Future Plans

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Greeting warriors of Calradia!

With the recent release of e1.6.0 and well over a hundred game updates under our belt since the start of early access, we figured it’s about time that we discussed some of the progress made since our previous blog post back in April before turning our attention to some of the future plans for the game. Oh, and fair warning, this is a bit of a big one so you might want to grab yourself a drink and make yourself comfortable before reading on!


Sieges keep on improving!

Over the past few months, dozens of new scenes, items, animations, icons, artwork, and sounds have been added to the game, greatly expanding the options and experiences available to you while journeying through Calradia. Additionally, several new features and systems were introduced, presenting you with fresh challenges while giving you greater control over key aspects of the game.

Some of the additions could be considered to be a bit more substantial, such as; Crafting Orders, which provides more purpose and meaning to the extensive weapon crafting system by allowing you to explore a new career path within the sandbox; Keep Battles, which expand sieges with the addition of climactic battles in the heart of besieged castles; Party and Kingdom War Stances, which allow you to assign orders to subordinate parties to dictate their approach towards hostilities; and Duel, a new multiplayer game mode that pits you against other players in single combat.

Meanwhile, other impactful, but perhaps a bit more subtle, additions were made, including; unique rewards when joining a kingdom for the first time; ransom offers for prisoners; revised cultural bonuses; more difficulty options, including an Ironman mode which restricts your playthrough to a single save file; new quests; the ability to abdicate a throne; various quality of life and UI updates, such as the overhaul of the Kingdom Wars tab and the introduction of an event log; Encyclopedia and Party screen tweaks; AI combat improvements; settlement production icons; and the ability to pick and choose specific troops in custom battles.


Explore a new career path with Crafting Orders!

Of course, none of this will be news to you if you have been following the development of the game from the patch notes or Development Update videos, so let’s move on to discuss some of our plans moving forward!

gamescom​

Usually, around this time of the year, we’d be sharing our plans for gamescom with you. However, with the ongoing Covid-19 pandemic making meeting you in person in Cologne this year all but impossible, we have decided to forgo participating in gamescom related activities this time around, including the online event. Instead, we feel that our time would be best spent keeping our heads down and focussing entirely on the development of the game, without any additional distractions.

Returning to the Studio​

With most of our employees now having received their second vaccine shot, we have started to make plans for a phased return to the studio. Naturally, the health and well-being of our team are of utmost importance to our decision making and we will be taking many safety measures. This, combined with the many new faces that have joined the team since we started working remotely makes planning the seating arrangements a little trickier, but we want to assure you that, just as at the start of the pandemic, we are well prepared for this transition and work will continue on the game unabated.


Face off against other players in single combat in multiplayer Duel mode

Singleplayer​

Switching the topic back to the game, in the short to medium term we intend to focus on the following priorities for singleplayer. However, please be aware that this is not an exhaustive list and you should expect a few additional surprises in addition to the planned features outlined below!

Battle Terrain System​

The battle terrain system was initially announced in Development Update #7 and it was great to see the positive feedback that it received! The feature will provide a more strategic and unique experience for each and every battle by associating specific scenes with campaign map regions rather than terrain types, while also taking into account party positioning and orientation within the region to influence the initial battle setup.

Since the announcement, we have continued to work on the system and have notably increased the pool of field battle scenes to better support it. However, due to the sheer scale of this feature and the amount of work required, you can expect to see updates to this through the addition of new scenes long after it is made available to you.


Choose your battle(field)s wisely with the Battle Terrain System

Granting of Peerage to Companions​

While adventuring through Calradia, it is almost guaranteed that you will pick up a companion or two to accompany you on your journey. These characters can fight alongside you in battle, or assist you with crafting, questing, or governing your fiefs. They may also be assigned to lead caravans or clan parties to earn you additional coin or influence. As your campaign progresses and the bonds between you and your followers develop, we feel that it’s only appropriate that you should be able to reward them for their loyalty and service by elevating them to the ranks of the nobility, if you so choose of course!

Order of Battle​

While the Mount & Blade series has always emphasised fighting alongside and commanding your troops from within the thick of the battle, nothing speaks against establishing some order before you clash with your enemies!

