Recent content by 灭资兴无

  1. SP Top Suggestions

    Players can freely build fortifications and headquarters of the castle, which are very important game elements. The production team once promised this function, but later I don't know why it was cancelled. I hope the production team can restore this function in the future. Players can build many types of walls, arrow towers and trenches, so that the city defense and siege will be more interesting.
  2. SP Top Suggestions

    Players can freely build fortifications and headquarters of the castle, which are very important game elements. The production team once promised this function, but later I don't know why it was cancelled. I hope the production team can restore this function in the future. Players can build many types of walls, arrow towers and trenches, so that the city defense and siege will be more interesting.
  3. [REPOST] I strongly recommend adding a "defence construction and headquarters building system"

    Players can freely build fortifications and headquarters of the castle, which are very important game elements. The production team once promised this function, but later I don't know why it was cancelled. I hope the production team can restore this function in the future. Players can build many types of walls, arrow towers and trenches, so that the city defense and siege will be more interesting.
  4. [REPOST] I strongly recommend adding a "defence construction and headquarters building system"

    I am also a Chinese player, I broke through the blockade and went to the main TW website, I firmly support the idea of "灭资兴无", and I saw that the weather system and dynamic global lighting have become standard in AAA games, I strongly recommend continuing to improve the graphics quality, I have started to learn C# language on BILIBILI website. And have learned more than 10 lessons, I keep learning every day, I hope TW does not let me 37 years old player down。

    我也是中国玩家,我突破重重封锁来到了TW的主网站, 我坚决支持“灭资兴无”的意见, 而且我看到AAA级游戏中天气系统, 动态全局光照都已经成为了标配,强烈建议继续改进画面质量,我已经开始在BILIBILI网站自学C#语言了, 而且已经学了10几课, 我每天都在坚持学习,希望TW不要让我这个37岁的玩家失望
    Brother, I support you
  5. SP Top Suggestions

    +111111111111111说的太好了, 说的太对了!! 基本上把我心里想的都说出来了 ,尤其是动态天气和昼夜循环, 是我心心念念的东西
    兄弟,这里有一个中文板块,你可以直接用中文发建议,然后这里面的一位兄弟会直接把建议发给制作组。https://forums.taleworlds.com/index.php?forums/中文板块.105/
  6. [REPOST] I strongly recommend adding a "defence construction and headquarters building system"

    I have done research, which is the common wish of many Chinese players. I hope the production team can adopt it, especially the fortification construction of the castle, the headquarters construction and the weather system.
  7. SP Top Suggestions

    +111111111111111说的太好了, 说的太对了!! 基本上把我心里想的都说出来了 ,尤其是动态天气和昼夜循环, 是我心心念念的东西
    兄弟,这是我在这个论坛发的另一个建议贴,同样的内容,麻烦你帮我顶一下,多谢了。希望制作组能够看到。https://forums.taleworlds.com/index...quarters-building-system.445475/#post-9749020
  8. SP Top Suggestions

    +111111111111111说的太好了, 说的太对了!! 基本上把我心里想的都说出来了 ,尤其是动态天气和昼夜循环, 是我心心念念的东西
    谢谢你,兄弟,帮我顶上去,一定要让制作人员看到。
  9. SP Top Suggestions

    Castle fortification construction, headquarters construction and positional warfare system will bring an essential leap to the core playing method of the game

    Players can build many kinds of defence constructions by collecting or buying materials. Headquarters has guards, and guards can salute players each time they meet. Players can command and watch the battle in headquarters.
    Also, players can upgrade headquarters. Enemies can sneak attack headquarters.
    Players can freely build defences consultations, shape and type can choose by players.
    Defence constructions can block arrows and enemy cavalries.
    I suggest adding some defence and headquarter construction building functions like "Life is Feudal: MMO" it did. But this game is an online MP game, and Bannerlord is SP. It is necessary because it will help build more positive gameplay; players can make many types of defence construction and headquarters.
    And, is that possible to add the "settlements, castle building" function back to the game or DLC?
    I hope TW can take my suggestion; if the game adds these functions like"Life is Feudal: MMO", the gameplay will feature interesting dozens of times that of old times. As far as I know, many players have the same thoughts as mine.

