General

Scene editor

Mesh editor

Material editor

Model/Animation viewer

Skeleton editor

Replay editor

Particle editor

Atmosphere Editor

Cloth editor

Path editor

Resource Browser

Runtime performance profile tools

Coding

Debugging







Scenes

Items/Textures/Animations/Shaders/Sounds/Etc

Multiplayer/Server-Client

Not decided.We will share a documentation site and we are planning to make some tutorial videos. Also, we will be taking feedback and engaging with users on our forums.Most probably.We will provide a replay editor.The game will support multiple mods at the same time.You can use any number of folders for resources but it is a flat system, so we don’t support subfolders within folders.Unfortunately, we don’t have a swimming system in the game.Technically possible.No, we use a different resource file now. There will be no need for the modders to create viewer for it. In our editor, modders will be able to view and change them easily.Yes, Steam workshop will be integrated as an option for downloading mods.To some extent, you probably will be able to remove death, manipulate heir system and random characters but disabling aging could be tricky. It is too soon to say if that would be modifiable or not. However this is subject to change.Yes, you can have different clips with different timelines. Also, you can have camera curves which are smooth or like a step like blend throughout the timeline.Companions, business owners, lords are added through their own campaign behaviours. Modders will be able to disable existing campaign behaviours and/or add their own if.We are using C# as the scripting language. Data files are generally formatted in XML.You can use any version of Visual Studio 2015 (e.g. Community edition)Unlike Warband, the vanilla game scripts will not be directly modifiable by modders. However, it will be possible for modders to add new scripts as plugins and also have modifications for XML data files. In Warband, we had the problem that, whenever we released a new version or patch, almost all existing mods would immediately become incompatible with the new version and modders had to go through the lengthy process of reapplying their changes on the new version’s scripts. Moreover, it was impossible for players to run multiple mods in conjunction. The new system will make modders’ lives much easier and also support multiple mods.By changing XML files, it will be possible to modify or add/delete most types of game objects such as items, characters, factions etc. Of course it will also be possible to add new assets such as meshes or textures.Modders will be able to add new campaign behaviours, mission behaviours and quests. Campaign behaviours are executed while the player is spending time on the campaign map, whereas mission behaviours are executed when the player is in a scene. For example, if you want to create some extra bandit parties every few days, you can do that with a campaign behaviour.Modders will also be able to change most of the formulas used in the game. For example, if you want to add a special item that makes you move faster on map, you will add the item through an xml file, and also modify the formula for campaign map speed so that it returns a higher number if a party is in possession of the said item.Modders who want to change an existing behavior (like party members deserting when morale is low) will have two options: Either they will modify the default formula, or if that’s not adequate for some reason, they will be able to disable the default behavior entirely and add a new one from scratch.You can use random seeds and any kind of random number generator.There is a very powerful string processing system, (you can pretty much embed programs into the string itself.) Dialogs, game menus, and everything text related can make use of that.You can add as many factions as you like. Technically, creating factions is just a method call, but of course making them interesting would be the harder part!Lowest-level troop AI is hard-coded, but you can customize it somewhat by changing aggressiveness, maximum speed etc. You can also give AI target movement points.Formation AI and overall battle AI is extendable and modders can add new tactics and AI behaviours.Pathfinding will be hardcoded. You can turn faces on/off in a navigation mesh though, so there are ways to control path-finding behaviour.It will be possible to draw graphical primitives on screen. Also, one can render multiple scenes on the screen for other uses. (As long as they are lightweight, they won’t affect the overall performance that much).It will be possible to change certain variables, but a lot of constants may remain hard-coded.You can give them an entity to target.We have two different formats for replay. First one is a lightweight one which can only be played forward. In the editor, we have another tool that converts this information to a bigger sized replay format, in which the changing agents are recorded frame by frame. That replay file can be used to play, pause, jump to specific frames, re-wind etc. Also, the camera paths can be constructed and modified in the later replay file.Yes, modders can pinvoke a dll similar to Unity3D.When you select your mod’s DLL through the Launcher, it will be loaded and specific functions will be run there. You can attach Bannerlord to your debugger