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  1. Resolved Prisoners limit not being displayed properly

    Still happening in the latest released version (per 20 December 2023).

    Not adding to the threads on prisoner issues, as there are already several, most likely inter-related.

    Exceeding the prisoner limit can occur from (not limited to):
    1 Reduction in Garrison size (this could occur from various player or AI interactions with town/castle, ie attacks or fief management), which lowers the prisoner limit
    2 When armies enter a town or castle, the AI place their prisoners in the dungeon (bandits, normal troops and lords/companions).

    How to recreate 2
    Visit a town or castle check prison status (looking for one with no prisoners, or not exceeding the limit).
    Leave,
    Create an army, add one companion (or npc lord) party. Capture prisoners from a battle. Enter the castle/town from before. NPC lord/companion will dump ALL their prisoners into the dungeon (this happens even in a town). I have done this in a town with army consisting of my party and one companion party. Have not tested if it happens to dungeons already overfull.
    If town/castle is player controlled, it can be fixed by player (as you can remove the excess prisoners). Then either prisoner removal from party or sell in a town.
    If town/castle is npc controlled, there is no player method to remove excess prisoners. Player might be able to fix by donating to the garrison.

    **************************************
    While thinking about this issue, I thought of the possibility of players being able to buy prisoners from dungeons (assuming no faction issues). Sort of a player Ransom Broker career option.
    Rogue/Charm/Trade skills could be used to improve the price.
    They would add to party as prisoners, with possibility some may convert to troops.
  2. Closed Impossibility to end the battle

    Just had this in Lavenia Castle, the last 8 troops appear to be stuck (in a room) under the wall/ramp that leads to the keep. I was able to kill two using bow fire, then went through 30 or so arrows without being able to target the last 6.

    Using different orders
    all charge [F1 > F3] = all troops converge and try to attack through the wall
    follow sergeants [F6] = most troops move to wall positions and walk back and forth; a small number still try to attack the last enemy (unsuccessfully due to them being trapped in terrain)
    Lodging my own ticket reference to this.
  3. Resolved AI getting stuck during sieges

    is another with same thing
  4. Resolved Archers dont shoot

    go to the Tale Worlds main site, login and raise a support ticket. Add the files to the ticket. Reference this thread in the ticket.

    There is a thread that explains all this.

    Not mentioned. but:
    * Some bows cannot fire from mounted (the inventory item should indicate on it), try dismounting [Z] and then shooting.
    *Toggling troops to fire/hold fire [F4]
  5. Medicine most OP skill in the game

    The difficulty level is always Bannerlord.

    The difficulty level is irrelevent because even by playing the game straight up without using exploits the game offers little challenge for experienced players.

    Medicine's 275 perk is the most OP final perk in the game. Hands down. It can be reached by year 86 if maxed out early and you don't have to sacrifice or waste units to do it. All your units become tanks and in late game you rarely have any recruiting difficulties or needs. You can conquer all of Calradia with just a 300-350 man army moving death ball.
    And playing the game "straight up" is at the easiest settings, thus no challenge.
  6. In Progress Firebrand wrong text description or wrong value applied

    Summary: Charm Perk Firebrand includes description: 50% less influence cost to initiate kingdom decisions. In Kingdom Diplomacy the default influence cost to initiate a decision is 200. After gaining Firebrand, this dropped to 150 Influence. 200 - 150 = 50 50/200 * 100% = 25% The reduction...
  7. Medicine most OP skill in the game

    Funny, every post saying this is OP or too easy NEVER states the difficulty level used. Which means most likely it is the default easy settings.
  8. Resolved Two main issues: Main Char Equipped as Horse archer but in Cavalry, 1to 2 my troops rout when I lead but not for Send Troops

    The formation grouping previously appeared to work fine for my party.
    I would prefer to be able to assign specific troop types to different formations.
    I would also like to be able to sort/group by formation in my party, that way I can easily see how many each of formation type I have without needing to start a battle.
  9. Resolved Two main issues: Main Char Equipped as Horse archer but in Cavalry, 1to 2 my troops rout when I lead but not for Send Troops

    Logged ticket with copy of game save for reproducing problem.

    Have also noticed not all (Unmarried) Ladys have option to request marriage directly (and have no parent to do the same).
  10. Resolved Two main issues: Main Char Equipped as Horse archer but in Cavalry, 1to 2 my troops rout when I lead but not for Send Troops

    Summary: 1. From start of play my character had a javelin, since swapping to bow/xbow is stuck in Cavalry group but listed as Horse Archer within Cavalry. I have tried moving to a new Horse Archer group then deleting the new group but revert to my Cavalry group. 2. Pretty much every fight I have...
  11. Too Many Useless Family Members

    Use them for caravans too
  12. Resolved Companion - Prisoner in hideout

    Found another hideout in the region, defeated it too without finding my companion. I had thought going to the location (according to companion information from clan companion data) that tracking (scouting) may have triggered. But I guess this is not implemented, as an auto or manual feature for attempting to find and rescue captured clan members.

