Good questions. We will have a livestream on thursday with some new content about the game. We will not have details about the release date in in the near future.
With the progress of the game it is getting more and more difficult to show new content without spoiling the game too much. This is especially the case in a game with a huge story focus like Kingdom Come Deliverance.

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Oh, how many times I’ve gotten my hair stuck in the links of my hauberk.

Arming cap.

Thanks for the responses mate.

Just one bit that concerns me a little is this…

Are we still tracking for Q1 2017 then at a high level, or have things changed?

I’d not AFAICR heard Q1 2017. Only “2017” with no further qualifier.

Pssst @Lieste … Shhhh, I’m trying to extract information :smile:

NOTE: I’m saying Q1, but you are correct. The devs have to date only said 2017

Nice try… :smile_cat:

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Great, now Im going to have nightmares about killer bunny :frowning: :rolling_eyes:

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I do not agree. Where are these examples? Trauma to the brain means instant incapacitation or death from a medical and psysical stand point.

And here we are not talking of a Renaissance type sword fights ‘duels’ with point-and-click smallswords. Hammer swing to the unprotected head and you are in coma or dead on, period.

And nonetheless I’m right, our dispute has nothing to do with Deliverance. There SHOULD be a separate target location to the face, if it is unprotected by helmet. A helmet that is only a top cover should not aid in damage reduction to the face or neck.

Sieht super aus.
Leider vermisse ich Kleidungsstücke die eher zu einem Dieb passen sowie Dolche etc.
Wird es sowas auch geben?

Dolche wird es aufjedenfall im fertigen Spiel geben. Es gibt auch Lederrüstungen oder auch eine Kaputze, welche über den Kopf gezogen ist etc.

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Sehr gut! :smiley:

Nice video!
Not much new information, though. Thanks for the peek into Maya :wink:

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Thanks for putting something together, even though not much is new, its good to hear from you guys again.

You are right! And I though Warhorse uses 3ds Max…

Why not both ^^

They have video in Czech where they said that it’s not good to have several programs in the studio even though they can produce same format because of their scripted tools. He said it’s Maya or Max, nothing between. And that they have 3ds Max.

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the sword should never be considered “heavy” simply poorly balanced (unless of course we are talking about greatswords and even those wouldnt be typically called heavy)
and the difference in toughness between heavy and light swords should be negligible

Some weights:

Arming swords seldom weighed more than around 2-2.5lbs.

Longswords typically ranged between 2.5-3.5lbs.

Even the big Zweihanders of the late Medieval/early Renaissance period would seldom weigh more than about 6lbs. Swords heavier than that were the exception, and usually big ceremonial ones or wall hangers never intended to be actually used in combat.

There really was no such thing as light or heavy sword. They were ALL as lightweight as they could be made because they HAD to be in order to be able to actually use them them effectively. Even the broader, heavier-looking blades were lightened through the use of fullers or blade profile.

What you DID have was differences in the distribution of that weight.

Using the Oakshott classification for an example, a Type XVIIIb sword has much different handling characteristics than a Type XIIa, even though both were longswords. The former has a much more slender blade with an awl-shaped point, and was quite balanced between the cut and the thrust. By contrast the XIIa was broader with a less acute taper, making it much more focused on cutting. Yet both swords would weigh in along the same range (2.5-3.5lbs).

Type XIIa:

Type XVIIIb

This isn’t a matter of being poorly balanced, either, just that the two swords were made for different purposes; the highly-versatile Type XVIIIb rose in popularity during the early 15th century as plate armor became more widespread, because its slender blade was better-suited for piercing gaps in armor than the broader Type XIIa.

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Hm, would be interesting to get to know more about their workflow. If you use the right tools and do a bit of testing what’s possible you can transport from maya to max to whatever engine.
But it can be a pain sometimes, so I guess I understand what they mean … :o|