Any information about a Brazilian translation?I can't really do all of them. All the languages in the game have been tweaked a bit so there's not necessarily a right answer.
1) Personal names and clan names are mostly based off pre-Islamic or early Islamic names.
2) There are some Arabic toponyms - Husn for castle, Ain for spring, Bir for well, Ezba/t for estate (that might be an anachronism, though), Kafr for village. You can probably work those out with a Hans Wehr.
3) Some other places - ie, Iyakis - are supposed to reflect that modern Arabic toponymy is often very layered. Ie, a place in Egypt might be ancient Egyptian/Coptic => Greek => Arabic. Every transliteration changes the word slightly, so if the final transliteration into Korean is a little "off," that actually adds to the authenticity.
I just think that the main branch are better to play.we are early access user.. ! so we have to play beta
need more newest system
I suggest you to change to the early access branch.i was play Beta Version only .
1.3 is hard to play . much crash pooh...
hope new update coming soon! asap
I think the game saves the number of battles inside the xp systemOP great idea. I can see some blockers through. In current system you'll need to either upgrade them to veterans like you upgrade the tier or they would need to rework whole system. Currently troops are generated when battle is loading and this is based on their equipment pool defined in the file. Same troops have same skills and only equipment have a pool to choose.
If You want them to have different skills then another tier in the file is needed and You'll have to manually upgrade them to that tier.
For something like this to work differently You'll need to change whole system so every single soldier would be separate NPC with whole system of memorising how many battles they fought and completely new upgrading system. They will be more like companions then current troops. I can't see it happen on randomly generated units.
I think that someone post a log of the code and they have some political logistics about them... Like some are more liberal, others more conservative.... Some uses slavery, others don't... Some allows foreign keep territory, others don't...This makes your influence gain (or loss) for a faction become a complete and total lottery. Im thinking about quitting being a Sturgian noble just because the policies are robbing me of ever having any influence.
If nothing else, I think there should be some kind of rationale to actually say why a policy has been put forward. For example, "A new tax is proposed in order to finance our current war with the Northern Empire".
What do you guys think?
How could policies be made more intelligent in their function?
Looks nice.Good morning. Here again with another half baked thread as I drink my morning coffee.
I've been thinking about what unit "tiers" mean, and in my mind they represent two things: The experience of the troop, and the gear/status of the troop. After recruiting a unit with "Veteran" in the title by default from a village I thought this is a bit of a conflation for the sake of gameplay.
Do you think it would be interesting/fun if these were distinct things? What do I mean by that? Imagine the tier system exactly as it is now, you upgrade units all the same, BUT units that survive X number of battles become "veterans" and get very minor stat bonuses. Maybe 5 athletics here, or 5 to weapon skill there, nothing that would really tip the scales too much - or be undefeatable by a identical freshly recruited army using good tactics - but just a tiny boost that gives seasoned armies an edge and makes you a little more invested in them.
I dont think the problem are the GPU...MB2 are not that type of game who needs a strong GPU.Maybe a GPU.
I think that you can find information about the wars in the kingdom menu.Unless I'm missing something, there's no way to know who is at war with whom other than your own kingdom (if you're even part of one). This makes strategic planning and all kinds of other things very difficult. We really need this information, especially since wars begin and end so frequently. Seems like an easy addition.
Another (probably) easy addition: please bring back the ability from Warband to ask any noble for the location of individuals in their faction!!
Better wait for 2021...Well hopefully it leaves EA soon, because the modding scene for warband is awesome and it should be here too
Thank you for the effort.A lot of this stuff would be nice: (as written by Panzer)
I decided to compile a list of all the cut content, future content, or legacy content I've found in the files. I say all three because we have no way to know what exactly of this is going to be in. Even if a feature is confirmed in, this code could be deleted and started from scratch. Others almost certainly seem cut, like certain factions TW decided would be too complicated to add.
I have categorized them into the type of content it pertains to as best as I could, and also tried to reference which files you can find these if you care to look. This list is not at all definitive, and is only from a surface look at the game's XML files, the deeper C# code and graphics files likely have a lot more that's not in here, and there's certainly going to be some things I've missed.
This was almost six hours of work and took me till 5 AM, so I hope you all like it! There's deff some stuff I missed, but I think this is a pretty interesting list and might shine some light on the future developments to come and what we may have lost.
Part 1:
Factions:
- Deserters were at one point going to be a more large scale faction instead of quest only. Code pertaining to them can be found in the spcultures xml file in SandBoxCore between the implemented Sea Raiders and Looters.
- A cut character in lords.xml in the SandBox module is an entry for a Deserter Leader
- There is a non-commented out piece of code in game_menus.xml referencing 'minor faction bases'. this is not hideouts which are referenced elsewhere, and this includes the ability to speak with the leader of the minor faction. Since it is not commented out, it is possible that minor faction interaction was cut quickly for time, and may be added back in. Alongside the quests referenced in the 'Quests' section, it seems likely that at some point (possibly recently), minor factions had a much more interesting role in the game.
