time & resources are limited
care to explain where all these resources are going to since it's clearly not used for Bannerlord?
time & resources are limited
hah! from Mod to Dev, wasn't aware. At least we got "one of us" there now.I was trying to say that the battle terrain system is probably not the best example as its fundamental purpose was achieved upon its release. Prior goals for other scene types, on the other hand, were likely overly optimistic.
You are responding to a reference of me joining the forums around 2010 as a fan. I didn't join the company until 2019. Given that I did pay for Mount & Blade and Warband at the time, the statement holds for me personally.
Further adjustments are possible but I wouldn't expect them in the near future.
We've had "one of us" since the first game from another modder-turned-developer. There's a few of them, actually.hah! from Mod to Dev, wasn't aware. At least we got "one of us" there now.
predates me, wouldn't know, predates the "HOPE" tooWe've had "one of us" since the first game from another modder-turned-developer. There's a few of them, actually.
Wait so the latest changes relating to armour which made arrows even more busted are what you guys consider "reasonable"?As the last change has achieved a reasonable improvement, other tasks were valued relatively higher.
their armor / wepon / dmg type system has been crap since the start.Wait so the latest changes relating to armour which made arrows even more busted are what you guys consider "reasonable"?
I'm not a mp person in this game, thank god. Mp may not be abandoned but it sure seems like your company has no idea of what to do with it or how to get it in a good shape. It's literally unplayable for many.I don't really see how this relates to my original post - which simply had me disagree with the term abandonment as communication has increased rather than decreased during the timeline that I personally experienced. It's not terribly contentious.
Duh I respect the work you do and I'm glad you're here on these forums. But I have to call bs on how limited Taleworlds time is. The project has been in development for over a decade, and in ea for over 2 years. There are months between updates, and hotfixes can take weeks to months. Taleworlds has never shown that they're in a rush to finish this game or even release patches so please don't bring up time restraints because it comes across as disingenuous.To be very dry... because work doesn't happen in isolation, time & resources are limited and a choice has to be made between different priorities. As the last change has achieved a reasonable improvement, other tasks were valued relatively higher.
I appreciate most the dry and direct answers, especially because I appreciate how they attract further critisim. There is a bravery to them when you are in the minority making them.To be very dry... because work doesn't happen in isolation, time & resources are limited and a choice has to be made between different priorities. As the last change has achieved a reasonable improvement, other tasks were valued relatively higher.
Cool cool. If I can ask, what is your current personal opinion on the state of arrow damage to armour?Further adjustments are possible but I wouldn't expect them in the near future.
Also, wasn't duh just a Moderator before? Can't remember his mods
Remember the top quality mods from WB though can't remember authors. Like Diplomacy (staple resource mod for 99% of the mods), Floris which was the best "vanilla like" mod
The point I tried to convey is that (all) time & resources are limited and choices are made between different priorities. So it's not that "we can't do X because of how limited our time is" but rather "X is not coming soon / updated at every iteration because time & resources are limited and other priorities were chosen first". Naturally, one may disagree with the choice being made.But I have to call bs on how limited Taleworlds time is.
I wouldn't mind an adjustment for piercing in line with the buff that we saw against other damage types. Of course, it should be done in a way that doesn't invalidate archery and polearms in field battles and sieges.Cool cool. If I can ask, what is your current personal opinion on the state of arrow damage to armour?
The armor formula already exists, both that mod I've indicated and 1257ad have what's the most "realistic" yet with enough caveats to make it possible to beat full plate tanks. The only change that needs to be done is splitting common cloth from linen cloth, and making linen more resistant than leather. As for leather if it was I in charge it would have never made into the game (too expensive, too worthless - historically speaking it was always used to bind other materials or layering extra protection, even modern day leather curating and hardening can't stop a 11th century steel sword from cutting through)
The point I tried to convey is that (all) time & resources are limited and choices are made between different priorities. So it's not that "we can't do X because of how limited our time is" but rather "X is not coming soon / updated at every iteration because time & resources are limited and other priorities were chosen first". Naturally, one may disagree with the choice being made.
And just to be clear - this is neither a promise nor a prediction that a change will come eventually. It is an isolated response to this inquiry
"I would of have been fine if there were a slightly different armour formula tested in every single beta since early access. Why not?"
I wouldn't mind an adjustment for piercing in line with the buff that we saw against other damage types. Of course, it should be done in a way that doesn't invalidate archery and polearms in field battles and sieges.
Here are the ressources:
We're in agreement on that.I wouldn't mind an adjustment for piercing in line with the buff that we saw against other damage types. Of course, it should be done in a way that doesn't invalidate archery and polearms in field battles and sieges.
