I guess there would be mechanics that contribute to the effectiveness of the enterprises like linking a portion of it to the characters trade skill or something so it's not totally dependent on the clan or character standing.Very interesting suggestion!
One issue though. What happens with your trade empire when you die and new clanleader is "some human meat axe"?
I totally agree. Weapon skill needs to either be higher for high tier units or be tweaked to have a greater effect. I'm noticably losing twitch skills as I age but I can still easily win a tournament on day one of a new playthrough by beating Caladog with my 5 2-Handed skill, he should kick my fu(king arse. I'm not scared of anyone in the world at any time but I'm scared of being surrounded by 8 looters. T5 Infantry should be parrying constantly and cut lower tiers to shreds. Realistic Battle Mod (AI) helps with this somewhat.I think that almost everyone here agrees with the gap between low and high-tier units is not as relevant as it should be. I personally think the gap is too big in Warband, but in Bannerlord it is totally the opposite, and this brings some issues which make the game feel less rewarding, challenging, and not immersive. People mostly blame armor, but I think the biggest reason because high-tier units do not feel as strong as they should, is because the equipment is simply 200% more relevant than skill in this game.
I agree with all of this, good thinking. Another option is locking the tier of weapon to the tier of unit, e.g recruit only needs stuff like a hatchet while a t3 troop needs a t3+ weapon to get XP.The stewarding Perk Hands is currently one of the most, if not the most powerful in the game, especially when coupled with smithing.
The descriptions says that discarded weapons (including shields, arrows bolts etc) gives XP to troops. By crafting high level two handed swords or slashing pole weapons the player can very quickly turn T1 recruits into T5 soldiers in minutes without them ever fighting a battle. I believe the XP is 50% of the value, given across troops in your party that would take them up to their next level. I have not tested the Armour equivalent of this perk which won’t suffer from the boost smithing gives it, although some suggestions could apply to both.
suggestions for improvement to stop this being over powered.
1 Give all items a set value (say 100xp), or a value based on the item tier (25, 50, 100, 200, 300 for example).
2 Exclude Crafted items from counting towards XP. However maybe adding an ability to a smithing perk to allow them to be donated. Maybe a secondary effect of experienced smith or artisan smith, or add a new perk called Military Smith at L200 (this could also increase the chance of finding better quality items on the battlefield.
3 Have only T0, T1 and T2 troops gain XP from donated weapons, meaning it can only be used to upgrade to T3. T3+ troops are seen more professional who would not make do with looted weapons.
4 Noble Units are not effected for similar reason as stated above.
Amen, it doesn't take a lot of time to learn everything there is to know via patch notes and a few forum posts, so when the devs post I'd like to hear some progress on the features that will tangibly effect the game e.g. siege AI, hit boxes, armour balancing, dynamic battle maps.It's just patch notes for the last two patches for people who don't read patch notes.
Dev blogs should contain new info on upcoming features, like: "the regional battle maps are 69% done and we'll release some of them in the next patch in August" or "the keep battles we promised in December are coming along nicely and we managed to fix the bots hitting the walls all the time, now we must fix the AI pathfinding so they don't get in each other's way".
Patch videos on the other hand is what youtubers do for their illiterate followers, and they already covered these two patches.
I'd be happy to take what I get and not manually min/max companions if there were a minimum standard template ensuring companions could at least level their chosen profession, this should be the dev's end goal I think. In my current game a "Willowbark" wanderer spawned with 0 focus and 1 Intellect, she's never going to be useful without heavy player intervention and characters like this are often barely able to level at all. This is worse in the case of smithing as you then have to turn someone else into a smith if you ever want Thamaske weapons.I wish the companions would just choose their own perks, and their own attributes and focus points depending on their inclinations, and the player shouldn't be able to do that for them (when choosing this option only, of course). So this option needs improvements.
I don't know how long I could handle playing without the renown-printing perk at 125 Trade. If there was a way to level trade for a companion in my party (The only way seems to be to send them off on a caravan) I would never spend the focus on myself.I chose trade but I also don't invest into engineering, although I plan to when medicine get's revised and INT built hero become more useful. As it is, only steward raises well and steward gives it's main bonuses from a companion just as well. Charm's effect is questionable to me, but I will raise it late game when I don't know where to spend a FP.
I like to make my MC the scout for some good leader only benefits, including Keen sight (with mounted patrols on leader) and uncanny insight. In my experience a 10 cunning MC will get 300+ skill pretty early in life (before old age range) and be able to make good use of it.
I think the first 2 medicine perks are a must have on MC, to heal you after battles. More would be good, but it's really slow to go higher
I like to get bow and riding to 250 too, although you could be fine with less.
