First of all, I want to thank all the community and reviewers that point out the good and bad things about the game, is YOU the ones that help to make better games, the people who play and takes the time to write an honest review; some things are hard to ear but are deffinetaly needed!
So, according to feedback there where this issues:
- No Special Tiles Tutorial: DONE! I tried a small animation tutorial that help alot to new players! It was needed! It works only in story mode, but once you see it that's pretty much it.
- Sliding is hard: DONE! Yes, it was. I think I liked hard, because I played the game like a billion times, and I feel that It needed more difficulty. Is hard to test difficulty when you work alone. I tested a solution, it feels beauthyful, BEAUTHYFUL! What happens now, is that when you are sliding and the avatar gets to the end of the path it stops automatically. The experience is completly changed, is less frustrating, more positive and fun than ever!!
-Easy Mode: DONE! Basically I use the levels as the same way like the first one, that you can't lose. I know, a real easy mode shoud be like having less tiles to dancing around but tthat kind of things are out of budget for now. So I made an "inmortal / easy" mode. I hope it help user that are struggling in some levels! With the correction of the "Slide", it shouldn't be a problem!
- Some levels are to damn quick and are imposible to follow: DONE! I grabbed those bad guys and give them a small adjustaments; specially on levels, 3, 11 and 12.
And I find some bugs that no one noticed! - The level with portrait puzzles weren restarted if the level was lost. FIXED - If you played in "Clasic Mode" and for some reason scores was less than 3 stars, the game save corrupts. FIXED. - And some tunnings: . when the first song of the exile chapter, the dance couple changed to martita and luciano young, this have a purpose, in the followin story Luciano speaks that he remebered her while dancing, but some people think it was a bug, is not! So I added a "Martita!" dialog when that happens. . When you win the second fight against the rat, the background of the health bar of Luciano was red when counting points, it was weird so I changed to blue.
I thinks thats all for now, I will keep hearig feedback if you have it! Meanwhile, I will keep working in the song challenges that I hope it add the game the playtime needed (another feedback) :)
Joh-eun achim!! This week was the last of content creation. From now on we are a bug fixing team.
The final bit of gameplay we’re adding in are two minibosses: Iku and Tewi. They’ll be optional to fight, but there in case players are looking for a challenge!
Our strategy is simple: play the game a ton and find all the issues. Also we’re going around and touching up all the spritework and animations. The base skeleton and meat of the game is done — now it’s time to garnish and make it all flow.
Today's patch 16 includes a number of cool updates that make your experience in Skyfront a ton sleeker and more streamlined!
Team Deathmatch mode was long overdue for some TLC. The Team Deatchmatch game mode now allows players to select their team. When you join Team Deathmatch, you will be asked, which team you want to join. As long as the match hasn't started, you have two additional chances to switch teams. Mid-match team changes will not be possible.
This patch brings a redesigned death screen, which now tells you both the name of your killer, as well as the weapon that killed you. In addition, the death screen will display your current killstreak, should you have gone on one.
Another major update concerns the weapon switch. When you have one weapon equipped, you can click on either side of the scrollwheel to bring up the other weapon. We hope the carousel weapon switch will make it easier and quicker to switch weapons mid-game.
To tweak the meta, we buffed the Locust minigun. A single bullet now does 30 HP damage, instead of the former 20. In addition, the bullet spread when you have the gun equipped with both hands has now been reduced to 0.
To top it off, the Gamehub match list now displays active match hosts instead of the original match creators.
And one bug fix as well: - Removed a bug that caused the volume to go all the way down whenever a player changed the volume settings in-game.
PDT (UTC -7): Saturday, May 12, 2018 5:00 PM – Sunday, May 13, 2018 4:59 PM EDT (UTC -4): Saturday, May 12, 2018 8:00 PM – Sunday, May 13, 2018 7:59 PM CEST (UTC +2): Sunday, May 13, 2018 2:00 AM – Monday, May 14, 2018 1:59 AM AEST (UTC +10): Sunday, May 13, 2018 10:00 AM – Monday, May 14, 2018 9:59 AM
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Receive 2x the Arcane Symbols from the Arcane River daily quests (Vanishing Journey, Hungry Muto).
