Results of work for July-August

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This summer, we worked on the side-by-side development of two systems that will form the basis of the Castle Update.

An activity system that allows you to create quests much faster, as well as a siege system with fully synchronized siege weapons and destruction. In addition, we have added and changed several other mechanics. More on all of this below:


New objects in activities

We have added three new types of objects that were required for mission configuration:
1. Used objects: chests, doors, and levers. Various loot can be added to chests, while doors and levers can activate various events in the mission, such as spawning enemies.
2. Markers that highlight objects when you press Alt.
3. Invisible walls to restrict movement.


Control over AI

Previously, enemies would simply run towards the player's army in missions, or we would script their behaviour in specific locations, which took a lot of time.
Now their AI has improved:

1. Enemies may remain in a resting state and not attack until an alarm is triggered or they see the player or their army within sight.
2. An alarm can be triggered if a player enters a specific area or activates an event.

This does not apply to enemies in regular field battles; the AI in classic battles remains unchanged for now.


A complete dialogue system in activities

We have added the ability to easily engage in dialogue with characters directly during missions. This adds variety to the tasks and improves their overall quality.

We have updated the first battle with bandits in Godric's tutorial quest. Godric transfers control of his squad after dialogue with him—this is now available not only in Black Claw scenarios.

Previously, we tried to avoid dialogues in missions because they were difficult to add and the game would crash when damage was inflicted during dialogue. This has now been fixed.






Siege mode
We have fully completed the synchronization of most siege mechanisms and weapons.
Most of the weapon mechanics had to be written from scratch, keeping only the visuals from the single-player game.
The completed mechanisms are presented below:


Ballista

Players can use the ballista at any time, and bots will also be able to use it.
The ballista has a limited number of projectiles.

We have also added the ability to place ballistas right in the middle of battle. In the original game, ballistas were attached to fixed points on the stage and could not be moved.

Mangonel (Catapult)

The catapult has been added to the game and can also be placed dynamically during battle.
We plan to add its construction before the start of the battle directly on the map, as shown in our roadmap last year.

Players can control the mangonel together, which increases its reload and aiming speed.
All types of projectiles from the single-player game are supported.


By the way, it can be destroyed!

Siege tower

The tower with staircases can be pre-built and placed on the battlefield.

Battering Ram

Like a siege tower, a battering ram is effective for breaking into a castle.
It can be used to destroy the outer gates, but the inner gates must be destroyed manually.

Siege ladders

Surprisingly, the most complex mechanic we worked on in sieges.
The ladder has several ways to use it, and we rewrote all of them.


The ladder can be raised or lowered at any time, but it cannot be knocked down if units are climbing on it.


Castle protection

As in single-player mode, castles will feature defensive measures such as stones that can be dropped on enemies.

Dynamic destruction of objects

All fortifications, battlements on walls, and siege weapons can be destroyed. We also plan to add maximum destructibility, up to and including dynamic destruction of castle walls, if the game engine will allow it.


Additional changes

In addition to activities and sieges, we have added several other important changes! Some of them were partially implemented back in April, but now they have been thoroughly tested and finalized.

New activity consisting of several stages

We have started using our new tools to create missions.
Several scenarios are already complete, some of which take place on the castle grounds.




New units on the global map

In April, a mechanism for setting zones on the global map was added to Bannerlord Online Editor—new enemies will spawn in these zones.
Old enemies from the main territory have been removed (looters, forest bandits, and sea raiders), and we will replace them with new units, but we may reuse these names for convenience.
New enemies have now been added around the starting locations—they are suitable for beginners.





Quest statuses and history saving

The new quests will feature the saving of individual goals, as well as their completion and failure.
All completed and failed quests will now always be displayed in the quest window, even after re-entering the game.

It's a small improvement, but within the new activity system and new quest system, it makes them more convenient.


 
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