about 2 years
ago -
TaleWorlds Entertainment
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Transcript (by Youtube)
1s | Greetings Warriors of Calradia! |
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3s | We are back with the final development update of early access. |
6s | But just before we move on to take a look at some of the recent changes to the game, |
10s | we want to start by thanking you all for your incredible support during the development |
14s | of Bannerlord. |
15s | Your feedback, suggestions and bug reports have been essential in bringing the game to |
19s | this point, and we really appreciate your patience, cooperation and input throughout |
23s | the early access period. |
25s | Thank you! |
26s | We also want to take this opportunity to say that this is definitely not the end of the |
30s | road for Bannerlord; we’ll continue to support the game well into the future, including content |
35s | updates. |
36s | You can read more about what we have planned in our Release Plans blog post–there’s |
40s | a link in the description below. |
42s | OK, and now on to the game! |
44s | To start, we have a few combat-related updates to discuss–the first of which is the addition |
48s | of banners! |
50s | Banners are equippable items that provide various combat bonuses to your formations. |
54s | Banner bearers can be promoted from regular troops to carry a formation’s banner into |
59s | battle, buffing the troops around them. |
61s | And if the banner bearer happens to fall, other troops from the formation will attempt |
64s | to recover the banner and continue the fight! |
66s | There’s a total of 45 different banners across 3 tiers for you to earn by accomplishing |
71s | various tasks, like defeating enemy nobles, clearing hideouts and reaching certain campaign |
76s | milestones. |
78s | A number of impactful changes to the spawning of reinforcements were made to address many |
82s | of the issues that arose when one side was pulled into their opponent's spawn area, especially |
86s | during larger battles. |
87s | With the addition of two extra spawn paths for each side to spawn on, reinforcing waves |
92s | are now able to select the safest route when joining the fray. |
95s | Additionally, reinforcements will now always spawn near the initial deployment boundaries |
99s | and attempt to join a formation that matches their unit type when entering the battle, |
103s | with the weakest formations being bolstered first. |
107s | Combat mechanic effects like knockdown, knockback and dismounts are now decided using a standard |
112s | and deterministic model, making them much more reliable and predictable. |
116s | You can check the tooltip icons to see each weapon's effect. |
121s | Armour damage calculations were reworked to make higher-tier armours more effective against |
125s | blunt attacks, making these armours feel like a much more worthwhile investment, particularly |
130s | when confronted by looters! |
131s | And for the final combat-related highlight, the AI movement system was overhauled through |
134s | a range of physics adjustments, better situational understanding, and by implementing a partial |
141s | 360-degree input for the AI, massively improving issues with troop congestion and the AI’s |
146s | ability to deal with more difficult terrain, especially in sieges. |
150s | Response times for defensive formations moving to position have been improved and the AI |
155s | is now much more efficient when redeploying troops between formations. |
159s | Attacker behaviour was also reworked to focus its energy on fewer siege engines and breaches |
163s | if it has a smaller force. |
166s | Campaign AI also received a number of notable updates recently, with many of those changes |
170s | aimed at improving party and army decision-making to make the world more active and dynamic. |
175s | To achieve this, the weight of party priorities was increased, with defensive parties sticking |
180s | to protecting their own territory, while those in an aggressive stance will try to raid and |
184s | siege enemy settlements more often. |
186s | Also, the threshold for changing party objectives has increased, meaning that parties are now |
191s | more likely to stick to their current task if it makes sense for them to do so. |
194s | Parties are more likely to attack settlements that are near their own territory and will |
198s | try to coordinate with nearby allied parties when engaging the enemy. |
202s | And parties within armies now take fellow army members and nearby villages into account |
206s | when sourcing food. |
208s | The decision score calculation of Patrol, Defend, and Besiege stances was adjusted to |
212s | increase siege success rates and the overall aggressiveness of AI armies and the cohesion-boosting |
217s | behaviour of armies has been improved, particularly when undertaking important tasks like defending |
222s | or besieging. |
224s | And finally, armies with low cohesion or that are not at war are now automatically disbanded, |
228s | and each active army decreases the creation chance of a new army. |
232s | These changes ensure that there are fewer, larger armies on the campaign map, resulting |
236s | in more significant and decisive battles. |
240s | Developing your character is one of the most rewarding aspects of any Mount & Blade game, |
244s | however, the progression system could be a little inflexible when trying to adjust your |
247s | strategy mid-campaign or experiment with different playstyles. |
251s | Well, now you can visit an Arena Master to reset the skill perks of you, your family |
255s | members, and your companions! |
257s | Additionally, the way that NPC child skill and trait levels are calculated was improved, |
