Oh fuck why did I waste £20 on WotR. This is what I was waiting for but I didn't know it was happening!
I hope some form of Co-Op is being considered by taleworlds.
The best chance is some ambitious guy on kickstarter. It might pop up any day, but it might as well not pop up at all.
There's a video from some turkish videogame show that shows upgraded player customisation like bodybuild sliders.
Also more features, some of which never before seen in M&B.
Fire and sword is actually p subpar and the balance isnt good.
Some things I didn't like them getting rid of are the different sizes and types of army patrols before the versions in which lords could leave their castles with troops, black knights, the "strange armor" and zendar.
I only played With Fire and Sword just to fuck around my home country and kill Polish people. That's all we Lithuanians strive for really.
I can tell this trailer costed millions to make.
Also I should invest more time in M&B.
Oh shit oh shit oh shit. Welp, I'm hyped.
Here's my wishlist for M&B2:
- More coherent campaign with clearer goals
- More emphasis on relationships which have an impact to the overall campaign, especially if you're courting a lady from a faction you're in war with
- Improved character models and NPC personalities
- Better character creation
Excited for this game, but the teaser was rather 'eh' tier.
If they don't have feinting, chambering and other such things WB has I cant see myself switching over.
Warband was so great. I can't wait for this.
Oh yes, my god yes. Warband was like one of my favorite games ever!
Uhm. Mount and blade doesn't really have a story and you can craft your own. You could become a vassal, or become a footsoldier with a mod. You can create your own kingdom and earn the right to be a monarch, or support a pretender to the throne and become his marshal once you secure his grasp on his kingdom. There's a lot of ways to craft a story in mount and blade, and if you want a campaign, play fire and sword.
Still waiting for someone to say Bonerlord.
or more interesting and varied and more and harder quests
i couldn't find much to do during midgame where i was a pretty wealthy mercenary with 60 men, but not strong enough to become a vassal (since then I can't fund my army)
the quests were boring and barely moved your relationship up with a lord, and the bandit parties were piss-poor people to fight against since it was so damn easy
i kind of wish they'll add some random marauding armies that storm across the land once in a while, like prophesy of pendor, so I have something to do
I really hope they focus on both SP an MP equally. I will be seriously pissed if they remove/dumb down the SP.
i think it's going to be mostly an SP focus, since War of the Roses is basically M&B multiplayer polished with better graphics and some new features, and it is published by the same company
Oh god this is actually happening YES YES YES
I just hope to god they upgrade the graphics.
Well, there's already companion "questlines" and basic political/social interaction between lords but that's pretty far from a branching storyline, it's more like a form your own story game.
I think the way it is now with choosing your background and a vague "motive" for yourself which all also affect your stats and your starting stuff is good.
And the goal is obviously whatever you want it to be: be rich, be renowned, get the high score, become a king, become the emperor of calradia and so on.
In the original game, even if you wanted to become a monarch, it wasn't exactly clear how you were supposed to do that.
I do not want the game to hold my hand and I'm quite happy with how the game works right now, but sometimes a little direction would be nice.
As far as the political/social interactions with lords go, it's not really anything more than certain phrases repeated over again with different variables, e.g. "I heard you wanted to own castle X, but I already promised it to lord Y" etc.
It would be nice if every lord/lady had unique dialogue and perks which you could take advantage of if you were to win their favor.
Better combat. I don't really know how to explain it, I like how the combat works in the game, it's just, there needs to be strikes that can hit several people, more easy to understand ("realistic") animations, and sync with hitting and slashing, like, I would love a system where when you slash a line of blood spurts out with the slash showing exactly where you hit the person. Also an Overgrowth type bleeding system would be pretty awesome.
I won't set my hopes to high. It's a good thing the teaser was rather meh, they avoided the Skyrim effect.
I cba to find it now
but this is old news to people who were like ardently following the dev team
they had a video of some WIP models that were said to be for M&B 2 for a while
The AI needs a fix.
I hate how whenever it is you against multiple people, you have to run backwards slashing at them unless they surround you and give you zero chance at all to do anything.
Here's the old video people were talking about. Definitely some new models in the end and such.
Coop would be an awesome addition.
Imagine commanding an army with your friends as captains.
Also an old interview about M&B2 from April 2012. From Nikephoros an old Taleworlds member who went to the HQ of Taleworlds for an interview
D: You have done a great job improving the combat system from M&B WB. Between the horizontal strokes of M&B and animations more elaborate WB - in which you added the possibility of kicking - there is an abyss. How are you going to do with M&B2? It will be simple evolution, or plan to totally revolutionize the system of strikes and blocks?