    Also, I want to suggest is that possible to add the "free build castle function" back to the game? I mean, players can choose to build defence constructions in the current city. When players decide to independence, players can choose to build cities from 0, every wall and archer tower. When the enemy is going to attack the city, the game show players city in the user interface. Can you forward my suggestion to the developers?
    And, I have some more suggestions need you to help me forward to developers.
    I hope there is a dynamic weather and battlefield dynamic time system. Players can fight from day to night, 4 minutes as a circle. Weather can change.
    Players can order troops to fire arrows in a coordinated volley. Volley can break the enemy's morale.
    Add an "arrow trajectory camera" function. When players order troops to fire arrows, the camera will auto-follow the arrow's trajectory. Players can watch how arrows hit the walls and enemies. It can enable or disable by the player.
    Add slow execution camera and bloody scene function. When players are killing an enemy, players can chop off the head or maybe arms. Players can randomly watch the procession with the slow camera. It can enable or disable by the player.
    Add horses collision system, and I want to see horses can bump players to fly.
    Add a deployment system; players can place troops in different positions before the battle. Only finish the deployment, enemies that can attack.
    Add more tactical commands like "bypassing attack", players can draw an attacking path by mouse, order cavalry attack bypassing from back or side.
    I really hope developer can adopt these suggestions, which means that the game will have a new way to play. Players can build various types of fortifications to transform castles and improve their defense. Players can also have their own "headquarters" by transforming the hall. These functions will greatly promote players' sense of achievement. Players will feel that the fortress really belongs to them, and can rely on fortifications to deploy strategies and tactics. This is so interesting.
    I really hope the developers can see these suggestions. Only the function of Castle fortification construction and positional warfare can make this game worth playing more than 100 times. Because the construction of fortifications is also an important part of the war, and it will be a particularly fulfilling thing for players to resist the enemy's attack through their own fortifications.

    The experience of "Hall war" is too poor. I mean, when players occupy the enemy's wall, players can lead their troops to attack the enemy's hall, but we see that the hall is crowded with a large number of people. This is not a tactic at all. I suggest redoing this function. My suggestion is:
    Add fortification construction function in "urban defense war". Players can change the castle or city they occupy, such as changing the stacking angle of the city wall, building arrow towers, traps, stacking sandbags on the street, etc. When the enemy breaks through the player's wall, the player deploys his troops to the fortifications on the street and continues to fight the enemy. When the enemy breaks through the street, the enemy will surround the player hall. Players can choose to rush out of the hall or ask for a duel with the enemy commander (the enemy commander can agree or refuse). If the enemy commander refuses, the player can only lead the hall guard (hall guard can be selected by the player) out of the castle. Similarly, players should attack the enemy's castle through the following three steps:
    City - Wall Street Battle - siege Hall
  10. [REPOST] I strongly recommend adding a "defence construction and headquarters building system"

    The experience of "Hall war" is too poor. I mean, when players occupy the enemy's wall, players can lead their troops to attack the enemy's hall, but we see that the hall is crowded with a large number of people. This is not a tactic at all. I suggest redoing this function. My suggestion is:
    Add fortification construction function in "urban defense war". Players can change the castle or city they occupy, such as changing the stacking angle of the city wall, building arrow towers, traps, stacking sandbags on the street, etc. When the enemy breaks through the player's wall, the player deploys his troops to the fortifications on the street and continues to fight the enemy. When the enemy breaks through the street, the enemy will surround the player hall. Players can choose to rush out of the hall or ask for a duel with the enemy commander (the enemy commander can agree or refuse). If the enemy commander refuses, the player can only lead the hall guard (hall guard can be selected by the player) out of the castle. Similarly, players should attack the enemy's castle through the following three steps:
    City - Wall Street Battle - siege Hall
  11. 我强烈建议增加防御工事和指挥部的自由建造系统

    您好,尊敬的灭资兴无。我已经发表了对于我个人支持您的建议的答复。
    至于TaleWorlds官方制作团队那边我已经多次向相关工作人员转发并根据您的要求催促官方处理您的建议,包括在看到您发布这条回复之时我即刻就根据您的要求再向支持团队又催促了您的建议。很遗憾的是,直到现在我还没有收到任何答复。
    兄弟,我报告几个游戏bug,希望制作组可以改进:

    1.在玩家的军队中,如果前排士兵手持盾牌,后排士兵使用的长矛或长枪将直接穿过前面的盾牌。
    2.“大厅战争”的体验太差了。我的意思是,当玩家带领他们的部队攻击敌人的大厅,我们看到大厅里挤满了大量的人,这根本没办法玩。我建议重做这个功能。我的建议是:
    在“城市防御战”中增加工事建设功能。玩家可以改变他们所占领的城堡或城市,如改变城墙的堆叠角度、建造箭塔、陷阱、在街道上堆放沙袋等。当敌人突破玩家的城墙时,玩家将其部队部署到街道上的防御工事上,并继续与敌人战斗。当敌人突破街道时,敌人将包围玩家大厅。玩家可以选择冲出大厅,或要求与敌军指挥官决斗(敌军指挥官可以同意或拒绝)。如果敌方指挥官拒绝,玩家只能带领门厅守卫(门厅守卫可由玩家选择)冲出城堡。同样,玩家应该通过以下三个步骤来攻击敌人的城堡:
    城市-华尔街之战-包围大厅。
    3 不同的马撞击士兵效果并没有太大不同。希望能做出区分。比如速度快的马可以把士兵撞得飞起来。
    麻烦您把我的这个报告发给制作组,谢谢您。
  12. [REPOST] I strongly recommend adding a "defence construction and headquarters building system"

    I really hope developers can see this suggestion. The fortification construction function of the castle will bring a great leap to the game, and the players' tactics will be more free. Players can deploy troops by virtue of the advantages of fortifications, and the city defense war will become very interesting.

    The experience of "Hall war" is too poor. I mean, when players capture the enemy's wall, players can lead their troops to attack the enemy's hall, but what we see is a large number of people crowded in the hall, which is not tactical at all. I suggest that this function be redone. My suggestion is:
    Add the fortification construction function to the "city defense war". Players can transform the castle or city they occupy, such as changing the stacking angle of city walls, building arrow towers, traps, stacking sandbags on the street, etc. When the enemy breaks through the player's wall, the player deploys his troops to the fortifications in the street and continues to fight with the enemy. When the enemy breaks through the street, the enemy will surround the player's hall. The player can choose to break out of the hall, or ask to duel with the commander of the enemy force (the enemy commander can agree or refuse). If the enemy commander refuses, the player can only lead the guards of the Hall (the guards of the hall can be selected by the player) Break out of the castle. Similarly, players should go through these three steps to attack the enemy's Castle:
    City wall battle - Street Battle - surround the hall
  13. Beta Patch Notes e1.6.3

    patchnotes-b-e1.6.3.png

    Beta e1.6.3​

    Singleplayer​

    Crashes
    • Fixed a crash that occurred after creating a random clan with a console command.
    • Fixed a crash that occurred during tournaments.
    • Fixed a crash that occurred when a conspiracy caravan party entered a settlement.
    • Fixed a crash that occurred when a disbanding party entered a settlement.
    • Fixed a crash that occurred when determining deserted troops for oversized parties.
    • Fixed a crash that occurred when a player killed an agent in civilian missions.
    • Fixed a crash that occurred when the Revenue Farming quest was canceled when the quest-related menu was open.
    • Fixed a crash that occurred due to party influence cost calculations.
    • Fixed a crash that occurred while handling pending kingdom decisions.

    Performance
    • Campaign memory optimizations.
    • Campaign behavior event optimization.
    • Optimizations to the field getter functions in CharacterObject class.
    • Memory usage improvements in custom battle.
    • Minor UI-related improvements in memory usage.

    Save & Load
    • Fixed a bug that caused the game version to be different between clicking "Continue Campaign" and loading the save manually.

    Localisation
    • Russian and Polish language localization improvements.
    • Other general localization improvements.
    • Chinese language updates.
    • Turkish language updates.
    • Minor text updates and typo fixes.
    • Fixed localization issues of Village Needs Draught Animals quest journal logs.

    Art
    • Added an ornate battle crown for Aserai lords.
    • Fixed a bug that caused the campaign character's head to have a white contour.
    • Fixed a bug that caused some NPC faces to be black when viewed from distance.
    • Minor fixes to some Khuzait, Empire & Sturgia castle scenes.
    • Minor fixes to some Vlandia, Khuzait & Sturgia town scenes.
    • Siege tower and siege ladder placement fixes to an Empire town scene.
    • Sound improvements to some Empire castle scenes.

    Animations
    • Fixed a bug that caused the melee trainer walking animation to become weird in some cases.
    • Fixed a bug that caused some parties to not play fighting animations during an event on the campaign map.
    • Fixed a bug that caused all agents to play the same animation during a conversation.