Polearm vs polearm combat (whether its player vs AI, or AI vs AI) is probably the single weakest aspect of combat gameplay, IMO. It's not something that just a tweak to damage/armor would fix, but the fact that changing pierce damage means testing and rebalancing all polearms is probably part of why it's been moved down the priority queue (even though its like a one-line code change aside from that).My thoughts are that stabbing polearms are inherently quite weak already, both in the hands of the player and AI, so they need a buff regardless of what happens with pierce damage.
1 year ago, Taleworlds made a Future Plans post, which told us some of the features they wanted to include in the game, and an estimated release date of Q2 2022.
We're now in Q3 2022. The release date was missed again. The planned features are only half done. There's been no patch for nearly 2 months, and silence from Taleworlds. And Bannerlord still has many serious gameplay problems and some missing features, many of which have not been acknowledged.
So, one last Future Plans post is needed, to give the community a release date, reveal to us Taleworlds' plan (if they have one), and acknowledge they are aware of all the game's problems and are going to make Bannerlord a good, fun sequel to Warband that fulfills all its promises.
Here's an example of how it could look:
Greetings warriors of Calradia!
Welcome to our second Future Plans post, which will outline our final plans for the game. Let's look at how much progress we've made since our last post:
* Battle Terrain System: We are working on field battle scenes and have 72 to go! Scenes will keep being added after release!
* Companion Peerage:
* Order of Battle: We are improving troop sorting based on player feedback!
* Banner Bearers: Coming soon!
* Party Templates:
* Cut Scenes:
* Sally out mission: On hold for now.
* Claimant Quests: Coming soon!
* Voiced Greetings: We are finding a terrible Arnold Schwarzenegger impersonator to voice Sea Raider greeting lines!
* Simulation Deaths:
* Respec perks:
* Retire Character: On hold for now.
* Ambient Sound System: In progress!
* Steam Workshop mod support: In progress!
Our estimate of having the game ready for release by Q2 2022 missed its mark, and we'd like to apologise for the delay, but we have good news: the delay will be worth it!
In addition to the features we showed in 2021, we promised "more surprises." We have finished deciding how to complete the game. Our aim is to fulfill Bannerlord's pre-release promises, and return missing features from Mount & Blade Warband, so Bannerlord will deliver on all expectations we set. Here is the full, final list of features we plan for Bannerlord to have by release.
CRIMINAL ENTERPRISES
We first teased this much-anticipated feature in 2016, and now it's finally ready! Once the player has defeated an alley gang in combat, they now have the option to start a Criminal Operation in the alley. This is like a workshop, but rather than creating goods, your thugs will rob people to make you money for free! On the downside, it raises your Crime rating, and reduces the security and propserity of the town.
Here we have a demo of this feature:
MINOR FACTION BASES
Minor faction bases, from our 2016 demo, will make minor factions actually do something useful! At these hidden bases, you can do quests to improve your relations with a minor faction, talk to a leader to hire them as mercenaries, recruit unique troops directly, and the minor factions can recruit their own special troops into their armies. Or you can destroy their base to wipe out the minor faction, if you so choose!
KINGDOM MESSENGER
Many players complain it takes too long to find and recruit lords. In Warband, lords visited your capital city, making recruiting lords easier. This was too hard for Bannerlord's more complex AI, so we are working on a system where playes can send out messages by talking to a Minister in their lord's hall, which should make the kingdom phase of the game less irritating and make players feel more like a real ruler.
FEASTS
The beloved feature of Mount & Blade Warband makes a return! The AI will hold feasts during peacetime, which you can attend to gain relation with the guests, and talk to many nobles in one place about marriages or quests; you can also host a feast of your own to gain influence and reputation, or just sit back and enjoy the atmosphere!
After just 1 day of work, here is how the feature looks:
MANHUNTERS
Bandit infestations around the area of a fief can sometimes get massively out of control. These bounty hunters, returning from Warband, can be hired by lords or the player to patrol their fiefs and clean up crime... at a cost! They also have a unique troop tree you can recruit, perfect for capturing prisoners.
After just 1 day of work, here is how the feature looks:
SURPRISE ENCOUNTERS
"You have fallen into a trap!" Returning from Warband, the player can sometimes be ambushed by bandits when they visit towns at night, creating an exciting fight for your life in an interesting setting!
After just 1 hour of work, here is how the feature looks:
REPLAY SYSTEM FOR MULTIPLAYER
First shown in 2020, when it had basic functionality and was lacking UI elements, it is now ready for release. The replay system will allow players to save video of their multiplayer matches!
