With Bannerlord, the key difference is that renown is now attached to clans rather than characters...

>With Bannerlord, the key difference is that renown is now attached to clans rather than characters. Clan members can earn renown for their clan by performing a number of actions, such as completing quests, winning battles, or competing in tournaments. By acting in the name of their clan, they are effectively increasing the fame of the clan as a whole.

>Gaining renown in Bannerlord will see the player’s clan progress through different tiers, which opens up access to greater capabilities and additional parts of the game over time. For example, to act as a mercenary for a faction, the player’s clan needs to reach the second tier before their offers will be given any consideration. Likewise, renown is also key when it comes to pledging vassalage to a kingdom. It acts as proof of the player’s capabilities and shows that they are ready to be involved in the grander events that are unfolding around them.

>But, as with everything we are trying to achieve with Bannerlord, we weren’t content with simply repurposing an existing system without taking a closer look at how it could be improved to bring more to the game. With each tier that the clan reaches, they are rewarded with an additional party slot, an increased companion limit, and additional caravans that can work under the clan’s tutelage. Additionally, the player will be treated differently depending on the renown of their clan, such as with the order of battle.

>This progression gives players breathing room to explore the game and take some risks, even in the face of death, because an eligible heir will be able to continue his or her parents legacy with the clan’s reputation intact. And, just to be clear, renown isn’t something that players will need to chase after to progress. Simply by playing the game, players will naturally accumulate renown over time through the different actions they perform.

Thoughts? Does this mean if you leave your clan you're back to zero renown?

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If you have to ask that, you're an illiterate retard. You have no renown. Clans have it, players don't. Dumbass.

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Epic exclusive when?

>implying it's ever going to get released

but that's a strange way of doing it

Then make your own clan

if my clan has 8 people in it and they all die aside from me, does the clan still exist?

would you still buy it?

It means you're playing as a clan, not as an individual character this time around.
You might start as a clan that only has one character, and you might only be directly controlling one character at a time, but your success and failure is judged on a clan level and as long as members of your clan continue to exist you can continue to play as them.
"Clan" most likely means "family" or "dynasty", and they're going for a crusader kings type thing, but there'll probably be options for adding non family into your "clan" too via adoption and marriage and such.

No it isn't. You're playing as the clan. See: Crusader Kings 2.
You most likely start the game as a clan with one character in it. Clan doesn't mean faction or anything like that, it means your family and other controlled NPCs.

>Clan doesn't mean faction or anything like that, it means your family and other controlled NPCs
oooohh
that makes a lot of sense

Don't like it... I mean, the point always was that YOU, or your character grows alone from nothing to king. It sounds like a really interesting option, but the "classic" mode with player's reputation should still be there. Don't we all just want a better and improved version of Warband? No need to try to innovate in certain areas, really

>Clans
So we're getting Marketa Lazarova simulator? Interesting. Takes place around the same time period too.
Technically Marketa Lazarova takes place during the decline of the clan system in the 1200s, but still

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it was a great movie, i liked andrei rublev more though

the picture clearly shows a distinction between "clan" and "family", so no... it's more of a typical clan, which already includes family

I'm not really on board with this. It doesn't make sense for the player to start the game already in a clan, or having to create a clan of just one person until you start recruiting people. I think a system of player/npc specific renown can be used. A certain amount of renown should be needed to have your clan officially recognized or to join an existing clan. If an important person were to die or leave, renown should fall. Basically, I want to be able to do things on my own and work my way up to a big group.

>Andrei Rublov
>Tarkovsky
Good taste, user. That's actually one of the few Tarkovsky movies I haven't gotten around to watching yet, thanks for reminding me. I'll put it higher on my watchlist then, thanks for reminding me user.

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It's kinda needed now that they've made the PC killable. You want to just get a big GAME OVER after dozens of hours of successful kingdom building? There's gotta be a way to carry over renown and shit and i honestly think this is a pretty good/immersive idea

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>Butterlard
>Ever releasing

Been out of the loop with this for a while, what's this about clans exactly? Last thing I recall hearing about this is how if you die that you can continue playing as your kid or some shit.

Seems neat.
I'll browse Yea Forums for the eugenics strats.

