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Author Topic: Mount & Blade 2: Bannerlord announced  (Read 6284 times)

Elfeater

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Mount & Blade 2: Bannerlord announced
« on: November 15, 2012, 05:35:32 pm »

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Ozyton

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Re: Mount & Blade 2: Bannerlord announced
« Reply #1 on: November 15, 2012, 05:38:28 pm »

I could have sworn we already had a topic for this... in any case, anticipating more news, as usual =p

Flying Dice

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Re: Mount & Blade 2: Bannerlord announced
« Reply #2 on: November 15, 2012, 08:06:05 pm »

Mein gott.
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Kaje

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Re: Mount & Blade 2: Bannerlord announced
« Reply #3 on: November 16, 2012, 01:39:45 pm »

They really need to take a few pointers from the modding community and really deepen the immersion for the player with more diplomatic and personal options - as well as making it a little more fun to rise through the ranks of a faction army.
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FritzPL

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Re: Mount & Blade 2: Bannerlord announced
« Reply #4 on: November 16, 2012, 02:44:18 pm »

They won the '2012's Worst Game Trailer Award', but the game is probably gonna rock.

Ozyton

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Re: Mount & Blade 2: Bannerlord announced
« Reply #5 on: November 16, 2012, 02:48:03 pm »

How did they win an award for worst trailer when they haven't even released a trailer yet?

FritzPL

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Re: Mount & Blade 2: Bannerlord announced
« Reply #6 on: November 16, 2012, 03:45:27 pm »

I mean this one:
http://youtu.be/XLB9PlqkONo
There's, like, little to no information about what's coming, just a bunch of sentences to start the hype train and smash the brakes with a cash bag.

Mephansteras

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Re: Mount & Blade 2: Bannerlord announced
« Reply #7 on: November 16, 2012, 03:58:52 pm »

Be interesting to see what they end up doing with the game. Hopefully a lot more in-depth and dynamic. While the original is fun, it loses a lot of immersion by having the player and AI operate under different rules. Sometimes that helps the player, sometimes it doesn't, but either way it ends up a bit jarring.

Heck...I think I'd be happy with a clone of Warband with a vastly improved AI. (Both at the strategic and tactical levels)
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Ozyton

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Re: Mount & Blade 2: Bannerlord announced
« Reply #8 on: November 16, 2012, 06:05:44 pm »

I mean this one:
http://youtu.be/XLB9PlqkONo
I'm aware of that announcement video, but announcement videos are not trailers, so they can't be categorized as trailers. I've seen lots of people complain aboot it when it was released but they don't get it.

The point is: Mount & Blade 2 is now an official thing and not a "thing we can assume that they're working on eventually" or "project obvious" as it used to be called.
Heck...I think I'd be happy with a clone of Warband with a vastly improved AI. (Both at the strategic and tactical levels)
What I'm hoping they're doing is taking aspects from the best and most popular mods and integrating them directly into the game. Diplomacy mod is considered pretty much required to play Native, after all, and is actually included in some SP mods. I'm sure Taleworlds can do better than just "Warband with improved AI."

I'll also take this time to post a relatively old (and translated) interview.
  • Made from scratch with a new engine
  • Easier to mod(?), animations not hard coded (maybe less stuff hardcoded in general?)
  • Either takes place in Calradia or a similar place, perhaps with more water assuming naval battles are featured
  • Co-op type 'singleplayer' may not be officially made, but current implementations of this sort of thing in Warband through mods may make it possible to an extent.
  • More (physics-related) interaction with environment... maybe for siege weapons? Certain objects breaking, such as market stalls? Jumping into those pointy map-object stakes does damage?
  • Possibly a new blocking or parry system that's familiar but different?
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http://forums.taleworlds.com/index.php/topic,249537.msg5973123.html#msg5973123
Quote from: JabdiMelborn




...Oldest italian board member Nikephoros, on April 2012 flight to Ankara/Taleworlds office to make this interview about rumors around starting works of Mount&Blade2...
...unfurtunatly there was not possible to spread out it for "over order" but since it was given the official announcement recently, now is the time to allow all to read it...

...remember that following questions was make on April2012, than some answers in the current state should be change or completly different:...
Quote
D: You have done a great job improving the combat system from M&B WB. Between the horizontal strokes of M&B and animations more elaborate WB - in which you added the possibility of kicking - there is an abyss. How are you going to do with M&B2? It will be simple evolution, or plan to totally revolutionize the system of strikes and blocks?
R: We are re-doing everything again, we are not using anything from the old games. As for the game mechanics, I know for sure we are going to work on the parry system. We implemented it into the later versions of Warband. We are also rewriting all the animations for blocking, for example. Blocking was nice, but you know, was a little “blocky”, back then. There are some attacks that you can’t just stop with an upper block, you have to divert it, we are taking care of stuff like that. It’s going to be an evolution, as you said, not a revolution. The combat system is going to be essentially the same, but it’s going to be improved. A lot. We changed programming language and everything…

D: And what about the module system?
R: there won’t be a module system anymore. It’s going to be a lot more accessible, the whole structure of the game is being rewritten, tenths of times, for the modders to do whatever they please. We created a new game from scratches. What has started as a husband and wife project has expanded, as you know, and the new code began accumulating on top of the old code. It became a little clumsy, it is natural. Have you messed with the shader file, for example?

