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  1. Nani_The_Great

    Can we get more info in the patch notes?

    I've generated troop trees in json and also version diffs that summarize unit changes for e1.2.0 --> e1.3.0
    I also have a graphical interface, but it is sort of crap:
    graphics: https://skulldrinker.com/troops.html
    troop trees: https://skulldrinker.com/troops.e1.2.0.json https://skulldrinker.com/troops.e1.3.0.json
    changelog: https://skulldrinker.com/e1.2.0__e1.3.0.diff

    The last one is exactly what you are asking for. Be prepared for a wall of text. They changed a lot of things.

    This is fantastic! Great work! But, I'd still like this info from TaleWorlds directly, and not from the courtesy of people like yourself.
  2. Nani_The_Great

    Can we get more info in the patch notes?

    I don't see why not, some dev has to have easy access to that info and I'm sure @Callum could get it. I'm going to assume when you say troop stats you're talking about armor values because we already know what their skill levels are. This has me wondering do regular troops or even lords have perks?

    I personally don't know where one can find these skill levels. If it's available in the game, I'd still like to have it clearly visible in the patch notes as well.

    Everything from damage numbers, armor values, skills etc. is of interest to me. It will make giving feedback a lot easier if the information isn't obscured from the players.
  3. Nani_The_Great

    Can we get more info in the patch notes?

    There is a line in the patch notes that reads as follows: I would love some actual numbers on this. Did they fix the Sturgian units? Did they nerf something? By how much? The patch notes themselves are exciting, but this part feels incredibly barebones. I'd love some more details so I know...
  4. Nani_The_Great

    Change the way reinforcements work

    Hey y'all, Currently, if you're playing on a Battle Size that is lower than the amount of soldiers present, the battle will utilize a reinforcement system. I say reinforcement - and that is what it's called - but what we're really talking about here is a spawn system. The problem with it is...
  5. Nani_The_Great

    Thought and issues about automatic battle resolution

    A lot of people are arguing against this suggestion by either bringing up realism or game difficulty.

    Realism is a dead end argument when talking about video games. Most people don't want realistic games, and usually the line is drawn arbitrarily as to what they consider necessary or not in terms of realism. If Bannerlord was truly realistic then we'd lose men all of the time to disease and desertion, regardless of our shiny Morale Score or Food Variety.

    In terms of difficulty: it is not hard to kill 20 bandits with 130 men. What is hard is actually managing to lose a single man in a fight like that - the auto-resolve should reflect this. To avoid exploits around experience and loot, I think forces that are outnumbered, say, 5 to 1, should always surrender, and attacking them should result in a cruel, reputation-damaging chase and not a battle. Different surrender thresholds could be put in place based on unit ranks, unit quantity, lord reputation etc.

    The fact of the matter is that the current auto resolve system is completely broken. It has a fixed element when fighting looters (which is fine, but even then there are sometimes outrageous amounts of injuries), but an army of 100 should never lose men to an army of 10.
  6. Nani_The_Great

    still no crossbow

    at least something I suppose. Is it like the city needs to be rich or something ? Availability of better stuff, or things apart from low-mid tier helmets and clothes is something that really needs looking at then.

    Manufactories seem to produce weapons, as well. Look for a wood workshop (or whatever they were called), or start your own in a Vlandian culture city and they should make crossbows. Now, that doesn't mean the system isn't bugged, as I have also noticed the absence of high tier gear in general, but that seems to be how it should work in theory.
  7. Nani_The_Great

    Has anyone else tried the first Leadership perks?

    It is a level 25 skill. There are other perks for xp btw.

    It is far away from being useless, it just not op as it was in warband.

    Edit: just to be clear because many seem to argue from a warband perspective. Raise the meek is a long termn skill. It is not suppossed to level up your troops in 2 nights. You will get additional levels out of it.

    It's far too slow to even be noticed. I literally spent weeks with 30 recruits and none of them were ready to level up. Chances are it's bugged, it might be working for you.
  8. Nani_The_Great

    Has anyone else tried the first Leadership perks?