- Commented out lines in world_lore_strings.xml in SandBox refer to each of the Empire factions having disagreement over various laws, several of which hint towards the sexism mechanic and slavery mechanics, both of which no longer exist. They are as follows:
- WOMEN CAN JOIN THE SENATE (YES for Rhagaea, NO for Lucon, YES for Gario)
- SOLDIERS SHOULD BE PROVIDED PENSION BY THE STATE (NO for Rhagaea, NO for Lucon, YES for Gario)
- FOREIGNERS SHOULD BE ALLOWED TO BECOME CITIZENS (YES for Rhagaea, NO for Lucon, NO for Gario)
- SLAVES SHOULD BE ABLE TO BUY THEIR FREEDOM (NO for Rhagaea, NO for Lucon, YES for Gario)
- SENATE SHOULD NOMINATE THE EMPEROR (NO for Rhagaea, YES for Lucon, NO for Gario)
- The same file also sorts the other kings into various categories: Centralizer, legalist, upstart
- Sturgians - Raganvad is centralizer
- Battanians - Caladog is upstart
- Aserai - Unqid is legalist
- Vlandians - Derthert is legalist
- Khuzaits - Khan is centralizer
- Lines in the same file refer to the following laws which are no longer in the game. The way they are described (and several of their names) implies they were far more important than the current laws, and also hint at the former slavery and sexism mechanics (with the latter being much more complicated than the Warband version):
- Blood-price (Whether or not you can demand money for someone killing your kin, referenced in quests in game)
- Trial by Jury (Partially in game)
- Urban Rights
- Serfdom
- Slavery (more specifically, buying of freedom)
- Cosmopolitan (Opinion on foreigners, only negative reactions are listed in the file)
- Women's Inheritance
- spclans.xml in the SandBox module contains several factions and clans which have been commented out of the game. One of them is religious in nature and it seems religion was once supposed to play a larger role in the game. The same faction also mentions several clans being friendly with various minor factions, further hinting that deeper interaction with minor factions, to the point of several clans allying them, seems to have been planned. The file also has some really cool bios on kings and clans that do not appear in game (Did you know Derthert wants to bring equality to the peasants to **** over the nobility because he thinks they're a bag of dicks?) but I don't want to unnecessarily pad out this list:
- Guardians of the Hills, Imperial aligned bandit barbarians from the hill tribes. Were removed because their faction had no members and it's possible TW just forgot to give them members and add them back in.
- Chosen of the Sky, a Khuzait religious sect
- Freemen of the Marshes (currently in game, possible duplicate)
- minor_faction_conversations.xml contains dialogue for a slave rebellion led by a man named 'Corastos', hinting at a cut slavery mechanic
- The same file has dialogue speaking of Count Dracula an edgelord the equivalent of the Hashashin named the 'Father of the Night'
- Both of the above factions are listed as 'TOO COMPLICATED' at the bottom, implying they were cut for obvious reasons
- The following mercenary companies are named at the bottom of the same file but otherwise not expanded upon, the same log also contains a fourth which is in game (Skolderbrotva):
- Company of Catalans (possibly hinting at a Spanish themed region nearby)
- Lost Legion (possibly renamed to the Legion of the Betrayed)
- Ghulams
- A second list similarly lists bandit like groups, some of which are also in game (Jawwal Bedouin, Brotherhood of the Woods, Wolfskins):
- The Hidden Ones (Wolfskins are also referred to as the Hidden Ones in the same file, however this list puts them seperate)
- Khuzait Slave Tribe
Items:
- Finally, a faction named 'Varangian Guard' sits under a 'REDUNDANT?' tag. The Varangian Guard in our timeline were the personal guard of the Byzantine Emperors (or one of their personal guard) and was recruited exclusively from Nordic people's and Anglo-Saxons due to the Byzantine Greeks believing them to be great warriors and because of their inability to speak Greek making it harder to bribe them to assassinate the Emperor. Several of the possible companions in game reference a 'Vaegarian Guard' who were blamed for assassinating the Emperor and then riot and burned down the capital, which is based on some of the antics of the iotl Varangian Guard.
- A Vlandian arming cap is commented out in the spitems xml file of SandBoxCore.
- Blunt bolts can be found in the same file. They're understandably garbage, and were possibly original for tournaments or for capture.
- In the same file is an intermediate shield called a 'bound heater shield'.
- A Khuzait horse armor in the same file called 'studded steppe barding'.
- Lines in the world_lore_strings.xml file in SandBox refer to the following items and artifacts, several of which seem to have been inspired by Crusader Kings:
- Iron crown of Lombardy
- Oriflamme-style banner
- Bones of a holy man, in a reliquary
- Sword of a king
- Book of x
- Jewel
- Cup
- Gyrfalcon chicks on northern crag - Mountain hideout 14
- Gems of Golconda wash, picked through for gemstones - Desert hideout 1 10 Ambergris off a beach - Seaside hideout 2 11 Momia, or something else dug out of the sand -
- Dragonsblood - sap of a tree, used as dye
- Narwhal tusk
- Conch
- Ostrich plumes
Quests:
- item_modifiers.xml is self explanatory and refers to tons of different armor modifiers and horse modifiers, many of which do not appear in Warband. The code all looks functional and only the various horse modifiers (sans lame) are commented out, so it's curious why this feature is not in game.