    Several hours of game play later the companion escaped.
  13. Resolved Companion - Prisoner in hideout

    Game save uploaded successfully
  14. Resolved Companion - Prisoner in hideout

    Summary: Companion was captured by Desert Bandits and is listed as Prisoner in hideout. I have taken my party and travelled across the area where companion was captured. Also used the party member location eye link to find location on map. Attacked and defeated three DB hideouts. Companion not...
  15. In Progress Main1.7.0: Companions "NO" Spawn In Towns/Villages/Castles

    In Castle they bunch up together. And Not in Town. Villages are ok.
    Yes, for the Spy mission, the companion with me did not have option to gather other companions while walking around the town.
  16. In Progress Party Creation Cost too Expensive

    So basically, secondary clan parties have a large amount of hidden transactions that players cannot monitor, and if any of these do have a bug no player will ever be able to report them because we do not have any useable visibility or summary log.

    Another example of hidden data is Arena events. Where if you watch rounds companions you get messages for their skill ups (just like party and caravan leader skill ups get reported in the briefly lived map event logs), but if you skip (do not watch) the round there are no messages which could mean there are no skill ups OR there are skill ups but we do not get told.

    Of course if the map event log is spammed by some NPC vs NPC event, it is very easy to miss some of these messages. eg several days later you find one of your caravans has been destroyed but in the event spam you missed it.
  17. Resolved Order of Battle phase bug with troops

    When we create a heavily armored group and then change the slider the system puts the high armored units which are high-level/tiered archers and infantries. If we move the slider more than the number of high-tiered troops the system also puts other armored but low-level troops there. This is a player preference and not a bug. IF you think this is a bug could you please capture a video of this issue so that we understand the issue correctly?

    We never had an order like this before. It would be great if you can open a suggestion thread for this.
    The other reports are confirmed as bugs and are being fixed.
    Group management:

    The "old" group allocation system via party management screen allowed each troop type to be allocated to a specific group.

    So if for some reason you wanted group I to be all infantry without a shield, you would tag all infantry types with a shield as group V.

    The party management screen now has no group allocation or controls. As it is completely in the "pre-battle" management screen (which first appears based on reaching clan level 2 or some skill requirement, not sure as I have not seen any guide describing how it works).

    So to perform the split of "no shield infantry group I and shield infantry group 5" requires the following:

    1. Group I is infantry by default, with all infantry assigned here.
    2. Define group 5 as Infantry (choose the little sword icon). This does not transfer any troops from Group I.
    3. Allegedly, ticking the shield preferred should result in (future) shield troops when added to the party should go to Group V. Note: infantry troops with shields in group I do not change groups at this point.
    4. Move the group V slider across to transfer troops from group I to group V. There is no information in the control box to indicate when all the shield using infantry have changed groups. So you have to position both groups on the screen so you can see them, then adjust the slider to visually confirm that group I has no one with shields and for group V everyone has a shield. As a test I moved only some of the shielded troops in one battle. This allocation was exactly replicated in the next battle. So for existing troops you have to change the allocation completely yourself. This could be done with Groups I and II, allocating archers to a different group.

    How the group lock performs in different situations needs to be tested.

    Party battle orders.

    Previously when a mercenary in a npc clan, and fighting in an Army I have seen npc army leader give me orders (as a melee cavalry leader) to fight on left or right flank, charge, skirmish, fall back.

    The (player) battle order system does not have an option to direct a (melee cavalry) group to fight on left, right or both flanks (we get charge, advance, fallback, stop, etc). This only occurs in battles where you use the Sergeants take command (F6) order, and only if the enemy target is not considered weaker 9 (when everyone just charges). For fights vs near equal & stronger opponents, the npc Sergeant will split the melee cavalry into left and right flank sub components. What happens on F6 vs a strong opponent, if you have two melee Cav groups? Do not know, (one group each flank or half each group to each flank) someone needs to test this (with only minimal text advice or watching the two groups to ascertain behaviour).

    Essentially without being told "this setting does XYZ", players need to use/change settings from battle to battle and apply a large amount of concentration watching what happens.
  18. In Progress Party Creation Cost too Expensive

    I think I know what is happening, so it probably isn't a bug by itself, but a game mechanic that is not explained to the player.
    Here's a link to my guide/showcase explaining those game mechanics.

    In short, parties need to have at least 5k denars to operate, and companions have fraction of this at the start, so you need to pay the rest as poorly named "Party Wages". If you disband this party and create it again with the same companion, you will not need to pay them that much again. Family members usally start with enough money to cover these 5k denars even if you create a new party for them first time.
    If you set up a companion with a caravan, will that need the buffer too or does that allow them to build a buffer?
  19. Resolved Companion HOLDING, not in any party

    I still have an affected save file (failed quest, Companion Holding, not in city last seen in) if QA team wants it.

    My solution (to clear the Companion Holding was to rollback to the only earlier (than the failed quest) save I had. Which was just prior to completion of the tutorial.
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