This feature will allow you to assign troops and heroes to formations, as well as, give them orders and position them during the deployment phase for both battles and sieges.


Prepare for battle with the Order of Battle deployment phase

Banner Bearers​

Alongside Order of Battle, we are working on the Banner Bearer feature, which will allow heroes to bring their banners to battle and have them carried by soldiers within their formation. Not only will this make battles more colourful and visually diverse, but there will also be gameplay effects for the soldiers marching under each banner.

Party Templates​

Another means to increase the variety of encounters and make AI party leaders feel more distinct are party templates. Currently, party leaders pursue largely the same “effective” template through their recruitment and upgrading of troops. We will explore and implement a greater number of templates that may be assigned to AI party leaders based on their cultural and character traits.

Cut Scenes​

The sandbox simulation includes many significant life events, ranging from the death of a comrade to witnessing the birth of your child. Whether these are ill or good tidings, they are currently communicated quite abstractly. As such, we intend to give them more life and improve overall immersion by introducing several cut scene notifications, similar to the existing execution animation.


Commemorate significant life events with cut scenes

Looking a bit further ahead, we will continue to make progress in many other key areas of the sandbox, with some of our longer-term priorities being:

Sally Out Mission​

Sieges in Bannerlord are quite dynamic events that can play out in a number of different ways, with one outcome being defenders sallying out to break the siege. Currently, the game will initiate a standard field battle for these encounters, which can be a little immersion breaking and isn’t truly befitting of the event. In the future, we want the sally out action to have its own dedicated mission that plays out on the relevant siege scene, making these unique events a bit more special. Forth Eorlingas!

Scenes​

As always, and as our recent patch notes can attest to, work continues on adding a variety of new scenes to the game. In addition to Towns, our current focus is on creating scenes for the Battle Terrain System. Naturally, you should also expect to see improvements and updates to existing scenes, as well as, the addition of some new, more specific scenes.


Unique Town scenes for you to explore and conquer!

Claimant Quests​

The setting of Mount & Blade II: Bannerlord is one of turmoil, with the Emperor murdered and the Calradic Empire heading towards civil war. It should come as no surprise that such times of change provide opportunities to actors that would otherwise have stayed in the shadows. They may just need the right hero to help them press their claim...

Vocalisation​

Yup, you heard that right! A portion of the dialogues in Bannerlord will be voiced in English. This will focus on areas that you are likely to experience often or in a meaningful way, such as greetings and conversations from the main storyline.

Other​

Of course, we will also be working on maintaining, balancing and improving all of the existing singleplayer features and content. This is including further AI fixes and improvements, for sieges in particular, as well as, a continued effort to improve performance across the board. This extends to the polishing of any newly introduced content, such as War & Peace reasons, and balancing existing mechanics like Birth & Death rates, skill experience gains, and armour effectiveness. It also covers the addition of smaller mechanics, like an AI death chance in simulation battles, an option to respec perks, and the ability to retire the active main character.

Furthermore, we will continue to expand content such as issue quests, music and sounds, animations, models (including crafting pieces), artwork, and so forth.

Sturgia Tavern, by Ensemble Galatia

Multiplayer​

Moving on to the multiplayer side of the game, these are our current priorities for the short to medium term. However, just as with the singleplayer plans outlined above, this is not an all-encompassing list!

Ranked Matchmaking​

The matchmaking system will allow you to play the game in a more competitive setting and be assigned ranks based on your performances in both Skirmish and Captain game modes. This system will be much stricter than the current match finding system when it comes to pairing evenly matched opponents against one another, allowing you to test your skills against other players on a more even footing.

Progression System and Skins​

The progression system will reward you simply for playing the game! You will be able to use your hard-earned points to unlock skins for your troops and sigils for your profile. Eventually, this will be expanded with further customisation systems that will reward you for your multiplayer engagements and escapades!


Show off more than just your combat prowess with multiplayer skins!

Voice Chat​

A rudimentary version of voice chat was already introduced to Skirmish mode quite recently, however, we would be the first ones to admit that it is a little lacking. We intend to improve this over time by giving you more options and control over the voice chat system, allowing you to communicate with your teammates more easily and effectively.

