1.9 Beta Playthrough thoughts and issues, 619 days to Take the map.

Users who are viewing this thread

I finished my playthrough and just want to say some things about the current game and some issues.

Banners. Banners are cool and you can find some effect up to 20%. Not sure if every effect has a 20% version, but it is more useful then initially they appeared. One thing that lowers thier usefulness though is the difficulty of changing a Clan Party leaders gear, including their Banner. I've already posted a suggestion on this, but being able to access their gear without bringing them into you personal party would do a lot for the Banner system, allowing you to freely change effects for siege/field and such.

Wanderers. There's more types of wanderers but getting your hands on the good ones is still a low chance. They also seem to barely move form town to town and I never once saw more then 1 in the same town. This becomes an issue once you make a faction because if there's no wanderers in the towns you happen to at.... you're not getting any because there is ALWAYS something more important to do then spend days going to tim-buck-2 to look for a wanderer. IMO since only the player can interact with wanderers, you should always move some of them to a town when the player enters. In case you're wondering why I care at all we go to the next issue....

Vassal-Hassle. Vassals still vote for dum things all the time, just like any AI clan. "The Game" decides who goes on ballets, not the ruler/player. The workarounds are 1 just let them have peace ( save influence) and just start a war by attacking a lord in the field (no influence lost as ruler). 2 Us EVERY fief you own to raise a new clan ASAP so you can be on the ballot for the next fief. The problem of course is because of the bad placement of wanderers, sometimes you can't find any and become back-logged, unable to be on the ballot and FORCED to give a fief to some bum who can barely take care of his 1 fief. It should be a red flag when the best way to use a game's systems is to do all you can to avoid using a game's systems.

Siege Circus. They don't put up the ladders, they go up only one ladder, they get stuck in a ball some how at the ladders and can't be moved other then retreating (yes a new order makes them go back to the ladder ball) they ignore the ladder you just made them put up and run to the ladders on the other side of the map. Some guys spawn in walls or fall into them, making you have to retreat the siege to finish it. Every siege has this unnecessary long time of watching a few enemies slowly run to the rout zone. Come on TW, they're routing let us end the siege.

Cavalry is better. It is, it kills more things and getting a large pack of 100-200 t4-6 was very useful in this campaign. Although it doesn't die as much (presumable because it's killing the enemies close to it) it still needs some more armor for the highest tiers IMO and there's always room for better combat. Unfortunately you will still see a t6 Cav killed by recruit sometimes because it rammed it's knee into a recruit's farming stick at full speed. This needs to be changed, you don't explode form getting hit "kind of harder" by a stick.

There's more but I forget for now.

Edit 1:
Nobody Dies
! In the entire campaign I had I think 1 clan member, 1 wanderer and maybe 2 enemies die in battle with me. Many of these battles and sieges would end with a full pack of KO'd clan mates and a dozen Ko'd lords too. Now, I'm glad Aseos died so I could replace him, but if only 2 AI lords are goin to die in TAKING THE ENTIRE MAP what's the point of even having death? It can not possibly be expected to have any impact on the game whatsoever at such low chances, other then possibly annoying the player.

Defeated Clans Still Raid Forever Nothing new here, but I though this was something being worked on? What gets me is this: Even when I own 90%+ of the map these little pests will trick my vassals into making peace, then refill all their parties with MY TROOPS then just attack again, over and over. Just delete their bank when they lose the last fief. Where the **** is that bank when they have no fief? I want to see them camped by looters every time they spawn, I want them to suffer after they're defeated not be forced into giving them socialist handouts forever!
 
Last edited:
What are your thoughts on the morale mechanics? Do you feel like you can use morale to turn the tide of the battle?
 
What are your thoughts on the morale mechanics? Do you feel like you can use morale to turn the tide of the battle?
The only time I saw a significant rout was on maps with an actual choke point (some bridge maps) where the enemy attacker were blocked and absolutely blasted off the bridge, causing reinforcement waves to come in and meet the same fate, then causing about 200 troops to run and rout..... but guess what happened? The game made me fight those 200 routed troops in a second battle anyways, (no break away, just like if the player leaves the battle?) so it didn't even matter. And the routing wasn't because of so much damage, it was because they could rout, since they're blocked on he bridge rather then surrounded like on a normal battle, where nobody will get out of the attack. There's always routing troops, some get away and in siege this means a o-so-exciting keep battle of watching 15-18 t6 units roll over some militia. But I don't know if it's a useful mechanic. For instance in large battles I will often go kill the Cavalry first with my favorite troops the KGs and my new second favs the cataphracts (cats go in first and Khans bop em from the side) and strangely we have to kill all of them. You would think that after 70% the rest would start to flee but no. Likewise we'll attack the archers and kill most and re-position, but they're still be like 2 archers we missed still there for the rest of the fight. I don't know the inner working of the moral or what perks might be effecting it, but it's not noticeably useful.
 
What are your thoughts on the morale mechanics? Do you feel like you can use morale to turn the tide of the battle?
Ananda's reply is mostly the case. We would need more methodical combat where armor and things slow the pace, so that morale actually comes more into play. If using RBM you might see more morale effects but as of now not so much imo.
 
I more or less like it if wanderers don't move that much, it's so annoying to go to the acknowledged town and ... nothing, already made me furious in Warband. A solution for the wanderer/companion problem later on for me would be to include a messenger system. I really miss that since I stopped using Diplomacy mod because of it's negative influence on some war/peace decisions. Looking through the candidates with N (could be incorporated more immersively, but it's ok) and then being able to let them come to you by sending a message is such a great relief.
 
Agree on the banners, they look nice and some QoL improvements would help.

For wanderers, they should let you ask the tavern keeper of a town to "keep a look out for companions who could do X" that would attract them to the town.

