Search results for query: sea bandit

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  1. In Progress Hideout bandits don't patrol on the hideout map

    Summary:Bandits protecting their hideouts walk once and then stop completely. Before they would patrol around. How to Reproduce:Enter any hideout map with patroling enemies Have you used cheats and if so which:no Scene Name (if related):Sea raider, forest bandits and khuzait are the ones I've...
  2. LKAI

    In Progress Stuck in terrain during hideout

    Summary: Got stuck on the bridge only got out from bandit boss duel activating. How to Reproduce: One of the new sea raider bandit hideouts, towards the end of the map, see video. Scene Name (if related): bandit hideout Media (Screenshots & Video)...
  3. Suggestion General Could you remove the hard limitation for bandit types in a single bandit party?

    Dear Devs, I am a modder making a troop tree expand mod, And I made several new bandits for each bandit factions (such as sea raiders and forest bandits), but after I fill those new bandits into my partytemplate.xml I found it's not function like what it should be: my new bandits seems never...
  4. Hero07911010

    Devs: "Needs Help with Brigands" quest badly needs rework

    Yet, the entire game is practically counter to you running a small party, from the moment you start the game.
    With how garrisons work, there's no 'stationing' troops there since you're eating into the garrison growth/cap itself doing so (no separate group).
    There's no 'middle' size enemies, it's your looters right to your 80+ AI enemies to your 500+ armies. It's missing that 'deserters' we had in WB, no group of 50+ taiga bandits, good luck chasing those Khuzait ones, and sea raiders/desert bandits also are only in specific 'spawn' areas; there's a huge swath of the map where there's none.
    The only middle pack are caravans, but it's like attacking civilians.
    It would be nice to see larger groups of bandits, beside just looters. But, they don't act like soldiers, they just run in and attack even if they are vastly outnumbered. Maybe at a certain number of bandits, they get 'organized' and AI uses soldier mechanics.
  5. Asuzu

    Devs: "Needs Help with Brigands" quest badly needs rework

    The problems of this quest are multiple, not sure how this made through even basic playtesting. The amount of brigand parties you got to hunt down quickly spirals out of control, starting at 2 then 4 then 7 and so on. It's literally impossible to find that many bandit parties on the map...
  6. Devs: "Needs Help with Brigands" quest badly needs rework

    Yet, the entire game is practically counter to you running a small party, from the moment you start the game.
    With how garrisons work, there's no 'stationing' troops there since you're eating into the garrison growth/cap itself doing so (no separate group).
    There's no 'middle' size enemies, it's your looters right to your 80+ AI enemies to your 500+ armies. It's missing that 'deserters' we had in WB, no group of 50+ taiga bandits, good luck chasing those Khuzait ones, and sea raiders/desert bandits also are only in specific 'spawn' areas; there's a huge swath of the map where there's none.
    The only middle pack are caravans, but it's like attacking civilians.
    What a bit works as a middle pack are the mounted bandits during a "caravan ambush/escort merchant caravan" quest. They are stronger than the looters, there is more of them, they don't run away but come to you and they supply you with a good amount of horses.

    But yeah, I'd also prefer it if the deserters would return, because A) not sure if the mounted bandits would count for the "Needs Help"-quest and B) deserters could supply you with useful weapons and armor in a looter run, so you're not forced to fight high quality armies.
  7. JunKeteer

    Devs: "Needs Help with Brigands" quest badly needs rework

    It's not impossible. The trick is to not run a 1000 man army if you're also doing that quest. Drop your troops in a garrison and use a small fast party.
    Yet, the entire game is practically counter to you running a small party, from the moment you start the game.
    With how garrisons work, there's no 'stationing' troops there since you're eating into the garrison growth/cap itself doing so (no separate group).
    There's no 'middle' size enemies, it's your looters right to your 80+ AI enemies to your 500+ armies. It's missing that 'deserters' we had in WB, no group of 50+ taiga bandits, good luck chasing those Khuzait ones, and sea raiders/desert bandits also are only in specific 'spawn' areas; there's a huge swath of the map where there's none.
    The only middle pack are caravans, but it's like attacking civilians.
  8. Hero07911010

    Devs: "Needs Help with Brigands" quest badly needs rework

    The problems of this quest are multiple, not sure how this made through even basic playtesting.
    • The amount of brigand parties you got to hunt down quickly spirals out of control, starting at 2 then 4 then 7 and so on. It's literally impossible to find that many bandit parties on the map, especially in highly patrolled areas.
    • When you chasing brigands for the quest, they happily waltz away out of quest range and are no longer eligible to fulfill the quest. Happens all the time.
    In general, its impossible to complete auto-skip quest.