Cheer and Shout Systems​

Voice chat isn’t really for everyone, and it certainly doesn’t help when it comes to taunting your opponents! Thankfully, this is something that we have already taken into consideration with the Cheer and Shout systems. Cheers will allow you to express yourself to your opponents and teammates through a number of different animations and sounds. Meanwhile, Shouts will open up another method of communication with your teammates through a variety of combined audio and text commands, allowing you to suggest where to attack and defend more quickly and efficiently, and all without waking up everyone in the house!


Cheers and Shouts provide new ways for you to communicate in multiplayer

MVP System​

Of course, it is all well and good discussing the ways that we intend to improve teamwork and communication in multiplayer, but that doesn’t mean that there shouldn’t be a bit of healthy competition within the team either right?! With the introduction of the Most Valuable Player (MVP) system, the best performing player in each round will receive an MVP award which will be displayed for all to see and admire, giving you that extra little incentive to push yourself to try and outperform your teammates.

End of Match Screen​

Similarly, a new end of match screen is in the works which will give a more detailed summary of each game, including awards for players that achieve impressive feats during a match or otherwise excel in different areas of combat and the game mode.

Flag Capture Improvements​

The flag capture system will be reworked to take away some of the emphasis from the flags. This will be achieved by having nearby enemies slow down the rate at which flags can be captured, with the aim of promoting a more free and open fight around the flag without needing to constantly hug the flag pole. This change also aims to ensure that rounds will no longer end while a fight is taking place under a flag, switching the focus in those moments from the flag to the combat.

Other​

Alongside the more major updates outlined above, work will continue on improving all other aspects of multiplayer, including; an overhaul of the score calculation system to better account for damage dealt and objectives achieved; a rework of the entire scoreboard; the addition of multiple projectile mangonels to Siege, as well as, ballista aiming and performance improvements; a new single life game mode; general gameplay improvements to each game mode; new badges to track your accomplishments; updates and changes to perks; and a host of new maps.

Additionally, we will continue to work with our community combat testing group to further balance and refine the finer details of the combat and character class systems. More details on this will be shared in the next Development Update video, so make sure to give our YouTube channel a follow to ensure you don’t miss out on that!

Finally, later down the line (and possibly after the full release of the game), we intend to share custom server files to allow you to host your own multiplayer game servers.


Multiplayer perks have been overhauled and expanded giving you more tactical choices

Both​

Of course, not all of the game’s features and systems are restricted to just singleplayer or multiplayer, and so, here’s just some of our plans for specific updates that will affect the entire game:

Battle Ambient Sound System​

The Battle Ambient Sound System will group and merge distant battle sounds to single sound events, reducing sound-related calculations by up to 70%. This means that even low-end machines will be able to hear the distant roars and clashes of crowded battlefields without giving up on performance. The system will also allow us to sculpt more refined distant sounds in the future, so hurray for high-end too!

To further improve sounds, we are also working on transitioning to Quad Ambiences. Quad Ambiences will provide a depth of directionality to our ambient beds without adversely impacting performance, meaning that you should be able to tell which way you are facing even with your eyes closed. And as a pleasant side effect, it also means that ambients will sound much better on 5.1/7.1 surround sound systems too!

Language Support​

We are pleased to announce that localisation of the game is ongoing for English, Turkish, Simplified Chinese, Brazilian-Portuguese, German, French, Italian, Japanese, Korean, Polish, Russian, and Spanish.

Additionally, together with our partners, we have been working on not just direct translations, but also on building a system that can support the game’s dynamic texts that have variable characters, objects, genders and grammatical contexts.

Modding Support​

Modding support continues to be a key priority for us, with many recent changes made in direct response to the feedback from our modding community. We intend to continue fully supporting modding through improvements and additions to our existing modding tools, alongside new, and more detailed documentation and guides over on the Bannerlord Modding Documentation website. We can also confirm that Steam Workshop is planned as a future update meaning that you will be able to access and share mods with ease.


