[QUOTE=bdd458;52364425]So according to [URL="http://steamcommunity.com/groups/mountandbladeIIbannerlord/discussions/0/2119355556479209918/"]this interview[/URL] the lead dev stated that they don't have a release date, but are "putting the finishing touches" on.[/QUOTE]
Honestly, Gamescom is next month and since we didn't get much at E3 we could see them drop the date then plus tons of info.. I hope they are right about this because it 100% means we'll be seeing it this year.
[editline]16th June 2017[/editline]
[QUOTE=LennyPenny;52364438]I hope they don't even announce a release date and just drop it out of nowhere[/QUOTE]
Won't happen. Dropping a game with near zero build up is always terrible, see Mirror's Edge 2. Yeah two completely difference audiences and shit but they WILL want some sort of marketing build up. I expect 1 month prior.
i kinda can see where they are coming from. bugs on release can utterly wreck a games reception, and as a small studio that's been working on it for the past 5 year it would be a huge shame, not to mention a lot of money lost
probably same reason they didn't do early access, considering people are very quick to grow impatient and call a game abandoned (not that it doesn't happen all the time)
[editline]16th June 2017[/editline]
[QUOTE=GrizzlyBear;52364581]
Won't happen. Dropping a game with near zero build up is always terrible, see Mirror's Edge 2. Yeah two completely difference audiences and shit but they WILL want some sort of marketing build up. I expect 1 month prior.[/QUOTE]
Yeah, I've noticed a trend of short term announcements recently. Announcing a game that's only a few months off seems to be working best, marketing cost/return wise.
It's not really perturbing on how they've handled the release date, it's just a little surprising and genuine heart-warming how well a little indie project like Warband has become so accepted and loved by a community.
On one hand, I can understand that they'd want to pour their heart and soul into a sequel after so many have extensively enjoyed the first game in a multitude of ways. It's still a very active game with a huuuge laundry list of complex mods, additions, and player content. Not to mention the game is still very enjoyable for being a relatively simple 500mb-1/2 GB game that came out years ago.
I'm just wondering what the heck they're doing with all this time they had to add onto Warband's medium complex mechanics and relatively simple, but addicting gameplay; like what kind of crazy content is going to be in this game that's taken them so many years to develop? Was it the team finding their footing for a more serious project? Is the game going to be worth its long development time with all of the new content and features?
I hope things go well for both the consumers and the developers
Considering they built a new engine, I'm sure that played into it.
The one thing I'm worried about it the meta game, I hope it will be fleshed out
[QUOTE=Breastigator;52368591]It's not really perturbing on how they've handled the release date, it's just a little surprising and genuine heart-warming how well a little indie project like Warband has become so accepted and loved by a community.
On one hand, I can understand that they'd want to pour their heart and soul into a sequel after so many have extensively enjoyed the first game in a multitude of ways. It's still a very active game with a huuuge laundry list of complex mods, additions, and player content. Not to mention the game is still very enjoyable for being a relatively simple 500mb-1/2 GB game that came out years ago.
I'm just wondering what the heck they're doing with all this time they had to add onto Warband's medium complex mechanics and relatively simple, but addicting gameplay; like what kind of crazy content is going to be in this game that's taken them so many years to develop? Was it the team finding their footing for a more serious project? Is the game going to be worth its long development time with all of the new content and features?
I hope things go well for both the consumers and the developers[/QUOTE]
I'm afraid we know the most of it by now. The biggest additions are under the hood, especially if were getting near open source access modding
Edit: at least theyve fixed the disturbing lack of banners from the older presentations
They're doing a thing with their shields what is this
I really hope they add atleast a reference to "I WILL DRINK FROM YOUR SKULL" and related voice lines
Hopefully that's not all we are seeing for gamescom. Given how infrequently we see bannerlord content, I'd be nice to see about 20-30 mins of high quality single player/campaign footage.
We had that pcgamer weekend footage a while back but it was all recorded with a camcorder off a projector screen.
Some more gameplay footage:
[video=youtube;ditLixWjMTs]https://www.youtube.com/watch?v=ditLixWjMTs[/video]
[video=youtube;ldYi2ITaFDg]https://www.youtube.com/watch?v=ldYi2ITaFDg[/video]
[video=youtube;r8pTWyONyNo]https://www.youtube.com/watch?v=r8pTWyONyNo[/video]
Looks good. Could still use some more flavor, in the sound for instance. Needs war cries and insults littering the battlefield.
Really hoping they start to show campaign stuff soon.
Those Calradian Empire troops look so good.
New battle footage.
[video=youtube;JaUBg7Ynmwk]https://www.youtube.com/watch?v=JaUBg7Ynmwk&t=0s[/video]
[QUOTE=RedBaronFlyer;52633911]New battle footage.
