Flying Squirrel Entertainment

The Lounge => Off Topic => Other Games => Topic started by: John Price on November 29, 2020, 05:02:19 pm

Title: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: John Price on November 29, 2020, 05:02:19 pm
(https://media.discordapp.net/attachments/674694628628365322/758442434341502976/Sword_and_Musket_high_res.png?width=877&height=702)

Introduction:

Sword & Musket is a developing singleplayer (Inactive) and multiplayer (Active) mod for Mount And Blade: Bannerlord which is set in French Revolution, Revolutionary Wars and Napoleonic Wars. The primary goal for this mod is to provide an enjoyable multiplayer experience whilst also being mechanically a step up from what we are used to. Once we feel we have achieved what we have set out to do with the multiplayer, we will then begin work on single player scenario based content.

I am happy to announce that the S&M team has grown to 40+ developers and sound designers. Thank you also to all the community members who have assisted with Historical Accuracy etc.

Currently our work is focused on environments/scenes, props and other assets due to the modding tools not being fully released for Bannerlord. This restricts the amount we can do on the coding side for example. However this gives us time over the holidays and early 2021 to work on and perfect visual based assets.



Dev Blogs

Blog 1.0.2 - Update on Development Setbacks and first look at Hougoumont

https://www.youtube.com/watch?v=YEqoBsQ6yTA



Gallery

*All of the following is WIP and may not reflect the final state of assets displayed*

Uniforms

1er Régiment de Grenadiers-á-Pied de la Garde Impériale
(https://i.hizliresim.com/uWXueP.png)
(https://i.hizliresim.com/64gxVS.png)
(https://i.hizliresim.com/U3Thaw.png)
[close]
33rd Regiment of Foot
(https://i.hizliresim.com/72iYJ9.png)
(https://i.hizliresim.com/yLf1XD.png)

[close]
92nd "Gordon Highlanders" Regiment of Foot
(https://i.hizliresim.com/zAd3Q2.png)
(https://i.hizliresim.com/4po2CV.png)
[close]

Weapons

Brown Bess Flintlock Service Musket
(https://cdn.discordapp.com/attachments/720636202343989369/766048219729494026/1.png)
(https://cdn.discordapp.com/attachments/720636202343989369/766048202528784454/2.png)
(https://cdn.discordapp.com/attachments/720636202343989369/766048211910787131/3.png)
(https://cdn.discordapp.com/attachments/720636202343989369/766048242906693663/4.png)
(https://cdn.discordapp.com/attachments/720636202343989369/766048228793122896/5.png)
[close]
At a distance the musket looks pristine with a nice model, however especially in first person you will be able to gauge all of the imperfections and wear/tear.

British Royal Navy Nock Seven Barrel Flintlock Gun
(https://cdn.discordapp.com/attachments/720636202343989369/762743018209017856/1.png)
(https://cdn.discordapp.com/attachments/720636202343989369/762743019438473246/2.png)
(https://cdn.discordapp.com/attachments/720636202343989369/762743040858128444/3.png)
(https://cdn.discordapp.com/attachments/720636202343989369/762743040401604678/4.png)
(https://cdn.discordapp.com/attachments/720636202343989369/762743051767906405/5.png)
(https://cdn.discordapp.com/attachments/720636202343989369/762743053009289258/6.png)
(https://cdn.discordapp.com/attachments/720636202343989369/762743053811056640/7.png)
[close]
In the game I will be adding a small line of dialogue in the unit select screen, "I wonder how quickly Rikkert will TK me with this".

Flintlock Pistol
(https://cdn.discordapp.com/attachments/720636202343989369/754355383610507304/Render2.png)
[close]
As you can see this is still an early render which is missing many assets to the prop itself such as a firing pan etc.


Flintlock Double Barrel Pistol
(https://cdn.discordapp.com/attachments/720636202343989369/755490408334884916/1.png)
(https://cdn.discordapp.com/attachments/720636202343989369/755490406388727849/2.png)
(https://cdn.discordapp.com/attachments/720636202343989369/755490421609594960/3.png)
(https://cdn.discordapp.com/attachments/720636202343989369/755490428610150510/4.png)
(https://cdn.discordapp.com/attachments/720636202343989369/755490429247684748/5.png)
[close]
Same as the above for this. Still missing some assets however further along than the single pistol. I will say imagine if this was in NW... Could really have used it in some 1v1's etc.  ;D

Scenes

Early Fort Design
(https://i.gyazo.com/317843e063872d96f694aa0cf66bf04a.png)
[close]
As you can see this is just an early render of what we could achieve with forts using largely base Bannerlord assets for the buildings etc.

Early Building Design
(https://i.gyazo.com/8560d6830f9b44031722dbd918c574e3.png)
[close]
Early building design. Decently detailed but not a final product.


Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
Post by: John Price on November 29, 2020, 05:03:14 pm
Social Links

Steam Group
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fsteamsignature.com%2Fgroup%2Fdefault%2FSwordandMusket.png&hash=2fa01f9c445d404577abea1d44d71f17e409e8dc) (https://steamcommunity.com/groups/SwordandMusket)
Discord Server (1300+ Members)
 (https://discord.gg/vBKcYvEhc5)
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
Post by: John Price on November 29, 2020, 05:03:21 pm
Res
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
Post by: John Price on November 29, 2020, 05:05:18 pm
Obviously the thread and everything included in it is a WIP. I will be adding more to it as time goes on and making it look more pretty. From now on emphasis will be put on full scale dev blogs etc. rather than just showing off smaller assets like I have done here. Obviously this may slow down over the Christmas holidays etc.

We will also be answering community questions etc. at the end of each dev blog which you can submit here:
https://forms.gle/qB1J8pioipL24dm4A
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
Post by: General Shepherd on November 29, 2020, 06:48:36 pm
Rez
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
Post by: John Price on November 29, 2020, 06:49:49 pm
Rez
hi dad
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
Post by: Herishey on November 29, 2020, 07:05:20 pm
I have a question, the question is who is John Price?
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
Post by: John Price on November 29, 2020, 07:05:46 pm
>:(
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
Post by: General Shepherd on November 29, 2020, 07:08:08 pm
I have a question, the question is who is John Price?

I beat him badly in Modern Warfare 2. He owe Soap MacTavish a life.

Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
Post by: Syrcrim on November 29, 2020, 07:18:24 pm
Good idea to post this on FSE !
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
Post by: Fartknocker on November 29, 2020, 08:14:37 pm
Sweet
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
Post by: lonedoge on November 29, 2020, 09:04:35 pm
very beautiful hot and sexy
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
Post by: Vegi. on November 29, 2020, 09:05:52 pm
S&M Creative Director
Big cringe
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
Post by: John Price on November 29, 2020, 09:23:27 pm
Good idea to post this on FSE !
It should be available to all, especially the current NW players after all ;)
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
Post by: TheRealHunter on November 29, 2020, 11:01:53 pm
S&M Creative Director
Big cringe

He likes it hardcore...
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
Post by: No0B on November 29, 2020, 11:08:10 pm
Power and Shot is still a better name
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
Post by: Cameron. on November 30, 2020, 12:26:14 am
I agree the name should change but good luck, hopefully you save bannerlord
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
Post by: The British Spy on November 30, 2020, 03:08:40 am
Ready to help you with the Russian part of the mod.
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
Post by: Knightmare on November 30, 2020, 05:09:28 am
idk bro the British Royal Navy Nock Seven Barrel Flintlock Gun sounds really op
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
Post by: General Shepherd on November 30, 2020, 10:24:08 am
Power and Shot is still a better name

I agree the name should change but good luck, hopefully you save bannerlord

Power and Shot is a nice name, but it is better to choose the name Sword & Musket. It is better to have an easy and understandable name for people. This name will be permanent. If we make the name Power & Shot, this time others will suggest another name. It is very difficult to please people.
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
Post by: Dokletian on November 30, 2020, 02:27:13 pm
how will cav work?
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
Post by: Zahari on November 30, 2020, 02:45:29 pm
how will cav work?
This is the real question. And once we are on it, pls fix this mess with heavy, medium and light cav. Give all of these classes their own advantages and disadvantages and make classes like medium dragoons a viable pick for 1v1
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
Post by: Fartknocker on November 30, 2020, 04:54:47 pm
how will cav work?
This is the real question. And once we are on it, pls fix this mess with heavy, medium and light cav. Give all of these classes their own advantages and disadvantages and make classes like medium dragoons a viable pick for 1v1
Forget all that right now. Just try to make the melee as close to NW as possible. That will be enough to get everyone to play at first. Worry about everything else later.
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
Post by: General Shepherd on November 30, 2020, 05:45:17 pm
After we are out of trouble with those Infantry, we will deal with the Cavalry. We will separate them as Light-Medium-Heavy and Mobile-Cavalry units.  I hope there will be some updates to the Mod Tools soon. We have priority test stages. Close combat is our easiest issue.
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
Post by: No0B on November 30, 2020, 07:20:50 pm
Seeing that alot of veterans are working on this mod, I'm not to worried about the much melee but how will you deal with the server files do you already have access or waiting like everyone else ? We might be waiting till months into next year for server files at the earliest and may be waiting maybe till 2022.  Did you find any work around like the self hosted Bannerlord servers on the beta testing ?
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
Post by: John Price on November 30, 2020, 07:49:29 pm
Guys I don't mean to rain on your parade as asking questions is of course what we want you to do. However large design questions should really go to our Google form for the Q&A: https://forms.gle/qB1J8pioipL24dm4A

Main reason being is don't forget the modding tools are still not quite fully released a lot of stuff on the coding side for example is still only in theory rather than what we consider to be practical at this time.

We will answer some questions here but only if they are of course within reason :)

Regarding infantry melee, what I thought would be best is to get a barebones system in place, then essentially have some sessions with community members on FSE and ask them to test that starting system and review it then move ahead with feedback. These sessions might be something like this:

1 Hour;
5 Minute Introduction
10 Minutes of duels
45 Minutes of 2 pickup games

These might be around 20 or so people to start with then increase with size.

EDIT: As Lucon said we will have priority test stages but until the full mod tools are released there isn't much point in us discussing them until we are actually ready to work on it.
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
Post by: [Stryker] on November 30, 2020, 08:23:34 pm
ETA on Private Servers?
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
Post by: No0B on November 30, 2020, 08:32:57 pm
ETA on Private Servers?
The devs originally said near when the game is near full release
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
Post by: Ted on December 01, 2020, 11:13:00 am
ETA on Private Servers?
The devs originally said near when the game is near full release

So in about winter 2030/2031.

Any plan on creating Battlemode yourself if TW doesn't manage to?

Spoiler
Sword and Powder might work as well
[close]
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
Post by: Futui_tuto on December 01, 2020, 11:04:32 pm
About servers, balance and same technical questions - We're gonna take this step by step at a time.

We have a lot of absolutely unique global ideas, including some rebalance ideas (for public casual gameplay, separate with pro one, which increases the interest and involvement of simple players on public servers, or on huge events). But due to an incomprehensible situation with modding tools and release dates, we cannot give specific examples. The only thing I can say with confidence - there will be interesting changes to the mechanics of sieges (comparing with NW).

Now it's better to do what modding tools allow - models, textures, game locations, sounds and noises, this is a huge layer of work. If we start doing the technical part now, it will take several times longer than using modding tools and in the future it will make it difficult to improve and patch the project.
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
Post by: Futui_tuto on December 01, 2020, 11:26:50 pm
idk bro the British Royal Navy Nock Seven Barrel Flintlock Gun sounds really op

This is an absolutely experimental development, balance issues have already been discussed, in principle we have ideas on how to implement this not op (I think it will be integrate as absolutely another "system"), but how exactly, the information will be given closer to the end of the work.
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
Post by: Glenn on December 01, 2020, 11:59:06 pm
please add emotes so I can hit a dab or something after winning a duel
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
Post by: Fartknocker on December 02, 2020, 05:57:05 pm
please add emotes so I can hit a dab or something after winning a duel

Me after winning a duel:

https://www.youtube.com/watch?v=bhvGjw0sIdc
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
Post by: WaterPolo on December 05, 2020, 03:05:42 pm
can't wait for this!
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
Post by: Skaen on December 05, 2020, 03:50:16 pm
If the singleplayer turns out to be like L'Aigle, then I seriously cannot wait as I don't really like the multiplayer in Bannerlord.
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
Post by: ChristopherR on December 05, 2020, 04:38:21 pm
If the singleplayer turns out to be like L'Aigle, then I seriously cannot wait as I don't really like the multiplayer in Bannerlord.

If you have specific suggestions that you believe would help create a better single-player mod, by all means type away and we'll definitely take a look at it. However, our current focus is on the (multiplayer) aspect of Sword & Musket. Of course, all suggestions are taken into account as we want to provide all of you with the best possible experience. Thanks for supporting the project, I look forward to hearing back from you!
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
Post by: Cameron. on December 05, 2020, 05:31:30 pm
Hows arty going to work and will sieges be top kek because they could be a rlly big pro over NW for the casual events
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
Post by: John Price on December 05, 2020, 07:41:07 pm
Remember guys, if you want most of your questions answered, you should be submitting them here:

https://forms.gle/bmNEbcXVPFtnY2uR6

I will answer these 2 a little just because the information is already on the thread(s).

Hows arty going to work and will sieges be top kek because they could be a rlly big pro over NW for the casual events

I will say we are intending to put some good work into forts etc. as that was a large part in napoleonic warfare, particularly during the invasion of Austria. If you take a look at the screenshot on the main thread, there's a very early fort design, maybe around 10% done but personally I think that its still better than anything we have on NW currently (outside of community maps naturally) :D

If the singleplayer turns out to be like L'Aigle, then I seriously cannot wait as I don't really like the multiplayer in Bannerlord.
As it says on the main part of the thread, single player will be more scenario based content. I guess a way you could look at it is the Historical Battles in Total War games like Napoleon, Shogun etc. But this won't be worked on until the Multiplayer portion is complete. Or if the Level Designers etc. do not have a lot of work left to do on the Multi.

But do try to remember like with MM for example, the multiplayer will be quite a bit different compared to base bannerlord so make sure you at least give S&M a go on release ;)
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
Post by: [2ndHess] lukasoh on December 05, 2020, 08:30:34 pm
It looks good and Im hyped. If there is a way and need to support the mod Development with money, just say it. Im sure there will be enough people (including me) to support you guys!
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
Post by: General Shepherd on December 06, 2020, 12:23:57 am
If the singleplayer turns out to be like L'Aigle, then I seriously cannot wait as I don't really like the multiplayer in Bannerlord.