Bring your ideas to life with the Mount & Blade II: Bannerlord - Modding Kit

Whew! So that was quite a lot to get through, but it still leaves a couple of big questions unanswered. Mainly, when will the game be fully released, and on what platforms? Well, we want to be up-front at this point by saying that early access will continue on into next year, with our current estimate for the full release being Q2 2022. We are fairly confident that we will hit that target, however, if we feel the game still isn’t ready at that point, then we will delay the release. As for platforms, we can confirm that the game will be coming to consoles, however, we are unable to share any further details on this just yet.

And finally, we just want to take a moment to thank you for your continued support. Whether it’s through backing the game in early access, sending crash dumps and creating bug reports, sharing feedback over on our forums, or even just taking the time to read this post, we truly, truly appreciate it. Thank you!
 

1)Cut Scenes​

The sandbox simulation includes many significant life events, ranging from the death of a comrade to witnessing the birth of your child. Whether these are ill or good tidings, they are currently communicated quite abstractly. As such, we intend to give them more life and improve overall immersion by introducing several cut scene notifications, similar to the existing execution animation.
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Where are scenes/scenarios for feasts and grand feasts for marriages with possible cut scenes that can like play at beggining and ending of the feasts??????
1)there can be like 2/3 versions of the scenes
a)normal Warband feast of al lords and ladies gathering for a feast
b)grand feasts specifialy for a wedding
c)war council feast where before going to war/declaring war or just after declaring war king or marshal will initiate/activate war feast wich will only last few in game hours where it will gather all lords/vassals in one place and on that feast will be popup texts going one after another where player will talk/vote on what aproaches should main army/part of main army take and thee will be no grand feasts just lords discusing within war council about upcoming war.

2)Battle Terrain System​

The battle terrain system was initially announced in Development Update #7 and it was great to see the positive feedback that it received! The feature will provide a more strategic and unique experience for each and every battle by associating specific scenes with campaign map regions rather than terrain types, while also taking into account party positioning and orientation within the region to influence the initial battle setup.

Since the announcement, we have continued to work on the system and have notably increased the pool of field battle scenes to better support it. However, due to the sheer scale of this feature and the amount of work required, you can expect to see updates to this through the addition of new scenes long after it is made available to you.
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If this system will take this long then i and many woulvde MUCH RATHER wanted more in depth castle building/upgrades/construction that was NO1 on most players to have list than this terrain system.

Also A SUGGESTION i HOPE that Devs didnt just compleatly abbandoned that idea that even Mexico wanted and waspart of creating and instead of abandoning it i wouldve liked much more if it was kept as a secret card and then when for example the game is fully released then devs start revisiting Castle managment/upgrade/construction system/feature and eigher implement it into the game post full release as an update or make it as an separate DLC titled building your home/keep/construction master or something like that.

I would rather have it even if it was in DLC form and be an official native to the game than not having it at all and then vait many years for someone to modd it into the game just to then it having bunch of bugs and problems bcs of certain thingsg engie starts rejecting/not alowing and that way limiting the modd/modder and ending being stuck.Or waitig for years for some modder to do it just to then after few updates that modder leave the unfinished mod filled with bugs and performanc eissues and mod be8ing abandoned and not being updated nor worked on.

I realy,realy HOPE that Devs dont just compleatly abandon and trash one of the BIGGEST FEATURES COMMUNITY WANTED THE MOST ever since theories,rumors were flying around about MandB2 being worked on.I HOPE that Devs ATLEAST after fully releaseing the game come back to the abandoned feature and revisit it and start work on it yet again and then eighter implement it in a big post release update or make it part of an big DLC that is oriented around building,resorces managment.
 
Nice roadmap, appreciate seeing it. I am taking a guess that there's a lot of environment artists/modelers/artists etc hard at work making a lot of things. Also glad to see some new systems starting to come online to fill out the world.

For me personally something about the combat still feels weird when the units come together and I can't seem to get over it. I can't even place what it is, like they are too close and they get into some gelatinous blob and then one side walks out. I have no clue why it bothers me and doesn't draw me in like warband always does.

For multi I don't really know what to say anymore except it's not for me. But also could be I'm just not into it like I used to be. Chiv 2 for example was perfectly fun but I was done after 3 days, so eh. I really am surprised how much they are sticking to their guns on skirmish mode and wont let it go though. From looking at the ebb and flow of melee games it seems the people really do want the things chiv 2 is pumping out or mordhau's big team games. All the comp modes despite being cried about being wanted seem to just bleed players out in this niche genre. People go in, get owned, and go, that was pretty cool, maybe someday I'll work on that, oh well back to big huge matches where I don't suck. I guess that is what siege is supposed to be just, eh.