D: I didn’t have the courage. But I remember seeing the zombie texture around the folder, a few times.
R: exactly. Many things right now are hard coded, like animations, that can’t be changed without the help of a developer. You won’t have as many limitations in M&B 2.

D: Regarding the map, will there be a new map? Will the world change, will it remain the same? How’s it going to be for single-player lovers?
R: the game, in terms of campaign and the world itself has changed like three times from now, but we are pretty confident we are going to keep this version. Let’s just say we are going to expand what you already know about Calradia.

D: You know there had been many successful modifications for the game, and one of the best known is the Strategus – cRPG, which allows the players to have some sort of multiplayer campaign. Will there be any feature like that in the game to come?
R: at this stage a multiplayer, competitive or cooperative looks still pretty difficult to make.

D: Warband opened a completely new market and a completely new fanbase for the M&B franchise. It also created a new genre for multiplayer games, a niche that some other software houses are trying to exploit. How is Taleworlds going to deal with the competition?
R: Ah, the competition… let’s just say we’ll carry on doing what we can do best: offer some historically plausible, rock-hard gameplay. That’s what we are trying to keep for the multiplayer.

D: Are you going to focus more on a more accessible playability or are you going to keep on going on the track opened by Warband?
R: Of course, there won’t be anything like a Viking battling a space marine (although it would be awesome n.d.r.), but we won’t be focusing on a specific year. No French vs. English, for example. We are going to expand, stretch and bend it a little. Let’s just say that.

D: still about the multiplayer, there is a diffused concern regarding TW’s support of the multiplayer community. In regards especially to “official” community sporting events, like the NC and the ENL, and in general the competitive side of the gaming. Will there be in M&B 2 a more stable and organized supports for clans, players, maps?
R: we have been talking about it a lot by now. The Nations’ Cup support, or the new website, which is a little old by now, but was intended to work as some sort of portal page, where you could register your profile, your serial, see the games you owned and stuff like that. Our best effort was put in creating a stable community that supported us, and for which we could produce stuff for. We are also working on some sort of official ladder, a series of official tournaments.

D: what about players IDs? Will there be a system to officially recognize player names and clans?
R: we are really thinking about it, we like the idea of a player account usable for the forums, the community, the game, the data being gathered in some separate database, accessible from other computers, for example. We are working on it.

D: And now for a particularly interesting point concerning the Italian community: will there be an official Italian translation?
R: the only translations done until now were done by players, so probably yes. The localizations were made by players who approached us, then the translations would be revised and corrected, and finally accepted.
And it is because the community OWNS the game. There have been contributions, suggestions that have been put into the game. This sense of property is maybe one of the reasons why we have such a loyal and affectionate community.

D: Still, there has been a recent controversy, which can be somehow told like this: the attitude has changed a lot since the very beginnings where community-developers interaction was the norm, to this day.
R: We are a lot bigger now. When I got hired first, there was five people at TW. Now we are 25. Working on a bigger, better, stronger game. We don’t really have much to show now, not just yet. There has been no official press release, you know, but the word is out there. But once we are ready to show something to you guys, we’ll get back on track, receiving millions and millions of tons of feedback and comments. We are going to get back on track. We are not a huge, faceless corporate company: the community is all we’ve got.
We’ll get back on track, I promise.

D: the most important question of all: in M&B2 will there be dinosaurs?
R: *laughs* only if you dig deep enough!

D: speaking of phisics, how will the players interact with the environments in M&B2?
R: It’s still very early to talk, but we would like the game environment to be interactive as much as possible. The ideal would be to have the player pick-up, destroy and throw stuff. We are rebuilding, or should I say building, a physics engine from scratches.
« Last Edit: November 16, 2012, 06:07:18 pm by OzyTheSage »
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Catastrophic lolcats

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Re: Mount & Blade 2: Bannerlord announced
« Reply #9 on: November 16, 2012, 09:20:30 pm »

I remember hearing rumours slowly trickling in before the release of the M&B2 "trailer" stating that the factions in Calradia have gone through this whole "renaissance" type event which would have change the tactics/weapons of the factions and apparently introduce light firearms. Not a rumour that I really believed since With Fire and Sword was close enough to that concept. It seems to be proven false with the name, Bannerlord doesn't quite sound all that renaissance-y.

For me to really enjoy Mount and Blade 2 there would have to be a lot of changes. 
Spoiler (click to show/hide)
I'm sure there's more but that's all my sleep-addled mind could come up with.
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Caz

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Re: Mount & Blade 2: Bannerlord announced
« Reply #10 on: November 16, 2012, 09:37:30 pm »

With this, the continued development of DF, Clockwork Empires and the planned Elite: Dangerous I'm so looking forward to the next few years of gaming :P
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