Should be noted that these are under a comment that says "STEVE: I BELIEVE THE BELOW ARE FOR AN OLD QUEST MODEL" which means it's possible these are deprecated. The same notes also contain lines about currently implemented quests, however, leading me to believe not all of these are cut for good.
- The file action_strings.xml in SandBox lists out several quest types:
- War (the player furthering faction war aims)
- Support armory (acting to support an army)
- Subversion (laying the ground for a future war)
- Anti-bandit
- Family feuds
- Help minor faction (driving away interlopers, trials by combat)
- Retrieve an item for a town/lord
- Independent War Quests only has the following dialogue line: "Intro: "As you know, we are at war with the ..."
- There is a line that says "General economic attacks", presumably also a category
- The following are listed under "HELP MINOR FACTION QUESTS":
- Drive away interloper
- Drive away bandits from village
- Kill a certain amount of bandits in town facility
- The following are listed under "POLITICAL QUESTS:"
- Provide a casus belli, or support a lord in a war council
- Support someone to end a war
Gameplay:
- Lines in the game_menus.xml file in SandBox that aren't commented out reference training peasants against bandits like in Warband.
- The action_strings.xml file in SandBox references a notification (much like the war or vote notifications) about a city revolting against its ruler. This is different than the civil war and faction unrest mechanic spoken of by TW, as this pertains to a rising from the lower classes instead of a civil war by the nobility.
- Characters originally got engaged before marriage unlike the insta marriage we have now. The comment_on_action_strings.xml file in SandBox contains a line for a lord congratulating you on it: "Congratulations to you and {FIRST_NAME} on your engagement."
- You used to be able to choose to do different things while waiting in a town as listed in game_menus.xml in SandBox. This includes:
- Tell war stories to the locals (increases influence with the town)
- Gamble in the tavern (also increases influence with the town)
- Meet with the nobles (raises influence with lords)
- Go hunting with lords (raises influence with lords)
- Train town guards (for whatever reason, lists the consequence as 'Gain Money'
- Guard the town (also raises money)
- And obviously, a 'go back' button
- Some lines of code in the same file reference waiting in your camp.
- In the same file there are references to sneaking into towns like you can now... WITH A GRAPPLING HOOK
- Numerous lines in the same file referencing reactions to you winning or losing a tournament or parts of it:
- "The grand tournament of {TOWN_NAME} reaches its end and the victors' names are chanted by spectators returning to their homes. Even those for whom tournaments don't take a fancy, cannot escape the names of the champions.{EVENTS_AND_WINNERS}"
- "The crowds awe at your stunning displays of talent, expertise and physical prowess. Winning every event at a tournament meeting is known as a feat rarely accomplished. Your name will not soon be forgotten in {TOWN_NAME}"
- "You have triumphed in the {ROUND_TYPE} and {NEXT_INFO}"
- "You have been defeated in the {ROUND_TYPE}. For you, the event is over but this is not the first contest of its kind in Calradia and it will not be the last."
- Similarly, the file contains references to joining certain events and (unnamed) and also viewing a schedule to see them. Other files reference jousting, so it was likely tournaments were a lot more interesting in former versions.
- The same section also contains lines for "menu_train_peasants_against_bandits", implying that imprisoned bandits may have been at tournaments for your men to whack for fun.
- The file contains lines in a not commented out menu asking the player if they'd like to embark or conversely, disembark. Presumably from a boat. As Paradox has always had a bit of a yearning for sea battles and tried it numerous times over M&B and Warbands development, and then fanboyed constantly over the janky ones in Viking Conquest, it's likely that ships were/are a planned feature.
- The same files contains lines talking about you being captured and then left for dead in the wilderness to look for the survivors from your party.
- companions.xml references the following skills which are marked as no longer in the game.
- Commander (not Tactics, which is listed below it)
- Reign
- Logistics
- CavalryCommand
- InfantryCommand
- ArcherCommand
- Athletics
- Siegecraft
- Diplomacy
- The same file also references 'traits' but only on a single companion
- WandererEquipment
- BalancedFightingSkills
- SergeantCommandSkills
- Valor
- spspecialcharacters.xml in SandBox also mentions several traits that do not appear in game. However many of the companions in that file do appear in game, which raises the question over whether any of these are actually hidden skills for NPCs. Many of them also reference the above skills and traits (which that file said no longer exist) (there's also thousands of entries in this file I don't want to comb through so this list is not definitive):
- Calculating
- Mercy
- HopliteFightingSkills
- Manager
- Politician
- ArabianHair
- Generosity
- RomanHair
- Lines in conversations.xml in the SandBox module refer to the following shops the player could own. The workshops are stored in spworkshops.xml and only contain all of the ones you can build now and the stable, so it can be assumed these are cut:
- Mill
- Brewery
- Weavery
- Ironworks
- Velvet Weavery
- Linen Weavery
- Wine Press
- Tannery
- Pottery Shop
- Stable
- Melee Weaponhouse
- Ranged Weaponhouse
- Shield Armorhouse
- Light Armorhouse
- Medium Armorhouse
- Heavy Armorhouse
- A line in spworkshops.xml in the SandBox module has incomplete code for building a stable with TODO
- Dialogue with city mayors in the same file lets you ask them to help you lower unrest in the town (presumably linked to the rebellion mechanic), allowing you to take the following actions:
- "Give no tax permission for 1 month. Also pay money. ({MONEY_AMOUNT_NO_TAX} denars."