A matchmaker in a dead game like this is a disaster. I feel like it contributed to killing of magicka wizard wars, nothing like waiting 15 minutes to play a game and then having it over in 45 seconds, at least bannerlord doesn't do that.

Anyway I really like seeing all the work going on in SP and lots of vital things. The recent smiting thing is a neat addition and would be nice to see that continue to be fleshed out, maybe even get it more out of menus and more into some of the scenes, like if you smith at a town your char will go to the town's smith and be hitting an anvil while working with a few random animations as you click/produce stuff.
 
Progression based so far. They are surely adding unique stuff that will be real money based, and they are going to admit this at the last possible moment to minimize backlash. You can't trust them to be upfront about this, it's just not their PR style to be honest about unpleasant truths.
OMG people like yourself acting SMUG and having amnezia.It was LITTERALY YOU who satrted to blast TW when liek few years ago or so they stated that they will be having/making real money purchasable skins/cosmetics wher ethey said that it will only be a cosmetic and will have no game effect.Now suddely YOU and others had SUDDEN AMNESIA and now CONVINIENTLY DONT REMMEMEBER YOUR OWN COMMENTS FROM YEAR AGO OR SO when some of TW stated that they are looking into purchasable items and how they will be cosmetics only and wont be some p2w aspect to it.
I clearly remmemebr all of thse commenst including yours where one time you say one thing an d then when same thing was revisited/resurfaced YOu liek many other same people SUDDNLY AND CONVINIENTLY have an amnesia about certain things devs alredy talked about/Armanga mentioning stuff.
 
It's great to find warband mechanics. The secondary contenders, the battlefields linked to the terrain, the taking of dungeons, it's too good. Multiplayer is secondary, there is Conqueror's Blade for Multiplayer. The goal of bannerlord is the Singleplayer !!
 
Suggestion on joining battles/sieges. When you are joining the battle that is going for some time already, why does it look like it never took place? Why it starts from scratch? As if combatants suddenly decided to make truce, cleaned the battlefield from blood, removed the fallen comrades, cleaned armors and swords, and rested to replenish health. Then they saw The Player Party and got ready for continuation...
It would be appropriate to decorate the battlefield before battle. Put originally existing soldiers where they really belong on the map, preferably in the center of it, so they fight right at the very beginning of battle, and put player party somewhere in the corner. So player gets the impression that this battle is real, not some interrupted math simulation turning into massive tournament...
And the sieges? You see how numbers of both attackers and defenders decrease, you get in there, and see the army moving towers and ram from the starting positions while there is few defenders left. How the hell you killed 90% of garrison if you just started to move siege engines and there is no one at the walls??? Come on!
Anyway, I fear I am never to enjoy any improvements as I am stuck with 1.5.10 due to 1.6.x freeze during battles...
 
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The skin shop is for fake money - it's not microtransactions. Just progression based cosmetics. It literally says as much...
This is how it starts. First they introduce a free version then after awhile people accept it as normal. The next step is to make obtaining skins more and more difficult. The next strep is something along the lines of "we've had a lot of players ask to skip the mp progression so we're going to offer them for sale". This tactic has been done again and again in mp games, remember loot boxes in Overwatch? It's a low risk high reward money making scheme and it's a source of endless money for a company because they can always add more skins and the cost to the company is minimal. Mark this post because in a year or 2 I'll be quoting myself.
If anyone says I don't care about cosmetic stuff it's not p2w. Let me say this, it's been shown time and time again that gamers will pay through the nose to make their characters/avatars look better. There are so many multiplayer games where the end game is to bling your character out. I use to play Warframe and the end game was called Fashionframe by players, but at least that game was ftp here they're asking full AAA price up front. I mean in reality if a company doesn't try it then they must have zero business sense or have a management who has a moral compass.
 