    My suggestions to improve this quest:
    • Instead of having player chase gazillion small bandit parties, spawn a quest stack army of brigands not far from he questgiver, and scale its size to player's army.
    • Can mix the brigand army up with all types of brigands to make the fight cooler - e.g. heavy frontline with sea raiders, looters with rocks ofc, ranged covered by forest bandits, alsosome mountain bandits etc.
    This would make quest more attractive and more fun.
    Thanks for reading.
    In order for that quest to spawn, there needs to be a Hideout nearby. The Hideout can be outside of the quest range, so chasing bandits into range from that Hideout is how I do it, much like @SanyaBeli described. If the Hideout in inside the quest range, each group in the Hideout counts as a group you need to hunt down.
  9. Bluko88

    Devs: "Needs Help with Brigands" quest badly needs rework

    The problems of this quest are multiple, not sure how this made through even basic playtesting.
    • The amount of brigand parties you got to hunt down quickly spirals out of control, starting at 2 then 4 then 7 and so on. It's literally impossible to find that many bandit parties on the map, especially in highly patrolled areas.
    • When you chasing brigands for the quest, they happily waltz away out of quest range and are no longer eligible to fulfill the quest. Happens all the time.
    In general, its impossible to complete auto-skip quest.

    My suggestions to improve this quest:
    • Instead of having player chase gazillion small bandit parties, spawn a quest stack army of brigands not far from he questgiver, and scale its size to player's army.
    • Can mix the brigand army up with all types of brigands to make the fight cooler - e.g. heavy frontline with sea raiders, looters with rocks ofc, ranged covered by forest bandits, alsosome mountain bandits etc.
    This would make quest more attractive and more fun.
    Thanks for reading.
    It'd probably be better if they didn't have "scaling" quests in general. Like the Bandit one, they obviously don't scale well. Also does nobody test this stuff? Seriously...

    Your really not going to be doing much quests past the early game anyways. And if you are, it's probably more so for relation improvement with the Notable(s). There's no need for Quests to scale up IMO - same with 100+ Looter armies. Not necessary, and not as good XP as some think it is.
  10. Devs: "Needs Help with Brigands" quest badly needs rework

    The problems of this quest are multiple, not sure how this made through even basic playtesting.
    • The amount of brigand parties you got to hunt down quickly spirals out of control, starting at 2 then 4 then 7 and so on. It's literally impossible to find that many bandit parties on the map, especially in highly patrolled areas.
    • When you chasing brigands for the quest, they happily waltz away out of quest range and are no longer eligible to fulfill the quest. Happens all the time.

    the ammount of briggands indeed get more irritating as time go's by at first ya can maybe compleet the quest then later in game its litterly a coin flip of 98% failure an 2% succes ratio.

    hell even right now only way i found it doable to compleet the thing is when i know there is a hideout in the quest area then i need to make sure there is only a 20+man of looters in the area to slow there speed down. so a large army can wipe them of the map
    My suggestions to improve this quest:
    • Instead of having player chase gazillion small bandit parties, spawn a quest stack army of brigands not far from he questgiver, and scale its size to player's army.
    • Can mix the brigand army up with all types of brigands to make the fight cooler - e.g. heavy frontline with sea raiders, looters with rocks ofc, ranged covered by forest bandits, alsosome mountain bandits etc.
    This would make quest more attractive and more fun.
    Thanks for reading.

    spawning in a large band of briggands is 1 solution yeah. would be nice to fight a size of 200 bandits. with majority being looters and then the archers/javelin throwers.

    what my suggestion is for this tho is to reset the changes they did to it with some added buffs to it.
    1. stop bandits in the quest area from running away by the player party
    2.slowly spawn in more and more bandit party's around the quest area
    3. make all bandits that enter the quest area walk close to the city or village of quest giver
    4.all lords will ignore the bandits.
    5. more bandit party's will overtime gather at that area meaning the 28-30 day timer ya have for the quest gets harder the longer ya wait.


    this allows people to have an option between doing the quest fast or have a harder and more funner timer later on if they wanna wait for it.
  11. Forest-Bandit

    War dogs

    Ah man all uns make some great points would love to see a new faction Saran’s got all that empty space so I’m sure there planning something.and some dang bandit camps playable and or be a sea raider and have hideout with customization would be awsome I just want raid lol
  12. Levies and settlement specialisation - Gameplay Changes to settlement management and recruitment.