Receive 2x Coins from Arcane River daily content (Dream Defender, Spirit Savior).
The Spirit Savior daily coin limit is doubled!
The daily Stardust limit from anniversary events is doubled!
Receive 2x the Golden Tree harvest from the Growing Gold event.
Make sure to log in and take advantage of these perks!
The ultimate goal for most players of Bannerlord will be to carve out their own piece of Calradia through bloody conquest, however, Mount & Blade games are about more than just raising an army and leading it into battle. A big part of the game revolves around plotting your rise to power and building up a war chest that is capable of making your ambitions a reality. In this week’s blog, we will take a look at one of the ways that Bannerlord’s deep economic system enables players to raise the funds needed to equip themselves, gather an army and set forth on a military campaign: productive enterprises.
For those of you that have played previous Mount & Blade games, you will already be familiar with productive enterprises, but for those who are new to the series, allow us to give you an overview of what they are and how they work. Productive enterprises are business which players can set up in towns across Calradia. They provide a way for players to earn a steady income by taking the raw materials created in villages and producing crafted products to sell to merchants. As with real-world economics, prices fluctuate according to supply and demand, so a good knowledge of the supply chain is essential if you want to maximise your profits or prevent your business from grinding to a halt.
There are a number of different productive enterprises in Bannerlord, which are:
Brewery (produces beer from grain)
Butcher (produces meat from livestock)
Linen Weaver (produces linen from flax)
Mill (produces flour from grain)
Olive Press (produces oil from olives)
Pottery (produces pottery from clay)
Smithy (produces weapons and armours from iron)
Stable (produces horses from… well… horses!)
Tannery (produces leather armours from hides)
Weavery (produces cloth and clothes from wool)
Wood Workshop (produces weapons and shields from wood)
One of the key changes that we made from Warband is that productive enterprises are now linked to physical locations in each town. Players can enter a town and walk around to find their preferred location for their business from a number of different rentable buildings. Not only does this help us to achieve our aim of improving the overall immersion of the game, but it allows us to expand on productive enterprises as a gameplay mechanic as a whole.
Having various locations for productive enterprises in each town means that players and AI lords can establish multiple businesses, which actually has a wider implication than it may seem at first glance. By allowing both players and AI lords set up multiple businesses in a single town, they can act in direct competition with each other and have a negative impact on each other's profits. This can be quite useful if you already have a reliable source of income and you want to ensure that a rival lord doesn’t gain a financial upper hand, but it can be quite a nuisance if you are struggling to make ends meet and production is halted because your business can no longer turn a profit. Likewise, crafty players can monitor what businesses their rivals own and buy up any raw materials or flood the local market with crafted goods to influence market prices, effectively putting a choke hold on rival operations.
As a side note, expanding this feature of the game was actually quite a big task. We had to create a huge number of interior scenes to match the architecture of each different region of the world map and then decorate these scenes to match each productive enterprise. To decorate the interiors, we used a system that allows us to tag objects and automatically replace the default entities placed in a scene using the properties of a new shop. In Warband, the simplest way to do this would have been to create a new scene for each shop, but we think that the current method we are using for Bannerlord is a much more elegant and practical solution (and we are sure that modders will find some inventive uses for it).
And finally: In the past few weeks, some people have asked us if we plan to attend the next E3. After careful consideration, we have decided against it, and we won’t be going to Los Angeles this year. The preparations needed to attend an event such as E3 takes a lot of time, effort and resources, and right now we think it is better to focus on the development of the game. However, that does not mean that you won’t see anything of Mount & Blade II: Bannerlord during the summer: Gamescom is on the horizon!