CKSjhJspZr6/

AllNamesTakeAlr
https://twitter.com/AllNamesTakeAlr/status/1365386031202250757


We’ll be reaching out to all of the winners for your details so we can arrange delivery of the prizes, so please make sure to have your DMs open!



And finally, thank you once again to everyone that took part. We consider ourselves to be really fortunate to have such an amazing and talented community and we look forward to exploring more events and competitions like this with you in the future!

How about announcing a working fucking game

Yep. Obviously everyone is excited about the Bannerlord modding scene, but this feeds into the narrative (reality) that Roachworlds expect the community to make their half-finished skeleton of a game actually worth playing.
 

Lokiamis

Learned
Joined
Aug 26, 2019
Messages
193
Shame the community scenes are just packed into an obscure download link on the forums that I won't use for fear of breaking something in a future update. There's a lot of copy/paste in this game, we could have used the variety in an officially supported capacity.
 

fork

Guest
Lol at all the faggots who hyped this crap for years.
How are there still people falling for the hype machine? Again and again and again.
Wait until a game is out and properly reviewed before buying, subhumans!
 

Danikas

Arcane
Joined
Jun 15, 2017
Messages
1,605
I have one question didnt buy this because early access is even more cancerous than pre ordering but do sieges look like this in the current version? Can you destroy the walls with catapults like they show in this video or was it fake?

 

Hellion

Arcane
Joined
Feb 5, 2013
Messages
1,599
I think it was a feature initially, but at some point during development they said that "modular/destructible castles" aren't going to be implemented in the game. Not in its EA state, at least.
 

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