The horns sound, the ravens gather. An empire is torn by civil war. Beyond its borders, new kingdoms rise. Gird on your sword, don your armour, summon your followers and ride forth to win glory on the battlefields of Calradia. Establish your hegemony and create a new world out of the ashes of the old.
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16 de novembro

Dev Blog 16/11/17



Greetings warriors of Calradia!

In the previous blog in this series, we described how Bannerlord’s new weapon physics model derives swing and thrust speeds of weapons from their physical characteristics. We talked about how weapon crafting plays a role in determining these properties and how this gives players the freedom to create a weapon which will complement their own fighting style. In this week’s blog, we would like to expand on this topic and explain the rest of the weapon physics model, showing how we determine the damage that a weapon inflicts and how that works in the game.

Damage is a difficult concept to get right in a computer game. Making the damage model realistic could be desirable since this can help with immersion and depth, on the other hand, what happens in a real-life physical trauma is incredibly complex and trying to replicate that in a computer model could easily get needlessly complicated with little benefit to gameplay.

While working on the system we made great use of an excellent article written by George Turner. The article was an eye opener about the intricacies and fine points of weapon dynamics. Of course, during implementation we had to make several simplifications and assumptions and if there are any unrealistic elements or errors in the end result, the fault lies with us and not the article.

Energy and Damage
In Bannerlord we tried to come up with a good model that is somewhat based on physics, but is still simple and understandable for players. In our model, damage depends on kinetic energy dissipated during the impact. However, energy is not converted to damage directly as we use several extra steps in our calculations.

Types of Damage
A weapon hit can have three different types of damage: cut, pierce or blunt. These three types have different trade-offs.
  • A cutting weapon is most efficient in converting kinetic energy of the weapon into hit-point damage. However, it is also least effective against armour.
  • Blunt weapons may require more hits for taking down an opponent, however, they make up for this by being least affected by armour.
  • Piercing weapons sit somewhat between cutting and blunt weapons.

Apart from kinetic energy and damage type, weapons also have a damage factor that can increase their effectiveness. Better made, more expensive weapons will inflict more damage.

Speed Bonus
As our calculations are physically based, we no longer need to calculate an extra “speed bonus” like we do in the previous games in the series. We simply get the attacker’s and target’s velocities and feed these into our equations. This results in a realistic and accurate way where the attack damage is affected by speed.



Impact Point
For swings, damage depends on the location of the impact point on the weapon. When showing weapon statistics in the inventory, we simply show damage as if the attack connected at a point a few centimetres below the tip. During combat we take the impact point from the position of the weapon and the target, so it is not necessarily near the tip. So for example, an axe that advertises itself as having 80 damage can deliver much less if it hits the target near the grip.

Weapon Balance and Damage
Weight and balance of the weapon has significant effect on damage. As we discussed in the first part of the blog, weight and weight distribution basically determines how much kinetic energy accumulated in the weapon’s swing.
  • Lighter weapons are faster and more agile.
  • Heavier weapons can take more time to connect, but this gives more time to increase their energy making them more powerful.

Therefore, during the swing, the muscles work to speed up the weapon increasing its kinetic energy. When the impact happens, this energy can go into three places:
  • Some of the energy will stay with the weapon since the weapon will not necessarily come to a complete stop.
  • A significant portion of the energy will go into the impact with the victim. This is the part of the energy which does the useful stuff that a weapon is supposed to do (inflict damage!). As the attacker, you will generally want this to be as high as possible. Hitting the opponent at an optimal point may ensure that more of the energy goes to the impact rather than being retained by the weapon.
  • Lastly, a portion of the energy will go to kicking-back the attacker’s hand(s). Not only does this do nothing to the opponent, but it also affects the attacker adversely. In the game, we model this with an “attacker stun”, which means that weapons with high kick-back will make you unable to attack again for a short while after your current attack connects or is blocked. An interesting note is that a pommel with the right weight will reduce kick-back, much like a making a gun heavier will reduce recoil, ensuring that energy goes to the bullet rather than the shooter’s hand.

Conclusion
Overall, for Bannerlord we strived to create a physics based combat system that will give realistic and immersive results without making use of hidden random variables. This allows players to craft different weapons with individual characteristics and strengths. Hopefully, as players become familiar with the system, they will keep creating new weapons and discovering new techniques and this will serve as a good base to make the game’s combat fun and interesting.


