Mountains & Blade II: Bannerlord Blog for developers 12 – Time
Hello Bannerlord blog of regulars and newcomers. In this entry, we again meet your requirements in order to hear more about the solitary regime on the gameplay – in particular, looking at the above -ground card and some improvements made there. We opened the card on Gamescom and some new functions are mentioned in the last blog. Here, we will take what we have identified and go into some more details.
Bannerlord shares setting up Calradia from the detachment, but 200 years earlier. The card also expand and include in the regions further to the east and south, as in previous games of the series, as a result of which a map, which is about three times more. Land features and even some settlements from previous games are recognizable. By the exchange of the same world, two games become part of Laura in Mount & Blade in a broader sense. While the Laura series was minimized in Warband on, the left tips in the dialogue, Bannerlord has its own storyline, which will add some additional depth of the fractions.
In addition to the parameter acting as a parameter, providing the context for Mount & Blade Gorgeous battles, the above -ground map also where a large piece of gameplay lies. With Bannerlord, to the approach, to provide additional information for the player with the same map and ILS, presented during the trip. Accepting the icons as an example, now you can see what the village produces by looking at the icon. These changes are dynamically over time, reflecting various production facilities built in the village, or additions of buildings, like locks. On HUD, additional information is presented to the player, including morality, food, gold and much more. We are currently restructuring in HUD to provide even more information, without making it too overwhelming.
The characters and locations on uk-casino-club.uk the map are what we call “parties”. All sides on the map, whether it be lords, bandits, caches or something, there is a function in the game in the sandbox of modeling the feudal world. This is the main explanation of how the economy works:
-Residents produce goods based on what types of production they take place (for example, sheep of the economy produce sheep, cheese, wool, etc. D.)
-Peasants take goods produced in their village in order to sell in a local city, repeatedly traveling directly between the village and the city on the map.
-The raw materials are accepted for cities and is either consumed or processed in general educational goods (for example, wool in clothes, sheep for meat) through workshops.
-Caravans buy goods in cities to be sold in another place at a higher price, caravans will evaluate the situation and try to maximize the profit from their trip on the map.
When all these steps are successful, the prosperity of the settlements increases. What is interesting is that after all, everything is connected in this case, a breakdown can be a very effective approach when meeting an enemy or rival. A simple example is that raids on enemy villages or the prevention of peasants from accepting their journey to a local city impoverish cities due to the lack of goods in the process of trade. More indirect benefits can be obtained, for example, aiding in the bandit group next to the rival Lenom, a noble from the same faction, trying to limit their income and gains a foot above them in relations with the faction. Since everything is modeled in such a way that you do, it has a domino effect in the world. Manipulating this for their personal purposes, this is the key to progress in the game, but the II Lords will also try to create problems for opponents, in an effort to become better.
The relief on the map that is not quite consistent with the detachment, including the Bannerlord card is slightly more mountainous. The result of this is an increase in the number of transshipment points. It will be difficult to avoid conflicts, for example, when passing narrow passages through mountain ridges, which can be pierced by ambushes or enemy patrols. Tactically, the map offers many additional opportunities for managing zones that serve as trade routes. Fights often occur in games for the competition of key transshipment points in order to ensure the safety of the passage of trading caravans and other parties. As a player, it is important to consider what kind of battle you are most likely, ultimately, to sacrifice relations with the faction. If your specialty of a skirmish on foot in crossed areas, for example, you could avoid attracting asrai, who will have higher mobility in the open desert.
The card changes, not only by the activity of the player and the NPS, but also over time. Changes in the seasons affect the weather and transform the landscape Sending Snow crawls south during the winter. The game process is significant effects, changing conditions, are felt in the effectiveness of different types of troops. Cavalry and rifle detachments in particular, experience difficulties in rain or snow. One of the most important changes from Warband represents as time progresses; The annual cycle was reduced to twelve weeks, which adds greater importance to the change of seasons and the aging of the characters.
The characters and locations on the map are what we call “parties”. All sides on the map, whether it be lords, bandits, caches or something, there is a function in the game in the sandbox of modeling the feudal world. This is the main explanation of how the economy works:
-Residents produce goods based on what types of production they take place (for example, sheep of the economy produce sheep, cheese, wool, etc. D.)
-Peasants take goods produced in their village in order to sell in a local city, repeatedly traveling directly between the village and the city on the map.
-The raw materials are accepted for cities and is either consumed or processed in general educational goods (for example, wool in clothes, sheep for meat) through workshops.
-Caravans buy goods in cities to be sold in another place at a higher price, caravans will evaluate the situation and try to maximize the profit from their trip on the map.
When all these steps are successful, the prosperity of the settlements increases. What is interesting is that after all, everything is connected in this case, a breakdown can be a very effective approach when meeting an enemy or rival. A simple example is that raids on enemy villages or the prevention of peasants from accepting their journey to a local city impoverish cities due to the lack of goods in the process of trade. More indirect benefits can be obtained, for example, aiding in the bandit group next to the rival Lenom, a noble from the same faction, trying to limit their income and gains a foot above them in relations with the faction. Since everything is modeled in such a way that you do, it has a domino effect in the world. Manipulating this for their personal purposes, this is the key to progress in the game, but the II Lords will also try to create problems for opponents, in an effort to become better.
The relief on the map that is not quite consistent with the detachment, including the Bannerlord card is slightly more mountainous. The result of this is an increase in the number of transshipment points. It will be difficult to avoid conflicts, for example, when passing narrow passages through mountain ridges, which can be pierced by ambushes or enemy patrols. Tactically, the map offers many additional opportunities for managing zones that serve as trade routes. Fights often occur in games for the competition of key transshipment points in order to ensure the safety of the passage of trading caravans and other parties. As a player, it is important to consider what kind of battle you are most likely, ultimately, to sacrifice relations with the faction. If your specialty of a skirmish on foot in crossed areas, for example, you could avoid attracting asrai, who will have higher mobility in the open desert.
The card changes, not only by the activity of the player and the NPS, but also over time. Changes in the seasons affect the weather and transform the landscape Sending Snow crawls south during the winter. The game process is significant effects, changing conditions, are felt in the effectiveness of different types of troops. Cavalry and rifle detachments in particular, experience difficulties in rain or snow. One of the most important changes from Warband represents as time progresses; The annual cycle was reduced to twelve weeks, which adds greater importance to the change of seasons and the aging of the characters.