    Proposed changes to Bannerlord Gameplay: Settlement management and buildings should function in a similar way to total war games: Castles and Towns Rather than every town having the same buildings the owner has to choose which buildings are in their settlements. There will be limited slots...
  13. Alexandersson

    Resolved [Beta 1.2.2] Infantry picks up shields from the ground when not supposed to.

    i'm still experiencing this even after a clean install. i've noticed something ... as you can see from the pictures (links below) only bandit units pick multiple shields from the ground. All the soldiers in the pictures are sea raiders (including the picture in the post above)
    -fwHo.jpg

    jhzYa.jpg

    HTl-w.jpg
  14. Resolved Beta 1.2.0 Bandit Hideouts in Sturgia all forest bandits

    Summary: It seems like all the non-looter bandits in sturgia are forest bandits in v1.2.0 beta. Unless I've missed something in the patch notes, it should be sea raiders spawning in sturgia. How to Reproduce: Start a new game on 1.2.0 beta. Wait a few in game days and observe. Have you used...
  15. SP - General Make bandits actually spawn for bandit kill quests.

    The bandit quests definitely need work.

    1. The late game versions of the quest are laughably bad - "chase down 23 bandit parties!" or some nonsense, "with your giant, slow army!" It's always a skipper unless you can find a huge bandit camp that has enough parties in it to count.
    2. Ideally, TW should program it so that the game knows once the "area" you're trying to 'make safe' is actually bandit-free. Once it's clear, you get credit, whether you personally wiped them out or not.
    3. If not that, then simplify it to "kill or capture X number of bandits/brigands/looters." This could be done by attacking parties, or attacking a bandit camp, and the area-restrictions should be greatly loosened. If the local village CAN'T TELL that there are no more bandits in an area, then I shouldn't be restricted to only hunting bandits in that area.
    4. "Rescue my friend" and "clear the bandit camp" could still be separate quests, as those work just fine.
    5. You should be able to stack the bandit-kill quests. It's logical, and it's fun to get 'double-duty' for your quest effort.
    6. On a somewhat separate note, it'd be nice to be able to designate a clan party as bandit police. They'd stay small, fast, lethal, wouldn't join armies, and patrol around your territory keeping it clear.
    Exactly, but the worst is the Main Quest where the "Conspiracy" is supposedly flooding the area with a specific bandit type, and only killing that type "Mountain Bandit, Looter, Sea Bandit, etc." counts towards the goal. Then you go there and there is nothing, not a single bandit of that type. I have failed every single one of the Main Quest bandit hunts.
  16. xenoargh

    Can These Things Be Fixed? <Long>

    1. You cannot add any new Factions during a campaign, even if they're mere bandits. That's a bummer, means I have to start a new campaign every time I want to test anything. I presume I'm going to have to make use of console commands and cheat like crazy to get anything started. Maybe somebody made a save editor that actually works; I'm annoyed that I'm going to have to rebuild my party and find the Companions again, lol.
    2. You can, however, add all the new PartyTemplates you want. That's cool, but of really limited utility, unless I want to re-write how my bandit-spawner behaves. Right now, it's deliberately written to give the player the impression that wherever they go, whatever they do, there are lots of bandits around causing trouble; there's never more than a brief moment when the player doesn't have an enemy around they pick a fight with. This causes real havoc with Lord armies and trade caravans sometimes, but I'm inclined to ignore that until I see actual problems.
    3. If I'm going to have to start new games on a regular, I may as well write out the three identical, boring Empire factions so that they no longer share the same Culture and can have completely different troop trees, because troop trees start with a basic troop type and basic "elite" troop tree, which is practically always cavalry.

    Can I have the Rhodoks back?

    4. Speaking of troop trees, I finally got around to playing with this area. I tried making Looters be able to upgrade to all the base infantry types. Yes, that works- you can do it, the game can deal with it. The Party UI doesn't quite handle it right, but it mainly manages and it doesn't crash. Three upgrades for a given troop where the secondary choices don't have branches, just straight upgrades, will probably actually work. Sounds like a solution to return to where I was going with the Sisters, among other things.

    5. It's pretty satisfying to see all this come together. Given that I'm going to have to start clamping down and I'm still not done with data-entry stuff for the current weapons, I should probably sketch out roughly what I want:

    A. Each region gets some unique "clans" that can spawn bandit parties. Something that's basically infantry, archers or cav, or a bit of everything, rough-balanced for early, mid and late-game fun.