- "Give maximum 5% tax ratio permission for 1 month. Also pay money. ({MONEY_AMOUNT_YES_TAX} denars."
- "Give no tax permission for 1 month. Also use influence. ({INFLUENCE_AMOUNT_NO_TAX}."
- "Give maximum 5% tax ratio permission for 1 month. Also use influence. ({INFLUENCE_AMOUNT_YES_TAX}."
- Dialogue in the same file shows an older version of the caravan mechanic when talking to a mayor: "These are good news, there are many different resources in around towns which can bring good money if you trade them. A caravan you formed will do this for you. You need to pay 500 to form a caravan and men will form that caravan will take 100 denars wage weekly"
- Lines in spprojects.xml in the SandBox module refer to village buildings that reference buildings in villages (not in) and building a village castle (confirmed cut feature). The village projects are as follows:
- Light Castle
- Light to Medium Castle
- Medium to Large castle
- Wheat farm
- Fisherman
- Vineyard
- Clay mine
- Salt mine
- Iron mine
- Date farm
- Olive trees
- Silk plant
- Flax plant
- Spice plant
- Sheep farm
- Lumberjack
- Cattle ranch
- European horse ranch
- Steppe horse ranch
- Desert horse ranch
- Temple
Characters:
- animations_combat.xml has commented out lines for various shield bashes
- The same file has an extra kick animation that was cut for lack of use
- As well as some extra fist fighting animations
- And extra 1h guard animations
- And staff animations
- And a ton of 2H horseback animations, including ones for an 'unbalanced' weapon
- And bow animations
- And pike and polearm animations
- And various boulder animations
- And death on ladder animations
- And various animations for dying and falling over or falling off your horse
- animations_movement_and_behaviour.xml in Native contains references to many animations related to marriage which are currently commented out and marked with 'Not used'
- animations_mainmap.ml in Native contains references to animations on the mainmap for the cut ambush mechanic
- animations_gates.xml contains hundreds of gate animations that are cut from the game, including references to sally doors
- siegeengines.xml, while not commented out, refers to improved versions of the siege tower and battering ram. It also has flavor descriptions for preparing a siege and building ladders, both of which are automatic in the actual game.
Dialogue:
- lords.xml in SandBox has a cut entry for Penton's wife named Alena
- The same file h as a cut character with the blurb: " <!-- Clan 7 consort. Charismatic, energetic but easily offended". Clan 7 is Rhagaea's clan
- This line is in a comment called ANCESTORS at the bottom and is probably in game for a dead character but it's so spicy that I had to add it: " <!-- make Leonipardes' wife in fact his sister, married by Gario who then cheated on her, went back to her brother -->"
- The file also has a comment to add Steve, a Paradox employee, as a dead hero
Several of these dialogue pieces, such as the sexism comments, are able to appear in game fine if just uncommented out of the file. It is unclear why they are, because while some are Warband copies, the EA release contains Warband dialogue still so that was clearly not an issue.
- Comments from an unknown party pertaining to you fighting bandits in the comment_on_action_strings.xml file in SandBox.
- "I hear you recently tracked down some brigands. Good. The world is better off without such scum" for cruel characters
- "I hear you chased down some bandits. I feel sorry for those lads, but I suppose they had it coming" for characters with 'OutlawSympathyTag'
- "I hear you recently tracked down some brigands" for anyone not covered previously.
- Lords commenting on you having taken their city. Likely a holdover from Warband but is also in the comment_on_action_strings.xml file which is almost entirely implemented dialogue. "You have something that belongs to me: {SETTLEMENT_NAME}. I will make you relinquish it."
- Unknown characters, most likely Lords, commenting on you killing off gangs in their city: "I hear you recently got into a scrap with some CommonArea thugs. I suppose I should have cleaned them out myself at some point, but it sounds like you gave a good account of yourself."
- Two extra dialogue pieces for lords complaining about other lords trying to steal their girl. There is a third, implemented one, though I'm not sure if you actually ever see it in game.
- In comment_strings.xml in SandBox, dialogue piece for an 'Amoral' and 'PersonalIronicTag' Aserai lord: "I am {CONVERSATION_CHARACTER.LINK}, an emir of {LIEGE_TITLE}. My lineage is not so famous - but when my deeds are done it will be my name, not that of some ancient forefather who died centuries ago, that my descendants will remember."
- Introduction for the leader of the peasant rebellion mentioned elsewhere in the files: "I am {CONVERSATION_CHARACTER.LINK}. I have been chosen by the people of {REBEL_TOWN_STRING} to lead them in their just struggle against tyranny."
