yeah unless the archers were all using needle bodkins (which i dont belive exist in game) then arrows agaisnt maille will do very little even agaisnt a simple gambeson/aketon an arrow may penertrate but not kill the guy behind.Plenty more examples of this in that text. The highest quality mail armour with padding beneath it was considered almost arrow-proof. I think it's very reasonable, considering that, and especially gameplay balance to make this game have some semblance of tactical variety, to ask for arrows to take more hits to kill.
I would like to build a balanced army and know that I'm not gimping myself compared to just spamming Fian Champions or Khan's Guard. Until armour is fixed, they will continue to be the best choice in the game by a long shot.
ive noticed that when you destory a camp all the bandits near by will move to the new one that appears havent followed one fully yet though as they ussually swarm me before i can follow them fullyI'm about 40 days in a new game and encountered a Sea Rider incursion
Not sure if this is intended or a bug. Those guys simply appeared after my return from Car Banseth back to Ocs Hall.
its now a new module for some reason that needs to be turned on before game start which will allow the options to be selectedAnyone found that option to disable / enable death and birth? I created few chars and in no case i was able to find that option whether in sandbox or campaign case.
while i agree with this it shouldnt be so bad that an empire can be crippled the whole game by sending them into an economic death spiral they should while at peace and as you said with a bit of time be able to fix most of the rebellion issues and money issues.Make the NPC lords have to do things *this means moving on the map spending time TW* and have real consequences *this means loosing something TW* for not doing them. If I hunt down an entire faction and carry them around in my prisoners for 5+ years they still have their fief in tact and plenty of money, they even get married and hire mercs while everyone's poisoner. It's so fake and cheaty ?️??! They should be having rebellions everywhere, no tax payment from any thing, having absolute no money or man power if they're all in prison for too long. I want to see them completely ruined and unable to function being caught by looter as soon they spawn in thier ruined territory.
And absolutely nothing should happen for the AI npcs without them spending time and money, no remote hiring mercs or marriages or vassals changing faction.
Giving the AI endless cheat Band-Aids to prevent snowballing and pad the game is the worst change they've made.
TW promoted the game saying "NPC will behave just like the player" but then they actually made it much worse the warband, because in warband ruined lords would GO AWAY and some lord would volunteer to join you, neither happen in Bannerlord.
If you want the AI to be more challenging actually program them to be able to use good tactics and strategy.
If you want the game to last longer add more content.
DON'T just make the AI not use any of the game mechanics and have a pile of cheats, that goes against the whole point of playing a game like this.
i do belive they have added some unique castle scene already (i could be wrong)Castles I don't think so, I think they might've already ditched that idea even before ditching the village management. Thing is, it's no longer just one scene, it's 3 scenes per settlement (one per tier). They might introduce variations of generic castle maps, but I really doubt we're gonna see unique castles. Unique towns are another story, they're sort of starting off there
it says only disabled kigdom and clan screen so cant you still open the army screen to add infulance?Ok, just did a few more sieges.
1. You no longer have time to starve out a garrison.
2. You no longer have time to destroy walls.
3. You no longer have time to clear off all ballistas from the walls.
Please, please, TaleWorlds revert that change. Let us add influence and cohesion to our armies during sieges.
yeah sieges are kind of weird in that the AI auto takes over even if commanders take over is offIs anyone else is experiencing an issue after the update, that when in siege battle on the defending side, after putting groups of troops on particular spots (the walls) and starting the battle they move to wherever they feel like instead of standing where I put them?
The "delegate command" option is toggled off
Also pausing the battle and alt+tabing the game, causes the game to unpause even though its running in the background.
Who said it was modders fault and not just some spagetti code they are cleaning up to make everything better for everyoneDear mod fanatics, damn you, do you really have something wrong with your head that instead of rolling back your game with their ****ty mods one or two versions back, the developers have to adapt specifically for you?
all they need to do is make it like warband where your reinforcments spawn at your spawn on the map and run to you at least then you can plan around it better than oh look my men spawned in the middle of the enemy and now there dead GGBattle reinforcements have been an issue in M&B for as along as i can remember, having them magically spawn on to the map is the single most immersion breaking thing in the game and whats worse is it happens in the biggest focus point in the game ...the battles, absolutely crazy its not yet been resolved, im not even sure its on the radar?
also to note i belive warband had reinforcements appear at your edge of the field so you knew they would arrive behind you (if you didnt manage to rotate the enemy) which was better than we have in bannerlordYeah absolutely this. makes me doubt they have any real tactically-driven Devs engaged here as literal teleportation into the middle of a battle is about the worst way to solve this issue. Ive seen a mod that does this brilliantly not sure why the devs dont try and replicate that