Making the character killable is a dumb idea. Games have a "hardcore" option for a reason. Also, the save/load system was fine. The only thing in which a clan could be kino is if you could die of old age, and were able to continue your dynasty through your son/daughter. This would increase the appeal for making a family and stuff. But this would also require all NPCs to age, which doesn't sound very likely

So your clan is your family members?

BANNERLORD

FUCKING

WHEN

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Never

"Clan" is literally another word for family, so I don't know what you mean by "typical clan". Judging by the picture and what they've said they're going for something like what Crusader Kings does with you playing as a dynasty rather than an individual character, but yes they're a lot more loose with what counts as part of your clan than Crusader Kings is. You can clearly recruit non-dynasts into your clan as well as your actual family, and by the looks of things your actual family aren't always necessarily part of your clan either.

>all NPCs age
I assumed that is what they're doing. This whole thing won't really make sense without that, so I certainly hope it is.
Why do you think it's unlikely?

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What is your point, exactly?

Thinking they might announce something this august at Gamescom

That the word "clan" includes families, other families connected, and also people who aren't family but share interests. That's what they're probably going for. Your clan starting as family and companions

It sounds like it would be extremely complicated to make it work in a freeroam game like M&B. They would have to craft a system that creates NPCs on demand, based on their own families

which, now that I think of it, could work with the "clan" reputation thing... but still sounds like a pain in the ass to design, taking into account the amount of NPC relationships M&B always had

I think the third definition is specifically different to the first 2 though. Clan usually either means large families with some common ancestor (like the original Gaelic clans), or it's used in the modern sense where it just means a group of people, no real relation implied. I've never heard of clan meaning a family *plus* their hangers on and people aligned with them before, it's usually one or the other.
That said I think you're right anyway, that is how they seem to be doing it.

bannerlord 2 is like a hot fuck with an underage girl. i love it

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Reminder that if Butterlord ever comes out it's still just going to play like a warbands mod with better graphics. All these changes they spend years tweaking will mostly be running in the background and add nothing meaningful to the experience.

Have you fucked a child?

It will likely allow better mods, though.

It would just be a vastly simplified version of what Crusader Kings does. It doesn't have to be particularly complicated when the characters don't have many traits and features to begin with. The characters in Warband had one personality trait and used the same faces you could make in the creator. Generating more of them procedurally would be incredibly simple.
The difficult part would be making the world run, making lords get married often enough and having enough kids to keep everything populated without overrunning the world with too many NPCs or something. But all that stuff could probably be fudged, if it were me I'd just have it auto-generate wives and heirs for NPCs if I couldn't make it work naturally. NPC interactions don't need a whole lot of depth when the player isn't involved at all.

Except for if you play a game enough you do notice all the stuff running in the background and how your actions effect that stuff.

>already funded by the turkish goverment
>now "lost sales" are covered by Epic's Fortnite and Unreal Engine royalties
It's more of an incentive for you to pirate considering games on the Epic Store don't update correctly and there will never be a workshop function for mods.

It'll be interesting to see how it all plays, if that is indeed a working system and not just smoke and mirrors.

Yeah, I know what you mean, I wasn't referring to characters as in models, but more about the way they marry, make good relationships with others, and how many children they have and conflicts. I mean, if the thing just goes forward and you're fighting the same NPC with a younger model every next generation, then it's kinda pointless. Also, are NPCs supposed to be able to die too? that would make things much more complicated.

It’s like CK2 dude. You play as the “clan.” Which is your character, army, party members, etc.

Heres some quotes from a blog post from last year

"Will there be dynasties/families in the game?
Players will be able to have family members and children. Time flows faster in Bannerlord (when compared to Warband) with a year currently set to 84 days (we will probably fine-tune this further before release). Also, you can start the game with siblings, nephews and nieces and they serve as potential heirs as well.

Can the player and/or AI lords permanently die?
Our current plan is to have this for both players and NPCs, but we will add an easy mode option to disable it for the player character. Players will be able to continue with a family member if their main character dies."

taleworlds.com/en/Games/Bannerlord/Blog/76

There was also one dedicated to the player starting families but I can't find it

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Based posts, fellas

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So when is it coming out?