[video=youtube;JaUBg7Ynmwk]https://www.youtube.com/watch?v=JaUBg7Ynmwk&t=0s[/video][/QUOTE]
Aw what the
One of my steam buddy's names was on the player roster at the top. I kept seeing his name come up as playing M&B 2: Bannerlord on the corner of my screen a few months back, but I thought he was just renaming non-steam games to be a cheeky fucker.
He probably was
Devs can hide the name of beta products on steam and hide them from public view of your library. I doubt taleworlds hasn't done this.
[QUOTE=thrawn2787;52645264]He probably was
Devs can hide the name of beta products on steam and hide them from public view of your library. I doubt taleworlds hasn't done this.[/QUOTE]
Seems they haven't taken any real measures :v:
[t]http://i.imgur.com/t5R37Xp.jpg[/t]
he is lucky one ...
[url]http://steamcommunity.com/games/261550/announcements/detail/3244137880934579683[/url]
[quote]Currently, 60-70% of the frame is fully parallel, which means it can, and will, use all of the cores of current and next gen CPUs for the foreseeable future, (the old engine generally used to use 1, or at most 2 cores.) This means that as new, higher core count CPUs begin to emerge, Bannerlord will scale well with the new hardware and players will be able to test bigger and denser battles. [B]Currently our aim for battle sizes on current generation high end gaming CPUs is at 800 characters, at 60FPS.
The size of scenes is generally around 4 km square, which is much larger than in Warband, and scene creation is much faster. [/B][/quote]
:fap::fap::fap::fap::fap::fap::fap:
That's a gigantic leap. Scenes being extended to 4km will have so much possibility.
Worried what the min'll be.
Like. Graphically it looks 2010ish at it's best (it's not that consistent). They say they've got it optimised for huge counts and faster loading. But my pc is a brick and my only wealth is debt so i can't get a new one. (edit: oh, the guy is mostly concerned with optimising for a range of lesser PCs. I might be safe. Great)
I wonder how long it'll take for them to launch a spinoff/warband equivelent to bannerlord.
[QUOTE=The Jack;52682594]Worried what the min'll be.
Like. Graphically it looks 2010ish at it's best (it's not that consistent). They say they've got it optimised for huge counts and faster loading. But my pc is a brick and my only wealth is debt so i can't get a new one. (edit: oh, the guy is mostly concerned with optimising for a range of lesser PCs. I might be safe. Great)
I wonder how long it'll take for them to launch a spinoff/warband equivelent to bannerlord.[/QUOTE]
I assume optimizing it for lower-end PCs would only benefit the higher-end ones also, so it seems the smartest option.
Just had the thought of utilizing eye-tracking for mount and blade, because that shit would be OP as fuck :v:
New blog is out and apparently they are going to have physics based weapons for Bannerlord.
[quote]
[B]Dev Blog 02/11/17[/B]
[t]http://www.taleworlds.com/Images/News/blog_post_14_taleworldswebsite_575.jpg[/t]
[B]Greetings warriors of Calradia![/B]
Mount & Blade’s deep and intuitive combat system is one of the core features of our games. Our directional attacking and blocking mechanic is intuitive in the sense that it is easy to pick-up, and deep in that it allows players to continuously develop and adapt their own fighting style through the use of feinting, chambering and good footwork (including a well-timed kick!).
In previous Mount & Blade games, there is, however, an element of randomness in combat. Damage is calculated using a number of variables and weapons are hardcoded to deal a randomly selected amount of damage from a predefined range (before other factors are added to the equation, such as the attacker’s weapon proficiency, the speed of the combatants and the armour value of the unlucky soul on the receiving end of an attack). We feel that, for the most part, this system works well, but, there is still that one part of the damage calculation that can’t be controlled or reliably predicted by the player.
In Mount & Blade II: Bannerlord, we wanted to improve this aspect of combat to make it both fairer and easier for players to understand, especially in a multiplayer setting. We decided that the best way to go about this would be to make a physics-based system which would take into account the physical properties of a weapon and use a simulation to derive the combat stats, such as weapon speed and damage. We hope that this system will balance weapons in a more natural and realistic way.
Another advantage for the physical stat calculation is that it can be used in our new weapon crafting system. The physics-based system fits naturally with crafting because all we need to do is to acquire the physical properties of crafted weapons and then feed these into the stat calculation system. This will, in turn, provide us with the stats for the weapon.
When crafting a weapon, the player first selects a template. A sword, for instance, is made up of a blade, a guard, a grip and a pommel. Each of these parts may give the weapon certain bonuses or penalties outside of the physics simulation (a particularly large guard may increase the wielder’s hand armour, for example). Each part also has certain physical properties that are used for calculations. Once the player selects each part, we combine the physical properties of the parts to make up the overall properties of the weapon.