- Various lines for a lord celebrating winning a battle with you
- Two listings for dialogue (with no dialogue under them) for 'AbandonAllyAction' and 'CaptureSettlementAction'
- Various lines for the enemy demanding to know who you are, while several of these lines are actually in game (despite all of them being commented out in this file) there is a note saying "MOVED TO VOICED LINES"
- Dialogue for kings accepting peace with you
- Lines for prisoners thanking you for liberating them
- Lines for freeing someone from prison AND THEN PUTTING THEM BACK IN
- LINES FOR DOING THAT TO YOUR BEWILDERED ALLIES "What? I don't understand"
- Lines for lords answering a call to parley
- Lines for lords wanting revenge for raiding their village or stealing from them
- In contrast, lines for saving a lords village
- Lords thanking you or calling you a dumb **** for giving them a fief
- Dialogue categories last edited in 2014 (when they restarted development from scratch to build the engine) listed as "Besieging together with NPC"
- Lines for lords reminiscing with you about old battles
- Lines for lords gloating that they beat you
- Lines for lords talking about how they kicked your ass last time when you come for revenge
- Lines about lords talking about getting their asses beat with you
- Lines of lords trying to console you after a loss or pulling a Thad and rubbing it in your face
- Various intros referring to the player as a foreigner to Calradia
- All the old sexism lines that I managed to reenable just by uncommenting them, sans duels for equal rights
- Lines for lords being attracted to you
- Lines for lords commenting on you beating their allies
- Lines for lords mentioning you letting them go after battle
- Lines for you having failed missions for a lord
- Various lines for duels, including references to lords mentioning you killing their friends or enemies in duels
- Various lines for peasant rebels
- Lines for lords talking about you running away from them
- Lines for lords talking about you releasing lords
- Lines for lords mentioning you getting fiefs
- Lines for lords talking about why they hate one another
- Lines for lords congratulating you on your marriage, welcoming you to your family, or calling your wife an idiot
- Lines for lords *****ing that you gave a fief to a commoner
- Lines for lords complaining about you eloping
- Farewells from various people marked as "not added yet"
- Various dialogue for the player's spouse and family members
- Now in the world_lore_strings.xml in the SandBox module, numerous lines for lords talking about their kings, their families, or kings of other realms. These are very detailed and seem to be written correctly but crash the game when enabled at the moment. I imagine this is for the 'quick question' menu and will be added soon.
- Various comments from Rhagaea about the civil war outside of her in game dialogue
- Brief sentences describing various factions
- Lines for lords talking about their opinions on various laws based on their culture and their personality. The only lines are for Sturgian lords, and there is only one line per law regardless of personality, they are as follows:
- "Blood-price "It is a sad fact of the world that the lives of some are valued more than the lives of others. If laws to fly in the face of reality, this may cause many unforeseen problems. For example, if a lord may be hanged for the wrongful death of a commoner, then men will not fear him, and he will be unable impose justice in his lands." Mercy +1"
- "Trial by jury "Juries can be bought. Or they may rule with their hearts not their heads. The application of the law will become random and arbitrary." Mercy +1"
- "Urban rights "If it becomes more difficult to impose taxes on the cities, then kings will squeeze the countryside." Mercy +1"
- "Serfs "It is a mercy to keep them tethered to the land. For people who are ignorant of the world, freedom is merely the freedom to wander, to be robbed, to fritter away one's money, and ultimately to starve in a ditch." Mercy +1"
- "Slaves "It may seem cruel to deny a slave the right to buy his freedom. But many do not know how to make use of their freedoms, and such laws will merely see our cities flooded with desperate penniless men." Mercy +1 "Let the low-born know their place. To give them the right to leave their land will encourage them to be insolent to their betters." Mercy -1"
- "Cosmopolitan negative "People should keep to their separate ways. Let not the lion breed with the hyena." ImpEd -1, "Foreigners may live with us for 20 years, but they will never lose their savageness, and they will erode the values we hold sacred." ImpEd +1, "
- "Women's inheritance "If women can control their own property, they will become targets for conniving fortune-hunters, or they will become as merchants themselves and lose their natural graces. Better leave such things in the hands of men, who are accustomed to the rougher aspects of the world." HighRegister +1 "That's one good law that the empire has. There are some things that are a man's job, and some things that are a woman's." HighRegister -1"
Quality of Life:
- Lines for tavern keepers in conversations.xml in the SandBox module (nothing interesting besides one implying tavern keepers could give you a job)
- This file also contains all of Warbands dialogue, not commented out
- The following fief related tooltips in concept_strings.xml in SandBox are marked as "TODO" and commented out:
- Settlement Prosperity
- Settlement Development Speed
- Settlement Food Store
- Militia
- Garrison
- Settlement Developments
- Governor
- Similarly, these campaign tooltips are also commented out with TODO:
Companions:
- Skills Roles (this one actually has a tooltip line and no TODO marker: "Skills and perks usually grant benefits according to skill roles"
- Party Morale
- Party Inventory
- Settlement Notables
- Taxes
- Tariffs
There's enough content here that I decided to split it off to a new list. There's so much (including full dialogue, stats, equipment, friends and enemies) that it's very possible that these will be the companions we see implemented in game later.
