Hey Polson and welcome to the forums.what's the priority and what's coming in the upcoming patch? Battle terrain system, maybe?
Keep up the good work guys, love ya, have 700 hours already in this game and i am eager to give it more time
I had previously discussed this with Mexxico (a year or so ago), but there were some concerns. I don't quite recall the details but we can look into it.
Ah, my mistake. Sorry. The challenge with what you are describing is most likely performance. I am happy to forward any screenshots you may have for evaluation though.I was actually talking about the ways up to or down from the wall within the castle/town through towers or staircases, rather than the ladders raised by attackers. I'll have to take screenshots to explain.
The combat side isn't my area of expertise, but as far as I understand there is a problem with pathfinding in some scenes that have very high Z value deviations between different ladders, which causes the AI to think that the unoccupied ladders right next to them offer a path of much greater distance to their ultimate goal (on top of the wall). This can lead them to clump up below one ladder, even when there are apparently others available.If an attacker takes the section of the wall where the ladders are raised there are usually two or more routes up to that position, rather than taking advantage of those clear open routes to surround the attackers are retake the wall from both directions, the group of defenders sent to retake the wall will all charge up the stairwell nearest to where they or the enemy are and get stuck there in a sort of bottleneck fighting on the staircase as a blob of troops waits at the bottom waiting to be killed one by one. The same is true for attackers, who will all run along the wall until they reach the gatehouse or ignore short ways around a building which would allow them to easily flank or surround the defenders, only taking the most direct route.
Generally, it is better to have a "stable" beta branch for a few days before moving it to live. When a range of issues are fixed during that transition, there is a risk for the live branch that some issues remain or new issues are introduced that slipped by internal tests.
The experience is more likely to see changes with the battle terrain system. (Providing you with some control where you spawn on the scene in relation to the opponent.)
Thanks for the kind words, mate.I was scrolling Game Pass one evening, looking for something to sate the hunger. Looking for a weekend "time sink" if you will. I had looked over the title cards dozens of times and saw WB amongst the rest of the rabble and thought almost nothing about it "just another game with dated graphics on Game Pass" "under a gig to boot"
Fast forward a few months and I cave and pick it up. I was promised "...a land torn asunder by incessant warfare, it is time to assemble your own band of hardened warriors and enter the fray. Lead your men into battle, expand your realm, and claim the ultimate prize: the throne of Calradia!" and it delivered. 350 hours I put in to that game and by the time I "got gud" at WB and stopped riding in to trees while throwing commands, Bannerlord was on the horizon...
Which brings us to today. Around hour 500 of Bannerlord. I am thrilled with the work you've put in to making MB2 Vanilla feel like a true successor of WB. While some features of WB are missing and other new features seem wonky, I firmly believe TW and the community will continue to make a truly satisfying product.
Thank you Devs for the effort and bless your patience with TW Management and the Forum community.
Appreciate it. I know we can all grow frustrated at time.Allow me the opportunity to apologize for my attitude, and to compliment yours.
I see. Well, I would still be happy to provide you with said information, if you share the dump ID with me. We have discussed and will look into providing additional information in the modding tool client.My situation, however, is that I have the impression that a Mods-heavy dump is going right to the end of the line. "Play without mods!" I would rather be able to diagnose the crashes better. The crash logs indicate "disposing of scene" and then... a blank line. That is, if I had an idea as to the source of the issue, I'd be looking there as opposed to the forums.
Captain perks have been and will be applied to the formation based on the captain of the formation. OOB will enable players to choose a captain directly/explicitly (atm it's based on who is in which formation and some other stuff you can't see). It will also provide insight on the captain effects.Hey, morning!
If you don't mind me asking about the OOB and related perks, now when the perk say Captain will the companions perk be applied to the formation we put he/she in? And what about the player will the Captain/Commander perks be applied or will be kept only, and for the player only, when he's on armies?
Yes (you can click on the quotes I in my prior post - they will bring you to that very topic), which, once again, includeAre you talking about the thread from around three weeks ago?
The one where you said: "For 1, I don't really think it's a worthwhile goal. The player is unlikely to experience it, because chances are good they will already be knocked out on the wall." ~ Duh
And: "If a few players are to experience a particular feature rarely, it becomes less worthwhile to pursue than a feature that more players are likely to experience often" ~ Duh
Seeing as you had referenced the original statement out of context, I provided the relevant quotes that followed immediately after it.Having said that, I'm sure people will take into account any feedback given on them as we go forward - and they may very well come up with solutions that I can't
My remark was indeed spurred by one of your comments, they give us insight into what some of the thought processes might be on the team. Hence why I used the "sounds like" terminology and not something more definitive such as "they did".
It's pretty clear from the quote above.I actually cannot find where you say something specific like "I have no control over whether this gets in"
Of course, these things happen. Having said that, you did quote the post that included the relevant clarification.However if you did say that somewhere I certainly may have missed it as I did not read into other pages of that thread I was originally referencing
Yes. It is a question. The answers to it (albeit limited) were / are taken into account in the discussion.But your argument here is essentially that your existing work a decade in is too lackluster to let a player experience? Or were you genuinely asking for input?
No worries.That is great to hear. It is genuinely good to know, thank you for bringing that to my attention.
The statements in the topic don't "explain away keep battles not existing for player defenders". The discussion is about future improvements. And the very thing you are referencing is quite clear that my opinion isn't the deciding factor.And yet they explained away keep battles not existing for player defenders as them not being worth the time as too few players would ever experience it, which sounds like they just gave up.
It is further elaborated thatHaving said that, I'm sure people will take into account any feedback given on them as we go forward - and they may very well come up with solutions that I can't
And ends with the notethese things are not developed in isolation. That is to say if we pursue one thing, we do so by not pursuing something else. Similarly, if we chose to not pursue that one thing, we do so in favor of something else. All of these options can enhance the sandbox experience and must be prioritized according to their assumed costs and benefits.
But i guess that'sA question to those that are interested in defensive keep fights. Would you feel that the current offensive set up would offer an enjoyable defensive experience to you? That is to say - no control over your troops, no reinforcements for your side and generally a mission that you are quite likely to lose (or, well, are intended to lose - since another challenge may be players exploiting the terrain to simply 1on1 200 bots and basically mean that no siege has to be lost anymore... encouraging that very approach). If not, how do you imagine it should work?
This particular set of dumps appears with 1.6.2 only. It happens on settlement entered and in the behavior that handles the parties selling prisoners. From what I can tell anyways.Lol k, it's not a new issue with 1.6.2; it's been going on since at least 1.6.0 and probably 1.5.10
Reproduction Steps: play the game for a while (an in-game year or so, but I just had it happen about 6 months in), then open up the Party/Prisoners screen and then leave it. For extra credit, see if you can find the crash when it loads the tavern people!
Logs indicate the crash is when it finishes disposing of the Party screen. (I'm usually heavily modded, but I just started a new 1.6.2 and was horrified the crash hadn't stopped yet)