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Mount & Blade II: Bannerlord

Modron

Arcane
Joined
May 5, 2012
Messages
11,051
All I want is the ability to arrange my troops on the battlefield from overheard before the battle starts. Having all of my troops in one giant group and trying to set up formations and such in 30 seconds is a pain.
Archers go here, swordsmen go here, one cavalry here and another there. Done.
That Blood and Gold Caribbean game had that. That said I preferred Viking Conquests preformed formations more.
 

Aemar

Arcane
Joined
Aug 18, 2018
Messages
6,290
All I want is the ability to arrange my troops on the battlefield from overheard before the battle starts. Having all of my troops in one giant group and trying to set up formations and such in 30 seconds is a pain.
Archers go here, swordsmen go here, one cavalry here and another there. Done.
The E3 2016 siege footages showcase the pre-battle option to arrange the troops on both sides just like in Total War. So my guess is there is a chance they'll add that option to the open field battles as well. Iirc this option wasn't present in the Gamescom 2018 public demo.
 

Xeon

Augur
Joined
Apr 9, 2013
Messages
1,858
If you can setup before battle then it probably should have a timer that's connected to the tactics skill since that one only affects your troop size in battle I think.
 

Metro

Arcane
Beg Auditor
Joined
Aug 27, 2009
Messages
27,792
I guess the good news is since this game has been in development for five plus years it won't rely on current-gen/future tech/specs to run well! As long as you have a good computer by 2015 standards you are good to go!
 

moon knight

Matt7895's alt
Joined
Apr 7, 2015
Messages
1,147
Location
Italy
It's cool, but how do people even know you committed a crime if you never get caught? Okay, I butchered a entire caravan in a secluded area, who knows I did it? If none of them escape, when I am gone they will only find the corpses and if I sell the loot multiple towns over no one could suspect me of doing it.
Mods will fix it, don't worry
 

Metro

Arcane
Beg Auditor
Joined
Aug 27, 2009
Messages
27,792
Wait ten years for game to release. Wait another two or three for mods to come out to fix it.
 
Joined
Nov 21, 2014
Messages
410
Fucking ships! :bounce::bounce::bounce:
7CpAC2G.jpg
 

The Wall

Dumbfuck!
Dumbfuck Zionist Agent
Joined
Jul 19, 2017
Messages
3,695
Location
SERPGIA
Fucking ships! :bounce::bounce::bounce:
7CpAC2G.jpg

It was found in "props" album. Unlike helmets which can also be found there, doubt ships will be usable. They'll just be there, sitting anchored in port, ship wobble animation put on infinite loop

Nooooow, I never said that you won't be able to raise anchor and set sail for mere price of 4.99$ of course if any future in infinite number of universes contains Bannerlord in released state. How can we motivate devs to get on with the release already? I'll ask Pope and Merchants Guild in Venice what they think about next Crusade's target being TaleWorld's offices...
:hypeship:
 

Maggot

Arcane
Patron
Joined
Mar 31, 2016
Messages
1,243
Codex 2016 - The Age of Grimoire
Viking Conquest was a piece of shit when it came out but it's solid now. Although I use a submod for it that fleshes out the troop trees while staying historical and gets rid of the retarded names for spearmen and shit.
 

Alienman

Retro-Fascist
Patron
Joined
Sep 10, 2014
Messages
18,152
Location
Mars
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Codex Year of the Donut Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag.
LoqsG6x.jpg

Is that a roof arena or is the perspectives wonky? Was a roof arena a real thing? Looks cool though if it is - looking out over the city while fighting.
 

Maggot

Arcane
Patron
Joined
Mar 31, 2016
Messages
1,243
Codex 2016 - The Age of Grimoire

Funposter

Arcane
Joined
Oct 19, 2018
Messages
1,817
Location
Australia
LoqsG6x.jpg

Is that a roof arena or is the perspectives wonky? Was a roof arena a real thing? Looks cool though if it is - looking out over the city while fighting.

Perspective suggests that it is indeed on a roof, but the scale of the entire thing is messed up. Still it must be on the roof because the only other option is that it's a hilariously amateurish mistake.
 

PulsatingBrain

Huge and Ever-Growing
Patron
Joined
Nov 5, 2014
Messages
6,437
Location
The Centre of the Ultraworld
Codex 2016 - The Age of Grimoire Codex+ Now Streaming! Enjoy the Revolution! Another revolution around the sun that is. My team has the sexiest and deadliest waifus you can recruit. Pathfinder: Wrath
Dev Blog 14/02/19
14 Feb @ 2:53pm - Callum

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Greetings warriors of Calradia!

In a real-life battle, clever commanders will look for as many advantages as possible: they will try to get the high ground, outnumber their enemies, flank and surround them, strike by surprise… If they could do so, they would only engage battle when odds are overwhelmingly in their favour, so the battle ends even before it begins. Video games, on the other hand, are supposed to be fun – and for that, they need to be fair, especially in multiplayer. If you see yourself in a disadvantaged position, you should be there because of taking the wrong decisions, not because the game failed to find a balance where it’s the one with the best skills who win. In a game with deep gameplay, such as Mount & Blade II: Bannerlord, with so many different factions, troop types, weaponry, terrain, etc., finding that delicate balance is particularly tricky. Our level and game designers work hard to make battles as fair and fun as possible; today we talk with Level Designer and Assistant Game Designer, Paul Kaloff, to find out what he is doing for the game. By the way, if you think his name and face rings a bell, you’re right: you probably saw him in last Gamescom’s livestreams!