Polearm is 'might as well' since I use it, but I can be fine with zero skill too
Tactics is good since I have cunning, but not a must have. Roguery even more so, 'might as well' though.
Leadership is really good, but because it takes so long to get the very high levels, I just use the 5fp and am happy if it gets over 150 someday.
Smithing can be done on clan members but I have done it on MC before. I don't usually do much smithing because II almost never wait so I have no stamina.
Yeah, I agree that sort of calculation would be much better than the current system. The Smithing stamina improvement was a good start, but there are a few other things I would like to see scale with Smithing skillI:Started new campaign to try smithing specifically.
Making Two Handers for 1k right off the bat. Not too imbalanced because of materials cost and time but still pretty good money with no investment into the skill at all.
Then, after a few unlocks, making Hammer Head Polearms by day 5 for 4-6k a pop with rando companions for almost no materials.
I think the issue is still how sell price for weapons is calculate. A slow swinging piece of wood stuck to a piece of wood is selling for more than fancy fine steel weapons. Length and damage seem to matter more than the overall quality of the weapon and its stat balance. The material cost and skill of the smith still makes little difference.
Something could be done without messing with weapon prices at the broader level. For example, why not something like:
First, a base sell price that is capped at [Base cost of mats x1.5] + [smith skill x10]. Now materials and smithing skill simply factor in no matter what.
Then factor in the + and - stats in creation. 10% bonus or reduction to price using the above sell price as base.
So I make a weapon that costs 1000d in materials. [1500d]. I have 50 smithing skill. [1500d+500d=2000d]. I craft it well and it gets +5 stats total. [2000d+1000d=3000d].
But if a weapon costs only 100d in materials with 10smithing skill: 150+100+ = 250. But I am making a weapon with poor skill and it gets -5 stats. 250-125=125. 25g profit still but of course I have a meager 10 smithing and am slapping bits wood together. This means my cheap crap polearms no longer sell for 6k but I can still achieve solid sell price weapons as a decent smith, like in the example above.
Of course this is a super crude example and the numbers and formulas would need more thought and trial and error, but you get the idea. This would pretty much make smithing less about spamming specific recipes and more about quality of the materials and skill of the smith, in a simple, understandable, straightforward manner, no?
This is exactly what I've been saying too. It's so logical I don't understand how it hasn't been implemented already.So throughout my numerous playtime, I've never found the execution mechanic helpful.
-1000 to your honor followed by massive relation penalties with nearly all Clans.
The price is extremely steep for removing 1 Lord from the game outside of a battle, which has no penalties incurred.
Just some ideas on revamping the execution mechanic
1) Take Lord's Traits into equation
If the lord is a dishonorable, devious, or otherwise contemptable individual; then executing should reward honor (I.E 200). The relation decrease with their clan should remain the same, but relations should increase with Clan Leaders who view the act as justice.
If the lord is honorable, trustworthy, or has no negative traits; then executing should decrease honor. You killed an otherwise good person and people would view your actions as dishonorable and barbaric.
2) Executing Mercenaries should not reduce honor
They are hired swords who fight for the highest bidder, why is killing them reducing my honor? While I should take a relations drop with that Company and all others,
losing honor makes no sense.
3) Crimes fit the punishment
If the lord executed has committed various acts of violence against your kingdom while the war is ongoing (raiding, sacking settlements, attacking peasants, attacking caravans), you should be able to execute a justified execution against them regardless of their personality if they committed a large amount of these actions.
While you would take relation drops with that Clan and their allies, the vassals of your realm would approve of this action.
4) Relation increases and decreases
-Executing a Clan member unjustly: - 100
-Executing a Clan member but its justified: -50
-Executing a Friendly Clan Member: - 30
-Executing a Kingdom Clan Member (Not stacking with friendly): - 10
-Executing a Rival Clan Member: +20
-Committing a justified or honorable execution: +10
-Committing an unjustified or dishonorable execution: -20
100% agreeIt might be a good idea to ensure that the item in first order slot is only composed of parts you have already unlocked. When you're first starting out, it can be frustrating to go from town to town just to see that you can't craft the first order, especially considering this mechanic is meant to help with training the skill.
These should all be default features to be fair, didn't Warband require 150 renown just to become a merc?Ironman? more like ironbaby, I really wanted a mode that removed your ''chosen one'' status
1. Nobles don't even want to speak with you, until you reach a certain renown
2. want to enter a tournament? that's cute. gtfo
3. the market is going through a depression, and selling prices for equipment are reduced drastically
4. if you get captured by a lord, and you are irrelevant, that's an easy execution
5. got captured and lord hates your guts, executed
6. Oi! you got a permit to use my blacksmith equipment? pay up
7. Craft a 10k javelin? instant loss with jumpscare and CTD, save corrupted.