[B]These properties are:[/B]
[B]* Length:[/B] Determines the reach of a weapon.
[B]* Mass:[/B] This is important for thrust attacks and is used to determine the speed and power of thrusts. Light weapons are faster, but have less energy and cause less damage. Making the weapon heavier will slow it down but also make it more powerful, up to a point. If too heavy and too slow, a weapon will make contact with your opponent before it could reach its full speed, making it feeble and ineffective.
[B]* Weight Distribution and Inertia:[/B] This is important for swings. Unlike thrusts, swing speed is affected not only by weight but also by the distribution of weight around the pivot point of the swing. Increasing the weight may increase the damage (within certain boundaries), but, it will also increase the inertia, meaning that more energy would be required to achieve sufficient speed on impact. Thus, these weapons will typically be slower and increasing the weight will only positively affect damage up to a certain point.
After deriving these physical properties, we then use them to determine the weapon’s swing and thrust speed. Doing this with perfect precision would be rather difficult, since we would have to take into account all the motions a fencer goes through, all the muscles that are involved, their performance limits, etc. We simplify all of this with a basic model where we assume the fencer is made up of three simple motors. One motor representing the legs and hips, one for the chest and shoulder, and one for the arm and wrist. We then run a simulation where the motors work together to speed up the weapon until it hits the target. (Actually, we run two simulations, one for swing and one for thrust.) After these steps, we get the length, mass, swing and thrust speed of the crafted weapon. But, there is still the rather interesting problem of determining its damage...
[t]http://www.taleworlds.com/Images/News/blog_post_14_taleworldswebsite_02_575.jpg[/t]
[URL="http://forums.taleworlds.com/index.php/topic,371822.0.html"]Join the conversation and comment on the forums![/URL]
[/quote]
[URL]https://www.taleworlds.com/en/Games/Bannerlord/Blog/32[/URL]
The other game i know that tried this ended up with nobody using anything but greatblades mounted on spear handles (literal poleswords) which was fairly rediculous. I think taleworlds has a way better chance of getting the system working well, though.
I hope that this means this game might have an in depth blacksmithing system. I always wanted to have a game where you could do some interactive blacksmithing. The closest that I've found so far was Dark Messiah, but you can only make two different swords in that game. I like the detail they are putting into the weapons for this one.
Having this detail with an interactive system would be pretty slick
[QUOTE=PaChIrA;52852458]I hope that this means this game might have an in depth blacksmithing system. I always wanted to have a game where you could do some interactive blacksmithing. The closest that I've found so far was Dark Messiah, but you can only make two different swords in that game. I like the detail they are putting into the weapons for this one.
Having this detail with an interactive system would be pretty slick[/QUOTE]
Pretty sure the crafting is done by a third party and not by the player. You have to go to a town and meet a blacksmith to do crafting.
So I was playing the Japan mod. Felt as if it wasn't enough. Alongside the usual problems (I don't like companion disagreements, I'd rather their just be less companions, and any map large enough'll make some horrible quests) The units are too samey, the armour is often ugly and the best I can do to be a Sohei is wear headwrappings and buy boots with a white samurai jacket.
So I download Daimyo edition and I've got a greener Japan, peasants with appropriate clothing, a selection of historical Daimyo helmets, a bigger gun variety including stuff I can use mounted and... Naruto ninja run. Uninstall.
[i] In seriousness, It really fucks the early game. All the accessible weaponry, and the weaponry villagers use, is lethal only, so you'll never knock someone out for that sweet cash. Guns look too strong so that's something to ruin the lategame, and there's just too much artistic clash between assets. But also I really do genuinely hate the naruto run and throwable Kunai [/I]
[QUOTE=The Jack;52856144]So I was playing the Japan mod. Felt as if it wasn't enough. Alongside the usual problems (I don't like companion disagreements, I'd rather their just be less companions, and any map large enough'll make some horrible quests) The units are too samey, the armour is often ugly and the best I can do to be a Sohei is wear headwrappings and buy boots with a white samurai jacket.
So I download Daimyo edition and I've got a greener Japan, peasants with appropriate clothing, a selection of historical Daimyo helmets, a bigger gun variety including stuff I can use mounted and... Naruto ninja run. Uninstall.
[i] In seriousness, It really fucks the early game. All the accessible weaponry, and the weaponry villagers use, is lethal only, so you'll never knock someone out for that sweet cash. Guns look too strong so that's something to ruin the lategame, and there's just too much artistic clash between assets. But also I really do genuinely hate the naruto run and throwable Kunai [/I][/QUOTE]
I don't remember a naruto Ninja run
I do hope the game runs well on shitty PCs. I got 8gb ram and quadcores but my GPU is absolutely terrible and throttles the shit out of me.
Just a render quality option so I can keep my native resolution would be nice.
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