In next week’s blog we will talk with 3D Modeller, Ümit Singil. If you have a question you would like to ask him then please leave a reply in the comment section and we will pick one out for him to answer.


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9 de novembro

Dev Blog 09/11/17



Saudações, guerreiros de Calradia!

Há cem anos, a expansão do Império em direção ao leste alcançou a imensidão da pradaria no centro do continente. Além desse ponto não havia terras cultivadas onde as legiões pudessem forragear, logo, o avanço de suas conquistas foi contido. O Império fortificou suas mais recentes aquisições, as grandes cidades comerciais nos limites das estepes, confiante de que as tribos desorganizadas além da fronteira não eram uma grande ameaça. Fossem khuzaits, nachaghan, arkits, khergits ou karakhergits, os dignitários imperiais mal se davam ao trabalho de aprender os nomes dos diversos clãs e povos, exceto quando era necessário subornar um chefe para fazê-lo se voltar contra outro, ou livrar-se de um cã poderoso por meio de um frasco de veneno.

As tribos das estepes sabiam muito bem que o Império as manipulava. Mas como elas competiam entre si, acreditavam que um título imperial, uma princesa como noiva, ou um baú de ouro garantiria uma ligeira vantagem na luta interminável por prestígio e primazia. As tribos faziam incursões, comerciavam, coletavam dinheiro de proteção para "escoltar" caravanas pelas estepes, e deixavam o jogo da conquista por conta de outros povos. Duas gerações atrás, no entanto, algo aconteceu no leste longínquo: uma mudança nos ventos, talvez, ou a ascensão de um temível, porém distante conquistador. O fato era que os clãs nômades começaram a avançar. Novas tribos seguiram para o oeste, buscando pastagens mais verdes. Para evitar a perda de seus territórios, os clãs mais próximos do Império formaram uma confederação sob a liderança de Urkhun, o Khuzait. Eles se aproveitaram do excesso de autoconfiança do Império. Uma força de legionários foi aniquilada, as cidades comerciais se renderam, e a confederação de Urkhun se tornou um canato.



Os clãs de cavaleiros nômades agora tinham controle sobre cidades e terras cultivadas, e contavam com impostos e colheitas. Urkhun impôs disciplina aos clãs insubordinados, forçando-os a partir em guerra sob seu comando, e não apenas quando assim desejassem. Porém, com a instauração de um Estado e seus encargos, o espírito de unidade se perdeu. Urkhun morreu, e embora seus descendentes ainda governem o Canato de Khuzait, os outros clãs acreditam que eles são os que deveriam erguer o estandarte de nove caudas de cavalo, um símbolo da autoridade suprema.

O Canato de Khuzait é inspirado nos povos das estepes da Ásia central. A aliança de Gêngis Khan é provavelmente o exemplo mais conhecido, graças em grande parte a um relato extraordinário, A história secreta dos mongóis, que descreve a ascensão do cã de um fugitivo solitário ao soberano de um dos maiores impérios que o mundo já viu. Os khuzaits são parcialmente baseados nos mongóis, mas também em seus primos mais modestos, os avares, goturcos, quipchacos e cazares, que estavam mais para potências regionais do que globais.



Esses nômades transformados em reis logo adotaram muitos dos aspectos culturais dos povos que conquistaram, tanto que as várias dinastias mongóis ou turcomanas se vestiam, banqueteavam, cultuavam e administravam suas terras como os governantes chineses ou persas que as antecederam. Entretanto, não há dúvida de que ainda se recordavam saudosamente de seu passado nas vastas pradarias. Viajantes que passavam por Ordu-Baliq, a capital dos uigures, escreveram que o cã erguera uma grande iurta no topo de seu palácio, pois ao que tudo indicava, ele se sentia mais à vontade nas tendas de seus antepassados, ainda que também desfrutasse da proteção de muralhas. Tentamos fazer os assentamentos dos khuzaits refletirem essa mistura cultural. E para aqueles rebeldes que nunca se submeteriam a um grande cã, não importando a segurança ou as riquezas oferecidas por ele, temos uma facção menor, os karakhergits, que preservam as antigas tradições.

