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  1. Any advantage to use 1h axes?

    They deal the same damage as swords but their reach is shorter. Anyone actually tried them?
    I think axes have more 'blunt' dmg part than swords so they are better against heavier armor
  2. Some simple suggestions for crime

    Honestly if TW just paid him and implemented fourberie I would be very content as well, although I must admit that I don't really like the implementation of alley ownership in fourberie particularly due to needing to upgrade our enterprises every week until we reach the point cap. I wish it was much more simple in how it worked, such as working like a workshop where we have to choose our production among things like spices (are they actually spices or drugs?), slaves or weapons (or something else idk).

    My other (somewhat minor) complaint about what is otherwise a phenomenal mod is that our other actions from our hideout such as blackmail and assassination has an unintuitive and ugly looking UI (might be because of the game, not the modder, idk). I want to reiterate that I really do love fourberie and appreciate the work done by @Spinozart1 (and all the other people involved in making the mod if there are any).
    Well, your suggestion about illegal workshops sounds great. It could work well with my smuggler carvans idea.
    TW won't make any game changing and exciting features. During ea they just polished the game and added minor changes. I would adress suggestions about criminal activities to Spino. He consider implementing suggested changes if he likes them. I remeber playing early version of his mod reporting bugs, issues and giving my feedback and ideas. Many of them are now implemented :wink:
  3. Some simple suggestions for crime

    Currently the criminal gameplay feels lacklustre despite the new additions made in 1.1.0. I think that the actual mechanics for making crime more impactful are mostly there, but they are currently not utilized and tied correctly. To make the system better, I have some few suggestions:

    - Increase the daily crime rating increase for owning an alley from +0.5 per day per alley to +1.25 per day for the first alley in a kingdom and +0.5 for every additional alley owned in the same kingdom. Roguery level 125 perk "white lies" should have it's effect increased from 20% to 50% faster crime decay. This way, you will actually accrue criminal rating for owning an alleyway slowly by default (but not as a vassal or ruler), and picking "white lies" over the other level 125 roguery perk, "scarface", will actually make some sense (and it would also be a choice between a gangster playstyle vs bandit playstyle) because it will let the player have one "free" alley as a commoner, and 2 as a lord/ruler (because the daily crime decrease rate for nobles/rulers is -1.5/day).

    - Change the threshold and effects of criminal rating to; 25 crime for being barred from towns, 50 crime for being declared war on if not vassal/ruler (and the start for the daily influence loss due to crime if vassal/ruler), 75 crime for blocking the option of bartering for peace & 100 crime for having a 10% to even 100% chance of being executed if you're captured or caught (the chance depending on the merciful trait of the lord that captured you or the owner of the town that you tried to sneak in).

    - Since it would be bad game design to have the player die with 100 crime rating if they fail to sneak into a town due to RNG, give the player a chance to fight for their life against 3-5 guards (who are troops between tier 2-5) if they fail to sneak in, similar to Warband. Town scenes already exist, so I imagine programming 3-5 guards to attack the player inside a town shouldn't be hard to implement.
    I was waiting for criminal gameplay since beginings of ea. Now when TW fixed and reworked rougery perks and added owning alleys I'm so dissapointed. It doesn't feel any different than regular independent -> merc -> vassal -> ruler. There is nothing new to do. alleys are just cheap and bad workshops with big drawback - criminal rating. Raiding villages is boring, unimmersive and worthless activity. There is nothing to do when you infiltrate enemy town. No sabotages, no assassinations possbilities, no stealing, no bribing guards, nothing. Prison breaks are okay, smuggling weapons for gang leader is okay, fighting in gang wars is okay, breaking into gang leader house to free lord is okay but all those activities can be done by everyone and they are just okay.

    If TW wants to make real "criminal enterprise" they promised they should just pay @Spinozart1 and implement fourberie mod in native game. There are activities for early game, mid game and late game. You start as just some small criminal, keeping low profile, building your wealth and criminal network and then you can become real cunning merc and finally lord/king with assassins, saboteurs and spies that have real impact on the game. You can also skip completly lord/king part and become shadow that manipulate events on campaing map as you see fit. That last path was my best Bannerlord late game expirience just because it was diffrent, I wanted to keep status quo balancing power of all kingdoms.