Can't comment because I genuinely dislike ruler gameplay in this game enough that I forever merc now.

I haven't personally had many issues with sieges but to be fair I don't try to optimize them anymore. I typically just take control of an infantry group, ride to the ladders immediately at the start and they follow me up ok.

Cav have been fun, huge improvement over the past in performance but getting horses is still annoying. Interestingly, they changed Vlandia's cavalry to need a warhorse to go from tier 2 to 3, so if you only recruit Gallants and above they never need horses.

Absolutely agree, it's a complete 180 from earlier builds and it's honestly kind of boring. When you full speed lance a lord in the head and he takes 700 damage just to get knocked out, it takes the wind out of your sails a bit.

A fiefless kingdom should be considered nothing more than bandits at that point and the game should allow you to execute them without penalty.
 
100% agree with all of this, especially the last part about no one dying on the battlefield. I want to feel that something is at stake and suffer the consequences of my recklessness. But I guess that's only sensible if armor actually did what it's supposed to do, keeping you alive that is. I mean since you're constantly engaging in battles and putting lives at risk – even when engaging looters with sticks and stones – the odds of anyone surviving that many encounters is slim at best if you don't have functioning armor.
 
was doing a test run to take notes on settlements for a mod I want to create - Sturgia got OBLITERATED UNDER 2 YEARS.
Lands were taken by: Battania / Western Empire / Khuzait and Northern Empire - they sit at varnovapol and the northern isolated Revyl with it's nearby castle. Screams "PLEASE DUMBFK(that'd be me) YOUR MOD IS ESSENTIAL, DEW IT" :lol: :lol: :lol: :lol: :lol:
 
Checks out on my end. I got bored when I got to 75% of the map, the defection issue wasn't an issue with me but optimizing the right cultures-to-fiefs is annoying as I want to hoard my Companions and not promote them since it's a pain getting them trained up with the right feats to be Governors as it is.

I've been whining about the deaths forever. We just need a slider and a few checkboxes. Immortality for the player, player & the clan, or everyone. And then sliders for death in combat % and death in simulation %. What would make it accurate is a damage ceiling. If I couch lance some poor turd in the face for 700 damage (which you need great timing, perks, and a good weapon to pull off) they should die. Maybe if it's a body shot they can "survive" but a threshold that could be set where someone insta-dies would be fine.

Can you cheese it? Sure, kind of, but it makes me way more wary with couch-lance charging into enemy cavalry
 
Vassal-Hassle
I don't think much will change here without implementation of proper feudal hierarchy, internal strife for power within factions and ambitious AI lords 🤷🏻‍♂️
 
Now they are way too generous with fiefs. I have 4 towns and 7 castles as Sturgia's premiere vassal. Its a bit ridiculous.
nope, this is a crap design of the voting ballots and exclusively that...
If you join any faction and take a border fief for yourself, you'll show up in ballots forever until you lose a vote and as such lose the border line of fiefs. If you join any realm and get a non-border fief than you'll starve and never even show up in ballots unless you are among the vassals with least fiefs. - the correct implementation would be fully fledged fief distribution, so either all vote for all or remove votes entirely and address it with an alternative mechanic. My suspicion's that it is this way because they were lazy when developing the diplomatic mechanics, because FFA votes would be harder to balance and alternative mechanics would be deemed "too complex™".

Also, take into account the game isn't meant to be played as anything other than a kingdom ruler. - there's not enough supporting mechanics for any option - and as a King the game eventually becomes tedious somewhere after you have the equivalent of 2 realms territories in total. - To fix these things they must overhaul the entirety of the diplomatic system - flush out more options on policies (that aren't "passive numbers") - implement systems for realm coexistence. - honestly I can't see them doing any of that ever.
 
Last edited:
I'm glad there are still people willing to grind through singleplayer to report on it. Thank you!
If playing a game becomes a grind then that's too much like working a job for me. That's one of the big reasons I can't play this game anymore.

nope, this is a crap design of the voting ballots and exclusively that...
If you join any faction and take a border fief for yourself, you'll show up in ballots forever until you lose a vote and as such lose the border line of fiefs. If you join any realm and get a non-border fief than you'll starve and never even show up in ballots unless you are among the vassals with least fiefs. - the correct implementation would be fully fledged fief distribution, so either all vote for all or remove votes entirely and address it with an alternative mechanic. My suspicion's that it is this way because they were lazy when developing the diplomatic mechanics, because FFA votes would be harder to balance and alternative mechanics would be deemed "too complex™".

Also, take into account the game isn't meant to be played as anything other than a kingdom ruler. - there's not enough supporting mechanics for any option - and as a King the game eventually becomes tedious somewhere after you have the equivalent of 2 realms territories in total. - To fix these things they must overhaul the entirety of the diplomatic system - flush out more options on policies (that aren't "passive numbers") - implement systems for realm coexistence. - honestly I can't see them doing any of that ever.
Imho there should never have been any voting. What the king says goes. If you're the ruler and you're constantly pissing off your vassals then you deal with the repercussions. If you're a vassal and your ruler is doing everything he can to screw you over then it's time to find a new faction or make your own. This feature just adds more frustrations for the player so we can "spend" this currency. It's a poorly thought out and poorly implemented feature, just my 2 cents.
 
Imho there should never have been any voting. What the king says goes. If you're the ruler and you're constantly pissing off your vassals then you deal with the repercussions. If you're a vassal and your ruler is doing everything he can to screw you over then it's time to find a new faction or make your own. This feature just adds more frustrations for the player so we can "spend" this currency. It's a poorly thought out and poorly implemented feature, just my 2 cents.
Influence 'currency' is the dumbest thing ever, my 2 bucks.
 
Back
Top Bottom