Mare Nostrvm - SlithFox
Hi Everybody!

Mare Nostrvm has been updated to version 1.01! This version brings many improvements and bug fixes, as requested by the community.

In addition, we have a nice news for you! The first Mare Nostrvm Tournament will be open soon!
So better keep training your crew if you don't see them meeting Neptune!

Stay tuned for further updates!


v1.01 Changelog


- New settings menu with graphic and sound options.
- Tab key allows to ciclically select active ships while in orders phase.
- GAMEPLAY: fixed bug affecting colisions against rotating ships. Now ships that are collided by an enemy in a closed angle -
while they are rotating perform a rotation (or counter rotation) to align with the enemy.
- GAMEPLAY: ships do a ram attempt in bow against bow lateral colisions against enemy ships.
- GAMEPLAY: ships with grappling orders now try grappling when barely touching and enemy stern.
- GAMEPLAY: ships whose manpower is reduced to zero that have grappled an enemy ship automatically releases it.
- SKIRMISH: Ships do not show order icons when redeploying.
- SKIRMISH: Commander ships cancel subordinate orders when redeploying .
- MULTIPLAYER: fixed problem resetting scenario when playing several multiplayer games.
- SETTINGS: very low graphic qualities option erased.
- INTERFACE: all hotkeys disabled while the save menu is active.
- CONTROLS: inverted zoom keys.
- TUTORIAL: text corrections.
Mare Nostrvm - SlithFox
Hi Everybody!

Mare Nostrvm has been updated to version 1.01! This version brings many improvements and bug fixes, as requested by the community.

In addition, we have a nice news for you! The first Mare Nostrvm Tournament will be open soon!
So better keep training your crew if you don't see them meeting Neptune!

Stay tuned for further updates!


v1.01 Changelog


- New settings menu with graphic and sound options.
- Tab key allows to ciclically select active ships while in orders phase.
- GAMEPLAY: fixed bug affecting colisions against rotating ships. Now ships that are collided by an enemy in a closed angle -
while they are rotating perform a rotation (or counter rotation) to align with the enemy.
- GAMEPLAY: ships do a ram attempt in bow against bow lateral colisions against enemy ships.
- GAMEPLAY: ships with grappling orders now try grappling when barely touching and enemy stern.
- GAMEPLAY: ships whose manpower is reduced to zero that have grappled an enemy ship automatically releases it.
- SKIRMISH: Ships do not show order icons when redeploying.
- SKIRMISH: Commander ships cancel subordinate orders when redeploying .
- MULTIPLAYER: fixed problem resetting scenario when playing several multiplayer games.
- SETTINGS: very low graphic qualities option erased.
- INTERFACE: all hotkeys disabled while the save menu is active.
- CONTROLS: inverted zoom keys.
- TUTORIAL: text corrections.
Nov 23, 2017
Mount & Blade II: Bannerlord - Callum


Greetings warriors of Calradia!

Every single thing that you see when you look around in a 3D video game is a unique, painstakingly-modelled object. We are not talking only about the flashiest, most important things, such as warriors, weapons or impressive architecture: in order to be realistic, a 3D world needs to take care of its smallest details. 3D modellers do exactly that: they work like sculptors, giving shape to their imagination to create and populate the worlds we will “live” in when we play. In this week’s blog we talk with 3D modeller Ümit Singil, who takes care of such things – but being one of the most veteran members of the TaleWorlds team, he has a history of doing a good number of different tasks for the Mount & Blade games.


NAME
Ümit Singil

FROM
İzmir, Turkey

JOINED TALEWORLDS
2008

EDUCATION
Animation

OFFICIAL JOB DESCRIPTION
Animator, 3D Modeller, Translator, Web Design, Morale Officer

WHAT DO YOU NORMALLY DO DURING YOUR DAY?
I have been involved in a number projects and had many different responsibilities during my time at TaleWorlds, so my daily routine has varied quite a lot over the years. We were a small team in the beginning, so everyone pretty much had to do a bit of everything. I worked on animations for the first Mount & Blade and designed the previous TaleWorlds.com site. I helped out with the Turkish translation for all of the titles (up to and including Napoleonic Wars) and I checked the string tags for the French and Japanese versions to see if they were implemented correctly. I handled the support mail of TaleWorlds for some time and I was responsible for processing Mount & Blade: Warband Beta applicants (and made some great friends during that period!).

Currently, I am responsible for the architectural and prop modelling tasks for the Mount & Blade II: Bannerlord campaign map. I get a great deal of satisfaction from being able to make my contribution to bringing Calradia to life!