Hows arty going to work and will sieges be top kek because they could be a rlly big pro over NW for the casual events

We will have some trials with the artillery soon, but it's too early to say for sure, we're considering changing the catapult system. And we will write a new code for artillery.

I am preparing the scenario for Singleplayer but we spend our intensity on Multiplayer. As John Price said, we haven't started some things about Singleplayer because we haven't finished the stages in Multiplayer yet. I will answer some, if not all, personally as Creative Producer.

It looks good and Im hyped. If there is a way and need to support the mod Development with money, just say it. Im sure there will be enough people (including me) to support you guys!

You can contact me on Discord about this. We can see what to do. ;)
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
Post by: Skaen on December 06, 2020, 07:21:15 pm
well I guess the big linebattles would look amazing with these graphics
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
Post by: General Shepherd on December 31, 2020, 02:30:08 pm
Hello,

We are very happy to open up a Q&A on the forums through google-forms. This will be an efficient way to have your pressing questions answered by the correct sources.

If you have any questions or inquiries, please navigate to the links that will be listed below to have your questions answered!

Have a wonderful New Years everyone; stay safe, healthy, and cheery!   8)



Q&A Google Form: https://docs.google.com/forms/d/e/1FAIpQLScqA_O_IYcBOioTTVnQ4GPtu6kr_mEKJqewDx5YfnkG9IpJ_w/viewform

S&M TaleWorlds Thread: https://forums.taleworlds.com/index.php?threads/sword-musket-napoleonic-wars-bannerlord-mod-project.429893/

S&M TaleWorlds Group: https://forums.taleworlds.com/index.php?groups/sword-musket.394/
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
Post by: John Price on January 03, 2021, 08:06:17 pm
Fixed the broken discord link.
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
Post by: Herishey on January 04, 2021, 02:14:47 am
epic
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
Post by: Fietta on January 04, 2021, 02:59:35 am
Could've come up with a more innovative name; mod seems neat though. Just throwing names out, something like 'War of Coats' would be interesting.
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
Post by: General Shepherd on January 04, 2021, 03:33:24 pm

Power and Shot is a nice name, but it is better to choose the name Sword & Musket. It is better to have an easy and understandable name for people. This name will be permanent. If we make the name Power & Shot, this time others will suggest another name. It is very difficult to please people.

Could've come up with a more innovative name; mod seems neat though. Just throwing names out, something like 'War of Coats' would be interesting.
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
Post by: John Price on January 04, 2021, 03:47:42 pm
I was gonna quote that but then I realised I couldn't be bothered...
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
Post by: Skaen on January 04, 2021, 04:36:02 pm
Could've come up with a more innovative name; mod seems neat though. Just throwing names out, something like 'War of Coats' would be interesting.
Tbh, that sounds really worse. xD
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
Post by: 33rdKincaid on January 04, 2021, 04:40:56 pm
S&M Creative Director

He likes it hardcore...

 :-*
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
Post by: Scottish Unicorn on January 04, 2021, 05:34:46 pm
Bayonets,
Dragoons,
Swords,
Muskets
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
Post by: Fietta on January 04, 2021, 06:46:17 pm
Could've come up with a more innovative name; mod seems neat though. Just throwing names out, something like 'War of Coats' would be interesting.
Tbh, that sounds really worse. xD

Well no, ofc it sounds better. S&M is a copy paste of Mount & Musket which is a pretty tragic name. Most napleonic games have strange names, 'Battle Cry', 'Holdfast' etc. War of Coats is original and cool, you have no taste in names if you like alliteration or something that sounds familiar to every warband mod name ever. It's also odd that people think putting an '&' in-between two words makes for a great name. It doesn't.

It's why people use gamertags like 'xX_Noscoper_Xx', because it seems really cool, even when it's ghastly. Power & Shot literally sounds like the moss piss-poor name I've seen to date, its a name you'll find on some indie ice hockey game thats free on steam.
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
Post by: Skaen on January 04, 2021, 06:54:18 pm
I'm sorry, but if I had to watch a YouTube gameplay video of a new game that would be "War of Coats", I probably would skip it because the name really doesn't catch my eye. Sword and Musket does, as it sounds 18th - early 19th century ish.

And I mean, "you have no taste in names if you like alliteration or something that sounds familiar to every warband mod name ever." Bannerlord comes out the same franchise. Why not keep it familiar? If it was a totally different game, then that's a different story.
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
Post by: Fietta on January 04, 2021, 06:55:54 pm
You're actually so cringe if you think copying the warband mod or warband's name itself is actually good. War of Coats is literally a game anyone would watch. The only reason you'd watch something called 'Sword & Musket' is because you can already tell it's 'another' warband mod.

I'm not saying that War of Coats is the best name, but not making it sound like another warband mod that few people outside of the WB/BL community would play sounds nice. If I just got into bannerlord and saw 'sword & musket', I'd think it's another low-grade meme mod made by children because it's such an unimaginative name.
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
Post by: Skaen on January 04, 2021, 07:02:11 pm
"The only reason you'd watch something called 'Sword & Musket' is because you can already tell it's 'another' warband mod."

That's why it's a good idea to keep the name like this. Most people just like to get to the point. Things that feel familiar will automatically drag you into it more, rather than something new you have not heard before.
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
Post by: Fietta on January 04, 2021, 07:06:05 pm
Yes for NW MP, most of the BL community has no idea about NW and if they want to get more players, a name change is a good start. There's no point having a super appealing name to NW players knowing they'll play the mod anyways, have one thats appealing to both.
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
Post by: Rikkert on January 04, 2021, 08:57:02 pm
War of Coats might be the most dogshit name I've heard suggested so far fietta, what the fuck are you smoking.
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
Post by: Keita on January 04, 2021, 11:05:33 pm
mf said war of coats, i ain't playing no war of coats
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
Post by: Kore on January 05, 2021, 01:43:34 am
"I don't like the name so it has to be automatically dogshit"
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
Post by: Aurum on January 05, 2021, 02:06:53 am
mf said war of coats, i ain't playing no war of coats
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
Post by: Cameron. on January 05, 2021, 02:33:49 am
War of Coats might be the most dogshit name I've heard suggested so far fietta, what the fuck are you smoking.
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
Post by: Fietta on January 05, 2021, 04:01:05 am
Anything is better than Stain & Moron; War of Coats is cool because well, the game is a war of nations that wear cool coats? The brits were known as the red coats because they wore red and were ebic.

Sword & Musket is just two objects in the game with an '&', you'd all probably hate the name 'Battlecry of freedom' or 'holdfast' but because its not a community suggested name, it B GUD!

I don't know whats worse, this community's taste for names, or the taste of dogshit
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
Post by: Kore on January 05, 2021, 04:18:16 am
as original as "mount & blade"

literally no one gives a shit

just
you
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
Post by: Skaen on January 05, 2021, 11:08:25 am
I’m starting to get a feeling you’re just trolling. @ Fietta
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
Post by: Herishey on January 05, 2021, 11:27:10 am
Fietta just likes to try and cause controversy where there is none, how have none of you learned this by now?
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
Post by: Skaen on January 05, 2021, 11:41:38 am
I simply don't know the guy. :(
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
Post by: Herishey on January 05, 2021, 12:05:51 pm
*pew* *pew*
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
Post by: Fietta on January 05, 2021, 01:36:12 pm
Fietta just likes to try and cause controversy where there is none, how have none of you learned this by now?

I wasn't the one who originally didn't like the idea, im just developing on it. It was already controversial much like the racism in the 27th before I experienced it.
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
Post by: Herishey on January 05, 2021, 01:37:10 pm
Fietta just likes to try and cause controversy where there is none, how have none of you learned this by now?

I wasn't the one who originally didn't like the idea, im just developing on it. It was already controversial much like the racism in the 27th before I experienced it.
Aww you're so generous.
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
Post by: Fietta on January 05, 2021, 01:39:19 pm
I think you should stop lying, it's kinda uncool; cute though.
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
Post by: maskmanmarks on January 05, 2021, 01:39:35 pm
Tbh War of Coats isn't even that bad of a name, I personally actually prefer it to Sword and Musket
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
Post by: Skaen on January 05, 2021, 02:05:20 pm
Fietta = 45thN
Maskman = 45thN

Regiment guys sticking together, how cuuuute.
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
Post by: Clikenforce on January 05, 2021, 02:21:32 pm
rename to Musket & Sword

Or Boys & Coats
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
Post by: John Price on January 05, 2021, 03:02:34 pm
If we wanted you guys to repeat the same opinion that has been given on the first 3 pages of this thread, we would have asked for it.

As Lucon said, its not changing again so there's no point in talking about it.
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
Post by: Skaen on January 05, 2021, 03:03:33 pm
If we wanted you guys to repeat the same opinion that has been given on the first 3 pages of this thread, we would have asked for it.

As Lucon said, its not changing again so there's no point in talking about it.
Tell em Proicehhh
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
Post by: Fietta on January 05, 2021, 03:34:01 pm
Fietta = 45thN
Maskman = 45thN

Regiment guys sticking together, how cuuuute.

He made the opinion that it's good on teamspeak yesterday, way before I decided to post it, nor did I message him at any point to post on this thread. Obviously this wouldn't actually fit your narrative though, which isn't surprising.

If we wanted you guys to repeat the same opinion that has been given on the first 3 pages of this thread, we would have asked for it.

As Lucon said, its not changing again so there's no point in talking about it.

Then you're stubborn to not actually change the name, is that out of pure laziness? Like your CR contribution?
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
Post by: Rikkert on January 05, 2021, 03:41:33 pm
Boys & Coats
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
Post by: Skaen on January 05, 2021, 03:51:23 pm
Fietta = 45thN
Maskman = 45thN

Regiment guys sticking together, how cuuuute.

He made the opinion that it's good on teamspeak yesterday, way before I decided to post it, nor did I message him at any point to post on this thread. Obviously this wouldn't actually fit your narrative though, which isn't surprising.

Dude, it is a joke, chill out. As Chriseh said, you could try your best on this thread to defend your statement, but it would be useless as this name will be kept by the mod team.

"Then you're stubborn to not actually change the name, is that out of pure laziness? Like your CR contribution?"

Also, no need to be a dick just because the name isn't appealing to you. It's their mod, their decision. Want to have a good working mod with a name you come up with? Nobody stops you from trying to make that mod yourself.
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
Post by: John Price on January 05, 2021, 03:55:35 pm
If we wanted you guys to repeat the same opinion that has been given on the first 3 pages of this thread, we would have asked for it.

As Lucon said, its not changing again so there's no point in talking about it.

Then you're stubborn to not actually change the name, is that out of pure laziness? Like your CR contribution?
1. Its not my decision, its up to the project lead, which I am not.
2. There are 1400+ people in the Discord following the project, not everyone has this same opinion. We on FSE are a largely degenerate community after all. It would literally take inside of an hour to have the art peeps to change the watermarks on imagine etc.
3. Any questions or opinions regarding my CR term should be directed to my primary email address: FiettasShitTakes@gmail.com

Thanks!
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
Post by: Fietta on January 05, 2021, 04:11:50 pm
If we wanted you guys to repeat the same opinion that has been given on the first 3 pages of this thread, we would have asked for it.

As Lucon said, its not changing again so there's no point in talking about it.

Then you're stubborn to not actually change the name, is that out of pure laziness? Like your CR contribution?
1. Its not my decision, its up to the project lead, which I am not.
2. There are 1400+ people in the Discord following the project, not everyone has this same opinion. We on FSE are a largely degenerate community after all. It would literally take inside of an hour to have the art peeps to change the watermarks on imagine etc.
3. Any questions or opinions regarding my CR term should be directed to my primary email address: FiettasShitTakes@gmail.com

Thanks!

The classic 'send to this email' joke
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
Post by: Eamon on January 05, 2021, 04:35:03 pm
Is Skaenn Niphix
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
Post by: John Price on January 05, 2021, 05:03:11 pm
Da blyat
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
Post by: Herishey on January 05, 2021, 06:32:27 pm
Is Skaenn Niphix
How slow are you Irish??

If we wanted you guys to repeat the same opinion that has been given on the first 3 pages of this thread, we would have asked for it.

As Lucon said, its not changing again so there's no point in talking about it.

Then you're stubborn to not actually change the name, is that out of pure laziness? Like your CR contribution?
1. Its not my decision, its up to the project lead, which I am not.
2. There are 1400+ people in the Discord following the project, not everyone has this same opinion. We on FSE are a largely degenerate community after all. It would literally take inside of an hour to have the art peeps to change the watermarks on imagine etc.
3. Any questions or opinions regarding my CR term should be directed to my primary email address: FiettasShitTakes@gmail.com

Thanks!

The classic 'send to this email' joke
It's quite far into its development now really to change the name. There are already hundreds of people aware and supporting the mod and it was only raised about changing the name fairly late into that. I believe for everyone to consider changing the name fully it would have needed to be earlier on in the process. That being said the name is quite a minor thing in my opinion anyway.
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
Post by: Scottish Unicorn on January 05, 2021, 07:04:03 pm
Just call it NW2

Change the name of the devs to Flying Squid Entertainment

Ez solution.

Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
Post by: Aurum on January 05, 2021, 07:49:08 pm
Just call it NW2

Change the name of the devs to Flying Squid Entertainment

Ez solution.

honestly if it ends up being a good game and replacing warband: NW,  people will probably still call it NW lol.
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
Post by: Tardet on January 05, 2021, 07:55:25 pm
Just call it NW2

Change the name of the devs to Flying Squid Entertainment

Ez solution.

honestly if it ends up being a good game and replacing warband: NW,  people will probably still call it NW lol.
this.
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
Post by: General Shepherd on January 05, 2021, 08:37:12 pm
Yes guys, we are coming now. To the facts of life.

First of all, thank you for your comments and attention. There are some really good comments here, and we have respect for good comments. But let me explain why we do some things instead of generating ideas on some issues. First of all, when we started this project, the name of the project was "Revolution: 1789". We were aiming to release it as both Singleplayer and Multiplayer and our first priority was to release it as Singleplayer. But after new people joined our team, we did a 15-day brainstorm to change the name because we were not heard of at the time, and as a result, similar names came out for what you said. But we decided as Sword & Musket.

As Mount & Blade Warband: Napoleonic Wars was made by FSE and is a joint trademark of Mount & Blade Warband and FSE-TW, we were not entitled to use the name Mount & Blade II: Bannerlord - Napoleonic Wars. Naturally, I consulted and write Vincenzo at FSE to investigate this. If an officially trademarked content or product is used, an irregularity is made and this manifests as direct copyright infringement.