    My most memorable vanilla criminal expirience was during Ea. I made my character, gained 30 criminal rating in Vlandia, went to Sargoth to sell loot so i had to disscuss terms of surrender. I picked corporal punishment aaaaaaaaaaaaaaaaaaaaaaand my character died during taking corporal punishment. You should see my face when this happened. It was short, medicore campaing with very cool end.
  4. Resolved [1.8.0 BETA] Foot troops don't consider melee weapon range in combat

    Are you still experiencing this issue on the latest version of the game?
    fixed since 1.8.1
  5. Another spear thread + few ideas how to "fix"

    You can already make spears/pikes work with 2 or 3 mods:
    1. Spear Rework - better handling, attacks don't collide with ally troops so tight formations work, you have version with 1.5x dmg boost
    2. RBM AI - troops fight in formation, are more defensive, don't rush, troops with longer polearms behind can defend your front line
    3. My Little Warband - make your own proper pike/spear troops

    I had really good time with these 3 mods.
  6. Bannerlord should not have a hard cap on skills

    Idea is you should focus on developing your character in certain skills to make some kind of build. Problem is you have only 1 play style in the game so it doesn't matter what build you make, you play the game same way...
  7. Caravans move too quickly.

    All cav party can easy chase caravans, battanian infantry can catch caravans in forest. High scouting with good perks also helps. You can ambush them or look for caravans in bandit infested places. Disorganized penalty is huge. TW should add ambush mechanic that would also help and made game more interesting.
  8. Spearmen obviously have such a long weapon. How can they attack from a long distance

    Spearmen obviously have such a long weapon. How can they attack from a long distance

    9oPnzUu.png
    Try Bannerlord 1.8.1, it's fixed
  9. Fastest way to kill player character?

    When I played as outlaw I died from corporal punishment early in the game. Rise your criminal rating -> go to town -> accept corporal punishment -> die.
  10. Resolved [1.8.0 BETA] Foot troops don't consider melee weapon range in combat

    Thanks for confirming but why wasn't it mentioned in patch notes :/
  11. Patch Notes e1.8.1

    Nice, pretty much what I expected. @Callum is the bug that caused infantry units to hug their enemies fixed?
    My ticket is still "in progress" so I don't think it is fixed.
  12. The length of the pikes in singleplayer should absolutely be longer

    We already suggested it many times.Same with implementing RBM AI. You are last one who keep posting suggestions which will be ignored or refused at TWVisonMeeting™
  13. The length of the pikes in singleplayer should absolutely be longer

    I don't think TW will fix spears nor add pikemen. You just need few things:
    1. My Little Warband mod - make your own troop tree, give them weapon named PIKE (299 length or more i don't remember)
    2. Spear rework mod - no additional dmg version, spear toops work great in formation even without dmg boost, dmg isn't spears biggest issue
    3. RBM AI - fix retarded AI
    4. Bannerlord 1.7.2 - TW somehow broke battle AI in 1.8.0 and never mentioned about AI changes in patch notes...
  14. Even battles are not ready for release

    Fixing battles is in progress, don't worry guys :wink:
  15. SP - General The Problem With Spears and a Potential Short-Term Fix

    The true problem with spears is they dont break, and you can attach them to your back. They need to have a wear limit and need to be dropped when switching weapons. Spears are only one part of a battle, the beginning. The rest is a little more brutal.
    We had weapon breaks in VC. Bannerlord is huge step back compared to VC.
  16. Resolved [1.8.0 BETA] Foot troops don't consider melee weapon range in combat

    Forwarded to the QA team for further investigation. We will reach out again if we need more information. Thanks for reporting and sorry for any inconvenience!
    Any news?
  17. SP - General The Problem With Spears and a Potential Short-Term Fix

    There are 2 more important things than speed and dmg:
    1. Spears are easily body blocked by ally troops. You can see how spearmen can't even perform any attack without getting stuck on allies. No attack = no damage, no stagger, nothing. Allies behind first line should be able to attack enemies near first line but guess what. They can't. Attacks get stuck on allies. Even thrusting with swords can be blocked by guy behind you. That was the most annoying thing when I played as spear footman.
    2. Spear's attacks are veeeeeeeery hard to land. You have to do clean thrust at right range to deal any damage.

    Spear rework mod even version without dmg boost works great. I think dmg boosting version would be too good. Spears are not blocked by allies and hits are easier to land. With this mod I respect enemies with spears. In vanilla I just run at spearman mashing attacks. They can do 1-10 dmg with their 1st attack and nothing more. With mod they can keep me at distance dealing respectable dmg and stagger me. I think there are only 2 changes in this mod - thrusting polearm handling and something that removes 1st issue.

    In 1.8.0 TW did some changes (bugs?) to battle AI. Troops just don't care about their weapon reach and love face hugging. That makes any longer weapon useless so I hope they will fix it soon.
  18. Male lords wearing female dress being in proccess since february 2021

    Are you playing an old save? Some bugs only get fixed if you start a new game and this is one of them.
    I started fresh 1.8 and it still happens :neutral:
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