    Raise the meak does work buts it's a tiny useless amount. I'm not sure if it's X number of same units like trainer in warband was either. If it is, it's even lower/worse since on a stack of 10 recruits it was hardily anything.
    But yeah, you're not gonna mass level dudes while kicking around like high trainer in warband. It sucks, but most of the perks suck or don't work.

    I don't necessarily want to mass level my units while doing nothing - I'm all for a balanced challenge where I have to invest extra food, medicine (as an added resource, perhaps?) and gold into the training. It could come at a cost of randomly wounding troops, a slowed down map speed, lowered morale until you stop training) etc.

    Nothing should come for free imo, and the more challenge the better, but no matter if it comes for free or with a lot of effort, it should at the very least function on some level. Currently, the perks are worthless, and the early-game softlock I mentioned earlier in the thread is very unsatisfying. The gameplay loop of farming bandits is fun, but the goal is usually to buy workshops and start caravans so you can focus your time on something else than making money.
  9. Nani_The_Great

    Has anyone else tried the first Leadership perks?

    I just toss my men to attack looters, 20 looters might make it possible to uograde 4-10 of my troops. Just boring to have to look for looters all the time...

    Not only is it boring and repetitive, it's also not viable. Sometimes, there just aren't enough looters to go around - and even if there are, you might simply not have the time to go bandit-hunting at the height of a war.

    The perk itself looks like a milestone of army-leading, where you can now bypass bandit-farming for XP and instead just mass-recruit and fight big battles, where the mere passage of time allows your units to rank up while out on campaign. The fact that it doesn't work pretty much softlocks the player in the early game no matter how far they get. I am aware of the Looter auto-resolve, I have no trouble raising an elite army - but the fact that the perk doesn't work (nor the XP-increasing buildings in fiefs, for that matter) makes lategame unattainable.
  10. Nani_The_Great

    Has anyone else tried the first Leadership perks?

    Pretty sure its a bug of my head i think it was 30xp a day but that is per unit type not unit amount so i can have 100 peasants and get a level up in 40 odd days hopefully this is a oversight as it makes the perk useless.

    Yeah, it would definitely be completely useless if it means you can get a single upgraded peasant after 40 days. And, again, if that's the case, then suffering a single defeat in the campaign will have to mean reload every time. I personally really enjoy being defeated, rebuilding, and coming back for revenge - if there's no feasible way to train your troops at least up to a decent level, then that will more or less be impossible.
  11. Nani_The_Great

    Has anyone else tried the first Leadership perks?

    They don't seem to work for me. I chose the one that gives medium xp to tier 1-2-3 units every day, and I decided to test it out. About a week later I'm sitting on 30 recruits without the ability to upgrade. This kind of blocks me from playing the lategame since all of the AI lords run around...
  12. Nani_The_Great

    Which leveling system do you prefer Warband or Bannerlord?

    I prefer the current skill system, though I think some skills should be possible to increase in other ways. A few examples off the top of my head:

    - Leadership should be easier to increase, currently it levels far too slowly even with morale at a near constant 60. Perhaps getting a lot of personal kills should keep morale high longer, or they could add event pop ups where you could trade certain resources for skill gain in Leadership. The food variety element from Stewardship should either be moved to leadership or split between the two, as well.

    - Roguery should receive an all-new element by adding the ability to sell goods at a black market, which would work like Starsector and give the player notoriety that scales with the amount of goods they sell illegally. Not all criminals raid villages or caravans, after all.

    - The Arena should allow players to skill up while participating both in practice fights and tournaments. To balance this, make time pass every time the player joins a fight or tournament, effectivelly putting a cap on skill gain per day.

    There's obviously many more. These suggestions couldn't exist without the new interesting skill system, though, so I would like to reiterate that I really prefer it. Warband had a very stale and uninteresting skill system all in all, where everything was just leveled by killing, essentially - not very interesting, nor did it mesh well with certain character builds.
  13. Nani_The_Great

    We need a bug reporting and feedback forum!