We have friends who comment here and introduce themselves as very old and good players, and when we send them a friend request to offer them maybe they can support us on some issues, instead of rejecting our requests, we could talk about some things here more gracefully, if they accepted. But no problem, keep it like this.

Rather than the mod name, I would expect you to be curious about what will happen in the mod and help us with this.
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
Post by: Olafson on January 05, 2021, 08:44:22 pm
Hello. I was paid 10000$ to reply to this thread.

All your ideas (With the exception of Flying Squid Entertainment) are stupid. Clearly this mod should be called Mount & Blade: Musketlord.
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
Post by: Rikkert on January 05, 2021, 09:02:08 pm
Boys & Coats
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
Post by: Scottish Unicorn on January 05, 2021, 09:36:49 pm
All your ideas (With the exception of Flying Squid Entertainment) are stupid.

 8)
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
Post by: Eamon on January 06, 2021, 02:39:57 pm
Is Skaenn Niphix
How slow are you Irish??

If we wanted you guys to repeat the same opinion that has been given on the first 3 pages of this thread, we would have asked for it.

As Lucon said, its not changing again so there's no point in talking about it.

Then you're stubborn to not actually change the name, is that out of pure laziness? Like your CR contribution?
1. Its not my decision, its up to the project lead, which I am not.
2. There are 1400+ people in the Discord following the project, not everyone has this same opinion. We on FSE are a largely degenerate community after all. It would literally take inside of an hour to have the art peeps to change the watermarks on imagine etc.
3. Any questions or opinions regarding my CR term should be directed to my primary email address: FiettasShitTakes@gmail.com

Thanks!

The classic 'send to this email' joke
It's quite far into its development now really to change the name. There are already hundreds of people aware and supporting the mod and it was only raised about changing the name fairly late into that. I believe for everyone to consider changing the name fully it would have needed to be earlier on in the process. That being said the name is quite a minor thing in my opinion anyway.

Slow enough that fortunately i have not seen your junk on discord
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
Post by: Dokletian on January 06, 2021, 03:45:41 pm
anyone up for some s&m later
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
Post by: Ted on January 06, 2021, 03:55:09 pm
anyone up for some s&m later

Yes. Come TS.
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
Post by: Cameron. on January 07, 2021, 04:14:53 pm
Any progress updates
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
Post by: General Shepherd on January 07, 2021, 06:36:05 pm
Any progress updates

Very soon. Between 15-18 January.
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
Post by: Cameron. on January 08, 2021, 02:25:27 am
Good to hear
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
Post by: PelvicThrust on January 17, 2021, 02:04:35 pm
Hope your team had a chill new year break :)
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
Post by: [2ndHess] lukasoh on January 21, 2021, 11:57:37 am
Any progress updates

Very soon. Between 15-18 January.
Did I miss any updates?
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
Post by: John Price on January 21, 2021, 12:13:43 pm
Not yet, I will keep this thread updated don't worry. We have pushed the dev diary back a little as we are still catching up from the holidays :)

EDIT: Although here was the result of playing with some cannon physics ::)

Spoiler
(https://media.discordapp.net/attachments/715532333230325832/793155535050244116/Screenshot_191.png?width=993&height=702)
Credit: Hyper
[close]
I think our resident HyperCharge had a little too much spare time over Christmas!
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
Post by: John Price on February 09, 2021, 10:22:12 am
Something is sturring in the darkness...

 ::)
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
Post by: [2ndHess] lukasoh on February 09, 2021, 05:30:33 pm
Something is sturring in the darkness...

 ::)
Release when?
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
Post by: John Price on February 09, 2021, 06:00:48 pm
When the rocket league tournament comes ::)
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
Post by: Kore on February 12, 2021, 08:39:44 am
Sign up deadline today 11.59pm, matches start tomorrow!
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
Post by: General Shepherd on February 18, 2021, 11:41:02 am
We're getting closer.  8)
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
Post by: Cameron. on February 18, 2021, 02:42:15 pm
Any progress updates

Very soon. Between 15-18 January.
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
Post by: John Price on February 18, 2021, 03:06:52 pm
Literally 2 posts below that I said it was delayed bb
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
Post by: yecgga on February 18, 2021, 03:48:25 pm
chriseh you clown
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
Post by: Ewoksson on February 18, 2021, 10:27:52 pm
I've been a little skeptic precisely due to a lack of an in-depth FAQ. The project proceeds great script and design-wise, but unfortunately it's left more to wish for on the community aspect. I don't know whether more information has been revealed in the Discord servers dynamic conversations and hidden in the history, but there are a few question I think everyone would benefit from knowing whether they are there, here or on TW forums.

1. Will the mod be made available free of charge?
2. Will the server files be made public free of charge?
3. Will you continue FSE:s non-intervention policy and leave all game rules/rule-breaking occurring up to server host/event admins/TW moderators?
4. Will there be general/officer classes enabling organized battles such as LB:s?
5. Will you allow further modification of the server files/open-source the code? E.g. in order for server scripters to optimize BL admin tools for S&M, and external plug-ins for tournaments?
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
Post by: John Price on February 18, 2021, 10:45:04 pm
Speculation is fine, I did the same before I was convinced to join the project.

I agree with you on the FAQ side, which is why I created this form: https://forms.gle/qB1J8pioipL24dm4A

From the first dev blog which is coming incredibly soon as we have said on both forums, we will be including a full FAQ section to answer a lot of these questions. Which will then be in a permenantly viewable place.

I won't give a date for this first dev blog as this is for the project managers as of course, that's for them to say not me. But it is just round the corner.
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
Post by: General Shepherd on February 21, 2021, 01:55:29 pm
Any progress updates

Very soon. Between 15-18 January.

The new updates published by Taleworlds delayed our work. Although we targeted the date we wanted, we did not want to publish it, we will be delivering the crops from the bakery to you very soon.

Thank you for choosing UPS cargo.

Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
Post by: ~NickCole~ on February 22, 2021, 04:33:53 pm
Any progress updates

Very soon. Between 15-18 January.

The new updates published by Taleworlds delayed our work. Although we targeted the date we wanted, we did not want to publish it, we will be delivering the crops from the bakery to you very soon.

Thank you for choosing UPS cargo.
The 🐐🔥🔥🔥
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
Post by: Herishey on March 02, 2021, 11:41:01 am
Should be able to give you the delayed update from January as well as the extra work that has been done since the delay of this update very soon if everything goes to plan.

On a side note;

'I am the voice actors leader of the Swords & Musket Bannerlord project and I'm writing this thread because, since we're approaching the final stages of the main developing, we need now to focus on the sound side of the project. In fact we need voice actors, both men and women with great desire of making part of this group. If you are interested in joining our team, please consider compiling the following form...'

This was posted on TW by the lead voice actor and you can apply if you are interested. Of course feel free to share this to anyone you think might be interested - Thread (https://forums.taleworlds.com/index.php?threads/sword-musket-voice-actors-application.439516/) | Application Form (https://docs.google.com/forms/d/e/1FAIpQLSexsmzgI3eMo1T1BfPrtaMuZEIklRr4DZUprZNqGvj7O-y5qw/viewform)

It's worth noting if you've not already joined the Discord there are more frequent updates generally on there as well as other points of discussion between both the community and the team so if you're interested in the progress it's definitely worth joining up there and keeping an eye on it. 
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
Post by: Scottish Unicorn on March 02, 2021, 02:37:32 pm
Gonna voice all the highlander units 8)
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
Post by: Kore on March 03, 2021, 11:00:38 am
@voluble do it, British battle cry - YOU WANNA FOKIN GO CUNT
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
Post by: General Shepherd on March 04, 2021, 11:07:38 pm
Gonna voice all the highlander units 8)

Come to the Discord mate :)
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
Post by: 33rdKincaid on March 05, 2021, 08:37:56 am
Gonna voice all the highlander units 8)
This is a real step down from your listerine gig :'(
Spoiler
https://youtu.be/GQRKjNUpOX0   
[close]
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
Post by: Scottish Unicorn on March 05, 2021, 09:01:59 am
Gonna voice all the highlander units 8)
This is a real step down from your listerine gig :'(
Spoiler
https://youtu.be/GQRKjNUpOX0   
[close]
Money's been tight ever since the shrek cheques dried up  ;) ;) ;)
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
Post by: Mexican on March 15, 2021, 03:06:15 am
How is the melee??
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
Post by: John Price on March 17, 2021, 06:22:47 pm
Posting this here as it is relevant and does effect the development of Sword & Musket.


https://forums.taleworlds.com/index.php?threads/an-open-letter-from-the-kingdoms-of-arda-team-and-the-total-conversion-mod-community.440886/

https://docs.google.com/document/d/e/2PACX-1vRkMJjXmN_2qsbemaYRB_HbHFr6DuLE5gCqrVr6znYETQcdxeN_hwadmwm1Ev0YBR0_NQUCioNmpWSg/pub
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
Post by: General Shepherd on July 17, 2021, 07:47:19 pm
Hello,

Sword & Musket Developer Blog 1.0.2, in this blog we wanted to show you what we did in last 7 months. We made uniforms and flags of these regiments: 45e Infanterie Regiment De Ligne and 35th (Royal Sussex) Regiment of Foot including all the Private, Sergeant and Officer ranks of them.

In the past 7 months, we managed to play sounds, animations and various maps to show up in future. We made tons of props (around 140, maybe more). The reason behind the set-backs was mostly the problems that came suddenly when we were going to do something. Sounds were a perfect example for that. In time, thanks communication with TaleWorlds, and their help in many ways made us here. The map of hougoumont will provide you many aspects of what we are going to do in next blogs. If you'd ask about our real expectation, I'd say our real expectation is custom servers. If an opportunity to open custom servers would be given to modding community, the playerbase will grow immediately from where it stands. We know that there are limitations about those stuffs. But modding is what made this game funny in most.  ;)

Feel free to make productive criticisms about the video and ask whatever you wanted about this mod.

https://www.youtube.com/watch?v=YEqoBsQ6yTA
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
Post by: John Price on July 17, 2021, 08:31:36 pm
Finally the blog is out which is great. By the way I just noticed on my 2nd watch that you actually added the S&M book to the Officers desk @2:58 xD Nice touch!

I know we talked about this before Shepherd but for transparency for the community, the custom servers worry me. Looking at the servers that have been provided for Bannerlord events to run I am definitely concerned with their performance etc. but we will need to wait and see the final product that is given to server hosts and communities and see how that goes.
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
Post by: Saxon on July 17, 2021, 08:47:42 pm
>looks like hold fast

>run
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
Post by: John Price on July 17, 2021, 08:49:35 pm
Nah it doesn't.

If it took the shape of Holdfast I wouldn't be involved. Fuck that.
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: Skaen on July 17, 2021, 08:58:14 pm
Gib me download plz

(https://media3.giphy.com/media/iRjB2mfESqgec/giphy.gif?cid=790b7611cb3b5e542d6e5fe090ff6cf4e4efb2ab59fe65e9&rid=giphy.gif&ct=g)
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: WaterPolo on July 18, 2021, 12:31:01 am
beyond excited for this!!!!
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Q&A
Post by: No0B on July 18, 2021, 06:36:34 am
Nah it doesn't.

If it took the shape of Holdfast I wouldn't be involved. Fuck that.
the color scheme looks a lot like Holdfast to me thats about it though
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: Earth Bby on July 18, 2021, 09:49:23 am
Bannerlords lighting is very unityish, unsaturated blacks or over saturated colour like a cheap TV. Nothing the Devs can do other than to make everything very muted like a Laigle style - a compromise.

Be careful with your normal map intensity with this kind of lighting and they can take all detail out of your base colours and really fuck with your shiney stuff. It's probably why bannerlords most hairy cavemen in leather or fabric clothes.

Nice detail on the physically moving epaulettes I think that was a good choice.

Q: what size are your texture maps and how many are you using per material? You mentioned many factions in your video but have you planned out your execution? If you're going down the scale of NW you need to remember those maps were very small in today's standards (no higher than 1k) bannerlord I'd guess expects a 2k at the lowest and to add to that NWs materials often shared a spec or normal map. You might run into trouble by the time you've completely flushed out UK in terms of performance. A lil bit of maths with get you your worse case scenario for drawcalls and you should ask the Bannerlord Devs if that's going to work / where you need to start removing unneeded environmental objects.
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: John Price on July 18, 2021, 02:49:51 pm
Bannerlords lighting is very unityish, unsaturated blacks or over saturated colour like a cheap TV. Nothing the Devs can do other than to make everything very muted like a Laigle style - a compromise.

Be careful with your normal map intensity with this kind of lighting and they can take all detail out of your base colours and really fuck with your shiney stuff. It's probably why bannerlords most hairy cavemen in leather or fabric clothes.

Nice detail on the physically moving epaulettes I think that was a good choice.
Yeah the lighting was a challenge for the team. It was hard for them to get to a place they felt satisfied with an incredibly flawed system but I think they have found an half decent compromise. The siege maps will be another interesting challenge although the first renders didn't look too bad, but those are just renders after all, will need to see the finished product in engine.

Q: what size are your texture maps and how many are you using per material? You mentioned many factions in your video but have you planned out your execution? If you're going down the scale of NW you need to remember those maps were very small in today's standards (no higher than 1k) bannerlord I'd guess expects a 2k at the lowest and to add to that NWs materials often shared a spec or normal map. You might run into trouble by the time you've completely flushed out UK in terms of performance. A lil bit of maths with get you your worse case scenario for drawcalls and you should ask the Bannerlord Devs if that's going to work / where you need to start removing unneeded environmental objects.
I actually made a post on discord regarding FPS issues etc. towards the end of blog which were being caused by the overly high poly count on the muskets etc. (5k+ a pop) so there is a lot of optimisation to be done there. The guys have done a great job with the models and props (apart from the insignia's being the wrong side up for UK the silly goose) but they do need to be reigned in and simplify their assets. There is plenty of time to do that though as we don't have a deadline for releasing, it will come when it is ready.

To be frank I haven't interacted much with the environments team recently as they are largely independant and work in their own time at the moment so I won't comment on the maps etc. until we have a sit down which is due in the next few weeks. I haven't gone into much detail with them yet but from what I have seen the maps are very large and optimization is good, but its not even worth having that discussion while its in such an early state and no battle testing has been done.