- The following are the companions listed in companion_strings.xml and companions.xml in SandBox:
- Petrys, an Imperial scholar that can let you greet new lords by acknowledging their ancestry, getting you an occasional relationship boost
- Osarios, a veteran legionnaire, he can help you train the infantry
- Senon, an overly honest engineer, speeds up siege construction and lets you build a 'counterweight trebuchet'
- Haldea, a matronly older Imperial woman woman who wants to beat the **** out of the men in the Empire until they realize they're being a bunch of pussies and decide to be competent. No really. No ability is listed.
- Chara, an Imperial border ranger. Interestingly enough, she is the only companion with her stats and dialogue commented out. No ability listed besides "Scarred" being written twice under her name for some reason.
- Boscoric, a former zealot rebel in the Embers and herbalist. Perks are listed as 'herbalism' and 'charisma'
- Ewyn, a merchants daughter from Geroia who was taken as a slave by one 'Aldric of Tihr' (one comment also lists an alternate backstory of being kicked out from her family for falling in love with a poor boy which seems counterproductive and less interesting). Perk is 'surgery' and she's listed as wanting to hunt down Aldric. Hilariously enough, she has a third possible backstory listed of "aristocratic maiden left in wake of an army'. Her actual bio seems to be a mix of al three.
- Arigun, a former member of a smuggling ring who speaks partially in thieves cant. Listed perk is 'Knows back door into cities on west of map'
- Tabur a ****ing straight up aristocrat hedonistic capitalistic fat cat party crasher AND thief who exists purely to party (while not invited) so hard until he ****s the wrong dude's wife. The man is such an absolute unit that he also knows all the back doors into cities (except in the east) from quietly exiting on walks of shame (despite him feeling none)
- A companion with no backstory besides 'desert fugitive' named 'Lath'
- Sabila, a caravaneer's daughter who lost the caravan through bad business decisions. No perk listed, though there is a line implying she could get you work if you hung around caravans
- Urgil, a coalbiter (someone who tells stories around a hearth (from the Old Norse Kolbitar, literally coalbiter, named as such because they'd lean so close to the hearth during stories that they were practically eating the coal, Tolkein is the one who rediscovered the word from Norse sagas). No perk listed, but also listed as being able to get you work around caravans
- Yarka, a shieldmaiden who killed her husband after being denied divorce. Her dialogue and stats were eventually used for the random companions, also could get you caravan work
- Pol, a smith that is listed as both 'foul-tempered' and 'goodtempered'. Has only two lines of very small dialogue, though he seems nicer than mean. No perk listed, though smithing would be an obvious one
- Imulir, a crazy lady who thinks she's under a curse that makes all men fall in love with her. No perk listed besides caravan work again
- Ferionn, a professional furry who grew up covering himself in **** and now hangs out at bars covered in dirt and rotting wolf skin and telling people about his favorite fursona and Sonic OC's (he's a Batanian Wolfskin who was too much of a furry even for them). Perks are scouting and pathfinding in woods
- Cadugan, professional horse thief and amateur lovable scamp, no perk listed
- Surgai, a Khuzait chieftain's son who was taken hostage in the Empire and now wants to modernize the Khuzait. Has almost no dialogue and no perk listed
- Ger, a half-man crazy man who believes he is vibrating so quickly that he is randomly moving between reality and the underworld. On a quest to save his mother. No perk listed
- Khachin, a former slave pit fighter who was used as an exotic arena Amazon. Going to make an aside here to take note that the next three companions are also all commented out, have no dialogue (besides Dewanos having a line) and no stats (besides Dewanos), however, they're incredibly interesting because they are all from different parts of the Warband world we've never seen before. Namely China, India, and Ethiopia (or at least their equivalents)
- Dewanos. Grew up in a monastery in the Calradian equivalent of Ethiopia and is now an onk (Megwazi (Ethiopian) for 'to travel'). His single line of dialogue implies his perk was also herbalism
- Lantius, a Mohist (Chinese school of thought) siege engineer. Perk was presumably siege related
- Parakrama, a possibly Indian smith. Perk was presumably smithing related
- In wanderer_strings.xml there are even more companions. These seem to be the randomly generated ones we have now, however while commented out, many of them do not appear in game. I am unsure if this is from a bug or just lack of implementation. The file says that Engineers are to come from the Empire, Serai, Khuzaits, Surgeons are to come from the Empire (female only), Aserai, Vlandia, and Herbalists are to come from Sturgia (female only), Battanians (female only) and Vlandia. They are as follows:
- Arrogant Imperial siege engineer
- A Cataphracts child who is disgraced for working with merchants
- 'The Boar' a former Legionaire (possibly a member of the Legion of the Betrayed)
- A robber who has a gang member as a nemesis
- A guy who loves killing who doesn't say much about himself
- An ex-cultist rebel turned mafioso who has a lord as his nemesis
- A female outlaw who is a former assassin. Gang leader nemesis
- A guilt-ridden surgeon who had been forced to torture by the Imperial 'Bureau of Barbarian Affairs' (seriously?)