NAME
Paul Kaloff

FROM
Germany

JOINED TALEWORLDS
2017

EDUCATION
Game Development, School For Games

OFFICIAL JOB DESCRIPTION
Level Designer and Assistant Game Designer


WHAT DO YOU NORMALLY DO DURING YOUR DAY?
My usual day to day business involves creating and maintaining scenes for both singleplayer and multiplayer. Other than that, I work on the documentation of feature designs and the multiplayer balancing sheet, which is huge! I also became addicted to Turkish çay (black tea) since moving here, so you will usually see me with a cup of that at my desk.

WHAT DO YOU LIKE THE MOST ABOUT BANNERLORD?
Although the singleplayer portion of Bannerlord is shaping up to be a lot of fun, I’ve always been a multiplayer guy myself. I love the variety of the factions that we have and how differently they play. For the first match, I might be a Khuzait horse archer, shooting people in the back and then galloping away with a grin on my face, while for the second match I might be a Sturgian berserker, swinging my huge axe around in a melee encounter.

WHAT'S THE MOST DIFFICULT THING THAT YOU SOLVED SO FAR, DURING THE PRODUCTION OF BANNERLORD?
Tackling the task of balancing multiplayer. There is such a broad variety of weapons and different classes, each with their individual perks, that keeping them balanced can be quite challenging sometimes. Each faction, as well as, each class within that faction, should have their individual advantages and disadvantages, which need to be evaluated. It's certainly a buttery slope if you change one thing you affect basically everything else.

Although we have some great players in the office, the community will always perform better with certain playstyles or even find new ones. So we basically have to see into the future and do something we call ‘Metaprediction’, where we predict how a certain class will behave once it’s figured out by the community and then shape that class according to that and even think about possible counters.


WHAT DO YOU CURRENTLY WORK ON?
Besides my work on multiplayer balancing, I spend my time creating both singleplayer and multiplayer scenes. Multiplayer scenes have a slightly different workflow, which I will elaborate on.

After the first paper concept, I jump into the editor and create a rough whitebox version of the level with measured lanes, for walking/riding distances to the ‘Point of Interest’ from the spawn. After that, I go on to making a more detailed whitebox version, where I focus a lot on getting angles and sizes correct.

Having the level as a whitebox makes it very convenient to do layout changes according to feedback from playtests. It also serves to save me time and restrict myself positively during the following skinning phase, where we replace the white boxes with actual assets and focus more on visual features.


blog_post_77_taleworldswebsite_02.jpg


WHAT FACTION DO YOU LIKE THE MOST IN BANNERLORD?
I really like Vlandia. They have this worn down medieval vibe to them, which I would expect from a European inspired faction in the “dark ages”. It's great fun to create scenes for them, but once you see a line of Vlandian knights, the ancestors of the mighty Swadian knights, charging at you, it becomes more of a love-hate relationship!

blog_post_77_taleworldswebsite_03.gif


ARE THE DIFFERENT FACTIONS BUILT TO BE VIABLE ACROSS DIFFERENT GAME MODES, OR ALL FACTIONS EVENLY MATCHED IN MOST CONTEXTS? FOR EXAMPLE, WOULD ONE FACTION PERFORM VERY WELL IN SIEGE, BUT BE NEXT-TO-USELESS IN AN OPEN FIELD MAP BECAUSE THEY HAVE POOR QUALITY CAVALRY?
We are working on making factions as viable as possible in any scenario. The way we designed multiplayer gives us a lot of opportunities to make that happen. For each Troop Class, we have individual item loadouts, items perks, skill perks, and armour + speed values (more about that in the next question). This gives us a lot more screws to adjust if units under or over perform. A more specific example would be that for siege we have specific maps for factions to defend. So while Vlandia might have a very tight castle layout, a Khuzait castle would have a wide courtyard, perfect for horse archers, and ways to sally out easily and harass/skirmish the siege camp.

With all that said, we still want factions to play differently from each other. Factions will require players to change up their playstyle and strategic approaches in team-based modes.


HOW SEVERE COMPARED TO WARBAND; WILL MOVEMENT PENALTIES FOR USING HEAVY ARMOUR/WEAPONS BE?
As mentioned above, in multiplayer, we tie movement speeds to the class rather than weapon weights or armour. This enables us to, for example, make a berserker very agile, even though his weapon may be very heavy. Also, an important factor is that, unlike in Warband, we have a combat speed and a normal speed. This means that once you raise your weapon or block, you will slow down to a combat pace, which greatly reduced the amount of face-hugging going on and prevents players from constantly holding up their shield and turtling in combat. These speeds, as well as, the acceleration can also be set for each individual multiplayer class, giving designers (and eventually modders) an easy way to create unique classes without having the hassle to cross balance the weights of the armours for every small change.

Discuss this blog post HERE



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vota DC

Augur
Joined
Aug 23, 2016
Messages
2,316
Great gif: we see the effect of three layered AI in the game. I hope those are low tier troops.
 

moon knight

Matt7895's alt
Joined
Apr 7, 2015
Messages
1,147
Location
Italy
A cavalry charge shouldn't be able to break a line of spearmen
 

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