It can be found on the original posts and the Discord but UK+France are the only two factions that will be available upon original release of the mod. To which the uniforms etc. are actually largely in a close to completed state bar some small creative changes that will inevitably be made as thats just the process. The reason they mention the other factions early is on the Discord we have community teams for things such as Historical Accuracy, Uniform Design, Voice acting etc. So its more to build an interest and start a small database with materials that can be used later. For the UK and France factions we had populated these teams months before we started actually working on them so same principle.

It also gives the Artist/Uniform team something to work on once the starting factions are done, while the other teams continue to work towards the release.

Nah it doesn't.

If it took the shape of Holdfast I wouldn't be involved. Fuck that.
the color scheme looks a lot like Holdfast to me thats about it though
Thats just the way the engine works as Marks mentioned. But If we are basing the game being like Holdfast just because of the colour of the uniforms then I don't know what to say.

I would be more worried about the combat being like Holdfast than just some colours if I were you.
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: Earth Bby on July 18, 2021, 05:26:35 pm
Fair enough just make sure they know how many materials they're adding to scenes Vs taking away. Modding usually means adding content and if the base game runs juuuust good enough a mod will just make the FPS worse. It's very possible to make this run better than the base game it's just a case of planning things out.

Q : are the meshes being rigged and animated as one piece or are they many pieces e.g (head, hands, chest, legs, weapon) then combined in a player blob or whatever bannerlords equivalent is? This can save massively on performance in terms of CPU usage. GPUs these days have giant testicles yet most games don't take full advantage of a good CPU and bottle neck fast with animated cplayers.

Servers are worse, main reasons we can't have 2000 player battles is because no one has created a game engine that can use more than one core for online calculations which is completely fine for 64 players online matches but for our greedy community we want big old shlong lines.

Here's all my punctuation I was too lazy to use. *,,,.,,,..!?.??.*

Thanks, I'm very interested in the project.

Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: RedFeu on July 18, 2021, 09:01:34 pm
my dick is giant
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: General Shepherd on July 26, 2021, 04:46:42 pm
Fair enough just make sure they know how many materials they're adding to scenes Vs taking away. Modding usually means adding content and if the base game runs juuuust good enough a mod will just make the FPS worse. It's very possible to make this run better than the base game it's just a case of planning things out.

Q : are the meshes being rigged and animated as one piece or are they many pieces e.g (head, hands, chest, legs, weapon) then combined in a player blob or whatever bannerlords equivalent is? This can save massively on performance in terms of CPU usage. GPUs these days have giant testicles yet most games don't take full advantage of a good CPU and bottle neck fast with animated cplayers.

Servers are worse, main reasons we can't have 2000 player battles is because no one has created a game engine that can use more than one core for online calculations which is completely fine for 64 players online matches but for our greedy community we want big old shlong lines.

Here's all my punctuation I was too lazy to use. *,,,.,,,..!?.??.*

Thanks, I'm very interested in the project.

Thanks for sharing your ideas with us, Marks. Rest assured, your concerns are our concerns too.

Also, we need to test this before we can finalize some things. We, as a team, realized that when we are currently fighting 500 vs 500 bots in the Hougoumont stage, we experience 20% performance loss. The reason for this is that we made the polygon number of the Muskets high and we added the beautiful texture version of the Charleville 1777 Musket, which we accidentally called "Special Musket", to the game, making it 5,000 polygons. But when we removed the musket and replaced it with "Brown Bess" and other standard "Charleville" musket, the performance loss was greatly reduced. These performance losses are not critical but will be fixed.


As for the uniforms, they are designed with great care and are made with historical accuracy and compatibility in the game. We're going a little slow, but I can guarantee you'll see some really cool uniforms.

25-30k uniforms, (medium size according to Bannerlord system)
Most armor in Bannerlord is between 30-60k.

It is made in many parts. (As head, hands, chest, legs and weapon) We are trying to combine this in mod tools + add animations and integrate it into the game.

We do not intend to keep an abundance of animation alive.
Bayonet Attach/Detach, Weapon Loading, Emote Animations this much will be enough for us.

There is a situation like this and I want to explain this situation.

In our meeting with Taleworlds officials, they said that the servers will be given to the community sooner or later. But there is also the situation that servers are high-performance servers compared to Warband, even servers with video cards, if they do not fix this, it may lead to high costs if they continue.

Our goal is to play events as stable as 500vs500 as a maximum, if we can achieve this, it's okay, but this is the final stage. If not, 250vs250 would still be a good number.
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: John Price on July 26, 2021, 04:48:14 pm
Hopefully they deliver on the servers. Early looks have been really worrying. But if they improve it before they fully release them then its ok. We will just have to wait and see.
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: Fietta on July 26, 2021, 05:32:17 pm
I mean, I remember being told in the moderation team that custom servers would be out in a year when they believed EA would be over, 'custom servers' have been in the pipeline for a long time, and my guess is that it's probably going to be a lot longer before that happens.

A quick click-around on the taleworlds forum and you'll see countless threads named the following:

'NO COMMUNITY SERVERS ARE RUINING THE GAME'
'YOU PROMISED A YEAR FOR COMMUNITY SERVERS'
'WHERE ARE THE COMMUNITY SERVERS?'
'PETITION TO REMOVE THE CURRENT MP DEV TEAM'

obviously these are drowned within the copious spam of how bad the MP is (which in most cases I'd agree with).
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: John Price on July 26, 2021, 05:37:38 pm
They have been giving servers out for use, that crash constantly and have limited tools. Hence the previous point.
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: No0B on July 26, 2021, 06:13:35 pm
The sooner or later line scares the shit out of me, do you think you can get the server player count to around 100v100 like in NW ?
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: John Price on July 26, 2021, 06:18:27 pm
Thats not really whats in question, its what was promised which was more than that is what people are wondering. But imo thats soo far becides the point right now.

If the servers core frameworks/networking are just poor, then it doesn't matter what numbers you get.
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: Vegi. on July 26, 2021, 07:37:54 pm
S&M > Holdfast?
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: General Shepherd on July 27, 2021, 08:54:41 pm
Hopefully they deliver on the servers. Early looks have been really worrying. But if they improve it before they fully release them then its ok. We will just have to wait and see.

It would be better if they develop and deliver servers. Because for a game that is constantly faced with patches and minor updates, the release of servers can be a bit of a problem

I mean, I remember being told in the moderation team that custom servers would be out in a year when they believed EA would be over, 'custom servers' have been in the pipeline for a long time, and my guess is that it's probably going to be a lot longer before that happens.

A quick click-around on the taleworlds forum and you'll see countless threads named the following:

'NO COMMUNITY SERVERS ARE RUINING THE GAME'
'YOU PROMISED A YEAR FOR COMMUNITY SERVERS'
'WHERE ARE THE COMMUNITY SERVERS?'
'PETITION TO REMOVE THE CURRENT MP DEV TEAM'

obviously these are drowned within the copious spam of how bad the MP is (which in most cases I'd agree with).

Some promises were not kept, I agree with you, but when I spoke, they said that there was a little delay due to the work of a few people in their team related to the servers and that it would not be published because of this. And there is the EA process too.

The sooner or later line scares the shit out of me, do you think you can get the server player count to around 100v100 like in NW ?

We will see :)
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: Earth Bby on July 27, 2021, 11:22:09 pm
Fair enough just make sure they know how many materials they're adding to scenes Vs taking away. Modding usually means adding content and if the base game runs juuuust good enough a mod will just make the FPS worse. It's very possible to make this run better than the base game it's just a case of planning things out.

Q : are the meshes being rigged and animated as one piece or are they many pieces e.g (head, hands, chest, legs, weapon) then combined in a player blob or whatever bannerlords equivalent is? This can save massively on performance in terms of CPU usage. GPUs these days have giant testicles yet most games don't take full advantage of a good CPU and bottle neck fast with animated cplayers.

Servers are worse, main reasons we can't have 2000 player battles is because no one has created a game engine that can use more than one core for online calculations which is completely fine for 64 players online matches but for our greedy community we want big old shlong lines.

Here's all my punctuation I was too lazy to use. *,,,.,,,..!?.??.*

Thanks, I'm very interested in the project.

Thanks for sharing your ideas with us, Marks. Rest assured, your concerns are our concerns too.

Also, we need to test this before we can finalize some things. We, as a team, realized that when we are currently fighting 500 vs 500 bots in the Hougoumont stage, we experience 20% performance loss. The reason for this is that we made the polygon number of the Muskets high and we added the beautiful texture version of the Charleville 1777 Musket, which we accidentally called "Special Musket", to the game, making it 5,000 polygons. But when we removed the musket and replaced it with "Brown Bess" and other standard "Charleville" musket, the performance loss was greatly reduced. These performance losses are not critical but will be fixed.


As for the uniforms, they are designed with great care and are made with historical accuracy and compatibility in the game. We're going a little slow, but I can guarantee you'll see some really cool uniforms.

25-30k uniforms, (medium size according to Bannerlord system)
Most armor in Bannerlord is between 30-60k.

It is made in many parts. (As head, hands, chest, legs and weapon) We are trying to combine this in mod tools + add animations and integrate it into the game.

We do not intend to keep an abundance of animation alive.
Bayonet Attach/Detach, Weapon Loading, Emote Animations this much will be enough for us.

There is a situation like this and I want to explain this situation.

In our meeting with Taleworlds officials, they said that the servers will be given to the community sooner or later. But there is also the situation that servers are high-performance servers compared to Warband, even servers with video cards, if they do not fix this, it may lead to high costs if they continue.

Our goal is to play events as stable as 500vs500 as a maximum, if we can achieve this, it's okay, but this is the final stage. If not, 250vs250 would still be a good number.

Awesome. Shame I'm completely at a lose with Bannerlords modding scene or I'd offer help. Hope you achieve everything you've stated here, could lead to great things!
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: General Shepherd on July 29, 2021, 01:56:12 am
Fair enough just make sure they know how many materials they're adding to scenes Vs taking away. Modding usually means adding content and if the base game runs juuuust good enough a mod will just make the FPS worse. It's very possible to make this run better than the base game it's just a case of planning things out.

Q : are the meshes being rigged and animated as one piece or are they many pieces e.g (head, hands, chest, legs, weapon) then combined in a player blob or whatever bannerlords equivalent is? This can save massively on performance in terms of CPU usage. GPUs these days have giant testicles yet most games don't take full advantage of a good CPU and bottle neck fast with animated cplayers.

Servers are worse, main reasons we can't have 2000 player battles is because no one has created a game engine that can use more than one core for online calculations which is completely fine for 64 players online matches but for our greedy community we want big old shlong lines.

Here's all my punctuation I was too lazy to use. *,,,.,,,..!?.??.*

Thanks, I'm very interested in the project.

Thanks for sharing your ideas with us, Marks. Rest assured, your concerns are our concerns too.

Also, we need to test this before we can finalize some things. We, as a team, realized that when we are currently fighting 500 vs 500 bots in the Hougoumont stage, we experience 20% performance loss. The reason for this is that we made the polygon number of the Muskets high and we added the beautiful texture version of the Charleville 1777 Musket, which we accidentally called "Special Musket", to the game, making it 5,000 polygons. But when we removed the musket and replaced it with "Brown Bess" and other standard "Charleville" musket, the performance loss was greatly reduced. These performance losses are not critical but will be fixed.


As for the uniforms, they are designed with great care and are made with historical accuracy and compatibility in the game. We're going a little slow, but I can guarantee you'll see some really cool uniforms.

25-30k uniforms, (medium size according to Bannerlord system)
Most armor in Bannerlord is between 30-60k.

It is made in many parts. (As head, hands, chest, legs and weapon) We are trying to combine this in mod tools + add animations and integrate it into the game.

We do not intend to keep an abundance of animation alive.
Bayonet Attach/Detach, Weapon Loading, Emote Animations this much will be enough for us.

There is a situation like this and I want to explain this situation.

In our meeting with Taleworlds officials, they said that the servers will be given to the community sooner or later. But there is also the situation that servers are high-performance servers compared to Warband, even servers with video cards, if they do not fix this, it may lead to high costs if they continue.

Our goal is to play events as stable as 500vs500 as a maximum, if we can achieve this, it's okay, but this is the final stage. If not, 250vs250 would still be a good number.

Awesome. Shame I'm completely at a lose with Bannerlords modding scene or I'd offer help. Hope you achieve everything you've stated here, could lead to great things!

Thank you, I hope so.
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: General Shepherd on August 01, 2021, 05:10:44 pm
Howdy musketeers,

We Announce Developer blog 1.0.3 Just now in MODDB you should check it out now to see what's up!

https://www.moddb.com/mods/swordmusket/news/sword-musket-developer-blog-103-development-diary

Please consider looking at the blog and give us feedback and share the progress thank you and have a nice one!
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: General Shepherd on August 27, 2021, 12:34:42 pm
Hello guys,

A new open letter has been sent to Taleworlds about Mod Servers by us modders who are Mod Developers in Bannerlord recently. We look forward to your reviews on this matter.


https://forums.taleworlds.com/index.php?threads/open-letter-to-taleworlds-mod-custom-servers.446022/


Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: General Shepherd on September 06, 2021, 11:48:26 pm
FrenchMonk, Resonant, and JackieFish and more reviewed the recently updated 1.0.2 Video Blog, and 1.0.3 Developer Diary related to the Sword & Musket project. I recommend you to watch.


https://www.youtube.com/watch?v=tXsJYR_RZ2Y

https://www.youtube.com/watch?v=az2dNET8dJw

https://www.youtube.com/watch?v=sCgKcr7X80c

Bonus: We're not mad at Taleworlds. We just want revolution. Thanks to their efforts, we are showing our efforts. We can do some things with Custom Servers.

https://www.youtube.com/watch?v=sh1Rn3oyK8Q

https://www.youtube.com/watch?v=UN8rGHdQ4BQ
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: SteveUrkle12 on September 16, 2021, 05:02:22 pm
https://www.youtube.com/watch?v=nRgTsOjzbOo
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: General Shepherd on February 02, 2022, 02:54:55 am
https://www.youtube.com/watch?v=rBi0EhJfqSM
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: General Shepherd on April 27, 2022, 08:42:18 am
https://www.youtube.com/watch?v=6yJjocVroJE&t=
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: Alf on April 27, 2022, 11:57:24 am
Hopefully the melee for this will live up to NW, we can finally move game 😂
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: Vegi. on April 27, 2022, 12:03:01 pm
Hopefully the melee for this will live up to NW, we can finally move game 😂
Do we really want to move game?
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: Fietta on April 27, 2022, 01:12:16 pm
Hopefully the melee for this will live up to NW, we can finally move game 😂
Do we really want to move game?