When I am asked about the differences between Bannerlord and Warband, I say that Bannerlord is bigger, better, stronger and faster in every way. The rural areas look gorgeous, with vast grassy plains, lush forests and majestic mountains. Cities are full of life and have beautiful authentic architecture. And the combat... THE COMBAT! Charging downhill into enemy lines with a couple of hundred of your fellow cavalrymen is a uniquely invigorating experience.




WHAT DO YOU LIKE THE MOST ABOUT BANNERLORD?
I really enjoy the depth of the game world, where everything (be it riches or troubles) is plenty! I love how I can influence so many things and get an immediate reaction within the game.

WHAT'S THE MOST DIFFICULT THING THAT YOU SOLVED SO FAR, DURING THE PRODUCTION OF BANNERLORD?
We set out to create a game that was closer to the "ultimate game" in ours and our players' heads. We knew to achieve our goal we had to rewrite and improve the game engine greatly. The work on the engine and art asset creation have been going on simultaneously and that has meant that sometimes we need to go back and retouch the assets that we have previously created in order for them to work with the newly added features and functions. This particular challenge didn't need to be “solved”, but it was still a challenge nonetheless.

WHAT DO YOU CURRENTLY WORK ON?
I am currently working on the settlement models for the campaign map which represent villages, castles, towns, etc. I mostly use existing scene object models for reference to create the polygon friendly map models.



WHAT FACTION DO YOU LIKE THE MOST IN BANNERLORD?
The Empire. The Byzantine empire, which our empire takes its inspiration from, is a hugely underrated empire!

WHAT IS THE POLY COUNT FOR WEAPONS?
The models for both weapons and armour vary a lot, since they come with several pieces. Polygon count for an armour set is usually between 8000-12000 triangles.

In the case of weapons (which are created in multiple parts so that they are compatible with our new weapon crafting system) I will use a sword as an example:

  • Blade: 120-1302
  • Guard: 320-1396
  • Handle: 96-928
  • Pommel: 144-1244

CAN WE ADD PARTICLE EFFECTS TO MODELS/WEAPONS?
Yes, you can! You will be able to add particles to pretty much every entity in the game. However, adding dynamic lighting to your fiery sword could be slightly taxing on system resources.

Discuss this blog post HERE



Facebook
Twitter


Website
Facebook
Twitter
YouTube
Twitch
Nov 23, 2017
Mount & Blade II: Bannerlord - Callum


Greetings warriors of Calradia!

Every single thing that you see when you look around in a 3D video game is a unique, painstakingly-modelled object. We are not talking only about the flashiest, most important things, such as warriors, weapons or impressive architecture: in order to be realistic, a 3D world needs to take care of its smallest details. 3D modellers do exactly that: they work like sculptors, giving shape to their imagination to create and populate the worlds we will “live” in when we play. In this week’s blog we talk with 3D modeller Ümit Singil, who takes care of such things – but being one of the most veteran members of the TaleWorlds team, he has a history of doing a good number of different tasks for the Mount & Blade games.


NAME
Ümit Singil

FROM
İzmir, Turkey

JOINED TALEWORLDS
2008

EDUCATION
Animation

OFFICIAL JOB DESCRIPTION
Animator, 3D Modeller, Translator, Web Design, Morale Officer

WHAT DO YOU NORMALLY DO DURING YOUR DAY?
I have been involved in a number projects and had many different responsibilities during my time at TaleWorlds, so my daily routine has varied quite a lot over the years. We were a small team in the beginning, so everyone pretty much had to do a bit of everything. I worked on animations for the first Mount & Blade and designed the previous TaleWorlds.com site. I helped out with the Turkish translation for all of the titles (up to and including Napoleonic Wars) and I checked the string tags for the French and Japanese versions to see if they were implemented correctly. I handled the support mail of TaleWorlds for some time and I was responsible for processing Mount & Blade: Warband Beta applicants (and made some great friends during that period!).

Currently, I am responsible for the architectural and prop modelling tasks for the Mount & Blade II: Bannerlord campaign map. I get a great deal of satisfaction from being able to make my contribution to bringing Calradia to life!

When I am asked about the differences between Bannerlord and Warband, I say that Bannerlord is bigger, better, stronger and faster in every way. The rural areas look gorgeous, with vast grassy plains, lush forests and majestic mountains. Cities are full of life and have beautiful authentic architecture. And the combat... THE COMBAT! Charging downhill into enemy lines with a couple of hundred of your fellow cavalrymen is a uniquely invigorating experience.