A força militar dos khuzaits são seus arqueiros montados a cavalo, que combinam poder de fogo com mobilidade. Os jogos de computador geralmente têm dificuldade em criar o equilíbrio certo para arqueiros montados. Às vezes eles conseguiam permanecer fora de alcance até o fim da batalha, como quando os partas dizimaram as legiões de Crasso em Carras, mas também podiam ser derrotados em combate, como quando Átila, o Huno, foi derrotado por Aécio nos Campos Cataláunicos. Há muitas razões pelas quais nem mesmo os mais rápidos arqueiros montados eram capazes de se esquivar do combate direto indefinidamente: o vigor dos cavalos e a disponibilidade de flechas eram fatores importantes, além da necessidade de proteger a carga e garantir uma fonte de água. Normalmente, as maiores vitórias dos exércitos de cavaleiros, como a Batalha do rio Kalka, ou a Batalha de Manziquerta, têm como desfecho um combate direto decisivo. Tendo isso em mente, a equipe de Bannerlord está se empenhando em tornar o controle do campo de batalha mais importante, de modo que as escaramuças geralmente sejam o prelúdio de um choque entre forças, e que os exércitos de arqueiros montados sejam interessantes tanto para comandar quanto para lutar.



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Sobre este jogo

The horns sound, the ravens gather. An empire is torn by civil war. Beyond its borders, new kingdoms rise. Gird on your sword, don your armour, summon your followers and ride forth to win glory on the battlefields of Calradia. Establish your hegemony and create a new world out of the ashes of the old.

Mount & Blade II: Bannerlord is the eagerly awaited sequel to the acclaimed medieval combat simulator and role-playing game Mount & Blade: Warband. Set 200 years before, it expands both the detailed fighting system and the world of Calradia. Bombard mountain fastnesses with siege engines, establish secret criminal empires in the back alleys of cities, or charge into the thick of chaotic battles in your quest for power.

SIEGE GAMEPLAY
Construct, position and fire a range of heavy machinery in sieges that will test your wits and skill like never before. Experience epic, sprawling combat across ramparts and rubble as you desperately hold on to your castle or seek to seize one from the enemy.

Historically authentic defensive structures offer the ultimate medieval warfare experience, as you batter a rival's gate with your ram or burn his siege tower to ashes. Mount & Blade II: Bannerlord lets you live every moment of a chaotic battle through the eyes of a single soldier.

DIPLOMACY
Engage in diplomacy, with meaningful consequences that impact the world. Strike historic peace deals that win land for your kingdom or free you to take on a new foe. An all-new barter system gives players flexibility in cementing deals, from marriage offers to treason pacts, offering all the options available to NPCs. Use a new influence system to direct your faction's energies or strangle the aspirations of a rival.

SANDBOX ECONOMY
See the availability of goods ebb and flow in a simulated feudal economy, where the price of everything from incense to warhorses fluctuates with supply and demand. Invest in farms and workshops, or turn anarchy to your advantage by being the first to bring grain to a starving town after a siege or reopening a bandit-plagued caravan route.

CRAFTING
Craft your own weapon, name it and carry it with you to the field of battle! A deep, physics-based system gives each weapon you create a unique set of attributes, strengths and weaknesses. Forge a finely-tuned killing machine to match your own prowess and complement your play-style, or take the sword of your enemy and brandish it as a trophy of war.

MODDING
The engine and tools used to develop Mount & Blade II: Bannerlord are being made available to the community, so that modders can re-interpret Calradia or create their own worlds! Players can now combine different mods, making it easier than ever to play the game of your dreams.

ENGINE
An all-new tailor-made game engine, developed in-house to fulfill the unique needs of the series, offers the perfect balance of performance and graphical fidelity, scalable with the power of your hardware.

Experience Mount & Blade with richer, more beautiful graphics than ever, immersing you in the world of Calradia, rendering the game's magnificent battles with equally spectacular detail.

Requisitos de sistema

    Mínimos:
    • Processador: Intel i3-2100 / AMD FX-6300
    • Memória: 4 GB de RAM
    • Placa de vídeo: Intel HD 4600 / Nvidia GT730 / AMD R7 240
    • Armazenamento: 40 GB de espaço disponível
    • Outras observações: These estimates may change during final release
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