I want better grafiks
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: John Price on April 27, 2022, 01:20:39 pm
The key thing is, we want something that not only looks better but has the potential to keep getting better and better. Instead of playing the exact same thing since it was released in 2012.
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: Vegi. on April 27, 2022, 01:21:24 pm
Hopefully the melee for this will live up to NW, we can finally move game 😂
Do we really want to move game?

I want better grafiks
Doesnt matter how good the (any NW related) game will be. It wont be the same melee as NW and everyone will complain eventually lmao...
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: Alf on April 27, 2022, 02:21:13 pm
Hopefully the melee for this will live up to NW, we can finally move game 😂
Do we really want to move game?

I want better grafiks
Doesnt matter how good the (any NW related) game will be. It wont be the same melee as NW and everyone will complain eventually lmao...


Doesn’t have the be the same, just has to be as satisfying and as skill based, a new meta would be fun
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: Gibby Jr on April 27, 2022, 04:07:47 pm
Hopefully the melee for this will live up to NW, we can finally move game 😂
Do we really want to move game?

I want better grafiks
Doesnt matter how good the (any NW related) game will be. It wont be the same melee as NW and everyone will complain eventually lmao...

Import warband animations
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: General Shepherd on April 27, 2022, 08:24:20 pm
We are currently testing the 2nd version of our Reload Animation works. Additionally it will be similar to 80% NW in terms of Bayonet mechanics.

But you know that guys, Bannerlord mechanics are different.

As a NW player, I'm thinking of a more familiar system instead of a more complex bayonet system in terms of making people better and more familiar with the optimized and bayonet system, and I'm sure everyone agrees with this thought, otherwise it will be trash. :D
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: John Price on April 27, 2022, 09:14:07 pm
Familiar with quirks we aim for, otherwise what reason would there be to switch!
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: General Shepherd on April 30, 2022, 12:38:24 am
Familiar with quirks we aim for, otherwise what reason would there be to switch!

Absolutely.
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: General Shepherd on May 07, 2022, 09:43:50 pm
Our forum profile has been published in the community.


https://www.forums.swordmusket.com/
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: Yorkshire Pudding on August 31, 2022, 08:56:18 pm
If theres anything making me return to FSE ofcourse its Mr Shepard AKA Lucon XD Yes lad
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: General Shepherd on September 05, 2022, 09:12:28 pm
If theres anything making me return to FSE ofcourse its Mr Shepard AKA Lucon XD Yes lad

Hehehe :)
 8)  :-*
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: General Shepherd on September 05, 2022, 09:14:08 pm
Sword & Musket - Developer Blog 1.1.0 'Multiplayer Surprise and Custom Servers'


  We, Sword&Musket developers: Creative Producer Lucon, Project Manager HyperCharge, Level Designer Team Leader Ted, Vanadium from Coding team and Morton from 3D artist team.

https://www.youtube.com/watch?v=sK0CU9Q4600&feature=emb_title


In this blog, we talked about some important developments regarding the recently announced Bannerlord Multiplayer Servers, as the Sword & Musket Coder Department, we are working as meticulously as possible and we are proud to be the mod community that has managed to add an official Custom Server to the mod in Bannerlord.

(https://cdn.discordapp.com/attachments/722162492264022046/1011709432197034064/20220819193620_1.jpg)

(https://cdn.discordapp.com/attachments/722162492264022046/1011709431458828318/2022-08-23_20.44.27.png)


 In the further days, we will show you the La Haye Sainte. Be ready for 1.1.1 blog.

Viva le Revolution!!!

Discord: discord.gg/swordmusket
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: ~NickCole~ on September 13, 2022, 10:13:49 pm
This mod looks great keep up the good work!  8)
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: General Shepherd on September 18, 2022, 09:27:29 pm
This mod looks great keep up the good work!  8)


;)



Closed Alpha Tests begun.
For, applications.
https://www.forums.swordmusket.com/threads/multiplayer-september-event-applications-for-the-eu-side.59/
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: Glenn on September 20, 2022, 05:59:09 am
 8)
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: Golden. on September 21, 2022, 09:47:42 pm
looks good
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: General Shepherd on November 22, 2022, 12:55:50 am
https://www.youtube.com/watch?v=3lvgH1eWG6w
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: General Shepherd on November 22, 2022, 10:39:11 pm
https://www.youtube.com/watch?v=7HYDLbLTmQg
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: ~NickCole~ on December 01, 2022, 04:07:12 pm
Swinging the muskets around is a pretty cool animation to have plz keep it!
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: General Shepherd on December 01, 2022, 06:05:48 pm
Swinging the muskets around is a pretty cool animation to have plz keep it!

We will do this for a while. Put on the bayonet, until you manage to add the animation. But everything is fine. You will swinging it for a while.
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: Futui_tuto on January 02, 2023, 05:01:11 pm
Revive
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: maskmanmarks on January 02, 2023, 05:50:28 pm
Revive

you need to be revived
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: Futui_tuto on January 02, 2023, 07:03:49 pm
S&M Alpha 1.0 / Release Day Information

WHERE TO DOWNLOAD? - Steam Workshop | We will post a link to it in our Discord, all you need to do is subscribe and then launch
WHAT TIME IS RELEASE? - Jan. 2nd - 4:00 PM EST (New York City) | 9:00 PM GMT (London)
SERVER INFO - There will be EU, NA, and OCE Servers Available for YOU to play on all times of the day or night

--General Questions Answered--

Units: Cavalry Units will be added in 1.1 or 1.2
Units Pt2: Additional Infantry Units will be added very often each update
Minor Updates: Minor updates are .1 .2 all the way to .9 - Every time there is a major update, so .0 we will be adding way more than we would in minor updates
Server Stability - We've resolved all crash issues on our end, the only reason that servers will crash is because of TaleWorlds not our servers or module 👍
Events - Event Signups are officially closed, we have around 500 for EU and 250 for NA and around 120 for OCE on Jan. 6th

https://steamcommunity.com/sharedfiles/filedetails/?id=2914892805&searchtext=Sword+Musket
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: Poberta on January 04, 2023, 01:33:20 pm
I am there banned real  reason what I wrote sent  on discord server real list of richest persons from Czechia year 2021 edition.
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: BabyJesus on January 04, 2023, 10:44:43 pm
i dont see it on the workshop. i was lied to
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: John Price on January 04, 2023, 11:03:19 pm
(https://i.gyazo.com/44a2f0db6f3da3a74122e1c59ccf60c5.png)
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: Futui_tuto on January 06, 2023, 01:15:38 am
S&M Alpha 1.0 - RELEASED

https://steamcommunity.com/sharedfiles/filedetails/?id=2914892805&searchtext=Sword+Musket
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: tommyxd on January 06, 2023, 02:18:02 am
Drake vs HiReaper rematch on Sword&Musket when ?
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: Skaen on January 06, 2023, 09:54:33 am
Is it realistic to think that everyone will move over to this mod?
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: Vegi. on January 06, 2023, 10:22:57 am
Is it realistic to think that everyone will move over to this mod?
I saw some gameplay, and it looks like Holdfast melee (sorry no sorry to these developers)
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: Chainsor on January 06, 2023, 10:50:19 am
Is it realistic to think that everyone will move over to this mod?

My first thought is definitely no, if you think about Age of Napoleon or Holdfast.. there might be some hype for a month-ish but it also might be possible the player base stays active but that heavily depends on the whole NW and part of the Holdfast scene

Ill definitely give it a try, just as AoN and Holdfast, but there will never be the same feeling and playstyle/gameplay like Warband NW (last time played Bannerlord March 2021, so a lot could've changed melee wise since then)

Is it realistic to think that everyone will move over to this mod?
I saw some gameplay, and it looks like Holdfast melee (sorry no sorry to these developers)

also screenshot/gameplay wise i feel like it looks like a mix of Holdfast and BCoF (AoN)
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: Skaen on January 06, 2023, 11:27:41 am
That’s dissapointing. I thought we might have a breath of fresh air because I am really done with NW. would also be nice to see a whole new community develop as BL is a brand new game.
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: 33rdKincaid on January 06, 2023, 12:15:55 pm
Still could be tbf; on a first uneducated look (so please take with a pinch of salt) feels like this one is the complete opposite of all the attempted NW successors that have come before it - a solid base game to work from that seems smooth or at least fairly optimised (even if the melee isn't to everyone's taste) but with none of the fancy visuals yet. At least they've made an effort to start with the elements that are actually important to the game being successful rather than distracting with amazing visual appearance and under delivering on poor gameplay. Time will tell, but our best guess is it won't be a viable replacement for at least a year? Just thoughts ofc :)
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: BlitzkriegMBNW on January 06, 2023, 12:22:41 pm
I’m not an expert. But why don’t you just import the attack animations from NW??

It saves time In development. Basically all old players want it. Is it not possible or?
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: ArtOfKilling on January 06, 2023, 12:26:29 pm
Still could be tbf; on a first uneducated look (so please take with a pinch of salt) feels like this one is the complete opposite of all the attempted NW successors that have come before it - a solid base game to work from that seems smooth or at least fairly optimised (even if the melee isn't to everyone's taste) but with none of the fancy visuals yet. At least they've made an effort to start with the elements that are actually important to the game being successful rather than distracting with amazing visual appearance and under delivering on poor gameplay. Time will tell, but our best guess is it won't be a viable replacement for at least a year? Just thoughts ofc :)
I agree, the potential is there, as you said solid base game, solid and big player count (50k on novemember if i remember correctly) and many mods coming out that will create a big multiplayer scene, lets not forget how many people where playing many mods and were part in many communities in said mods in warband. A lot of things essentially warband-NW had and made them successfull. It will need time and effort but too early to call it a Holdfast/Bcof tragedy.
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: John Price on January 06, 2023, 12:44:02 pm
The problem is the mod needs to be developed with everyone in mind, not just the couple of hundred that still play NW for the melee. The point was to build a baseline and then improve upon it from there. Melee was what I really wanted to put time into during this mods development but unfortunately I am not really involved anymore, so we will just have to trust them to improve on it.

This is still an alpha test there won't be regular events running on it. What events that are happening such as tonights which 18e will be going to, is a playtest on a Taleworlds server same with the native events 14e run. So the server will probably crash 4 times before the event finishes. Which is why I have been telling people to treat them as playtests rather than to expect the mod to always be like this.

Personally, I don't really know why they have released it now. This mod release has less content in it than Mount & Musket did when it released publicly end of 2010. Not to mention the custom server bullshit with Taleworlds is still going on.

Also again I explained this to them, I don't know why they are releasing the first alpha version as v1.0, that implies its a full release when its not. But they have a lot of talented people making content for the mod and a lot of people are very excited for it so it should get updates soon.

I’m not an expert. But why don’t you just import the attack animations from NW??

It saves time In development. Basically all old players want it. Is it not possible or?
No.
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: Vegi. on January 06, 2023, 12:52:55 pm
S&M Creative Director
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: Wursti on January 06, 2023, 12:53:32 pm
Tbf Bannerlord Polearm melee is just utter trash and idk how Mod Developers are supposed to fix that, they cant make a shit game a good game suddenly
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: John Price on January 06, 2023, 12:58:55 pm
Tbf Bannerlord Polearm melee is just utter trash and idk how Mod Developers are supposed to fix that, they cant make a shit game a good game suddenly
Yup, whats in place for the mod, is basically just a changed version of the native one for now.

Once again, alpha tests. Either do that or go the M&M route and just have overhead slaps for the muskets  ;D Although that would be fun.
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: Zeyden 狼 on January 06, 2023, 01:04:51 pm
There is a lot of potential, I just don't think the developers are getting advice from the right persons for melee, i haven't seen any veteran with a very good level of knowledge about melee giving them advice, it's a shame because it seems like it's becoming a pattern  (taleworlds who refused to listen to top native players during bannerlord alpha, BcoF, now Sword & Musket).....

Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: Skaen on January 06, 2023, 01:14:23 pm
As long as it is responsive and not clumsy it's fine for me. I don't care about all these chambers, blockchambers, kickblock etc. If they would just make a responsive module and not just a sniper fest like AoN and Holdfast, I'm happy. Melee is what made NW great, but there is a lot of fun to be had on other aspects as well as it's a brand new game. But that's just me...
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: John Price on January 06, 2023, 02:27:11 pm
There is a lot of potential, I just don't think the developers are getting advice from the right persons for melee, i haven't seen any veteran with a very good level of knowledge about melee giving them advice, it's a shame because it seems like it's becoming a pattern  (taleworlds who refused to listen to top native players during bannerlord alpha, BcoF, now Sword & Musket).....
What I wanted to suggest to the S&M dev team was having a pool of NW players who can run regular 6v6 Groupfights sessions and can then report back their opinions, suggestions etc. Among other scenarios.

But, it needs to be said the mod is NOT at that stage yet, when it comes time to I am sure they will include more players. Another reason why I don't agree with releasing it yet.

Honestly, the worst part about S&M is the ridiculous Discord/Forums system they have. They have a forum for no reason, have to do sign ups etc. on both. Its a bit retarded.

EDIT: One thing I want to add, participation in the Sword and Musket project is public, you could sign up for all roles in the project, whether it be technical, sound design, historical accuracy team to help with unit suggestions and uniforms etc. So there was no obstical stopping NW players from contributing, its just nobody chose to do so.
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: Zeyden 狼 on January 06, 2023, 02:43:20 pm
There is a lot of potential, I just don't think the developers are getting advice from the right persons for melee, i haven't seen any veteran with a very good level of knowledge about melee giving them advice, it's a shame because it seems like it's becoming a pattern  (taleworlds who refused to listen to top native players during bannerlord alpha, BcoF, now Sword & Musket).....
What I wanted to suggest to the S&M dev team was having a pool of NW players who can run regular 6v6 Groupfights sessions and can then report back their opinions, suggestions etc. Among other scenarios.

But, it needs to be said the mod is NOT at that stage yet, when it comes time to I am sure they will include more players. Another reason why I don't agree with releasing it yet.

Honestly, the worst part about S&M is the ridiculous Discord/Forums system they have. They have a forum for no reason, have to do sign ups etc. on both. Its a bit retarded.

EDIT: One thing I want to add, participation in the Sword and Musket project is public, you could sign up for all roles in the project, whether it be technical, sound design, historical accuracy team to help with unit suggestions and uniforms etc. So there was no obstical stopping NW players from contributing, its just nobody chose to do so.