Here is a demo:
BUGFIXING, BALANCING AND COMPLETING EXISTING FEATURES
In addition, we can confirm work continues on major gameplay issues such as: constant war declarations, tribute calculations favouring the loser, defeated kingdoms not dying off, meaningless votes, nobody ever surrendering, slow player and companion skill levelling, non functional personality traits, noble relations being useless, arrows doing too much damage to armour, the AI's inability to use spears and lances, archers' inability to hit circling horses, jittering unit collision, weapon imbalances, incomplete morale, troop trees lacking variety, the inability to target a specific enemy formation, bugged rain effects, unimplemented town, castle and field battle scenes, lack of variety in siege and hideout music, completing the mod tools, fixing our multiplayer servers, and fixing bugs, performance issues, and crashes.
RELEASE DATE AND EXPANSION
Our new release date is Q2 2023, one year from now. We think we can manage this, and will try hard to reach this release date; however, if this is not possible as the game's features are still not all ready, we will delay the release date one more time.
After release, we will also work on a paid DLC expansion for the game, Mount & Blade: Nordland, which will introduce the Nords faction, ships, naval travel and combat, and other features!
Hopefully, this Future Plans post should have answered all your major questions about the future of Bannerlord, so now you can stop asking us
Thanks for reading, and have fun. My name is Callum Newell, and my favourite bandit is the Looter.
This is purely a hypothetical post, and not a real statement from TW.
Credit to @Bloc for his gameplay demos of how missing Warband features would look in Bannerlord, which prove it would only take 1 day's work for 1 person to implement them in the game.
A post like this would give me and many other players and buyers confidence that Taleworlds knows all the issues with the game and has a complete plan for solving them. @Callum @Dejan Have you folks got any Future Plans post in the works similar to this?
I tried playing Skyrim with a console controller. That lasted all of about 30 seconds. Controllers are fine for action or fighting games but almost anything else M&K >>>controller.
Games like this don't work well in consoles, and ppl who use controllers to play them are just stubborn fools imho. Waste of time and resources if you ask me (on a quality stand point), it does offer a wider range of ppl to milk cash from though.
Yeah agreed polearm v polearm is terrible and yes to do a proper job they need to test and rebalance it. But if they did a buff to polearms it would go a long way to making them at least semi-viable and not trash tier because if you decide to use a piercing polearm in this game your wasting your time.Polearm vs polearm combat (whether its player vs AI, or AI vs AI) is probably the single weakest aspect of combat gameplay, IMO. It's not something that just a tweak to damage/armor would fix, but the fact that changing pierce damage means testing and rebalancing all polearms is probably part of why it's been moved down the priority queue (even though its like a one-line code change aside from that).
Thrusting polarms need all sorts of love. On foot they could use more thrusting speed / earlier hit detection. The AI needs a lot of help with spears as you guys know. If you load into a tournament where all AI have lances you can see this pretty clearly, they hug one another while they flaccidly prod each other.
I wouldn't mind an adjustment for piercing in line with the buff that we saw against other damage types. Of course, it should be done in a way that doesn't invalidate archery and polearms in field battles and sieges.
I don´t agree, Warband worked good and Bannerlord will also work good. The UI is already designed to be controlled with a controller from the beginning. Battles are even more fun in my opinion with a controller.
Games like this don't work well in consoles, and ppl who use controllers to play them are just stubborn fools imho. Waste of time and resources if you ask me (on a quality stand point), it does offer a wider range of ppl to milk cash from though.
Also, wasn't duh just a Moderator before? Can't remember his mods
there's the key, the AI needs fixing, not necessarily the system. What I miss are features from mods from WB like Formations, which made every formation work differently for the AI. The most efficient discovery I made (because the author made sure to make it as realistic as possible) was that Nord archers (heavily armored archers with lame bow skills) worked like magestic beasts being deployed with the infantry + being on a shield-wall formation. It was simply fantastic. Heavy inf + heavy spearmen would stop horse charges, and the archers would be on the last line mowing down any horsemen who got stuck. Than I'd put them in Ranks and call the destroy formation and it was beautiful watching as the shock troops would mow down everyone while the archers were supporting and killing and possibility of the enemies fleeing.Thrusting polarms need all sorts of love. On foot they could use more thrusting speed / earlier hit detection. The AI needs a lot of help with spears as you guys know. If you load into a tournament where all AI have lances you can see this pretty clearly, they hug one another while they flaccidly prod each other.
Archers could have their fire rate lowered too, that was one of the big difference I noticed loading into BL from WB with very low bow skill you are loosing arrows quick.
If armour was buffed you could probably afford to nerf shields coverage or durabillity too Opening a few more lucky shots for archers. Which simultaneously would give a relative boost to shock troops as an infantry choice.
Aslo I was unaware you worked on Floris Duh thank you for whatever your contributions were, that was my favourite warband mod and I sank 100s of hours into it. Your mod made me buy Bannerlord on release.