- An aristocrat who fled a bad marriage with a lord as nemesis
- The angry farmer who is currently in game who murdered his neighbor and his family. A comment says his nemesis is the family of the slain
- A woman with a birthmark that made everyone think she was cursed
- Shieldmaiden who killed her husband, comment says her nemesis is the husband's family
- A man who lost everything trying to marry a woman who turned out to be a con-artist sent by his family to steal his property
- 'The Boar (again)' who gloats about being a headhunter
- A guy based on Hamlet
- A professional veteran Battanian who fought for the Empire
- Former stable boy turned horse thief
- A Battanian survivalist
- A talkative bandit
- A barbarian woman who murdered the son of a chief because he tried to rape her
- A woman who was accused of being cursed by an old crone
- A cow thief
- A former Wolfskin with a warrant out for him who claims innocence because he thinks he was literally a ****ing wolf when he did it (I hate these people)
- A chatty monk healer (JEREMUS?)
- An overly loud Vlandian mercenary
- A veteran with PTSD
- A serial killer named 'The Shark'
- A sailor who fled a dominating guild. Gang leader nemesis
- A loner who's father died in a blizzard after they escaped to the wilderness together
- Former bandit woman turned bandit hunter for lords with a lord as a nemesis
- Smith who murdered a lord for running down a child with his horse
- Female bandit who is the daugher of bandits named 'The Black'
- An engineer who wants revenge for his father who used to work on chariots until he was killed in riots at the Imperial capital for being a foreigner
- Misanthropic nautical surgeon
- An Aserai obsessed with his own family tree
- 'The Falcon' a chivalrous Aserai soldier who thinks the clans steal all the glory
- 'The Swordsman' who fell out with his lord over a woman. Lord as nemesis
- 'The Prince' a 'fitiwi' who a guard captain tried to corrupt
- 'The Hyena' who is like a furry if furry's instead loved forms of dirt and this dude was a desertkin
- A female member of a fallen Aserai clan
- A failed merchant
- A female alley urchin
- A scholar who became an engineer with a backstory based on 'pre-islamic arabia' (by the comment)
- A Khuzait siege engineer
- 'The Hawk' a Khuzait clan member who accidentally killed the brother of the woman he loved after he refused his betrothal offer of 50 sheep. Rural clan nemesis
- A Khuzait orphan
- 'Ironeye' a professional Khuzait soldier and infantryman
- A Khuzait from a minor clan that was under vassalage to a larger clan (possibly the Khuzait clan itself), who got tired of being treated like a slave and killed one of them
- 'The Mad' (marked with REDO) a Khuzait thief with a gang leader nemesis
- 'The Grey Falcon' the lone survivor of a hunted steppe clan
- An Amazonian gladiator, same as the unique companion above
- A single mother's only daughter
- Tomboy daughter of a caravan guard
- The following ones are marked as starting the game in prison:
- A former member of the Free Companies who was thrown in prison for a drunken murder
- A former member of the Brotherhood of the Woods
- A Khuzait horsethief
- Lines in spspecialcharacters.xml refer to the nemesis' from the companions psecifically, and even seems to assign specific clans for several. Bandit and Minor Faction Nemesis are not added, and the file has notes for a TODO to add the Blacksmiths (see random companions) nemesis and a second Blacksmith not in either of the companion list. The clans / characters mentioned below are, I believe, actually the code for certain characters / families in game, though I haven't checked which. Oddly, several of these nemesis only appear for companions of certain cultures, yet the nemesis' themselves are of a different kingdom entirely. Nemesis' are possibly planned for addition, as one of the randomly generated companions in game right now does reference a lord who she despises, though the loc string is currently broken and shows up something like LORD_NAME. Regardless, those listed are as follows:
- Lord Nemesis are: Aserai3
- Rural Clan: Sturgia4, Sturgia8
- Gang leader: Empire
Looters attack with stones... Non deadly... I think that's a good design choice to put in the game.Looters are too OP now, but were stupidly bugged before. You could attack a band of 60 looters with 50 recruits, have 40 wounded and 0 dead. It made no sense and was only acceptable because it was necessary to train troops. They should scale looter dmg back a bit, to a point where they are about as deadly as recruits in autoresolve. If you pit 20 recruits vs 20 looters, you might barely win and lose 10 units (dead, not wounded). Together with that they of course need to add a another way of traning units (waiting in a training ground, whatever).
+1Oi folks,
Updated 17/04/2020 for e1.1.1 + Beta 1.2.0 Hotfix
I wanted to make this thread to try to funnel the feedback over the Alpha - Beta - Main Branch. I propose trying the make a list of the most striking features and updating which features are ready to be pushed to the next branch and which should stay in their branch for fine tuning.
Also, please leave a comment, or this thread will be engulfed into oblivion.
