- MOUNT AND BLADE BANNERLORD DEV BLOG MOD
- MOUNT AND BLADE BANNERLORD DEV BLOG FULL
- MOUNT AND BLADE BANNERLORD DEV BLOG SERIES
Instead of 5min battles they can last 10min+Īn actually insane mod that adds a fk ton of features from guards that defend and patrol your areas. Straight up a massive improvement on the I behavior and the way lines work,balance of the game etcįight take much longer and the balance is different. Realistic Battle Mod + realistic ai (called RBM, includes both) Main one for me being that you actually can keep all the castles you peronally take etc so random other lords don't get it if you don't want them too.
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MOUNT AND BLADE BANNERLORD DEV BLOG FULL
You can find the full dev blog on the game’s Steam page./r/Games is for informative and interesting gaming content and discussions.
Each particle, be it sword blows or running in the mud, can leave blood and mud-like effects by sticking onto surrounding objects. The current blood system works with the particle system of the game. Currently, he is working on particles for castles (walls, edges, towers, etc.) to ensure that all of the levels are consistent. He mentioned that in the early stages of Bannerlord, the team has faced a lot of problems due to the editors being rewritten and affecting workflow. Özgür Saral likes the realistic and detailed visuals that Mount & Blade 2 is able to get thanks to the new engine. I make up shortages, such as with modelling and scene design etc., with any spare time I have.” I delegate the designed tasks to the appropriate team members and find solutions for any issues that arise for any tasks that are in progress. “ I spend a large part of my day determining the priority of the necessary work and ensure that it is designed up to standard.
MOUNT AND BLADE BANNERLORD DEV BLOG SERIES
TaleWorlds decided to introduce the players Mount & Blade series to the veteran of the company: the lead artist of Bannerlord Özgür Saral who has joined the firm during the development cycle of the original Mount & Blade.