They are also working on another game lol.
all the staff is working on bannerlord. Callum confirmed that. And of course, they would have another game plan for the future and it is probably not even in the pre-production phase.
and about custom servers, they are in early access which means that in every patch many things can be changed. They keep saying this. Why do many of you don't get this? adding another layer of consideration and testing will damage the already broken development organization.
I suppose many of you are not developers or do not have experience in any kind of game-making process. So if the dev-team see this as their roadmap, then changing it will only slow the process and cause more problems.
By the way, this future plan announcement is way too late to be released. they should have this kind of (or maybe more in detail) long ago. However, it is in a good direction. I think that if they released custom servers now and with every patch custom server broke because of every patch, then this will kill remained player. Custom servers are at the core of the multiplayer side. Thus, it cannot take any more failure.
And a remainder for some, there are others games too, don't waste all your time in the forum waiting for your "precious" thoughts to be accepted. feed your EGO somewhere else.
 
This is how it starts. First they introduce a free version then after awhile people accept it as normal. The next step is to make obtaining skins more and more difficult. The next strep is something along the lines of "we've had a lot of players ask to skip the mp progression so we're going to offer them for sale". This tactic has been done again and again in mp games, remember loot boxes in Overwatch? It's a low risk high reward money making scheme and it's a source of endless money for a company because they can always add more skins and the cost to the company is minimal. Mark this post because in a year or 2 I'll be quoting myself.
If anyone says I don't care about cosmetic stuff it's not p2w. Let me say this, it's been shown time and time again that gamers will pay through the nose to make their characters/avatars look better. There are so many multiplayer games where the end game is to bling your character out. I use to play Warframe and the end game was called Fashionframe by players, but at least that game was ftp here they're asking full AAA price up front. I mean in reality if a company doesn't try it then they must have zero business sense or have a management who has a moral compass.
That's a lot of assumptions in one short paragraph....

I think the MP is more likely to die off then get microtransactions.
 
That's a lot of assumptions in one short paragraph....

I think the MP is more likely to die off then get microtransactions.
Call it what you will but my assumptions based on history. Most gamers have short memories or refuse to believe that it could/would happen in a game they play. “Those who cannot remember the past are condemned to repeat it” - George Santayana.

MP is already on life support and getting ready to flat line so it could be completely dead in a few months. I find it strange that TW had the goose that laid the golden egg with all the mp coming from WB but has consistently pissed players off little by little by refusing to listen to them. Yes they're trying to improve it in their own way but they've also undercut themselves along the way. smh
 
all the staff is working on bannerlord. Callum confirmed that. And of course, they would have another game plan for the future and it is probably not even in the pre-production phase.
That's not true. They have job ads for programmers and artists for an "unannounced project" and it's normal that they already shifted some staff internally without telling you. Don't trust the PR.
I cry evrytiem
Yes, you do.
 
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thanks for the reply, but my main question was related to modding. is it possible to assign troops to a kingdom instead of a culture?
I would recommend making a post here https://forums.taleworlds.com/index.php?forums/official-tools-modding-feedback.755/ detailing what you wish to achieve exactly. Note that there is already a topic discussing recruits here https://forums.taleworlds.com/index...creen-to-determine-upgrades-available.444909/ and we intend to make the relevant parts moddable (if that hasn't already been released in 161).
That's not true. They have job ads for programmers and artists for an "unannounced project" and it's normal that they already shifted some staff internally without telling you. Don't trust the PR.
The amount of people that are working on Bannerlord has at least remained the same but may have also increased since the start of EA. Trademark vagueness because I don't really know the exact amount of people that came / went. I feel pretty certain that there are a few more overall developers on the project though.
 
@Callum I normally do thank the team a lot, but I wanted to target you in my post when you took a lot of heat before the holidays when you apologized for not keeping people updated and it made me mad so wanted to make sure those people saw my post.
Yes the team has been great, and I am not sure why but it seems in the last 1 month or so, I have noticed a massive difference in communication and openness lately. I don't know why it seems different but right now don't care. I feel better about the start of Bannerlord now than I think at any point since before 1.5 It really appears things are on track for a fantastic final product and for that
great job **Team** @Duh_TaleWorlds @Klebari @NIN3 @Dejan @AVRC
 
