Short bows and throwing axes are spot on if you just click left mouse, which is a bug. Not a single time have they gone anywhere other than right in the middle of the screen, not even while jumping when throwing them, that needs to be looked on, along with the ballerina strikers who spin their bodies and still hit you for 30-50 damage without a chance to react.- I have no idea what do you mean by cursed. If you are indicating that throwing axes functioning bad, i think it should be correct to buff them? If not, there were lot of feedbacks towards throwing axes have really bad accuracy and cannot be used as they are intented. So with these changes ( + their speed bonus ) you'll get proper damages, a working accuracy and also feel more " natural " with the related animations.
It seems the answer for that is money, hence the price change they're about to make.@Dejan It's been 2,5 since 1.2 was released to beta and more than 1 month since the latest hotfix to 1.2. Have you guys made any leeway? Will we at least see a new hotfix, if not the movement of 1.2.x to live soon?
If you're not able to answer (however vaguely) how soon we are likely to see something, please, at least answer what specifically has been making it take so long. I'm really curious, is it one or more game issues like performance, AI issues, economy balancing, or lots of people taking vacations in August, people leaving/being made redundant due to the value of the Lira depreciating and resulting in TW needing more capital, etc.
The positioning of troops seems to be working for both circle and square formation, but in circle they block in whatever direction they are facing, while in square they keep switching between correct and wrong facing direction.Fixes
- Fixed a bug that caused the Circle Formation arrangement drawn and shown in the order UI to be executed incorrectly, preventing tighter Circle Formation with more inwards depth/ranks.
Lance length matters because it is also slower in speed, which in turn means the time gap between bad/good/perfect hit is wider and longer. Meaning your timing can be off but it will still be enough to cancel opponents hit, or just kill him as speed is another broken factor in calculating damage, proof of speed being broken is just throwing a crappy axe at a fully armored, max speed galloping knight, and enjoy the corpse launch.Maneuvering, also I'm pretty sure riding skill. Don't really play cav that much anymore but from what I hear those are the biggest things to go for. Lance length is nice for trading blows, but if your opponent can bait your stab timing to be early or late it doesn't matter if your Lance is longer.
I didn't mean it in a hateful way, that's just the way it is. It can be a period of 1-6 months until a patch is considered out of beta, maybe even longer, so no deadline when it comes out.I know you probably hate console users, but I think it is completely fair enough for them to wonder when they might get this update. I don’t think it is something to be dismissive or mean about. Presumably, there have been updates on consoles in the past, that came after the pc beta. I have only owned Bannerlord on console for a month so I wouldn’t know. However, if the usual wait time is ‘around’ a month after pc beta, maybe that is a more helpful answer.
https://forums.taleworlds.com/index.php?threads/order-of-battle-bug.457537/post-9870946What decide who outrank who when take over a siege? If you a vassal and a tier 6 clan. It would feel strange if some lower clan roll in and take over?
You dont give the banner, you "present" it, youre still its owner, you can only lose it if the hero that has it equipped dies and you dont remove it from his inventory, or you can loose it if you store the banner in a town and it gets captures by enemies, either the warehouse or personal stash, and I think you also lose it if you lose a battle while its not equipped, I havent tested the latter.Probably a bug in singleplayer campaign:
I assembled the dragon banner, equipped it in the banner slot. Then gave banner to lucon with the main quest.
I still have the banner equipped after I gave it away.
Will the smithing bug be fixed by next week as well? The new modifiers take into account the main characters smithing instead of the actual smith.We have found some potential pathways to a solution for the audio bug. If all goes well, it should be in the next hotfix (ideally next week).
@Duh_TaleWorlds Sorry to ping you again, but is this a valid option to bring into discussion?@Duh_TaleWorlds The problem is not at the base percentage, the problem is that the chance is true random instead of pseudo-random.
True Random : Flat value per every occurrence where a defined statement happens or not.
Pseudo-Random : An increasing chance of a statement happening for every other occurrence where it did not.