and debug the functions in your mod.It is very similar to WPF. UI Layout is defined from xml files and the data preparation is done from C# code.Flying and climbing animals would require the usage of the regular entities instead of agents with a default AI. But there is no limit in what you can do with the scene entities. You can animate them (also with skeleton if necessary) and move them around the 3D space however you like.Other animals like moose can use the default agent system. Agent AI can be overriden by giving them a target location to move to.One can add our sound emitter scripts with different collision boxes like sphere, box etc. When the camera enters these zones, those ambient (continuous) sounds will be played.Yes it is. The game runs on .NET 4.7.2 on Windows.Of course. Script components can be used to add, alter or remove stuff from the scene. Materials, other scripts, physics and polygon attributes can be changed at run time.Yes, scene makers will need to create navigation meshes. The scene editor has a tool to create the nav-mesh automatically but results vary and we generally prefer to create them manually.No.You can definitely preview what the scene will look like in different seasons and different atmosphere settings in the editor. You can set alternative terrain materials and alternative foliage for different seasons. It’s all very customizable.For tunnels and caves you need meshes, the terrain system does not support them. We do not currently support dynamic changes to terrain height-maps during the game.Depends on the power of the computer and available RAM. Our typical scenes are not too large because we want scenes to load quickly and not take an excessive amount of hard disk space. We experimented with larger scenes on a few occasions but this is not something that’s a priority.No. The editor does not support that.The atmosphere system is not designed to update in real-time, so you cannot simulate that without stutters. Maybe you can darken the screen, change the atmosphere and then do a fade in.We divide scene files into two groups. One is the editable data for the scene editor (some binary, some text) and the other one is loading time optimised binary files.With design, visual details, siege mechanics, and sound, it takes 3 weeks to complete a town scene, which is our most complex scene that we use for various civilian and combat missions. This includes 3 levels of towns for both civilian and siege usage.There is also a couple days of gameplay tests and fixes. It covers anything from siege missions to walking around to small gang fights in back alleysThe physics objects for dynamic rigid bodies will have some polygon count restrictions.The crafting system only works for melee weapons. Armour, shields, bows and crossbows cannot be crafted.Crafted and non-crafted items are added in different ways, but modders can add both. For crafting, modders can easily add new crafting parts. They can also add new weapons by editing an xml file only, specifying which parts the new item is made of.Yes, you can add custom skeletons to meshes.Poly count is very varied but we use LOD meshes heavily.Average texture size is 2k. You can add 4K textures to the game.Not every piece probably, but modders can add it to all types of equipment. Weapons can have them as cosmetic only, so no flails with cloth system.Not decided.We have good variety of post effects, and you can probably add new post effects. We have SSR. It should be possible to add dynamic GI in theory but in practice it can be very hard or even impossible.Sorry, the game engine does not support that.For basic polygonal modelling, our artists use mainly Max, Maya and Blender and we will document work flows for these. We also use a ton of other tools for sculpting, painting textures, viewing etc.We have some script components, which can add simple looping animations to entities in any scene. It is not as complicated as the animation system of characters in battles.We have a decal system in which you can decide whether the decal should be projected to terrain and/or to objects. You can also disable particular render layers to be projected like “do not blend diffuse” , “ do not blend normals”, “do not blend specular”. Only blending the specular and gloss is particularly useful for projecting wetness effects through decals.Also, we have a system in which the terrain layers can blend into the meshes. Their diffuse, normal, ao, specular and gloss values are blended, making it a seamless transition. Looks very similar to the link provided.NoYesThe item count limit that can be wielded is 5. 5th slot is only for the items that get dropped when sheathed. But there is no limit to the number of items that are not wielded. In fact, the engine doesn’t know anything about them, except their meshes.We have two different UV inputs. We do not have an in-built shader in the engine for that but one can write a simple shader that does that and by exporting a mesh with UV layouts, can have different effects with two different texture samples.Need to write a custom shader that changes different render layers(diffuse, normal, specular etc.) That shader can continue to use the default shading function.They are skeleton animations.Making new game modes is possible on the mission side, but auto-download, mod loading etc. is unknown at this stage.