I offered to help and other people in the discord suggested asking players like Python or others to help with the melee, I was told "We know everything about the technical issues, dont worry."

I want to trust them, but it's hard lol
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: Fietta on January 06, 2023, 03:05:04 pm
The problem is the mod needs to be developed with everyone in mind, not just the couple of hundred that still play NW for the melee.

You'd be a great bannerlord dev
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: Futui_tuto on January 06, 2023, 03:30:49 pm
Warband modding and bannerlord modding are very different things. This is much more time-consuming and technically more difficult. Even if we talk about creating locations, 1 good map is from 60 to 120 hours of time, In NW it could be done in 1-2 days. My work area btw.
Also, bannerlord is an incredibly buggy thing. If you made a mistake in the spawn in the warband, the player just spawned somewhere in the location. But if you make a mistake in the bannerlord spawn points (and there are many more places for mistakes), then the server will crash because of any little thing. You will spent hours, just to find an error, so it's slow down the progress.

Regarding the content of the modification. We have some things ready, but physically due to bannerlord's engine, we cannot add them to the game. In my opinion, it's not the best idea to wait for the sea weather, years can pass.

The custom combat system is also in development. But also, after playing a couple of hundred hours in Bannerlord, you adapt and begin to understand it, I think you will remember how you felt in NW, when you came in for the first times xd. I can’t say the same about holdfast, hitboxes work there half a meter from a person..

And, remember, this is a public alpha, not even a beta. Work goes much faster when you get a lot of feedback and also you can change and test right away.


Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: Zeyden 狼 on January 06, 2023, 03:41:15 pm
The custom combat system is also in development. But also, after playing a couple of hundred hours in Bannerlord, you adapt and begin to understand it, I think you will remember how you felt in NW, when you came in for the first times xd. I can’t say the same about holdfast, hitboxes work there half a meter from a person..

I get what you mean, but it's not a question of adapting or understand it right now, it's just really not good.

You should really take a team of people of knowledge, they will help you on timing issues and other things to implement (as far as possible because as you said some things are impossible to do sadly) do not make the same mistake as Taleworlds pls

If you were to vote for the captain of a ship, would you prefer to let everyone vote or would you leave it to the competent people who have studied in this field, you would certainly want people who know what makes a good ship captain. This analogy can be transferred to the melee of your mod  ;)
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: General Shepherd on January 06, 2023, 03:43:01 pm
Here I am giving answers to the comments you have made.

Since the Sword & Musket community is a different community first, a new community is created, this one has separate rules according to the rules of each community. In line with these rules, a dozen blockages and procedures have been added to prevent possible regiments-name disputes, regiment-faction conflicts. This is a pre-review process designed directly for the regiment-friendly MP system.

In this regard, it is stipulated that the regiment leaders stay on the S&M Discord channel and get the regiment-leader tag on the Forum. In this process, a section called National Representatives has been created for better reputation, a liaison between the National Representatives and S&M Developer and Community Management, and people who provide the development of the community. Again, the National Representatives are determined according to language care and are elected once every 3 months by the regiment leaders.



We do a lot of things in line with the historical reference that our solid and experienced Historical Accuracy Assistant team has given us for a long time. Although this process is not very short, these are the contents we can show you for now (for now)

As for animation, we still aim to make an animation system similar to NW. We have few animator, but that's not the only thing!

TW's support for animations is extremely limited and I contact TW 24/7 and put pressure on them to resolve this issue.

Although we try to buy some things, some things are still at their initiative, but our goal is to pierce it and bring to S&M what we, all your bayonets dream of. Otherwise, I am no different from you, after all, I am an old veteran player who played with you in the past.

Example: No crouching fire. We are dealing with such nonsense. Even if we try to drill into this problem, things happen to some extent in the end. There is still process for S&M and animations are the main vein and backbone of this project..

 Attack/Shooting while crouching available in Bannerlord]https://forums.taleworlds.com/index.php?threads/poll-attack-shooting-while-crouching-available-in-bannerlord.453706/ (http://Poll)

If possible, I would ask you to convey a supportive message from this topic and make it more dominant.

If you have a talent for animation, knowing how to animate in Blender or Maya is not enough.
Adjusting the animation in the mod tools and things like RIG, bone structure need to be set correctly and stable. It will not forgive the slightest millimetric error. If we solve these problems (sooner or later we will, then you will just thank us for the melee animation)



Another ridiculous issue is that due to the Audio issue and TW's possible copyright scandals, they have limited content to Mod Tools. This is another point that bothers us. I m talking about .BANK stuffs.
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: General Shepherd on January 06, 2023, 03:44:38 pm
The custom combat system is also in development. But also, after playing a couple of hundred hours in Bannerlord, you adapt and begin to understand it, I think you will remember how you felt in NW, when you came in for the first times xd. I can’t say the same about holdfast, hitboxes work there half a meter from a person..

I get what you mean, but it's not a question of adapting or understand it right now, it's just really not good.

You should really take a team of people of knowledge, they will help you on timing issues and other things to implement (as far as possible because as you said some things are impossible to do sadly) do not make the same mistake as Taleworlds pls

The people on our team are generally knowledgeable people. And our door is open to everyone, I told you about this yesterday.
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: Zeyden 狼 on January 06, 2023, 03:55:10 pm
The custom combat system is also in development. But also, after playing a couple of hundred hours in Bannerlord, you adapt and begin to understand it, I think you will remember how you felt in NW, when you came in for the first times xd. I can’t say the same about holdfast, hitboxes work there half a meter from a person..

I get what you mean, but it's not a question of adapting or understand it right now, it's just really not good.

You should really take a team of people of knowledge, they will help you on timing issues and other things to implement (as far as possible because as you said some things are impossible to do sadly) do not make the same mistake as Taleworlds pls

The people on our team are generally knowledgeable people. And our door is open to everyone, I told you about this yesterday.
You said I could apply to be a Historical Assistant, I've looked at the different applications and this is an role where people are helping with the historical aspect of the mod, as I said I don't have any historical skills to contribute so I'm not interested, we competitive players just want to help you do what others have failed to do i.e. being the successor of NW and for me the only way to do that is to have a game with a very good historical aspect (which you already do very well) and a very good melee.
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: General Shepherd on January 06, 2023, 04:12:58 pm
The custom combat system is also in development. But also, after playing a couple of hundred hours in Bannerlord, you adapt and begin to understand it, I think you will remember how you felt in NW, when you came in for the first times xd. I can’t say the same about holdfast, hitboxes work there half a meter from a person..

I get what you mean, but it's not a question of adapting or understand it right now, it's just really not good.

You should really take a team of people of knowledge, they will help you on timing issues and other things to implement (as far as possible because as you said some things are impossible to do sadly) do not make the same mistake as Taleworlds pls

The people on our team are generally knowledgeable people. And our door is open to everyone, I told you about this yesterday.
You said I could apply to be a Historical Assistant, I've looked at the different applications and this is an role where people are helping with the historical aspect of the mod, as I said I don't have any historical skills to contribute so I'm not interested, we competitive players just want to help you do what others have failed to do i.e. being the successor of NW and for me the only way to do that is to have a game with a very good historical aspect (which you already do very well) and a very good melee.

We have HAA fields in our project. The subject of HAA-Technical is included in this section under the name of historical subject.
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: Chuckster on January 06, 2023, 04:21:28 pm
(https://preview.redd.it/cmd80mtea0j61.png?width=2160&format=png&auto=webp&s=3809d2a7d010f83da3307fac0e2b4058095f68d5)
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: Fietta on January 06, 2023, 04:35:22 pm
I understand the difficulty with combat, people have tried in the past to replicate Warband's combat, but the mesh's skeletons are far more complex and the animations have to entirely be recreated, which isn't as simple as it seems, I think if it were to be that simple other NW clones like holdfast and bcof would've implemented it.

With Bannerlord it's even worse because how the combat works is fundamentally much different than Warbands, with different damage arcs, armour penetration and all that stuff which Warband doesn't have, so even if they manage to replicate the animations from NW, how they'd play out would need to be completely re-imagined from what Bannerlord currently offers which adds another amount of complexity outside of just using the animations and replacing the models and slightly changing some animations (which seems to be what's happened here to some extent).

Bannerlord over-engineered their combat and had far too many values which is why most of the damage values are completely different from each other, shit like stances on top of terrible animations just caused the combat to feel less fleshed out than Warbands even though fundamentally it's much more complex, balancing happens every patch to no avail, thus obviously trying to change something that's so deep in code just seems like a ball-ache that no one really wants to hop onto. I don't even think the modding tools even allow that, only to change values of the systems.

I do think NW's combat (much like warbands) has plenty of flaws which never got ironed out and having NW-style combat with more fleshed out animations would probably be best, though I don't doubt the complexity of that.
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: Vegi. on January 06, 2023, 05:00:22 pm
Can’t wait for people putting “S&M developer” on their profile because they give their opinion
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: Fietta on January 06, 2023, 05:01:57 pm
Can’t wait for people putting “S&M developer” on their profile because they give their opinion

Who does that
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: Vegi. on January 06, 2023, 05:04:33 pm
Can’t wait for people putting “S&M developer” on their profile because they give their opinion

Who does that
???
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: Chuckster on January 06, 2023, 05:06:17 pm
More like Holdfast x Roblox
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: BlitzkriegMBNW on January 06, 2023, 06:34:15 pm
Honestly after having a more in-depth look into the melee, the melee is not that bad. The three main problems I see that are probably easily fixed are

-Hitbox registration: The hitboxes are just bad. Both on the player and the bayonet itself. I realise it’s early stages of development but a good update on those would improve the melee system greatly.

-Attack delay: after releasing the mouse button there is a sizeable delay to when the bayonet will begin its animation to attack. This is seen in Holdfast and Bcof while in mount and blade this isn’t the case. I’m fairly sure this is a big issue in those melee systems as the melee doesn’t feel responsive when you have to wait a whole second to begin your attack.

-Character Movement: the movement during an attack animation feels too responsive and unnatural. More of a delay when you’re holding an attack would make it feel more natural I think. Whirling a bayonet this fast around your head is also not very historical.
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: Dokletian on January 06, 2023, 07:07:08 pm
Does anyone know whether the current Bannerlord player-base is mostly made of former Warband players or does it mostly consist of players completely new to the game?
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: John Price on January 06, 2023, 07:10:35 pm
Does anyone know whether the current Bannerlord player-base is mostly made of former Warband players or does it mostly consist of players completely new to the game?
Impossible to tell exactly, but to give you an example, Warband on Steam peaked at 32k concurrent players in its LIFETIME.

Bannerlord peaks at that everyday. So you can guarantee its going to be dominated by people who didn't play Warband much if even at all.
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: Dokletian on January 06, 2023, 07:12:15 pm
then why listen to those who still cling on warband?
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: John Price on January 06, 2023, 07:17:06 pm
then why listen to those who still cling on warband?
Thats the point we tried to explain.

Having former reg reps, melee players etc. test the systems is fine because they are the ones that have been keeping the NW scene alive and should be involved, but not the focus of development no.
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: Kore on January 06, 2023, 07:37:29 pm
depends what your goal is

if it's just casual historical gameplay feel, then don't listen to warband players and do your thing, though idk why not just play holdfast then

if you wanna take competitive play into consideration, listening to warband/NW players is probably a good idea, but again, you can do your thing here too and just hope for the best
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: Kubus on January 06, 2023, 07:45:48 pm
though idk why not just play holdfast then

Actually great game tbh, but that's second thing
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: Skaen on January 06, 2023, 08:01:44 pm
Problem with Holdfast is the melee is just very unresponsive. If it was a lot more responsive and the hitboxes were actually good, I wouldn't mind playing Holdfast. When you go on public servers it's just a pure sniper fest.
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: Chuckster on January 06, 2023, 08:22:05 pm
Problem with Sword & Musket is the melee is just very unresponsive. If it was a lot more responsive and the hitboxes were actually good, Actually it look like we play on a chinese server on warband
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: Zeyden 狼 on January 06, 2023, 08:27:40 pm
depends what your goal is

if it's just casual historical gameplay feel, then don't listen to warband players and do your thing, though idk why not just play holdfast then

if you wanna take competitive play into consideration, listening to warband/NW players is probably a good idea, but again, you can do your thing here too and just hope for the best
^
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: Fietta on January 07, 2023, 12:38:33 am
To be fair, was watching Achilles play it (I aint downloading Bannerlord fuck that) and the combat ISN'T terrible, I mean it's definitely bad but the registry is pretty good. The attack delay is shite though and 30 damage for a musket bash? Should be like 3 damage. Overall out of all the NW clones, it it by far the best in terms of combat.

Can you also somehow make chambering work, would be nice
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: Poberta on January 07, 2023, 11:46:14 am
Problem with Sword & Musket is the melee is just very unresponsive. If it was a lot more responsive and the hitboxes were actually good, Actually it look like we play on a chinese server on warband
Thats real reason why only singleplayer of bannerlord is good.
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: Chuckster on January 07, 2023, 01:26:02 pm
To be fair, was watching Achilles play it (I aint downloading Bannerlord fuck that) and the combat ISN'T terrible, I mean it's definitely bad but the registry is pretty good. The attack delay is shite though and 30 damage for a musket bash? Should be like 3 damage. Overall out of all the NW clones, it it by far the best in terms of combat.

Can you also somehow make chambering work, would be nice
(https://risibank.fr/cache/medias/0/0/2/224/full.png)
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: General Shepherd on January 07, 2023, 03:43:42 pm
To be fair, was watching Achilles play it (I aint downloading Bannerlord fuck that) and the combat ISN'T terrible, I mean it's definitely bad but the registry is pretty good. The attack delay is shite though and 30 damage for a musket bash? Should be like 3 damage. Overall out of all the NW clones, it it by far the best in terms of combat.

Can you also somehow make chambering work, would be nice

Will you read my message on the other page, my dear?

We do, we do.
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: AchillesTheOne on January 07, 2023, 06:04:37 pm
I really like this, keep it up! Don't listen to the haters.

Love.