WHAT DO YOU LIKE THE MOST ABOUT BANNERLORD?
I really enjoy the depth of the game world, where everything (be it riches or troubles) is plenty! I love how I can influence so many things and get an immediate reaction within the game.

WHAT'S THE MOST DIFFICULT THING THAT YOU SOLVED SO FAR, DURING THE PRODUCTION OF BANNERLORD?
We set out to create a game that was closer to the "ultimate game" in ours and our players' heads. We knew to achieve our goal we had to rewrite and improve the game engine greatly. The work on the engine and art asset creation have been going on simultaneously and that has meant that sometimes we need to go back and retouch the assets that we have previously created in order for them to work with the newly added features and functions. This particular challenge didn't need to be “solved”, but it was still a challenge nonetheless.

WHAT DO YOU CURRENTLY WORK ON?
I am currently working on the settlement models for the campaign map which represent villages, castles, towns, etc. I mostly use existing scene object models for reference to create the polygon friendly map models.



WHAT FACTION DO YOU LIKE THE MOST IN BANNERLORD?
The Empire. The Byzantine empire, which our empire takes its inspiration from, is a hugely underrated empire!

WHAT IS THE POLY COUNT FOR WEAPONS?
The models for both weapons and armour vary a lot, since they come with several pieces. Polygon count for an armour set is usually between 8000-12000 triangles.

In the case of weapons (which are created in multiple parts so that they are compatible with our new weapon crafting system) I will use a sword as an example:

  • Blade: 120-1302
  • Guard: 320-1396
  • Handle: 96-928
  • Pommel: 144-1244

CAN WE ADD PARTICLE EFFECTS TO MODELS/WEAPONS?
Yes, you can! You will be able to add particles to pretty much every entity in the game. However, adding dynamic lighting to your fiery sword could be slightly taxing on system resources.

Discuss this blog post HERE



Facebook
Twitter


Website
Facebook
Twitter
YouTube
Twitch
Sailaway - The Sailing Simulator - TIC_Kay
Hello Pioneers,

Updates have been on the quiet side recently due to ongoing work getting the new game server up and running but this is coming along well and hopefully soon we can move everyone over to it.

In the meantime we have just added the following new features:

Extra Hot Keys
A much requested feature since we initially released key customisation was to add a key for every line on a boat, this is now the case so you should be able to assign your controls just as you like.

Controller Support
Along with the extra keys to customise, this menu also allows you to assign controller axis and buttons to various controls for the game.
We have tested this controller support with various controllers we have available but as ever please report any problems you may come across.

In addition, the team has been reviewing what is and isn’t achievable between now and the v1.0 launch of Sailaway and updated the roadmap accordingly, there is now a number of new features listed that we are aiming to implement before this launch.

As always If you have a bug you'd like to report, please follow the guide for 'how to report a bug' and post a new thread in the Bug Reporting Forum.

Happy Sailing,
The Sailaway Team
Sailaway - The Sailing Simulator - TIC_Kay
Hello Pioneers,

Updates have been on the quiet side recently due to ongoing work getting the new game server up and running but this is coming along well and hopefully soon we can move everyone over to it.

In the meantime we have just added the following new features:

Extra Hot Keys
A much requested feature since we initially released key customisation was to add a key for every line on a boat, this is now the case so you should be able to assign your controls just as you like.

Controller Support
Along with the extra keys to customise, this menu also allows you to assign controller axis and buttons to various controls for the game.
We have tested this controller support with various controllers we have available but as ever please report any problems you may come across.

In addition, the team has been reviewing what is and isn’t achievable between now and the v1.0 launch of Sailaway and updated the roadmap accordingly, there is now a number of new features listed that we are aiming to implement before this launch.

As always If you have a bug you'd like to report, please follow the guide for 'how to report a bug' and post a new thread in the Bug Reporting Forum.

Happy Sailing,
The Sailaway Team
Community Announcements - IDC_supp2


Hello everyone,

On this post we give you some useful commands that you will be able to use in game:

IMPORTANT: For the ones which have 0 and 1 options, 0 means closing and 1 means opening.

• /mute [playername] - Allow to mute the player you want.
• /unmute [playername] - Allow to unmute the player you muted.
• /uihud [0/1] - Close all UI elements in the match. If some of the below commands are used and opened, you can close all of them with this command.
• /uichat [0/1] - Close the chat ui in match.
• /uidamage [0/1] - Close the splashed blood in the screen and damage direction when you get hit.
• /uikill [0/1] - Close the kill information showed on right top.
• /uiminimap [0/1] - Close the minimap in match.
• /uiplayer [0/1] - Close left and right bottom information in match (health, ammo, etc.)
• /uirespawn [0/1] - Close the respawn bar in match.
• /uirival [0/1] - Close the rival info (when you get killed) in match.
• /uitopscore [0/1] - Close the scoreboard and time in top middle.
• You can list and see all commands by typing /help or /? in the chat. Page Up and Page Down allows you to check all commands.