Example: If we have 100 battles going on around the whole map, with true random there may be 0 instances of a lord dying, while with pseudo-random, there will be at LEAST 1 death (taking the death variable as a global, not a character variable, in which case a single character would have to be downed around 50 times for an almost certain chance of death). Now this is a method used in competitive gaming, I know singleplayer isnt competitive, but it still holds the randomness of chance while also allowing the player to have some sort of control on what happens. And Id suggest it rather being a character variable like "health" for example, which diminishes with each lost battle and resets after some amount of time not fighting.
I did mention a method earlier about how to make sure a character has almost certain chance to die after a few battles, but it kind of got passed over, maybe people don't like it, should we make a poll thread for it?I'm not asking for a general and global increase in death rate, I just asking for them to review the deaths in combat and auto-battles, THAT'S ALL IF THEY NEED PUT A SLIDER THEN SO BIT OR A OPTION TO INCREASE %
What you are looking for is not charge command, but engage, what it does is it forces your unit to target the closest enemy formation (If you do not have access to 1.2.0 beta where now you can just look and order them to charge/engage that unit). Engaging will keep your units prioritizing that formation until it is completely destroyed.• You can't seem to order a unit of my troops to focus attacks on a specific unit of enemy troops. This is a constant frustration leading to unnecessary losses.
I just had an entire unit of cataphracts with a huge line of completely unprotected enemy archers in front of them, charge straight through them and a further 150 meters to pointlessly attack enemy spear infantry and get bogged down, losing units while enemy archers shot at my troops unmolested. The cavalry were 100m on the other side of the archers (250m away from the infantry) when I gave them the order to charge.
If I could have, I would have forced them to attack the enemy archers of course, but each time I reoriented my cavalry, they were all determined to ignore them and race back and kill themselves on the infantry spears.
I've also seen my archers consistently ignore exposed enemy archers on a hill above (shooting back at them no less) while mine waste arrows shooting into shields on an enemy infantry shield-walled troop below.
There needs to be a way to order a troop to focus on an enemy troop.
I would say that only a proper pike should stop a fully armored horse, and not a pitchfork some random peasant picked up the morning before he got drafted. I guess devs are big fans of The Witcher.• Enemy spears apparently have a magical ability to stop a horse at full charge dead in its tracks from any minor hit. Especially the horse I am riding. Either the horse should slow, stumble, or even trip and fall, but (unless it is moving slowly enough) it should not magically stop dead from a full gallop and waste 5 or 6 seconds rearing up while I can do nothing but take a savage beating from the surrounding troops.
Much needed, as for the first one, there is a formation in the game, but only works on sieges, and you cant really assign where the archers go, its scatter formation. Hopefully in the next updates it will actually have a purpose on any battle and allow us to assign the scatter points. The second point is also very much needed, I usually end up manning a trebuchet myself trying to bring down the gate, but I have no problem letting the fire mangonels hit people on the walls, but Id enjoy telling them to hit a big group "over there" instead of just randomly sniping an archer atop the highest tower.• You should also be able to assign archers to defensive mantlets in the same way as assigning siege crews.
• You can't order siege equipment to do anything in battle. I once wanted to use my catapults to break down a gate, but they would just shoot at whatever they felt like because you can't seem to give them orders.
An impulsive, cruel, devious lord votes for peace instead of declaring wars or prolonging them, in CK3 they will abduct and murder every family member of yours along with wanting to fight you.Just because the votes doesn't go the way you want them to go, is the reason why people figured out how to cheese the system. Why should votes always go how you want it? Didn't you want a challenge?
How do you expect the tribute system to work? You STEAL someones land, and then expect them to pay you tribute to leave you alone?
Again; you do use armor and clothes on your character when you play right? You don't run around naked? The question wasn't if you use infantry or not. You said armor doesn't work... Majority of complaints seems to be about the game doesn't work the way you want, or missing things you want to see. Not about actual bugs and issues that need to be fixed, which imho is the most important thing.