This thread is not about bugs or missing features, this belongs in Technical Support or in Suggestions. This thread is for feedback on features (and problems) that started in the Beta or the Alpha, to prevent the bad ones from climbing the ladder up to the Main Branch
Legend
Blue means 'this feature received support from what I can gather from the forums, it is ready to push to the next branch',
Green means 'great in theory but not working or not finished',
Yellow means 'this feature received mixed or bad support, should probably stay in that branch for fine tuning / testing / fixing',
Red means 'bug / broken mecanic / unintended consequence introduced in or after the start of the Beta 1.1.0 that should be removed'
Grey means unassigned yet, if you are able to test it, please comment your results.
? and Bold means that this feature was introduced in this patch, this will be more usefull when/if the Alpha branch start.
? andstrikedmeans that this feature was removed in this patch.
?means that the issue is featured in Known Issues or it has been acknowledged by a developper. I'll include a link [dev] to the comment if possible.
? means that this feature was received from a lower branch.
means that the issue was pushed from a lower branch with tweaking. (Don't apply if it was a Blue feature in lower branches)
means that the issue was pushed from a lower branch without tweaking. (Don't apply if it was a Blue feature in lower branches)
You can click on the titles in the tables for a link to the thread. Of course, let me know if I forgot something important. I'll link threads discussing the matter, but due to a lack of space I won't name them, they will simply be listed as [link].
I'm asking TaleWorlds to let us help you develop the grandiose game we all want to see, please use the Alpha and Beta branches to their fullest potential.The ultimate goal is that developpers can look and at a glance, evaluate the feedback of a branch, to know if that feature is ready to be pushed. Sadly, 1.1.0 is a great exemple of how not to use a Beta. Content broken in the Beta 1.1.0 (in Red) was pushed to the Main Branch, and another unfinished feature (Caravan Nerf) was introduced in the main branch, but it should've been introduced in Beta 1.2.0, then tweaked, then introduced in a working state in Main 1.2.0 or later.
In order to keep my biais at bay, comment if you don't agree with the rating of a feature.
ALPHA 1.1.0 → → BETA 1.1.0 + HOTFIX → → MAIN 1.1.0 + 1.1.1 Does not existFrom Patch e1.0.10
? Everything
New from Beta 1.1.0 + Hotfix
+? Bug fixes and performance improvement
+? Trade Perk fix
+? Fixed the simulated battle exploit
+? Wanderer adjustments
+? Adjusted Skill experience gain (retroactive)
+? AI blocking is broken [link][link][link][link][link]
+? Units are fat [link]
+? UI lightning is too dark [link]
+? Huge Charm boost at the end of tutorial [link]From Beta 1.1.0 + Hotfix :
? Bug fixes and performance improvement
? Trade Perk fix
? Fixed the simulated battle exploit
? Wanderer adjustments
? Adjusted Skill experience gain
? AI blocking is still broken
? Units are less fat
? UI lightning is too dark
? Huge Charm boost at the end of tutorial
New from Main 1.1.0 + 1.1.1
+? Caravan Nerf [link]
+? AI Combat is improved
ALPHA 1.2.0 → → BETA 1.2.0 + HOTFIX → → MAIN 1.2.0 Does not existFrom Main 1.1.0 + 1.1.1
?Everything good, plus
? AI blocking is still broken? [dev]
? UI lightning is too dark?[dev]
? Huge Charm boost at the end of tutorial
? Caravan Nerf
New from Beta 1.2.0 + Hotfix
+? Bug fixes and performance improvement
+? Auto-Resolve against Looters is punitive [link]
+? Item modifiers
+? AI Siege pathing
+? Higher Tier Armour produced in shops (They are still mythical) [link] ?[dev]
+? Quest adjustments
+? Caravans can now sell prisoners
+? ?Towns running out of money[link] Does not exist yet
Let's make Bannerlord a masterpiece,
Cheers from Québec ⚜
The game are more optimized too....but you are right, from 8 to 16 makes a huge difference.I just upgraded from 8GB ddr3 to 16 gb ddr3 last night.
With 8gb: Custom battle was not freezing, but (200 bots) some stuttering and annoying.
Campaign: World map would sometimes stutter when holding rmb and looking around or when party started to move. Battles(in campaign) were unplayable(even with as few as 20 bots). Stuttery mess. Could not fight at all. Sieges...forget it.
Loading screens took one minute, sometimes more. Exiting from the game took 3 minutes and desktop froze for an additional two minutes. System restart required.
With 16gb: Custom battles are smooth.
Campaign: World map is very fluid now. Only have a little microfreeze every once in a while(like when loading back to map after town menu-probably due more to my HDD and fragmented to hell drive).
Battles are 1000% better and actually playable. It works smooth and no problems. It is enjoyable now.
Loading screens move faster. Exiting from game is immediate now. Desktop is immediately responsive. No system restart needed.
It seems in my case the ram fixed the game for me, at least for now. I didn't get a chance to play all that long, so I don't know if the slow memory leak will emerge as session play time increases, but I will find out in the coming days.
I changed nothing else except upgraded ram from 8 to 16 gb. Its a pretty old system that I was hoping I didn't have to replace in order to run game properly.
i7 [email protected]
gtx 950 2gb
HDD 1tb
win 7-64
16gb ddr3