http://www2.taleworlds.com/
Mount & Blade II: Bannerlord – First glimpse
M&B II BANNERLORD | September 27, 2013
The once-mighty Calradic Empire is in a state of decline. Warlike tribes have seized swaths of its territory. Client kingdoms have declared their independence. The Emperor has died without leaving an heir, leaving three jealous factions to scramble for power. Mercenary companies, bandit lords and nomads hover on the sidelines like vultures waiting for a meal.
A hero who can master the art of single combat, of leading armies in battle, of plotting ambushes and raids, and of exploiting the rivalries of noble houses and tribal clans may be able to unite this Empire -- or, alternately, to deal it the final blow that sends it crashing down. Will Calradia experience one final sunset e of imperial glory, or slip into a night of chaos before a new age dawns?”
Scan the media section (http://www2.taleworlds.com/en/Games/Bannerlord/Media) for the first glimpse into the world of Calradia.
Many thanks to everyone for the warm reception for the Bannerlord screenshots. And I apologize for the website going down. We are moving the website to another server and it should be online again soon.
I can't give away too many details about what we are up to with Bannerlord but rest assured that the game will be as moddable as ever, and we are working very hard so that modders will have great tools under their hands. We will also start to post updates more regularly from now on. Perhaps we can begin with showing some aspects of the engine that will be of interest to modders such as the new terrain sculpting system or the new scene editor. ;)
Sono sveglio da ormai una trentina di ore, di cui dieci passate in autobus: tornato ad Ankara dopo appena 4 giorni, quasi non riconosco più la città. I ghiacchi si sono sciolti, i branchi di cani selvaggi sono stati rinchiusi nei canili, le ragazze cominciano a sciamare fuori casa, le maniche corte reclamano di prepotenza il loro ruolo nella vita di tutti i giorni.
Il mio organismo ormai è alimentato da una miscela letale di caffè, sigarette ed entusiasmo da Fanboy: sto per incontrarmi con Umit Singil, uno degli sviluppatori di Mount&Blade, Warband, With Fire & Sword, & chi più ne ha più ne metta.
L’incontro è previsto per il primo pomeriggio, nel polo di Teknokent, una serie di costruzioni dedicate all’informatica nel campus della Middle East Technical University. Ho giusto il tempo di mangiarmi un panino e farmi rubare il portafogli.
Arrivato a Teknokent, con calma ed un po’ di imbarazzo, comincio ad aggirarmi tra gli uffici, cercando quello di Ikisoft\Taleworlds. Intravedo uno studio con le pareti in vetro, ed una gigantografia di un cavaliere Vaegir attaccata al muro. Bingo.
Busso timidamente, e con cautela mi presento, nel mio turco stentato, frammisto a parole in inglese. Mentre cercano Singil (http://forums.taleworlds.com/index.php?action=profile;u=25983), ho l’occasione di dare un’occhiata all’ufficio: i muri sono tappezzati di locandine, poster e tizi a cavallo, Post-it e blocchi di appunti affollano le scrivanie. In mezzo alle cianfrusaglie che caratterizzano ogni ufficio che si rispetti, però, spicca un libro. Un libro Osprey: Siege Machinery in the middle ages. Bingo, di nuovo.
Riesco finalmente a conoscere Singil (http://forums.taleworlds.com/index.php?action=profile;u=25983), e decidiamo di procedere con l’intervista prendendoci un caffè al vicino Starbucks.
Seduti davanti alle nostre tazze di caffè bollente (e costoso), estraiamo simultaneamente due pacchetti di Winston Blu. E’ lui a rompere il ghiaccio.
“Fumi?”
“Qua in Turchia, se non sei fumatore attivo, sei fumatore passivo.”
“Beh, nessuno vuole essere passivo, giusto?”
Direi che è un buon inizio. Estraggo dalla tasca il foglietto con le domande, e possiamo finalmente cominciare l’intervista.
D: Avete fatto un ottimo lavoro, migliorando il sistema di combattimento da M&B a WB. Tra i colpi orizzontali di M&B e le animazioni più elaborate di WB – in cui avete aggiunto anche la possibilità di dare calci – c’è un abisso. Come avete intenzione di procedere con M&B2? Si tratterà di semplice evoluzione, o pensate di rivoluzionare totalmente il sistema di colpi e parate?
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.
E questo è quanto, per ora.
Per questioni di orario non sono riuscito a intervistare il grande capo, Armagan Yavuz, ma come avete potuto leggere, Umit Singil è stato all’altezza, e da quello che ho visto e sentito in quel di Teknokent, appena la Taleworlds comincerà a tirare fuori dal cappello video e immagini di M&B2, l’hype salirà alle stelle.
Da Ankara è tutto, linea a Roma.
In realtà a me pare che il sistema di combattimento di M&B sia semplicissimo da trasporre su un pad.
Ma non rompere le balle con 'ste menate da master race: per il combattimento all'arma bianca non c'è nessun problema a fare come ho detto io, per le armi da lancio e da tiro la gente che lo gioca su console si adatta ad un sistema di mira più lento ed impreciso e sticazzi.
