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  1. v1.2.4 Balance Changes

    - 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.
    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.
  2. Resolved Unable to start the game.[Steam]:Unable to initialize Steam API

    Exit Steam. Re open steam and its fixed.
  3. Beta Patch Notes v1.2.0-v1.2.4

    @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.
    It seems the answer for that is money, hence the price change they're about to make.
  4. Beta Patch Notes v1.2.0-v1.2.4

    I'm even in favor of making paid dlc or a place where players can pay subsidies. Nothing motivates or gives you an opportunity like money.
    Instead of trying to introduce paid content how about we settle with finishing what we already paid for?
  5. Beta Patch Notes v1.2.0-v1.2.4

    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.
    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.
  6. Is Vlandia still op in TDM and siege now?

    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.
    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.
  7. Beta Patch Notes v1.2.0-v1.2.4

    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.
    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.
  8. Beta Patch Notes v1.2.0-v1.2.4

    So how long does the beta last for and I actually see it all come to console?
    Whenever it is ready to be pushed to consoles. There is no time limit.
  9. Add weapon and armor decay on hardest difficulty

    You're missing the point though, the objective of the game is not to have something to spend money on, for my playthroughs its something like this:
    Early game:
    1. Find tournaments, I've noticed they give horses while you are clan tier 0-1, which sell for around 8-14k each.
    2. After getting around 150-300k denars, gear up, meaning get recruits, companions and equipment.
    3. Look for a clan to become mercenary, reason not being money but having somewhere to level up skills.
    Mid game:
    1. After some mercenary work, upgrade gear, upgrade units, level up myself and companions.
    2. At around clan tier 4-5 , join a kingdom, deny all castles given until you are given a town.
    3. Make an untouchable bastion out of said fief with the leveled up brother, that is usually done by doing certain quests which give prosperity after finishing them and leveling governors engineering skill.
    4. Last bit of gear upgrade, tickle in whatever last bit of experience/trait I'm missing.
    Late game:
    1. Paint the map your color.
    Now as you can see these are objectives throughout the gameplay loop, and it gets tedious because its repetitive and pointless doing the same thing over and over. Now you might say there is criminal enterprise you can do, or be a merchant with caravans and workshops, etc. The thing is whatever else idea/objective you might have, it is either broken, half implemented or pointless. For example criminal alleys are half implemented as they are nothing more than a prosperity based income, which we all know towns starve themselves to death day 1, workshops don't have upgrades, income is low due to the economy logic there is, also traits that improve workshops actually make them worse, caravans are pointless, no traits to improve them (carry weight in Trade skill tree did nothing for the profits), no way of upgrading them with better mules, or units, I know there is an option to pay for better units but its just 29 "better" geared dudes who still die no matter what, what if I wanted to upgrade to 50 or 80 people in one caravan.
    TL;DR
    In a RPG/Sandbox style of a game the objective is not linear, it progresses with the story. Linear type games: Cookie clicker, the point being just click to get cookies and spend cookies to make even more cookies so you can spend those again!
    So in Bannerlord you will get flooded on denars, influence, war bands running around to help/fight you and they become irrelevant, so you don't need a reason to go back to spending money, you need a reason to look forward to a new objective.
  10. Add weapon and armor decay on hardest difficulty

    Most tedious mechanic hated on every single game that has it. You want to make the game more fun? Instead of this boring mechanic add an objective selection when creating a character, so instead of ignoring the Destroy Empire/Barbarians you can choose to have a town of 10k prosperity, have x amount of workshops with over x amount of profit, have a criminal enterprise in x amount of cities, basically anything that is considered a "small victory" so you can go into the next objective. But this is too much work for now so lets just stick with fixing the currently broken mechanics.
  11. Beta Patch Notes v1.2.0-v1.2.4

    What 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?
    https://forums.taleworlds.com/index.php?threads/order-of-battle-bug.457537/post-9870946
  12. Beta Patch Notes v1.2.0-v1.2.4

    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.
    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.
    TL;DR Not a bug, working as intended.
  13. Beta Patch Notes v1.2.0-v1.2.4

    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).
    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.
  14. Death Rate needs to be fixed

    @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.
    @Duh_TaleWorlds Sorry to ping you again, but is this a valid option to bring into discussion?
  15. Death Rate needs to be fixed

    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 %
    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?
  16. Death Rate needs to be fixed

    @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.
  17. Strat Gaming video about beta 1.2.0

    As for the combat part, I dont agree at all, combat always used to be easy, you could defeat an enemy lord with 300 skills in everything while you yourself had 0, and its the same case still with what testing Ive done. As for how AI handles the targeting system, its bad, only engage works properly, circle and square are still broken, charge command ruins the targeting system, engage with archers is really bad because they will try and keep the max distance and run away as soon as enemy moves towards them, if you use charge they run close to the enemy, and the banner unit just straight up charges to suicide at enemy ranks. So yeah the changes are good, but badly implemented, and thats what was shown in the video. Strat is the only youtuber who actually tests things out instead of reading out of a patch note like the other "upload first" content creators of Bannerlord.
  18. A file containing details about faction claimants in the files

    Well Im guessing they will introduce claimants when there will actually be a point to put one of them in charge, theres no roles they can assign to you once they are kingdom leader, so no need to bother with their claims. Perhaps they will overhaul the positions/roles of clans in a kingdom, maybe add a proper diplomacy system, and going into barters with fellow vassals to have them support you into a certain role in exchange for gold. Who knows, many good ideas to implement but you cant do things backwards like they did with fog of war. I knew they were adding tavern keeper info like previous game, but it took 5 months for us to be able to properly use the mechanic.
  19. Some annoyances and frustrations (battles and equipment)

    • 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.
    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.
    • 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.
    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.
    • 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.
    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.

    As for the other suggestions, not necessary, implementing a proper horse mechanic like RDR2 has is too hard and time consuming to be worried about, and inventory spots are not really a problem. What we need right now are content updates and fixes to half implemented or totally missing mechanics.
  20. Patch Notes v1.1.3

    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.
    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.

    When you take someones land, you prove you are stronger, and you dont pay reparations to them, they should pay tribute to you so you dont slaughter every single one, in bannerlord you have to do the opposite, while in CK3 this logic does apply.

    Armor does work to some extent, though the formula for calculating damage is wrong, speed being the key factor to determining its output. Now if you are running on horseback, at full speed, and some dude throws a rock at you, with all his might, the most you will suffer is a dent in your armor along with some dust from the stone cracking, instead by bannerlord logic it does 20-30 dmg (a hit to the chest), which is around 1/4 of your hp. In CK3 if you manage to have some type of equipment that gives your prowess, you will annihilate the most elite of your opponents without a single scratch if they dont come in a margin of 10 close to yours. (Not really a good comparison since its a roll based game, but I hope you catch my point)

    I took CK3 as an example since you mentioned it as well, I do love Bannerlord, I will continue playing it, but its not anything worth calling finished or working, nor to taken lightly with how much time there has been to develop it. And its definitely not a rushed product, but a neglected one, and whoever complains in the proper manner (bugs in game not mods, mods are bound to break) is in their full right to do so. Just as youre in your right to defend it, I will not try to change your mind, nor do I usually complain in forums, but I believe its wrong of you to say that the game is worth all the praise some give it. Ill simply wait for whatever comes next, if you dont agree with me, I respect that.
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