Philozoraptor
Sergeant
Did you validate your game files?lol . I haven't even been able to test... the game doesn't work properly to me after updating to 1.8.0.
Did you validate your game files?lol . I haven't even been able to test... the game doesn't work properly to me after updating to 1.8.0.
I'll check it out... but it's weird that after updating the whole package I get that kind of issues. Thanks for the suggestion anyway.Did you validate your game files?
i liked what taleworlds did to archers in the early versions with them not being able to find a target in the dark. if it were up to me, i'd make them shoot in the general direction of the enemy when it's dark. not make them just stand still. this is a good nerf to bows imo.I think I'd make the arguement that 'nerf bows' is a different discussion to rebalance armour; and probably worth its own thread/ discussion.
Well it's a pierce damage issue. I guess arguably yes it's an issue with the pierce damage coefficient. But in general I feel the armour changes are relatively good. So either way it's a bow specific change.i liked what taleworlds did to archers in the early versions with them not being able to find a target in the dark. if it were up to me, i'd make them shoot in the general direction of the enemy when it's dark. not make them just stand still. this is a good nerf to bows imo.
as to their damage, bows should be able to kill peasants very fast. but heavily armored units shouldn't fall so easily to arrows. so i think it's an armor problem not an archers one.
This!i liked what taleworlds did to archers in the early versions with them not being able to find a target in the dark. if it were up to me, i'd make them shoot in the general direction of the enemy when it's dark. not make them just stand still. this is a good nerf to bows imo.
as to their damage, bows should be able to kill peasants very fast. but heavily armored units shouldn't fall so easily to arrows. so i think it's an armor problem not an archers one.
That wouldn't weaken spears and thrusting weapons while arrows will always have huge bonus from speed?Warband had a logical and somewhat realistic system where armour would soak 80% of cut damage, 65% of pierce damage, and 50% of blunt damage.
Bannerlord has gotten to the right place on blunt damage, now it just needs to fix pierce damage.
is it just me who thinks pierce is fine but arrows shouldn't be pierce cut and obviously not blunt. but an entire different type altogether?now it just needs to fix pierce damage
Then make spears stab faster and deal more damage - they needed a buff anyway!That wouldn't weaken spears and thrusting weapons while arrows will always have huge bonus from speed?
+1 AbsolutelyThen make spears stab faster and deal more damage - they needed a buff anyway!
Could also consider reducing the speed bonus, yeah.
I've been doing this playthrough with throwing axes and a blunt weapon. Its damage seems alright and not OP, fantastic with cavalry speed bonus. Battles last longer now, which is good.+1 Absolutely
Once you have some chance I'd like to know what you think about the changes. Changes impact in melee in different situation (individual-group), cavalry, etc...It seems that the projectile damage remained the same as always... is that so? Please elaborate; as I cannot test for myself due to the technical issues mentioned above and it will probably be a substantial amount of time before the beta reaches main or a hotfix is received that fixes the problem. Thanks in advance.
Thank you for your reply. Hopefully Taleworlds will be able to make the same kind of successful changes to other aspects of the combat system.I've been doing this playthrough with throwing axes and a blunt weapon. Its damage seems alright and not OP, fantastic with cavalry speed bonus. Battles last longer now, which is good.
And yes, unfortunately arrow damage is almost the same as before. HTK against armour for arrows only increased a tiny bit.
They still miss 90% of stab attempts in 1.8Was the Cav Melee attack ever fixed? Last time I played the Cav still didnt know how to cut angles proper from horseback -a first in this series
Thank you for your reply. Hopefully Taleworlds will be able to make the same kind of successful changes to other aspects of the combat system.
Regarding the spear issue, I want to bring back this test I posted here
...and ask you guys a question.
In the video reference thread, I made mention of a significant increase in the polearm skill of that particular troop. My question is (I didn't get to check it in campaign) if by editing that xml parameter, the troop would be affected in terms of money/acquisition value/wage ?
If there are no collateral effects, that tweak + a lowering of the projectile damage produced directly by editing the values of the item itself in the xml; could be an easy and satisfactory solution.