    What's in the game atm is very... generic, and has the same game-design problems as Warband, which is what it's almost copied verbatim from. There's no real variety, and if you want to make money, you go up against Sea Raiders, for the same reasons as Warband (they have good loot / kill, but are pretty weak for guys who are supposed to be scary Vikings).

    Eventually, that's longer sufficiently profitable (but that takes a while now; you're more likely to hit the "there are no bandits around here" issue. Which is actually a bug, as far as I'm concerned (and dealt with), because you can actually do some silly things to the game's long-term behaviors in Native by selectively exterminating Hideouts. I doubt anybody's really messed with that, but there is an actual maximum number of Hideouts on the map and they're largely responsible for Bandit party spawns, in Native. If they're killed off in areas you want cleared, they largely stay cleared, because enough Bandit parties get generated elsewhere and the system quits generating new ones.

    There's no reason to go to anywhere in the Empire, Khuzait, Aserai, etc.- reward is poor.

    In the current combat system, this is even worse; parties of Forest Bandits are an actual threat (for now, with armor values unchanged) because they're showing up in large numbers and they're relatively well-armed, with decent bows and axes. It's fun beating them, but it's actually feeling like Hard Mode. Aserai and Khuzait areas are right out with a low-level party, because of the cavalry, and aren't sufficiently profitable until midgame. In Native, they're never worth fighting at all, imo. The Mountain Bandits are mid, and usually not worth tackling early.

    All this needs to be addressed. There should be bad guys everywhere the player wants to fight, for fun and profits. I already have a system where the bandits "level up" and get harder with the player; what I don't have yet is data in place to make this much more interesting. I probably need to write all that now, at least at the sketch-level, so that it's done, other than making tweaks to Party Templates and NPCs.

    B. The Empire probably gets split into the Imperial Remnants and the Rhodoks. I feel like the Rhodoks getting more-or-less rolled sideways into Vlandia and the Empire removed a lot from the game, personally. I wasn't ever all that excited about the Vaegir in Warband; they became the Romans-That-Weren't, but it never felt quite right. The Rhodoks were cool, though, because they were basically the Italians circa 14th-16th centuries, and they could be disgustingly difficult to fight in sieges.

    C. If I keep the current slooooooooow system of casualty management and low player army size, I'll need to provide appropriate troop trees for the player to upgrade into that gives them a quality advantage that actually matters.

    D. If I'm committing to yet-more data entry, I guess I need to make some real decisions about longer-term game-design goals here.

    Do I bother with having an Evil Empire somewhere? That was one of the big draws of Blood and Steel, even if it always felt half-finished and crude. The Armies of Darkness were the fun challenge for the player who thought they were invincible.

    It's probably easiest to take that on now, editing one of the Empire Factions with a new Culture, etc., so that they're in officially and are supported, even if they continue to look like the old stuff for now. I can support them later with special mechanics, new Races / Monster types, etc. etc. so that I can re-create their unique threat level and weird variety of troops. I'll have to look at the map, but it's probably the Southern Empire, where they're touching almost everybody but the Sturgians.
  17. Horses as loot

    It depends on loot score (which can be boosted by roguery). It's not just the actual gear of troops you fight. If you fight a large army you'll get a lot of horses, but not 1 for of of how many were in the battle.
    You sure about that? Shield and weapons often match the troops you fight. Reason why i chase down sea bandits to get the faster shield.
  18. SP - Player, NPCs & Troops Clan/Faction/Unit Creation

    This most likely won't be a thing, but I'd like to pose the idea of having a way to create custom units and troop trees in game. This is just a way to appeal to more of the fantasy some players might want to see in units in their army and I even have an interesting way of implementing the...
  19. Ananda_The_Destroyer

    Horses as loot

    You sure about that? Shield and weapons often match the troops you fight. Reason why i chase down sea bandits to get the faster shield.
    The enemies you fight give you a loot pool for thing you can get in loot, but it's not 1 to 1, you get chances to get loot and more valuable loot is less chance. More enemies defeated *and roguery) increases the loot score and warhorses are kind of in the middle value wise so a big battle will have a lot of chances to get them in loot because of a high loot score.
  20. Script.bd

    SP - General Quest Suggestion - Late Game

    Quest Suggestion - Late Game The late game feels quite empty and one of the way it can be filled in my opinion is with quests that may appear during the later part of the game which can be restricted by say clan level 4, 5 or 6 etc or when you have the Dragon Banner. __Lists of quest__ 1...
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