R: We are re-doing everything again, we are not using anything from the old games. As for the game mechanics, I know for sure we are going to work on the parry system. We implemented it into the later versions of Warband. We are also rewriting all the animations for blocking, for example. Blocking was nice, but you know, was a little “blocky”, back then. There are some attacks that you can’t just stop with an upper block, you have to divert it, we are taking care of stuff like that. It’s going to be an evolution, as you said, not a revolution. The combat system is going to be essentially the same, but it’s going to be improved. A lot. We changed programming language and everything…
D: And what about the module system?
R: there won’t be a module system anymore. It’s going to be a lot more accessible, the whole structure of the game is being rewritten, tenths of times, for the modders to do whatever they please. We created a new game from scratches. What has started as a husband and wife project has expanded, as you know, and the new code began accumulating on top of the old code. It became a little clumsy, it is natural. Have you messed with the shader file, for example?
D: I didn’t have the courage. But I remember seeing the zombie texture around the folder, a few times.
R: exactly. Many things right now are hard coded, like animations, that can’t be changed without the help of a developer. You won’t have as many limitations in M&B 2.
D: Regarding the map, will there be a new map? Will the world change, will it remain the same? How’s it going to be for single-player lovers?
R: the game, in terms of campaign and the world itself has changed like three times from now, but we are pretty confident we are going to keep this version. Let’s just say we are going to expand what you already know about Calradia.
D: You know there had been many successful modifications for the game, and one of the best known is the Strategus – cRPG, which allows the players to have some sort of multiplayer campaign. Will there be any feature like that in the game to come?
R: at this stage a multiplayer, competitive or cooperative looks still pretty difficult to make.
D: Warband opened a completely new market and a completely new fanbase for the M&B franchise. It also created a new genre for multiplayer games, a niche that some other software houses are trying to exploit. How is Taleworlds going to deal with the competition?
R: Ah, the competition… let’s just say we’ll carry on doing what we can do best: offer some historically plausible, rock-hard gameplay. That’s what we are trying to keep for the multiplayer.
D: Are you going to focus more on a more accessible playability or are you going to keep on going on the track opened by Warband?
R: Of course, there won’t be anything like a Viking battling a space marine (although it would be awesome n.d.r.), but we won’t be focusing on a specific year. No French vs. English, for example. We are going to expand, stretch and bend it a little. Let’s just say that.
D: still about the multiplayer, there is a diffused concern regarding TW’s support of the multiplayer community. In regards especially to “official” community sporting events, like the NC and the ENL, and in general the competitive side of the gaming. Will there be in M&B 2 a more stable and organized supports for clans, players, maps?
R: we have been talking about it a lot by now. The Nations’ Cup support, or the new website, which is a little old by now, but was intended to work as some sort of portal page, where you could register your profile, your serial, see the games you owned and stuff like that. Our best effort was put in creating a stable community that supported us, and for which we could produce stuff for. We are also working on some sort of official ladder, a series of official tournaments.
D: what about players IDs? Will there be a system to officially recognize player names and clans?
R: we are really thinking about it, we like the idea of a player account usable for the forums, the community, the game, the data being gathered in some separate database, accessible from other computers, for example. We are working on it.
D: And now for a particularly interesting point concerning the Italian community: will there be an official Italian translation?
R: the only translations done until now were done by players, so probably yes. The localizations were made by players who approached us, then the translations would be revised and corrected, and finally accepted.
And it is because the community OWNS the game. There have been contributions, suggestions that have been put into the game. This sense of property is maybe one of the reasons why we have such a loyal and affectionate community.
D: Still, there has been a recent controversy, which can be somehow told like this: the attitude has changed a lot since the very beginnings where community-developers interaction was the norm, to this day.
R: We are a lot bigger now. When I got hired first, there was five people at TW. Now we are 25. Working on a bigger, better, stronger game. We don’t really have much to show now, not just yet. There has been no official press release, you know, but the word is out there. But once we are ready to show something to you guys, we’ll get back on track, receiving millions and millions of tons of feedback and comments. We are going to get back on track. We are not a huge, faceless corporate company: the community is all we’ve got.
We’ll get back on track, I promise.
D: the most important question of all: in M&B2 will there be dinosaurs?
R: *laughs* only if you dig deep enough!
D: speaking of phisics, how will the players interact with the environments in M&B2?
R: It’s still very early to talk, but we would like the game environment to be interactive as much as possible. The ideal would be to have the player pick-up, destroy and throw stuff. We are rebuilding, or should I say building, a physics engine from scratches.
Just a reminder from April 2012, anything could change.
Dinosaur mounts confirmed.
D: And what about the module system?
R: there won’t be a module system anymore. It’s going to be a lot more accessible, the whole structure of the game is being rewritten, tenths of times, for the modders to do whatever they please.
Oh my god, that is so nice.