See you on the battlefield!
Community Announcements - IDC/Games


Hello everyone,

On this post we give you some useful commands that you will be able to use in game:

IMPORTANT: For the ones which have 0 and 1 options, 0 means closing and 1 means opening.

• /mute [playername] - Allow to mute the player you want.
• /unmute [playername] - Allow to unmute the player you muted.
• /uihud [0/1] - Close all UI elements in the match. If some of the below commands are used and opened, you can close all of them with this command.
• /uichat [0/1] - Close the chat ui in match.
• /uidamage [0/1] - Close the splashed blood in the screen and damage direction when you get hit.
• /uikill [0/1] - Close the kill information showed on right top.
• /uiminimap [0/1] - Close the minimap in match.
• /uiplayer [0/1] - Close left and right bottom information in match (health, ammo, etc.)
• /uirespawn [0/1] - Close the respawn bar in match.
• /uirival [0/1] - Close the rival info (when you get killed) in match.
• /uitopscore [0/1] - Close the scoreboard and time in top middle.
• You can list and see all commands by typing /help or /? in the chat. Page Up and Page Down allows you to check all commands.

See you on the battlefield!
Wild Terra Online - guniball


Friends! Today we would like to talk about our plans for the release, rewards to the founders and rewards to those who dedicated themselves in helping to develop the game at the early access stage.

First of all we would like to inform that all players who purchased early game access before first of december 2017 - receive a unique title of the founder and can count on certain preferences when the game is released. To all those who have not yet managed to buy the game and hesitate I recall about the maximum "Black Friday" discounts. You still have a chance not to miss this important moment.

Now about the rewards themselves. All players who bought early access before the above-mentioned period receive the following set of rewards:
- a unique mount "Armored fierce boar",
- a unique decorative cloak "Scale cloak",
- a unique title "Founder",
- a unique recipe for the decorative construction "Brick flowerbed",
- accelerated start pack (1000 gold, premium bonus for 7 days),
- early access to all new servers 1 day before the release.

The players who made a special contribution to the development of the game receive the following set of rewards:
- a unique mount "Armored fierce boar",
- a unique pet (we want to keep his name secret in order to pleasantly surprise the players on the release day),
- a unique decorative cloak "Scale cloak", a unique title of "Founding father,"
- a unique recipe for the decorative construction "Brick flowerbed",
- a set for accelerated start (3000 gold, premium bonus for 30 days),
- early access to all new servers 2 days before the release.

Recall all those who made a worthy contribution to the development of the game should contact us to become a founding father. Details can be found here.
Note that the ability to access new servers before the main wave of players also increases the chances of taking popular names for your characters.
Wild Terra Online - guniball


Friends! Today we would like to talk about our plans for the release, rewards to the founders and rewards to those who dedicated themselves in helping to develop the game at the early access stage.

First of all we would like to inform that all players who purchased early game access before first of december 2017 - receive a unique title of the founder and can count on certain preferences when the game is released. To all those who have not yet managed to buy the game and hesitate I recall about the maximum "Black Friday" discounts. You still have a chance not to miss this important moment.

Now about the rewards themselves. All players who bought early access before the above-mentioned period receive the following set of rewards:
- a unique mount "Armored fierce boar",
- a unique decorative cloak "Scale cloak",
- a unique title "Founder",
- a unique recipe for the decorative construction "Brick flowerbed",
- accelerated start pack (1000 gold, premium bonus for 7 days),
- early access to all new servers 1 day before the release.

The players who made a special contribution to the development of the game receive the following set of rewards:
- a unique mount "Armored fierce boar",
- a unique pet (we want to keep his name secret in order to pleasantly surprise the players on the release day),
- a unique decorative cloak "Scale cloak", a unique title of "Founding father,"
- a unique recipe for the decorative construction "Brick flowerbed",
- a set for accelerated start (3000 gold, premium bonus for 30 days),
- early access to all new servers 2 days before the release.

Recall all those who made a worthy contribution to the development of the game should contact us to become a founding father. Details can be found here.
Note that the ability to access new servers before the main wave of players also increases the chances of taking popular names for your characters.
...