262s | with children now receiving skills and traits periodically instead of all at once when they |
266s | reach adulthood. |
267s | Also, the equipment selection system for newborns now considers different parameters, such as |
272s | culture, traits and hero type. |
275s | They say that friends are the family that you get to choose yourself, and that would |
278s | be an apt description of companions in Bannerlord. |
281s | But unfortunately, and perhaps a little too realistically, as a playthrough progressed |
286s | it became harder to find companions in Calradia, especially in the late game. |
290s | A new companion spawn behaviour was implemented to address this issue by equalising the companions |
295s | in the game. |
296s | In addition to this, companion skill traits were rebalanced and many of their backstories |
300s | were updated to provide some more variety and options for you to choose from. |
304s | And alongside these changes, you can now ask tavern keepers about available companion candidates, |
309s | making finding those new friends even easier! |
312s | In Bannerlord, your duty is to your clan. |
314s | And as the head of the family, you need to make sure that your clan remembers it! |
319s | The recent changes to Clan Management allow you to do just that by giving you even greater |
323s | control over your clan members and parties, including exchanging and assigning party leaders, |
328s | recalling clan members to your party, and dispatching clan members to your settlements. |
334s | NPCs will now approach you with various propositions, including mercenary contract offers, marriage |
338s | offers for clan members, and vassalage offers, building on the game’s existing diplomacy |
343s | options to make the world feel more active and alive. |
345s | For some time now, we’ve been working on a number of adjustments and balancing changes |
350s | to trade goods, caravans, and workshops with the aim of improving the overall health of |
355s | the economy, particularly into the late game. |
358s | You can read about the changes in detail over on our forums–there’s a link in the description |
362s | below–but to summarise: we increased the demand for trade goods, rebalanced luxury |
366s | demands to make them more relevant, tweaked a few prices here and there, and made some |
370s | changes to workshop production. |
372s | Of course, it’s worth remembering that Bannerlord’s economy is huge and has many moving parts, |
377s | so we will continue to monitor the situation and take feedback onboard to ensure that the |
381s | economy remains in good health well into the future! |
385s | For all you crafty crafters out there, changes that aim to provide a little more structure |
389s | to the crafting path were recently introduced, including separating the unlocking of crafting |
393s | pieces into their respective weapon types, with crafted weapons now only giving experience |
398s | for that weapon type alone. |
400s | Additionally, crafting parts are now unlocked gradually, with Tier 1 parts coming first, |
404s | then Tier 2, and so on. |
406s | 14 new heads and 5 new handles were added for you to make two-handed maces with (which |
410s | are a thing now by the way!) and most pommels are now available to use across other weapon |
415s | types. |
416s | Finally, you can find 19 new cloth and fur pieces to attach to your polearms for some |
420s | added flair. |
421s | A broad selection of cutscenes was added to highlight and commemorate those special moments |
426s | during your adventures. |
427s | From the birth of a child to the death of a comrade, and from joining a kingdom to destroying |
432s | one, cutscenes give more weight to key events while helping to bring your own unique story |
437s | to life. |
438s | A broad selection of err, scene scenes was also added, with 10 new battle terrains, 2 |
444s | hideouts, 2 castles and 16 towns for you to explore and conquer. |
449s | You can find more information on the new scenes, like their names and locations, in the e1.9.0 |
454s | patch notes–there’s a link in the description below. |
458s | And for our final singleplayer highlight, we have the, almost obligatory at this stage, |
462s | additions to the Calradian armoury. |
464s | But alas, there are simply too many to share in this video so you will have to check them |
469s | out yourself, in-game! |
471s | Over in multiplayer we have Battle, an intense single-life game mode intended for organised |
476s | events. |
477s | At the start of each round, you select a class to spawn with, with stronger classes requiring |
481s | more gold. |
482s | Gold can be gained from kills and assists, and by surviving the round. |
486s | To win, you must completely destroy the opposing team or break their morale by holding more |
491s | flags. |
493s | Custom server files were released to Steam users allowing community members to host their |
497s | own dedicated servers for others to play on, including modded content, with new scenes, |
503s | game modes, and more. |
505s | And speaking of modding, Steam Workshop support is now available, with many user-created modifications |
510s | already available for you to explore. |
513s | Elsewhere on the modding front, we recently shared API documentation for Bannerlord to |
517s | allow modders to effectively use and integrate the API with their creations. |
521s | And that is all for Development Update #11. |
526s | We really appreciate you taking the time to check out the video and hope that you enjoy |
530s | the updates to the game. |
531s | You can find links to the full patch notes in the video description and, as always, we |
536s | invite you to share your feedback with us in the comments section below. |