The leveling system is just badly designed. It's **** and frustrating.I can't see how the problem with bannerlord is "streamlining". Missing mechanics isn't streamlining, its just missing mechanics. The mechanics which are present are way more convoluted than warband or viking cumquest ever were. I still don't properly understand the levelling system. I don't know exactly how combat works. Granted I haven't played much, last time I touched the game was months ago, but of all the things you could call bannerlord, "streamlined" or "casualised" isn't one of them.
- I think Pikemen/Spearmen need to be able to brace against cavalry charges. In fact spears need a big buff/upgrade to how they work, infantry wielding spears should really be able to jab with the spears a lot faster than they currently do.
Basic units will no longer use polearm type of weapons as they were getting too good at stopping cavalry charges.
Did pre battle placement ever work? I haven't played for month so I wasn't keeping up. I would not be surprise if they could not get it to work reliably so they just scrap it.Not sure why they would remove the pre battle placement, it was my favorite perk.
The first and possibly hardest is reworking the campaign AI so that lords will seek shelter in them when they are outmatched as they did in Warband. Why they didn't include it here is a mystery.
Watched in a new playthrough southern empire capture a aseri town. the aseri army stands outside and watched the town going to southern empire and then go to a village. The did not attack the southern empire at equal numbers. i think someone in forum addressed this as a bug and some mod responded something like: Talked to the developer and he says its intended.
This whole thread focuses on the AI's behaviour when operating as infantry; however the cavalry would need a review as well.
One of the first "eyebrow raises" I did, was because of this gif belonging to the Dev Blog 14/02/18.
In the discussion thread, I wrote a comment indicating that there was a confluence of the cavalry charge at the central point of the group being charged. Obviously, at that time we didn't have access to the game and therefore it was all conjecture.
Here the charge seemed much more powerful than it is currently manifested in the Native
Well, just as the infantry is prone to charge at the central point of the group being charged; the cavalry in its absence follows the same pattern.
Imo a cavalry charge should charge offensively parallel to the defensive line of an enemy formation as indicated by the colour green. This mid-point charge attempt should only be achieved by a wedge charge (maintaining the shape of the formation and a certain parallel). As with infantry, when a charge is ordered, the formation loses its integrity (what use are the formations in such a case?).
On the other hand, what is a cavalry charge?
In theory it is a manoeuvre consisting of a massive, impetuous and resolute attack by a troop against the enemy troop. Well, as the charges are defined in the Native, we do not find "the massive" or "the impetuous" but rather "a walking in the park". In my opinion the cavalry charges are extremely slow and without high impact.Speed and momentum of a real cavalry charge demonstration
Once again I have been fiddling with the parameters and have altered a few resulting in the following:
An increase in HP, speed and horse charge damage (for the test I have taken the Imperial charger breed) (* increased rein rotation too). In contrast, an increase in damage multiplier for the animal, an increase in fall damage for the rider and a more aggressive setting for the rear.This results in a considerable casualty impact for the object of charge, but also in casualties for the horses when they charge forward into a wall of spears. However, charging from the rear or the flanks to an enemy formation with these modifications would be lethal.
Native Modified hit_points="100"
As is also the case with infantry, the cavalry is slightly crowded; therefore the spacing in the formations has been slightly increased. As @Apocal comments in his thread, Taleworlds should consider the spawns grouped together in a formation with a large volume of agents when they are carried out in narrow environments. Otherwise, the typical "cliff suicide" accident occurs.
These changes for the cavalry would make it a devastating weapon against the enemy with a strategic approach, but with "carefree" employment would lead to a resounding decimation of allied troops. Making horses a valuable war asset.
Why does this suggestion thread has so little activity and neither is at top suggestions. IMO instead of doing patches of whatever they want they should all focus in one thing, how about they put the artists to add 10 more hairstyles and 10 more tattoos/scars and we just go with that until the next patch comes.
And why do they put the scars and tattoos in the same page, why cant we do everything in our character instead of being forced to choose one?
Also a BIG +1 to body tattoos/scars. Should be added too. Creating a character's face is nice but the rest is really lacking and missing
There is so much in the game that just doesn't work and isn't balanced. I think they need to make smithing a zero sum game but leave the function of it in as follows-
#1 Get rid of all the ores and wood in the game as trade goods. Just eliminate it because they can't ever balance anything and they already have so many trade goods that aren't balanced well. Simplify it. If it's too much trouble leave iron ore and wood in the game but remove them from smithing process. Make smithing not use materials of any kind. It is a cool idea but the game is already so far behind and broken in so many areas. The devs of this game need to realize that they are not managed well as a team or talented enough individually to have the game do half of the things they are trying to do. Smithing can stay in if they remove the complication. End of story.
#2 Smithing now allows you to make any weapon you have the design for or to scrap weapons for money. Scrapping regular weapons gives you 10% less gold return than selling in the store but levels your smithing and gives you new designs. Smithing allows you to make any weapon you can imagine with a set cost. These weapons can not be sold to the regular stores, instead they can only be scrapped at a 10% gold loss.
Leveling smithing gives you access to better designs but it costs gold over time. The more you smith the more leveling and designs you get. You keep all the options to smith whatever you want like it is now. They could add more designs or armor etc. later if ever they fix all the other broken stuff which probalby never happens in 50 years but it would be less problematic by removing materials and refining et.c etc. from it and simplifying mechanics (and balancing much better).....
Also they should remove stamina but instead have time pass as you smith and scrap. the stamina perks that deal with smithing stamina could instead just speed up or slow down the time it takes. Let's say 30 minutes to scrap and 1 hour to smith. In reality smithing an item can take up to a couple days but lets face it, in the current model you can have your party whip out like 50 javelins in a split second so it's already super unrealistic....
They could have a queue where you set up a bunch of things to be scrapped and smithed and then it takes a few days and those items are finished but let's face it they don't have the competence to code something like that so they should just forget it....
To make the game realistic guys running around fighitng and trading and so on don't have time to smith in medieval tech levels. Smithing weapons is a full-time skill intensive job that requires a lot of specialized equipment and materials. You can't just walk into some town and barge into the local blacksmith's shop and whip out a few dozen weapons then leave the next day.. COMPLETELY KILLS ANY SENSE OF IMMERSION OR REALITY.
In reality you would be very unlikely to be welcome in someone else's shop unless you were their lord and in order to efficiently make weapons you would need weeks to months of day-in and day-out training and whatever specialized stuff you were trying to make you'd need time and preparation to put it all together before just spitting out your weapons. You'd need to time to get the right tools and materials etc.....
anyway this smithing thing is beyond the competence and resources of current devs to balance and make realistic. It should be just simplified. Less is more.
Something resembling VC is not remotely in the same universe as CK.
Can double that. But we need more control over companion parties in general.