King Regards Achilles
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: [Stryker] on January 07, 2023, 08:05:31 pm
The melee is ass (shoves op, don't like animations, damage values and glances need to be tweaked), the UI is ass (still see vlandia and sturgia stuff, maps still have the weird ass names and the musket looks like a spear at the bottom right), the shooting is ass (has the weakest/least bassiest sound compared to other games imo, can see bullet and cant break reload at a certain point within it) but the main difference for me between S&M and a game like BCoF or Holdfast is that regimental gameplay feels more like NW than any of the other games. Compared to Bannerlord native I also prefer S&M over it so we will whats to come
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: Dokletian on January 07, 2023, 08:32:59 pm
The melee is ass (shoves op, don't like animations, damage values and glances need to be tweaked), the UI is ass (still see vlandia and sturgia stuff, maps still have the weird ass names and the musket looks like a spear at the bottom right), the shooting is ass (has the weakest/least bassiest sound compared to other games imo, can see bullet and cant break reload at a certain point within it)
most constructive nw player
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: Skaen on January 08, 2023, 03:30:29 pm
The melee is ass (shoves op, don't like animations, damage values and glances need to be tweaked), the UI is ass (still see vlandia and sturgia stuff, maps still have the weird ass names and the musket looks like a spear at the bottom right), the shooting is ass (has the weakest/least bassiest sound compared to other games imo, can see bullet and cant break reload at a certain point within it) but the main difference for me between S&M and a game like BCoF or Holdfast is that regimental gameplay feels more like NW than any of the other games. Compared to Bannerlord native I also prefer S&M over it so we will whats to come
I can help with the musket sounds if they would let me. Got some pretty good ones from some NTW and ETW mods. Sound pretty realistic too if I'm not mistaken.
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: ~NickCole~ on January 09, 2023, 03:40:13 pm
To be fair, was watching Achilles play it (I aint downloading Bannerlord fuck that) and the combat ISN'T terrible, I mean it's definitely bad but the registry is pretty good. The attack delay is shite though and 30 damage for a musket bash? Should be like 3 damage. Overall out of all the NW clones, it it by far the best in terms of combat.

Can you also somehow make chambering work, would be nice
BCoF from my experience was the closest game to the NW melee. It had chambering, the hit boxes were somewhat right, and the movement/animations are pretty similar.


Lets give them more time to iron out the flaws/issues in the game before they focus on the melee aspect. I rather play a good working mod with bad melee than a barely functional mod with good melee.
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: General Shepherd on January 10, 2023, 05:11:22 pm
I feel very sorry for our friends who think that we will still use the existing Animation, Shooting mechanics, bayonet mechanics for S&M.
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: BlitzkriegMBNW on January 10, 2023, 05:24:52 pm
Why change what’s already good tho I don’t get it lmfao
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: Gibby Jr on January 10, 2023, 07:41:31 pm
then why listen to those who still cling on warband?
Thats the point we tried to explain.

Having former reg reps, melee players etc. test the systems is fine because they are the ones that have been keeping the NW scene alive and should be involved, but not the focus of development no.

This is almost exactly the TW mindset that led to a dead Native multiplayer, kept alive only by a cadre of mediocre Warband players who enjoyed being good at a much simpler game. Mods are now populating BL's MP and it has more life to it, but for a couple of years it was a graveyard outside of organised events. The 32k number is irrelevant because over 31k of that number are in singleplayer. If you want some proper maths on that you can see my posts here (https://www.fsegames.eu/forum/index.php?topic=45323.msg2006414#msg2006414) and here (https://forums.taleworlds.com/index.php?threads/friendly-reminder-to-people-complaining-about-bl.426418/page-2#post-9476648). The focus should be on replicating Warband, and in this case NW's, overwhelming success where there was no expectation of success. NW from 2019-2022 has been substantially more populated than BL's MP, so I don't really understand where you think the focus of development should be if not on the larger and more dedicated playerbase?

Does anyone know whether the current Bannerlord player-base is mostly made of former Warband players or does it mostly consist of players completely new to the game?
In MP most of them played Warband.
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: Fietta on January 10, 2023, 07:48:04 pm
then why listen to those who still cling on warband?
Thats the point we tried to explain.

Having former reg reps, melee players etc. test the systems is fine because they are the ones that have been keeping the NW scene alive and should be involved, but not the focus of development no.

This is almost exactly the TW mindset that led to a dead Native multiplayer, kept alive only by a cadre of mediocre Warband players who enjoyed being good at a much simpler game. Mods are now populating BL's MP and it has more life to it, but for a couple of years it was a graveyard outside of organised events. The 32k number is irrelevant because over 31k of that number are in singleplayer. If you want some proper maths on that you can see my posts here (https://www.fsegames.eu/forum/index.php?topic=45323.msg2006414#msg2006414) and here (https://forums.taleworlds.com/index.php?threads/friendly-reminder-to-people-complaining-about-bl.426418/page-2#post-9476648). The focus should be on replicating Warband, and in this case NW's, overwhelming success where there was no expectation of success. NW from 2019-2022 has been substantially more populated than BL's MP, so I don't really understand where you think the focus of development should be if not on the larger and more dedicated playerbase?

Does anyone know whether the current Bannerlord player-base is mostly made of former Warband players or does it mostly consist of players completely new to the game?
In MP most of them played Warband.

destroyed by facts and logic
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: Zeyden 狼 on January 10, 2023, 08:52:47 pm
Spoiler
then why listen to those who still cling on warband?
Thats the point we tried to explain.

Having former reg reps, melee players etc. test the systems is fine because they are the ones that have been keeping the NW scene alive and should be involved, but not the focus of development no.

This is almost exactly the TW mindset that led to a dead Native multiplayer, kept alive only by a cadre of mediocre Warband players who enjoyed being good at a much simpler game. Mods are now populating BL's MP and it has more life to it, but for a couple of years it was a graveyard outside of organised events. The 32k number is irrelevant because over 31k of that number are in singleplayer. If you want some proper maths on that you can see my posts here (https://www.fsegames.eu/forum/index.php?topic=45323.msg2006414#msg2006414) and here (https://forums.taleworlds.com/index.php?threads/friendly-reminder-to-people-complaining-about-bl.426418/page-2#post-9476648). The focus should be on replicating Warband, and in this case NW's, overwhelming success where there was no expectation of success. NW from 2019-2022 has been substantially more populated than BL's MP, so I don't really understand where you think the focus of development should be if not on the larger and more dedicated playerbase?

Does anyone know whether the current Bannerlord player-base is mostly made of former Warband players or does it mostly consist of players completely new to the game?
In MP most of them played Warband.
[close]

it's useless Jordy, you know very well that they don't really care that much about the competitive aspect of their mod (and I don't blame them because I understand the logic behind it), if they really cared about the competitive aspect of their mod they would have contacted veterans competitive players like Achilles ExTaZz Python etc... instead of trusting some nonames, It will be a good casual mod, that's all.
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: Futui_tuto on January 11, 2023, 12:33:06 am
Spoiler
Spoiler
then why listen to those who still cling on warband?
Thats the point we tried to explain.

Having former reg reps, melee players etc. test the systems is fine because they are the ones that have been keeping the NW scene alive and should be involved, but not the focus of development no.

This is almost exactly the TW mindset that led to a dead Native multiplayer, kept alive only by a cadre of mediocre Warband players who enjoyed being good at a much simpler game. Mods are now populating BL's MP and it has more life to it, but for a couple of years it was a graveyard outside of organised events. The 32k number is irrelevant because over 31k of that number are in singleplayer. If you want some proper maths on that you can see my posts here (https://www.fsegames.eu/forum/index.php?topic=45323.msg2006414#msg2006414) and here (https://forums.taleworlds.com/index.php?threads/friendly-reminder-to-people-complaining-about-bl.426418/page-2#post-9476648). The focus should be on replicating Warband, and in this case NW's, overwhelming success where there was no expectation of success. NW from 2019-2022 has been substantially more populated than BL's MP, so I don't really understand where you think the focus of development should be if not on the larger and more dedicated playerbase?

Does anyone know whether the current Bannerlord player-base is mostly made of former Warband players or does it mostly consist of players completely new to the game?
In MP most of them played Warband.
[close]
[close]
it's useless Jordy, you know very well that they don't really care that much about the competitive aspect of their mod (and I don't blame them because I understand the logic behind it), if they really cared about the competitive aspect of their mod they would have contacted veterans competitive players like Achilles ExTaZz Python etc... instead of trusting some nonames, It will be a good casual mod, that's all.

It sounds kind of fun, considering the fact that the first public game mode on alpha start is groupfighting.

I think it would be logical to work with people who are active in mod, play events and public, and give advice in feedback channels in our discord. Roughly speaking, feedback will be most appreciated from experienced NW players, who played for a while in S&M and adapt a little to the bannerlord engine. Making an exact copy of what was done more than 10 years ago is far from the right way.
In my vision, we need to adapt the best techniques/ideas from NW and make the combat more responsive and accurate on the new engine.

Btw mb I will express an unpopular opinion, without a share of casual gameplay we will die out, public sieges, battles and deathmatches are big funnel where all regiments were looking for recruits, some of them over time became the game's "backbone". I don’t think that someone bought NW and from start "oh, how dat cool to be 0 10 on gf, I wanna more".
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: Zeyden 狼 on January 11, 2023, 01:20:53 am
It sounds kind of fun, considering the fact that the first public game mode on alpha start is groupfighting.

Just for information, groupfighting is also something casual, it's a all public gamemode you can find the biggest RP regiments doing groupfighting, it's not because you're doing a groupfighting server that you take on a competitive dimension on the mod.

I think it would be logical to work with people who are active in mod, play events and public, and give advice in feedback channels in our discord. Roughly speaking, feedback will be most appreciated from experienced NW players, who played for a while in S&M and adapt a little to the bannerlord engine. Making an exact copy of what was done more than 10 years ago is far from the right way.

Obviously making an exact copy is not a good idea but taking inspiration from the elements that make this game addictive is a good idea. As for taking the opinion of active people on the mod I understand your point of view and I'm not saying that you should close the feedbacks to only """"experts (lol)"""" but that having a process to recruit these """"experts (lol)""""  like Taleworlds did with the bannerlord alpha players (Unity & AE & FT players etc.. ...) would have been a great reassurance for the competitive future for most of us and would greatly show your desire to integrate the NW competitive community into bannerlord once and for all.


In my vision, we need to adapt the best techniques/ideas from NW and make the combat more responsive and accurate on the new engine.
Yes I agree with you on that


Btw mb I will express an unpopular opinion, without a share of casual gameplay we will die out, public sieges, battles and deathmatches are big funnel where all regiments were looking for recruits, some of them over time became the game's "backbone". I don’t think that someone bought NW and from start "oh, how dat cool to be 0 10 on gf, I wanna more".


Obviously (and your opinion is not unpopular most people would agree with you), casuals are a big part of the community and they should not be forgotten, but make no mistake the complexity of NW keeps people playing and trying to get better at it.

Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: Dokletian on January 11, 2023, 11:54:26 pm
people gotta move on
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: John Price on January 12, 2023, 09:27:33 am
Why do people just want to play the same game for another 10 years? Why not take the opportunity to develop on it.

Nobody is saying it can't be similar but why does it have to be a copy?
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: Skaen on January 12, 2023, 09:32:33 am
Why do people just want to play the same game for another 10 years? Why not take the opportunity to develop on it.

Nobody is saying it can't be similar but why does it have to be a copy?
+1 completely agree with this. I’d love to see something fresh. Something we haven’t experienced before. They just want a melee clone just so they can boost their e-peen again on some melee list no one will ever see outside the community.
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: Gibby Jr on January 12, 2023, 11:35:51 am
Why do people just want to play the same game for another 10 years? Why not take the opportunity to develop on it.

Nobody is saying it can't be similar but why does it have to be a copy?
+1 completely agree with this. I’d love to see something fresh. Something we haven’t experienced before. They just want a melee clone just so they can boost their e-peen again on some melee list no one will ever see outside the community.

Nonsense, Bannerlord's MP was almost completely dead for 2 years, outside of organised events, in part because the base combat is terrible. There were a swathe of other issues but one of the most complained about was the combat.

Why do people just want to play the same game for another 10 years? Why not take the opportunity to develop on it.

Nobody is saying it can't be similar but why does it have to be a copy?
Something new for the sake of being new is not a good thing. The combat hasn't been "developed" on, it's Bannerlord combat with a few changes. Step 1 should be making it as close as possible to NW, then improving on it. The baseline should be the predecessor, particularly as NW has been so popular for so many years.
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: Ted on January 12, 2023, 11:50:21 am
https://www.youtube.com/watch?v=S6cXNH6AVg0

Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: BlitzkriegMBNW on January 12, 2023, 12:31:09 pm
I mean I don’t mind new melee system if the melee isnt bad. But the melee here is just bad lol. And listening to feedback is your only option to improve it. Don’t be like the million other company’s and actually listen to your player base who do know better when it comes to some things.
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: Desant on January 12, 2023, 12:59:38 pm
Why do people just want to play the same game for another 10 years? Why not take the opportunity to develop on it.

Nobody is saying it can't be similar but why does it have to be a copy?

Because everyone plays for the sake of competition. I don't think that in Bannerlord with such a melee system people will have enough nerves
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: Fietta on January 12, 2023, 01:19:30 pm
Why do people just want to play the same game for another 10 years? Why not take the opportunity to develop on it.

Nobody is saying it can't be similar but why does it have to be a copy?

Considering it's 4 block and attack directions, we can safely assume that the basis of the game is the same as NW, so even if the combat is not exactly the same everything else certain is, it's still going to be the 'same game' for another 10 years, so that's just a moot point.

If the combat is currently a step back from NW, I think we should go back to basics, especially considering the most successful NW game to date is the one we've been playing for the past 10 years (unless you're including that total war game).

Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: Zeyden 狼 on January 12, 2023, 02:32:19 pm
Why do people just want to play the same game for another 10 years? Why not take the opportunity to develop on it.

Nobody is saying it can't be similar but why does it have to be a copy?
+1 completely agree with this. I’d love to see something fresh. Something we haven’t experienced before. They just want a melee clone just so they can boost their e-peen again on some melee list no one will ever see outside the community.

Who is "They" lol ? Can't you see that people just want a good melee, who cares if it's different or not, just good. Nobody said we should make a perfect copy of NW, get out of your imagination bruv
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: Skaen on January 12, 2023, 02:42:17 pm
Why do people just want to play the same game for another 10 years? Why not take the opportunity to develop on it.

Nobody is saying it can't be similar but why does it have to be a copy?
+1 completely agree with this. I’d love to see something fresh. Something we haven’t experienced before. They just want a melee clone just so they can boost their e-peen again on some melee list no one will ever see outside the community.

Who is "They" lol ? Can't you see that people just want a good melee, who cares if it's different or not, just good. Nobody said we should make a perfect copy of NW, get out of your imagination bruv
r/woosh
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: Zeyden 狼 on January 12, 2023, 03:09:16 pm
Why do people just want to play the same game for another 10 years? Why not take the opportunity to develop on it.