I would recommend making a post here https://forums.taleworlds.com/index.php?forums/official-tools-modding-feedback.755/ detailing what you wish to achieve exactly. .
I have some non-modding questions about the party templates. Will they function roughly the same way as party templates in Warband? iirc that system didn't really do much to increase variety of troops within each faction's lords compared to the current system in Bannerlord. Does increasing variety mean that different Clans within each kingdom might draw from slightly different templates (for example clan A prioritising infantry over cavalry whereas B is the opposite)? Does it mean that higher tier clans will draw from templates with higher compositions of noble troops? Does it mean that clan leaders will have draw from higher tier templates?
Also will a lord/ladies' troop template be tied to the faction they are currently in or the faction/culture they come from? If it's the second case then intercultural marriage will end up with troop types blending together. I mean you would have more variety within a faction but less variety between factions. I hope that makes sense, I'm quite tired.
 
As someone who plays just single player, I like a lot of what I read. Interested to see how it plays out in a timeline and in update 4.
 
Suggestion on joining battles/sieges. When you are joining the battle that is going for some time already, why does it look like it never took place? Why it starts from scratch? As if combatants suddenly decided to make truce, cleaned the battlefield from blood, removed the fallen comrades, cleaned armors and swords, and rested to replenish health. Then they saw The Player Party and got ready for continuation...
It would be appropriate to decorate the battlefield before battle. Put originally existing soldiers where they really belong on the map, preferably in the center of it, so they fight right at the very beginning of battle, and put player party somewhere in the corner. So player gets the impression that this battle is real, not some interrupted math simulation turning into massive tournament...
And the sieges? You see how numbers of both attackers and defenders decrease, you get in there, and see the army moving towers and ram from the starting positions while there is few defenders left. How the hell you killed 90% of garrison if you just started to move siege engines and there is no one at the walls??? Come on!
Anyway, I fear I am never to enjoy any improvements as I am stuck with 1.5.10 due to 1.6.x freeze during battles...
Wow, I never fully realized how strange this is. I hope your suggestions are taking serious. I think field battles may be a bit easier then siege battles.
 
Battle Terrain System

Please add bridge battles where the only crossing is a bridge, this would act as a defensive position.

Order of Battle

Can we save our formation so that troops deploy in the same position if possible?

Banner Bearers

Very excited about this and hope you guys check out this thread I put together about banners being implemented.

https://forums.taleworlds.com/index...ation-of-banners-and-standard-bearers.445886/

Party Templates

Hell yes! Please add a faction leader template for each culture that gives the king some unique champions that are bad ass. It just doesn’t seem right only the player can have companions, you should at least add some companions to the Ai faction leaders. This would be huge I’m telling you! You could have fun with this too where a faction leader might have a champion like the Mountain from Game of Thrones.

These could be high level fighters that wreck havoc across the battle field and would make faction leaders a little more unique. Companions for Ai faction leaders is something a lot of people have asked for and was an amazing feature in the Clash of Kings mod.

Cut Scenes

What about one for when the player joins a faction/becomes a knight?

Vocalization

When need a middle Eastern voice option for character creation.

Other

Armor effectiveness – Armor badly needs to be buffed by at least 50% no joke maybe even more.

Weapon skill – Low skill level should be much slower swings, I can join tournaments at level 0 and destroy everybody because skill and armor don’t mean much. Also archers should be at least 1 skill tier level lower than melee troops.
 
Will the AI also use the order of battle feature, or is it just for the player? One of the more common complaints about SP battles is that the AI is massed in one single blob per troop type.

Regarding party templates, it would be wonderful if we could assign custom templates for our companions' parties, instead of using the wage slider.
 
Can we save our formation so that troops deploy in the same position if possible?
Not positions on the field but the slider values, your captain selections, filters will be saved and applied before the screen comes up.

Will the AI also use the order of battle feature, or is it just for the player?
Depends how you look at it. AI vs AI is a simulation so these formations don't come into play. For cases when the player is not the encounter leader, the encounter leader AI will assign AI captains to some of the formations. These captains have more "power" than the player so they have the first choice. After they're done, the player can choose one of the remaining formations to control. After a selection from the player, encounter leader AI will fill the rest of the empty formations with other AI captains.
 
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