Mount & Blade: Warband

Mount & Blade: Warband

Aut Caesar aut nihil
[BG]Maxi  [developer] Apr 14, 2021 @ 11:03am
Dev Blog XVIII
I just want to give you an outlook at what is been done so far for the next update and what else I would like to include into the update. Though as usual, especial the outlook at what I will be working on next could change according to my preferences.

So whats basically done:
-) Regarding troops all important npcs in towns now also have faces/skins more fitting to the region they life in. Also a lot of other npcs (like lords, ladies) already have or will gain a new face (thanks to @Tribunus Mancinellus for the help here!)
-) Items: I added Python code to standardize most stats: weight, price and speadrating of weapons/armors will now be calculated using size and quality (i.e. damage/armor value) of the item. This way those stats make more sense in my opinion and I can easily tweak them. During this process I also noticed some wrong item stats: In particular, shield sizes are now larger.
Also I decreased hitpoints of shields but increased their armor value. This way, shields can now break during combat (this is something I never noticed previously).
Roman items have been changed to have a more consistent look.
I added two new system: First a system that changes skin colour of armors, that way you can now play as lets say African legionary. And a system to change gear of legionary to a winter version during cold months in cold regions.
-) Gladius now has own thrust animation
-) Tournaments are changed: For Romans, I simplified the equipment calculation and for “barbarians” the participants will now just use the standard equipment. (For non-Romans I think of tournaments to be like competitions between the best warriors). I also added for Roman tournaments beast fights to watch: lions fighting with prisoners.
-) For field battles I finally discovered why sometimes not all routed troops are considered as routed: Its because the AI can make a tactical retreat, but the troops making a tactical retreat wont be considered as routed. It makes more sense to have them also considered as routed.
I also added a code to refill ammunition each 8min during field battles: The idea is to simulate archers picking up arrows from the ground and having runners bringing supplies.
I removed the option to force the AI to always attack as I discovered it could cause the AI to make bad decisions. Now the AI will also defend when it thinks its good. Though during freelancing, AI will always attack to prevent AI armies sitting around doing nothing.
-) I reactivated a native quest which was basically never given: kill local merchant.
-) companions have now proper age set at game start. Roman-veteran companions now have better stats. There are now like three kind of companions: Unexperienced, slightly experienced, experienced.
-) Lion/leopard hunt is no also possible in minor faction towns
-) There are also a surprise which is worked on, but I don’t want to tell yet

What else I want to add for next update, but haven't done yet:
-) I have some quest ideas I want to finally add.
-) Minor factions for Ireland, Denmark and Eastern Poland
-) Changing Scythia to Bosporian kingdom and renaming Roxolani to Scythia
-) Maybe already the change to Civil war and the Debts of Nero quest
-) Some more special locations

I also would like to mention some long term goals. Ideally I would like to make more changes to get rid of native things. In particular:
How civil war works (for player and Nero Rome), how governors are assigned in Roman Empire, how legions and auxiliary troops are paid, how “lords” react to players political decisions as Emperor. Behaviour of AI for Roman military units (in particular, patrolling border rather than capitcal). Behaviour of ladies without a male family member/guardian (they should act more independently in this case). Calculation of lords wealth (in particular, also lords should own estates which generate wealth). Further additions to religions.

EDIT: I forgot: buildable cities/castles are also something I want to look at.
Last edited by [BG]Maxi; Apr 14, 2021 @ 11:21am
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Showing 1-5 of 5 comments
TheBlackBull70 Apr 14, 2021 @ 11:52am 
Sounds marvelous!
BanDHMO Apr 14, 2021 @ 4:10pm 
Very cool!

I'm very surprised by this one:

"buildable cities/castles are also something I want to look at."

You mean creating new centers which did not previously exist?! Didn't think that would be even possible in the engine. But I guess you've already pulled off a few things I didn't think were possible, so I shouldn't be surprised.

Anyway, when you do this, you may also want to revisit the economic value of cities. Right now owning a walled center is a net gold negative due to garrison costs. It would be a shame if this feature was not used because there wasn't really a point for building a new city. Or maybe the benefit can be non-monetary.

This idea also makes me wonder something related: if it's possible to change maps associated with a city during the game, would it be easy/cool to let the player build Roman-style replacement citadels in northern cities and castles to replace the dark, dank, wooden interiors there with ones from cities of the Mediterranean?
Last edited by BanDHMO; Apr 14, 2021 @ 4:11pm
[BG]Maxi  [developer] Apr 14, 2021 @ 11:43pm 
"if it's possible to change maps associated with a city" - yes is possible of course, but requires some work.

"Or maybe the benefit can be non-monetary." - main goal I thought at first place is something like "prestige". I mean you can also build statues of you everywhere, which are pretty useless :D

Bendy Apr 17, 2021 @ 10:18am 
Be nice if u could add a Minotaur quest / quest line to crete and maybe some more greek mythology but idk
[BG]Maxi  [developer] Apr 17, 2021 @ 11:24pm 
Originally posted by Bendy:
Be nice if u could add a Minotaur quest / quest line to crete and maybe some more greek mythology but idk
this is more or less contained in this statement: "-) I have some quest ideas I want to finally add."
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