    And we need it now! I really want to offer all of my help to TaleWorlds to iron out bugs, crashes, or to give suggestions on features, and I'm sure that there are many others like me. I am not very impressed with this product after this many years of development, even if I'm having a lot of fun...
  14. Nani_The_Great

    Mongols available in the game?!

    This game is not set in the real world, so there are no Mongols strictly speaking. But you can indeed play as the Khuzaits, who are inspired by the Mongols.
  15. Nani_The_Great

    Having children?

    I don't think we can have kids yet, but - how did you go about getting married?
  16. Nani_The_Great

    Is playing as a female character not a disadvantage anymore?

    If you don't like playing as female, don't play as female. If you can tolerate a point or two of stat redistribution, go ahead! I play as female and I don't care whether there are stat penalties or bonuses. In the long run it doesn't matter.

    He's not talking about stat penalties, he's talking about how the character is treated in the world by the other people. It doesn't bother me personally but it's a challenge he used to enjoy and he feels it's missing from the game.
  17. Nani_The_Great

    [SUGGESTION] Add a way to see companion health in the party overview

    On the bottom right half of the campaign UI, there is a great overview of party stats including wealth, influence, personal health, troop health (as in, how many troops you have fit for fight), food, morale, speed, view distance, and daily wages. A lot of relevant information can be accessed...
  18. Nani_The_Great

    Infinite loading on Bandit Hideout quest

    Hey y'all, I don't know where to report these bugs so I'm just going to post it here. Game's great so far (and certainly has a lot of potential), even though it's a little bit disappointing for an 8 year development cycle. I ran into a problem where I get stuck on a permanent loading screen any...
  19. Nani_The_Great

    Mount & Blade II: Bannerlord Developer Blog 9 - Ethnic Instruments

    Smorkin 说:
    I have great hopes for bannerlord.

    But music-wise, please please don't follow the trend of most games these days and have music playing continuously. Think atmosphere: Birds chirruping, branches creaking, flags flapping, soldier's trudging through the mud, horses whinneying, swords clashing, warcries bellowing (and not that godawful racket from the soldiers shouting in warband mount and blade that would force me to turn off the sound), or wounded screaming, and all followed by the calm after the storm as the battlefield settles into silence.

    So of course the devs are adding music, and the clips sounded epic, but don't waste all that hard work!! Use it as a tool to ADD to the atmosphere - not overwhelm it. Play a song, then have a break of 3-4 minutes of no music, then play a different song. Or put songs on triggers on certain events, i.e. first encounter with faction/ entering city for first time/ entering inn/ meeting a king. Make us look forward to the rare event where that epic tune is suddenly and unexpectedly played.

    I beg you, don't just make a playlist and put it on repeat with the best song playing over and over. Don't make one or two songs and play them in every battle. Such an approach (adopted by too many, quite frankly lazy, game devs) is intrinsically flawed. Common sense says you don't stick 10 tracks on repeat. You get sick of it after an hour.  Even with a playlist of 'only' 50 songs (for example on an ipod, as rarely do games have that many, GTA excluded) you get sick of even that many pretty quickly, a week or two tops. You will get exhausted of even chart number 1's after hearing it 30 times in a day or two... Music then gets muted.

    It can be done well. Many examples come to mind, but first to mind is skyrim's dovahkin music - despite the huge amount of work and full orchestra involvement - this was really only ever played on menu screen (and possibly rare boss battles at the end adding to the sense of epicness of the fight when you heard it). It won awards for a reason.

    And don't just ignore/chuck out those tester single instrument pieces. Why not use them for a random musician in a village square, or an inn, a bard practising or messing around. Loads of atmosphere for little effort. It's instant injection of character and soul to a village.

    Apologies if I laboured the point, but I would really love Bannerlords to be great!

    This guy.
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