    UI
    Changes
    • Improved the receive/pay tribute visuals in the kingdom diplomacy tab.
    • Moved the initial banner selection and clan naming to the character creation in SandBox mode.
    • Added new tavern game menu images for all main cultures.
    • The least expensive horses are now used first while upgrading troops.
    • Mobile party tracker states are now saved between sessions.
    • Added kill notification interface to town mission for gang and quest-related tasks.
    • Added panel opening animations to the rest of the fullscreen screens.
    • General improvements to banner visuals.
    Fixes
    • Fixed a bug that caused only two upgrade targets to be shown in the upgrade popup even when it should have been more.
    • Fixed a bug that caused some texts to overlap on tooltips.
    • Fixed a bug that caused holding left or right arrow keys to not move the cursor automatically.
    • Fixed a bug that caused tracked settlement nameplates to flicker in some instances.
    • Fixed a bug that caused an incorrect army size value to be displayed in a custom battle.
    • Fixed inconsistencies in equipment used by hero portraits in the settlement overlay.
    • Fixed a bug that caused the swapping action in the inventory, unequipping the replaced weapon.
    • Fixed the village hearth and town prosperity tooltips formatting issue.
    • Fixed a bug that caused settlement quest icons to be displayed wrong.

    Battles and Sieges
    • Introduced death of the NPCs in simulation battles.
    • Decreased the chance of death caused by battle wounds in missions for all heroes except the player (the chance is the same in both missions and simulations).
    • The player is from now on able to attack disbanding parties.
    • Fixed AI aiming for ranged siege weapons.
    • In cases where “show mercy” is the only siege aftermath option, relation penalties will no longer apply.
    • When the player aborted raising the siege ladder at the last possible moment and the siege ladder went beyond the exact vertical position and went closer to the walls, it fell to the ground again even though it should have landed against the walls. This has been fixed.

    Character Development System
    • Decreased the chance of dying of old age for all heroes except the player.
    • Improved the way attribute and focus points are distributed for the AI.
    • Fixed inconsistencies in character creation adolescence phase with the smith family.

    Clan and Party
    • Fixed a bug that caused clan roles to be deleted after the assignment.

    Kingdoms and Diplomacy
    • Fixed a bug that caused the dialogue to be stuck when proposing a marriage alliance for yourself.
    • Fixed a bug that caused clans to propose to annex wrong settlements.

    Economy and Trade
    • Fixed a bug that caused item tiers to be wrongly calculated. This bug also prevented workshops from producing lowest tier and highest tier items.

    Settlement Actions (Town, Village, Castle and Hideout)
    • Increased the relation gain from emissaries to 5 from 3.
    • Decreased the emissaries' relation gain chance.
    • From now on, an emissary will be able to gain relation only once per day with either a noble or a notable.
    • Since forcing a village to give supplies and forcing notables to give recruits options are intentional events, nearby parties will no longer join their map events.
    • Fixed a visual bug that caused prisoners in a castle to be displayed on the lord's hall overlay instead of the dungeon.
    • Fixed a bug that caused trade rumors in taverns to be incomplete.
    • Fixed a bug that caused some prisoners to be transferred to garrison and militia which caused them to disappear from the settlement prisoner donate/manage screens.

    Quests & Issues
    • Added a new quest named "Betting Fraud". Quest summary: A gang leader offers you a deal to fix 5 tournaments and share the profit from the bet winnings.
    • Our clan members will no longer be able to give the following quests. If a quest giver becomes our clan member during an active quest, the quest will be canceled.
      • Lady's Knight Out
      • Company of Trouble
      • Lord Needs A Tutor
      • Prodigal Son
    • The player can no longer take the following quests if their clan owns the settlement. If the player becomes the owner of the settlement during the quest, the quest will be canceled with a suitable log.
      • Rival Gang Moving In
      • Gang Leader Needs Weapons
    • Fixed a bug that caused some text to be missing during the Prodigal Son quest.
    • Fixed a bug that caused the Lord Needs Tutor quest log to be shown as a notification instead of a log.
    • Fixed a bug that prevented the relation bonus from being given at the end of the "Village Needs Grain" quest.
    • Fixed a bug that caused the banner icons above the troops to disappear after switching teams during the Rival Gang Moving In quest.
    • Fixed a bug that caused the Destroy Conspiracy Raiders quest to fail when attacking a party that wasn't related to the quest.

    Conversations & Encounters
    • Replaced old pose codes with new ones in conversations and did some minor dialogue fixes.

    Other
    • Updated the weight value of Furred Noble Lancer Helmet with Neckguard to 3.6 kg.
    • Pila is now named Pilum (since Pilum is a single-piece item).
    • Fixed a bug that caused all heroes to disappear in the encyclopedia.

    Multiplayer​

    Art
    • Increased the speed at which the corpses are being cleared on duel mode.

    Design & Balance
    • Fixed a bug that caused a team to win the match in which they were ahead in score even though they had all left the server before that.
    • Changed the gold costs of some troops for team deathmatch and siege modes.

    Game Modes
    • Reworked the scoring system on all game modes (except duel).
    • Fixed a bug that prevented player troops from charging after the player disconnected on captain mode.

    Other - Miscellaneous
    • Added cheering and shouting features that will allow players to quickly communicate with other players.
    • Fixed a bug that caused the mangonel projectiles to remain mid-air in some cases after warm-up.

    UI
    Fixes
    • Fixed a crash that occurred on language change while in the lobby.
    • Fixed a text alignment issue in the MP killfeed.
    • Fixed a bug that caused AI kills to not have a banner on MP killfeed.
    • Fixed a bug that caused some flags to be added more than once to the marker overlay (ALT).
    • Fixed a bug that caused the "Draw" match results to not work in TDM matches.
    • Fixed a bug that caused control points and score UI to show up even when they weren’t relevant.

    Both​

    Art
    • Fixed a bug that caused snow and rain to enter enclosed spaces.
    • Young adults will no longer have grey hair.

    Audio
    • Fixed sound starvation on the highest Sound Channel setting.
    • Fixed many going-silent issues on ambient and movement sounds.
    • Fixed some ambient buss leaking into reverb zones.

    UI
    Changes
    • Added a "Legacy" option for order layout type.
    • Minor improvements to the camera placement in facegen.
    • Added support for simplified and traditional Chinese separation in video subtitles.
    Fixes
    • Fixed a bug that caused option descriptions to disappear after changing the language in the options screen.
    • Localization fixes.

    Combat
    • Added a camera positioning cue for when the player switches to couched lance mode on horseback.
    • Mounted movement now supports controllers better.
    • Double-tap acceleration and slowing down for mounted movement's agility is now related to the weight of the mount.
    • Fixed cases in which shields were not working against melee attacks when the left-hand collision capsule was partially outside of the shield’s physics body.
    • Ballista will now fire in the exact same direction if the player doesn't move the cursor during the reload process.

    Modding​

    • For further explanation and additional information on the modding changes check the following thread: e1.6.3 Modding Adjustments
    • Heightmap selection dialogue now remembers the last used folder.
    • Added a warning to catch duplicate removals of entities.
    • Animations now support switching the item on the right hand to the left, and back. The appropriate flag for this is "switch_item_between_hands" which can be set in the editor. The addition of "hand_switch_data" to the animation is then also required to be set in the editor.
    • Damage Particles are now moddable. A new GameModel named DamageParticleModel has been added. By creating and using a new model class inherited from DamageParticleModel and overriding needed functions modders can choose damage particles very precisely according to collision properties.
    • banner_icons.xml is now moddable. Modders can include their own banner_icons.xml in their modules under "{MODULE_NAME}/ModuleData/banner_icons.xml". Sigils, backgrounds and colours defined in these XMLs will extend the native banner icons.
    • Added editor visuals that show ranged siege weapon trajectories.
    • Languages are now moddable. Modders can now change options for all languages by providing their own options file. (see Native/ModuleData/Languages/[ID]/[id]_options.xml).
    • Moved occupation field to the Hero class from CharacterObject class, making occupations moddable.
    • Made character creation modder friendly.
      • CharacterCreationStages are now moddable. Modders can decide explicitly which stage types should be included and in what order in CharacterCreationContentBase. They can use their own stage types.
      • Fixed a few bugs that could crash the game when new cultures are used in character creation.
      • Exposed CharacterCreation.CharacterCreationMenus to modders.
      • Most functions', fields' enums' protection levels in StoryModeCharacterCreationContent and SandboxCharacterCreationContent have been changed to protected from private.
    • Fixed a crash that occurred while sieging settlements with custom cultures.
    • Fixed a crash that occurred if the submodule.xml had a comment in it.