Faranno lo stesso i turchi demmerda o rovineranno un combat system per vendere poi 10 copie su ps4?
Vorrei tanto capire come farà lo stick destro a comandare simultaneamente visuale E direzione dei fendenti.
https://www.youtube.com/watch?v=Qe6g0_HRexw (https://www.youtube.com/watch?v=Qe6g0_HRexw)
No, uscirà anche su console in seguito, ci sarà qualche matto che lo compra lì.Ma è ufficiale? Ero rimasto al fatto che fosse probabile, ma se c'è stata qualche dichiarazione certa degli sviluppatori a riguardo me la sono persa.
Requisiti di sistema
Minimi:
Processore: Intel i3-2100 / AMD FX-6300
Memoria: 4 GB di RAM
Scheda video: Intel HD 4600 / Nvidia GT730 / AMD R7 240
Memoria: 40 GB di spazio disponibile
Note aggiuntive: These estimates may change during final release
Key Battle Improvements
Battles are at the very core of the series and play better than ever in the latest instalment.
Advanced Formations – Merge and split forces at your behest, with intuitive but powerful control over the movement, form and behavior of every unit! Order heavy infantry to hold together, shoulder-to-shoulder in a slowly advancing but near impenetrable shield wall; or launch your cavalry in lightning charges using the skein formation.
Battlefield AI – AI commanders can execute complex tactics, utilizing the advanced formation options to present a formidable challenge. Their behavior is drawn from actual historical tacticians, for example Alexander the great, who used his superior cavalry forces to rout their counterparts in the opposing army, before delivering a crushing blow to the enemy’s main force. This not only creates the feeling of an authentic medieval battle but also proves effective in-game, as in reality.
Sergeant System – Commanders now designate units to other lords in battle, including the player! Execute the orders issued by your commander throughout the fight, and use your own instincts to do your part and help secure victory on the field of battle. Lead the horse archers as they skirmish and harass the enemy to disrupt their lines before your allies finish them off, or take control of the cavalry and charge into the fray to devastate entire units at once!
Key Combat Updates
Mount & Blade II: Bannerlord also features greatly updated combat, which builds on previous instalments in a number of ways while retaining its intuitive, direction-based core that made it so popular among players.
Directional Shield Blocking and Shield Bash – These two features revitalize the sword & board gameplay, making it a more engaging experience than ever before! Blocking in the wrong direction will not necessarily get you killed but it will cause your shield to break faster, leaving you defenseless against missiles and vulnerable against multiple foes. Shield bashing, a highly requested feature, temporarily stuns your opponent and knocks them back, lowering their defenses and giving you room to breathe.
Attack Chaining – Swings that complete their motion can now be chained into follow-up attacks which can catch your opponent off-guard after a miss. Unbalanced weapons such as hammers and axes also use the momentum of the first swing for a faster follow-up!
Improved Animations and Combat Engine – Huge effort has gone into making Mount & Blade II: Bannerlord’s combat as fluid and visually appealing as possible. Damage dealt is now calculated with a great degree of physical depth, factoring in the weight distribution of every individual weapon. This means that whether you are executing a perfectly timed thrust while thundering towards a hapless archer on horseback or shooting an arrow across the battlefield to whittle down your opponent’s infantry forces before the melee, the game will understand all of the forces involved and produce consistent, realistic and satisfying results every time.
We will be opening a 200 slot TDM server on Thursday evening at 18:00 UTC. It would be fantastic if we could fill the server for some time to see how it copes with that many players.
We look forward to seeing you all on the battlefield!
Greetings warriors of Calradia!
Since the release of Bannerlord, we have shared a number of hotfix patches with you to address some of the most prevalent challenges that players were experiencing. At this point, we want to begin establishing a more structured patch process to better support content changes that bear a greater risk for your gameplay experience.
For this purpose, we intend to introduce 2 additional branches to Steam. Aside from our public branch, which players will use by default, we will also offer opt-in alpha and beta branches.
The beta branch will include content that has gone through our internal testing and will be exposed to public testers for at least one week. During this period, we will address discovered issues with hotfixes. Our goal is a weekly cycle where we push our internal version to the beta and the prior beta version to the main Steam build. However, if serious challenges arise, we may delay an update until those issues have been addressed.
The alpha branch will include content that is untested. It is intended for players, modders and explorers that wish to be as close to development as possible - even at the cost of stability. Our goal is to update it daily with our latest development branch.
Please be aware that opting into the alpha or beta branch may negatively impact your experience.
In questi tempi di crisi sei la nostra unica certezza, Jab! :);)
Ed uscirà incompleto a leggere i fan, e con feature mancanti per non renderlo troppo complesso e scoraggiare i newcomers, confermi?...Chi ha giocato parecchio al precedente Warband, non potrà che rimanere deluso dalla mancanza di aggiunte che un titolo del genere, dopo 12 anni di sviluppo, si pensava avesse assorbito in automantico dall'esperienza delle mods e dei DLC...