Nobody is saying it can't be similar but why does it have to be a copy?
+1 completely agree with this. I’d love to see something fresh. Something we haven’t experienced before. They just want a melee clone just so they can boost their e-peen again on some melee list no one will ever see outside the community.

Who is "They" lol ? Can't you see that people just want a good melee, who cares if it's different or not, just good. Nobody said we should make a perfect copy of NW, get out of your imagination bruv
r/woosh
Yeah I guess thinking is not your thing after all, go back to doing BB code it suits you better  :P
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: Vegi. on January 12, 2023, 03:14:24 pm
Oh my days
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: Skaen on January 12, 2023, 03:15:55 pm
Oh my days
(https://media.tenor.com/j_btF8uQjcoAAAAM/right-ikr.gif)

It's funny how easily you can rattle anyone's cage here with one single opinion holy shit.
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: Vegi. on January 12, 2023, 03:17:44 pm
Right indeed he put u in the dirt
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: Skaen on January 12, 2023, 03:20:45 pm
Ahh should have known he got his 55th buddies with him. Can't solve shit on their own.  8)

My post was a meme and not serious anyways. Toedeloe.
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: Zeyden 狼 on January 12, 2023, 03:27:40 pm
Ahh should have known he got his 55th buddies with him. Can't solve shit on their own.  8)

My post was a meme and not serious anyways. Toedeloe.

My guy i was just responding to your disrespectful comment towards the people who give their time to write feedback (and most of them were there at the bannerlord alpha so they know what they are talking about) to make the game a success idk why you think you offended or "rattle anyone cage" but anyway you do you I like you so I don't want to go any further
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: Vegi. on January 12, 2023, 03:32:03 pm
Big man Zeydog doesn’t need his buddy’s, he can win his wars solo
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: Skaen on January 12, 2023, 03:40:45 pm
Ahh should have known he got his 55th buddies with him. Can't solve shit on their own.  8)

My post was a meme and not serious anyways. Toedeloe.

My guy i was just responding to your disrespectful comment towards the people who give their time to write feedback (and most of them were there at the bannerlord alpha so they know what they are talking about) to make the game a success idk why you think you offended or "rattle anyone cage" but anyway you do you I like you so I don't want to go any further
I cannot understand how my comment was disrespectful as it was straight facts that there are several people out there who have big egos and do everything in their power to make it to a good place on such lists. They're scared Bannerlord isn't gonna be what they want to be so they can settle those scores further.

Maybe using "they" was a wrong word used. Pardon me for that, because I didn't mean the whole competitive scene as a whole. But man there are some rude players out there who just shit on others who can't play the game as good as them and make them wanna quit the game. I don't want this mentality to be part of Bannerlord which has the potential of getting a bigger community and many more players and to become a good game after lots of tweaking and updates.

Insult me, roast me however you want but this is just my personal opinion and I'll keep at it.
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: Fietta on January 12, 2023, 04:28:59 pm
Ahh should have known he got his 55th buddies with him. Can't solve shit on their own.  8)

My post was a meme and not serious anyways. Toedeloe.

My guy i was just responding to your disrespectful comment towards the people who give their time to write feedback (and most of them were there at the bannerlord alpha so they know what they are talking about) to make the game a success idk why you think you offended or "rattle anyone cage" but anyway you do you I like you so I don't want to go any further
I cannot understand how my comment was disrespectful as it was straight facts that there are several people out there who have big egos and do everything in their power to make it to a good place on such lists. They're scared Bannerlord isn't gonna be what they want to be so they can settle those scores further.

Maybe using "they" was a wrong word used. Pardon me for that, because I didn't mean the whole competitive scene as a whole. But man there are some rude players out there who just shit on others who can't play the game as good as them and make them wanna quit the game. I don't want this mentality to be part of Bannerlord which has the potential of getting a bigger community and many more players and to become a good game after lots of tweaking and updates.

Insult me, roast me however you want but this is just my personal opinion and I'll keep at it.

I mean, I don't think you're up-to-date with how Bannerlord works. Competition will always cause massive egos, that's how it always happens in every competitive/semi-competitive game ever. In Bannerlord's case it's exactly the same with top teams like DM and RM being highly competitive and toxic.
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: Vegi. on January 12, 2023, 04:32:37 pm
reason why weak mental losers stick to casuals  :)
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: Python | Smeagol on January 12, 2023, 04:40:40 pm
Common Zeyden W
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: Skaen on January 12, 2023, 05:04:08 pm
reason why weak mental losers stick to casuals  :)
We were all casuals once. So there’s that.
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: John Price on January 12, 2023, 05:25:37 pm
Why do people just want to play the same game for another 10 years? Why not take the opportunity to develop on it.

Nobody is saying it can't be similar but why does it have to be a copy?
Something new for the sake of being new is not a good thing. The combat hasn't been "developed" on, it's Bannerlord combat with a few changes. Step 1 should be making it as close as possible to NW, then improving on it. The baseline should be the predecessor, particularly as NW has been so popular for so many years.
I know it hasn't been developed on, I was on the dev team lol

But what you said above was supposed to be the idea anyway. This once again brings us back to the fact that the melee hasn't been worked on at all and was supposed to come later. Again, I don't understand why they have released the mod now in its current state. Its missing too many features and there's so much that hasn't been worked on yet. Not to mention the servers are useless so you can't run events on it anyway.

If we all know the melee hasn't been worked on and even the dev team has told everyone the melee hasn't been worked on yet, then why is everyone arguing about it on a thread for a week? (trick question, its FSE)

We will just have to wait and see. It won't be possible to completely copy NW melee because of the way the movement etc. works in BL but personally I wouldn't want a carbon copy anyway.

Considering it's 4 block and attack directions, we can safely assume that the basis of the game is the same as NW, so even if the combat is not exactly the same everything else certain is, it's still going to be the 'same game' for another 10 years, so that's just a moot point.

If the combat is currently a step back from NW, I think we should go back to basics, especially considering the most successful NW game to date is the one we've been playing for the past 10 years (unless you're including that total war game).
You are so smart Fietta what would the NW community do without you
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: Fietta on January 12, 2023, 05:28:43 pm
You are so smart Fietta what would the NW community do without you

I'm not smart, you're just retarded
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: John Price on January 12, 2023, 05:30:03 pm
You are so smart Fietta what would the NW community do without you

I'm not smart, you're just retarded
I know you are but what am I
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: ArtOfKilling on January 12, 2023, 06:01:30 pm
Lads linebattle gaming is niche. If you add competitive in said linebattle gaming, thats a niche of a niche. Community is what brings people to said niche game. Some of those will like the niche niche comp stuff and become pricks in the fse forums like all of us. SO chill, give things time, let the community develop it self and all of you will find more people to get anoyed with. For the veterans think of it as new newgens. Alas, as Chriseh said,  i dont think the mod should be out at this point, but ultimately in due time it will be in a playable state (when they work on the stuff they said they will) and if we are patient and constructive im sure it will succeed.
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: Scottish Unicorn on February 23, 2023, 12:27:37 am
Wow Rihanna made a song promoting the game!

https://youtu.be/KdS6HFQ_LUc
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: [Stryker] on April 01, 2023, 05:28:52 pm
NA is dead except for a single event which gets between 30-40 people
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: Scottish Unicorn on April 01, 2023, 05:35:09 pm
NA is dead except for a single event which gets between 30-40 people
Literally nobody asked?
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: John Price on April 01, 2023, 07:14:59 pm
Its a shame, I was so into and interested in the development of this mod but as time went on I increasingly lost interest with the development process they were undertaking.

Not all their fault though, from speaking to Ted etc. many moons ago they were just increasingly frustrated with Taleworlds fucking everything every time the mod tools etc. got updated.
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: General Shepherd on April 16, 2023, 10:54:54 pm
We have had serious health problems since February. Likewise, Hypercharge's evolving health and personal life has had an impact on our functional work on the project. There has also been an attempt to take charge of our project, but now everything is under control and our April plan will be with you very soon. If you knew how difficult it is to mod an unstable game, you wouldn't be biased about certain things.
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: Wursti on June 30, 2023, 03:44:59 pm
So this is dead?

Ahh apparently it isnt
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: IcePimpDaddy on July 01, 2023, 12:42:12 am
dog mod
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: Wursti on July 01, 2023, 10:49:20 am
dog mod

Well its not their fault that BL has giga bad polearm melee and taleworlds keeps fucking them up
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: General Shepherd on July 01, 2023, 05:10:30 pm
dog mod

Well its not their fault that BL has giga bad polearm melee and taleworlds keeps fucking them up

You don't have to be angry with him, it's natural for them to be biased. However, I fully believe that these prejudices will be corrected after researching. We will be making some updates soon. But one of the priority things for us is secure stable TW servers.
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: [Stryker] on July 02, 2023, 02:24:29 pm
But one of the priority things for us is secure stable TW servers.
Good luck getting anything from TW
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: Wursti on July 02, 2023, 04:14:01 pm
Lets all apply for a Job at taleworlds and help
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: YS23 on July 02, 2023, 05:23:13 pm
I sincerely hope after dedication and some time that this modification will become a worthy successor to the Napoleonic Wars DLC. There are little to none Napoleonic Era games out there. Napoleon Total War is also broken now with the recent updates, which is very disappointing. All other Napoleonic Era games (Scourge of War: Waterloo, to name one of them) are so outdated, which makes them not so satisfying to play anymore.
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: General Shepherd on July 02, 2023, 08:23:14 pm
But one of the priority things for us is secure stable TW servers.
Good luck getting anything from TW

We got it before, but months later.
The closest example: 7 months ago we requested a BL-MP for a system we applied for and forwarded it to the Mod community, they debated for months and finally brought it but I don't know what update they will bring.
Otherwise, the logic of Light Infantry/Rifleman units would never have been applicable in S&M.

We also requested critical things related to animations before, this was one of them and we saw that they implemented our requests again. But to get what we want, we need to get the community organized, everytime..


In short, while I expect people who criticize from here to support us in this process, I do not accept them under any circumstances to criticize here if they have ZERO knowledge

There are 70 or more people working at Sword & Musket. There is also additional support from HAA (Historical Accuracy Assistance) and other Voice over team on the team. I recommend asking them. Many regiments, leaders, officers and non-commissioned officers in the NW environment support us. However, instead of being the successor of NW, we are concerned to do something more advanced as players from the Community, and we do not accept criticism from such ignorant people under any circumstances.

Lets all apply for a Job at taleworlds and help

 8) NEVER! Thx :)

I sincerely hope after dedication and some time that this modification will become a worthy successor to the Napoleonic Wars DLC. There are little to none Napoleonic Era games out there. Napoleon Total War is also broken now with the recent updates, which is very disappointing. All other Napoleonic Era games (Scourge of War: Waterloo, to name one of them) are so outdated, which makes them not so satisfying to play anymore.

Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: YS23 on July 02, 2023, 08:38:52 pm
There will always be negative people who cannot be positive about anything. They could complain for hours whilst not having said anything useful whatsoever. You have limited resources and I am sure you individuals are trying your hardest to make the best Napoleonic experience for Bannerlord. My guess is that we will just have to be a bit more patient. Rome was not built in one day either. I wish you S&M developers all the best and if you need any help with research about the Russian Empire in the future, I'll be happy to lend a hand.

Also, if the multiplayer is finished, will you look into a singleplayer version too? I think it might attract a lot of players as well, since many individuals bought the game solely for its singleplayer.
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: General Shepherd on July 02, 2023, 10:05:01 pm
There will always be negative people who cannot be positive about anything. They could complain for hours whilst not having said anything useful whatsoever. You have limited resources and I am sure you individuals are trying your hardest to make the best Napoleonic experience for Bannerlord. My guess is that we will just have to be a bit more patient. Rome was not built in one day either. I wish you S&M developers all the best and if you need any help with research about the Russian Empire in the future, I'll be happy to lend a hand.

Also, if the multiplayer is finished, will you look into a singleplayer version too? I think it might attract a lot of players as well, since many individuals bought the game solely for its singleplayer.

Thanks. Uniforms of the Russian empire are already being produced. If you want to become an HAA, you can contact Skobelev, a person you know.

or add me on discord: _lucon

discord.gg/swordmusket
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: YS23 on July 02, 2023, 10:10:29 pm
Thanks, will do!
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: Wursti on August 03, 2023, 02:44:45 pm
Apparently the "Cavalry and Tournaments" update is there now with an Event Scheduled

Finally news lol
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: DarkTemplar on August 04, 2023, 04:20:14 pm
as Wursti already said

Cav update is out. I think proper announcement will be made.
Furthermore I joined the event team, and we're currently on planning the first events, casual and competetive.

There is a Team-Deathmatch server up, so feel free to hop on, join the discord and tell us about your feelings.

I played today and to give you some insight on what to expect currently. Chambering is possible, Wursti and me tried it fo several times. You deal less damage, your opponent in melee is never onehit. I personally think it's more positive, as you have more possibilities and won't get killed with one minor mistake.

But feel free to try it yourself, I'm looking forward.
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: Wursti on August 04, 2023, 04:20:53 pm
Indeed it was actually really nice to play
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: Saitama on August 04, 2023, 04:53:52 pm
Are they gonna add genitalia like Baldur's Gate 3 tho?
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: [Stryker] on August 04, 2023, 05:16:33 pm
Has the 30ish damage shove been fixed?
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: DarkTemplar on August 04, 2023, 06:53:47 pm
Has the 30ish damage shove been fixed?

currently been looked into it
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: maskmanmarks on August 08, 2023, 11:18:25 am
Are there any populated public servers to test?
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: DarkTemplar on August 08, 2023, 05:07:45 pm
Are there any populated public servers to test?

currently being started, even with  inf gf and cav gf

furthermore we will host a first cav only event on 12.08 and, depend on the feedback of course, will follow with more events and tournaments, especially more on the Inf side.
Starting with Cav events is something Lucon wanted, as they are newly implemented to the mod
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: IcePimpDaddy on August 10, 2023, 10:18:51 am
mid mod
Title: Re: Sword & Musket - A Bannerlord Napoleonic Mod - Update Blog Out
Post by: General Shepherd on August 17, 2023, 02:24:57 pm
Sword & Musket Events have started, we would like to see you among us.
Cavalry + Infantry finally!


https://www.forums.swordmusket.com/threads/cav-inf-linebattle-26-08.124/#post-830