    Known Issues
    https://forums.taleworlds.com/index.php?threads/known-issues.401168/
    I report two bugs
    1. In the player's army, if the soldiers in the front row hold a shield, the spear or spear used by the soldiers in the back row will pass directly through the shield in front.
    2. The experience of "Hall war" is too poor. I mean, when players capture the enemy's wall, players can lead their troops to attack the enemy's hall, but what we see is a large number of people crowded in the hall, which is not tactical at all. I suggest that this function be redone. My suggestion is:
    Add the fortification construction function to the "city defense war". Players can transform the castle or city they occupy, such as changing the stacking angle of city walls, building arrow towers, traps, stacking sandbags on the street, etc. When the enemy breaks through the player's wall, the player deploys his troops to the fortifications in the street and continues to fight with the enemy. When the enemy breaks through the street, the enemy will surround the player's hall. The player can choose to break out of the hall, or ask to duel with the commander of the enemy force (the enemy commander can agree or refuse). If the enemy commander refuses, the player can only lead the guards of the Hall (the guards of the hall can be selected by the player) Break out of the castle. Similarly, players should go through these three steps to attack the enemy's Castle:
    City wall battle - Street Battle - surround the hall
  14. [REPOST] I strongly recommend adding a "defence construction and headquarters building system"

    I really hope developers can see this suggestion. The fortification construction function of the castle will bring a great leap to the game, and the players' tactics will be more free. Players can deploy troops by virtue of the advantages of fortifications, and the city defense war will become very interesting.
  15. SP Top Suggestions

    Castle fortification construction, headquarters construction and positional warfare system will bring an essential leap to the core playing method of the game

    Players can build many kinds of defence constructions by collecting or buying materials. Headquarters has guards, and guards can salute players each time they meet. Players can command and watch the battle in headquarters.
    Also, players can upgrade headquarters. Enemies can sneak attack headquarters.
    Players can freely build defences consultations, shape and type can choose by players.
    Defence constructions can block arrows and enemy cavalries.
    I suggest adding some defence and headquarter construction building functions like "Life is Feudal: MMO" it did. But this game is an online MP game, and Bannerlord is SP. It is necessary because it will help build more positive gameplay; players can make many types of defence construction and headquarters.
    And, is that possible to add the "settlements, castle building" function back to the game or DLC?
    I hope TW can take my suggestion; if the game adds these functions like"Life is Feudal: MMO", the gameplay will feature interesting dozens of times that of old times. As far as I know, many players have the same thoughts as mine.

    Also, I want to suggest is that possible to add the "free build castle function" back to the game? I mean, players can choose to build defence constructions in the current city. When players decide to independence, players can choose to build cities from 0, every wall and archer tower. When the enemy is going to attack the city, the game show players city in the user interface. Can you forward my suggestion to the developers?
    And, I have some more suggestions need you to help me forward to developers.
    I hope there is a dynamic weather and battlefield dynamic time system. Players can fight from day to night, 4 minutes as a circle. Weather can change.
    Players can order troops to fire arrows in a coordinated volley. Volley can break the enemy's morale.
    Add an "arrow trajectory camera" function. When players order troops to fire arrows, the camera will auto-follow the arrow's trajectory. Players can watch how arrows hit the walls and enemies. It can enable or disable by the player.
    Add slow execution camera and bloody scene function. When players are killing an enemy, players can chop off the head or maybe arms. Players can randomly watch the procession with the slow camera. It can enable or disable by the player.
    Add horses collision system, and I want to see horses can bump players to fly.
    Add a deployment system; players can place troops in different positions before the battle. Only finish the deployment, enemies that can attack.
    Add more tactical commands like "bypassing attack", players can draw an attacking path by mouse, order cavalry attack bypassing from back or side.
    I really hope developer can adopt these suggestions, which means that the game will have a new way to play. Players can build various types of fortifications to transform castles and improve their defense. Players can also have their own "headquarters" by transforming the hall. These functions will greatly promote players' sense of achievement. Players will feel that the fortress really belongs to them, and can rely on fortifications to deploy strategies and tactics. This is so interesting.
    I really hope the developers can see these suggestions. Only the function of Castle fortification construction and positional warfare can make this game worth playing more than 100 times. Because the construction of fortifications is also an important part of the war, and it will be a particularly fulfilling thing for players to resist the enemy's attack through their own fortifications.
Top Bottom