That's not true, is the thing.
Think you might both be overstating how extensive that was ever intended to be?
you can beat up the thugs
the thing about smithing is that it's used by the game engine - every melee weapon in the game is assembled using the same code that powers smithing - so 99% of the work put into the smithing system would've happened either way
Yeah, it's just speeding up the whole game. What you're asking for is something like a seconds-per-day or days-per-year or days-per-season slider, which is entirely within the realm of possibility - it can be modded, though it's a little bit of a pain, and I'm pretty sure there are mods that do it.
I don't dispute that there's a very meaningful distinction between a mod, and something being integrated into vanilla. But this is a really notable example of something often cited as a game-changing feature (eg, see: the why do clans exist thread) being already supported by mods and yet not apparently making that big a difference once downloaded.
kind of how I feel about the entire smithing system
Pretty sure that was just a nonfunctional placeholder, not something that actually had working mechanics attached.
It's not even necessarily the case that the underlying physics have changed, that sort of thing can also come down to how the specific weapon model in question was implemented.
I thought this too, NPCs do clear the quests out. I didn't ever stop to think if that actually clears the hideout or not, though. It should be a simple fix to make, if they don't.
This has a 0.5% chance of firing, doubled to 1% if the wallet is under 100k. If it does, it adds 400k (10% chance) / 200k (20% chance) / 100k (remaining 70%). You said it's on daily tick, so it's adding an averaged out ~1500/day to poor kingdoms, and half that to others?
The #1 biggest cause of talking to lords for me in WB was asking where some other lord currently is. That's not really a thing in Bannerlord.
Big agree. Not only can players not keep track of that number of characters, but they change a lot more (like dying in battle, marriage producing new parties, etc) too, and the higher number of characters also means the number of times you by chance interact with any one character is reduced. Shifting relations to clans undermines the whole thing, though, because clans don't have personality traits, and clans don't fight in battles - characters do.
I never thought about it in Bannerlord until I saw news that a Skyrim mod had adapted it, but it does seem like a really good idea. Both the whole thing with enemies that defeat you getting highlighted, but also having a button that gives you a showcase of the lords/clans in other factions (in the nemesis-style UI, not the encyclopedia format) would be great too.
I would very much like TW to clarify their post-release plans in more detail.
specifically, this is referring to the method TryToAssignTradeBoundForVillage, which (newly as of 1.8 ) returns a value of null if no acceptable town is within a hard cutoff 150 distance of the village. (which is not uncommon on modded maps, and they now have to include a code workaround).
So the thing is, the melee weapons are mostly all built on the crafting engine, under the hood. Smithing just exposes that procedural weapon system to the player.
Most of what people are complaining about on this topic are either things that Warband didn't do either, or things that are abstracted to a menu (ex, recruitment) that they want to have a requirement to go talk to an NPC in town. Which isn't saying those complaints aren't valid, but it's an important perspective to keep in mind.