Based on how things are going now, I feel like they've developed something like a GDD, but I DO agree that it's obvious (especially having torn through their incredibly convoluted code structure) that at first there was practically zero coordination or foresight.
You can, but it takes preperation and planning and detailed laying out of concepts and ideas before you ever touch a single line of code.
So the reason you lose the trait is not because of starving (which is odd as you should start with like 10 food, ive NEVER had what you describe happen) but because your generosity (assuming it's not set to EXACTLY be at the dividing line) has a calculation run on it and the way the 1.5.6 and before system works is because the score is incorrectly set during character creation, any change to any trait causes that trait to get reset to 0 on the first modification (it works fine after that).
I highly doubt that is true. Fundamental project management insists otherwise. What does seem to be an issue though are the details. The fact that there is a forum thread with a dev asking people what we want to see does seem to indicate that they're at least somewhat fishing in the dark.
Except you can have cavalry as part of your slower, larger infantry force. If my main force gets hammered, the cavalry shouldn't be getting killed, especially if the enemy doesn't have cavalry themselves
Yea I'm sitting at 225 leadership pretty quick buddy.
It's more about what's close than what's best. After all, if any particular workshop was "best" then there would be no POINT in the others. I've had a silver mine make 50 and a leather shop make 250. It all depends on what resources are near by to your settlement. If you try to stick a silversmith and the nearest silver is half way across the map, it won't make any money because the inputs are too expensive.
Definitely. The caravans often have top-tier escorts and I've gone carefuly into 3 vs 1 fights (me with the 3) and come out as a victor with my nose seriously bloodied. The way I see it, if the caravan is empty, let it zoom along. If it's loaded with trade goods, it needs to slow down.
Their patches are chock full of fixes and additions. 1.5.6 alone added over 40 new large detailed scenes. Features were added, crashes fixed. Simply because the bugs are still behing smashed doesnt mean they're not doing well. Game development is no where near linear enough for such a thing to be true.
Again, not sure why the shieldwall should be removed. You're running armed forces of hundreds and thousands around. That's plenty for shield walls. It's just that smaller units shouldn't use it and expect results. Even in game archers can very quickly rotate around a shield wall because it can't turn fast enough to stop them.
Game companies don't have to do only one thing. In fact, branching off into a different genre with your proven tech can be a wildly succesful venture. There's nothing bad about it. In fact it can generate news that will draw attention to them for it, and as its been said, "No publicity is bad publicity"
Actually, not so surprising. Right now BL is doing three things: Cleaning code/bugs, using the current code to add features (quests and interactions), and adding in art (new towns/villages/castles).
I was about to say...my character in full armor is still too slow, especially backing up, to maintain distance from the npcs and I always get swamped unless I can find a way to cover my sides.
I never understood how they didnt tank years ago. They went like 8 years with basically no product being made, and you can only sell so many copies of warband after its already been bought. And they ramped up to a 70+ person size which is a ton of money. SOMEONE was pouring money into TW.
A couple things: