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  1. human72

    SP - General Build your own fief with future upgrades. Detailed.

    sadness on it being
    I believe they originally tried this idea out, but removed it because it became too complex.

    They spoke about it in one of the dev blogs.

    sadness on it being removed from the game. but hopefully in due time now they got things down pat they could try again with the concept.
  2. human72

    In Progress [1.4] Valor not being gained from battles

    hope this gets resolved in latter patches and updates etc.
  3. human72

    SP Top Suggestions

    Hopefully when other things are delt with and time is allowed. could it be possible to port the other games like warband? with fire and sword etc over to bannerlord? or at least the engine you got running for it so we can see those games remastered in a new light?
  4. human72

    Economy Changes with 1.8 and onwards

    it works and all of that. though for the use of weapons especally when that stocks up massivelly is going to make smithies a pain to work with latter on. :sad: hopefully there is something there that allows the consumption of those weapons in a meangingful way (same with armors etc) like better equipped town garasons, or someday better village millita garasons as well with better gear for better defense.
  5. human72

    Patch Notes e1.7.2

    Yea I'm on steam and I tried verifying as well

    Yea, the launcher doesn't show up
    weird. something is wrong here. :sad:
  6. human72

    Patch Notes e1.7.2

    I updated the game to 1.7.2, but for some reason the launcher doesn't open? I've tried everything, but nothing working.
    in my case when i tried to launch the game it crashes on me. have you expereinced this as well?
  7. human72

    Patch Notes e1.7.2

    is it just me or is anyone else having issues trying to start up the game its all vinilla etc and when I try to start up the game it gives me a crash error? has anyone else experienced it?
  8. human72

    Future Plans

    futureplans.aug21.00.png

    Greeting warriors of Calradia!

    With the recent release of e1.6.0 and well over a hundred game updates under our belt since the start of early access, we figured it’s about time that we discussed some of the progress made since our previous blog post back in April before turning our attention to some of the future plans for the game. Oh, and fair warning, this is a bit of a big one so you might want to grab yourself a drink and make yourself comfortable before reading on!


    Sieges keep on improving!

    Over the past few months, dozens of new scenes, items, animations, icons, artwork, and sounds have been added to the game, greatly expanding the options and experiences available to you while journeying through Calradia. Additionally, several new features and systems were introduced, presenting you with fresh challenges while giving you greater control over key aspects of the game.

    Some of the additions could be considered to be a bit more substantial, such as; Crafting Orders, which provides more purpose and meaning to the extensive weapon crafting system by allowing you to explore a new career path within the sandbox; Keep Battles, which expand sieges with the addition of climactic battles in the heart of besieged castles; Party and Kingdom War Stances, which allow you to assign orders to subordinate parties to dictate their approach towards hostilities; and Duel, a new multiplayer game mode that pits you against other players in single combat.

    Meanwhile, other impactful, but perhaps a bit more subtle, additions were made, including; unique rewards when joining a kingdom for the first time; ransom offers for prisoners; revised cultural bonuses; more difficulty options, including an Ironman mode which restricts your playthrough to a single save file; new quests; the ability to abdicate a throne; various quality of life and UI updates, such as the overhaul of the Kingdom Wars tab and the introduction of an event log; Encyclopedia and Party screen tweaks; AI combat improvements; settlement production icons; and the ability to pick and choose specific troops in custom battles.


    Explore a new career path with Crafting Orders!

    Of course, none of this will be news to you if you have been following the development of the game from the patch notes or Development Update videos, so let’s move on to discuss some of our plans moving forward!

    gamescom​

    Usually, around this time of the year, we’d be sharing our plans for gamescom with you. However, with the ongoing Covid-19 pandemic making meeting you in person in Cologne this year all but impossible, we have decided to forgo participating in gamescom related activities this time around, including the online event. Instead, we feel that our time would be best spent keeping our heads down and focussing entirely on the development of the game, without any additional distractions.

    Returning to the Studio​

    With most of our employees now having received their second vaccine shot, we have started to make plans for a phased return to the studio. Naturally, the health and well-being of our team are of utmost importance to our decision making and we will be taking many safety measures. This, combined with the many new faces that have joined the team since we started working remotely makes planning the seating arrangements a little trickier, but we want to assure you that, just as at the start of the pandemic, we are well prepared for this transition and work will continue on the game unabated.


    Face off against other players in single combat in multiplayer Duel mode

    Singleplayer​

    Switching the topic back to the game, in the short to medium term we intend to focus on the following priorities for singleplayer. However, please be aware that this is not an exhaustive list and you should expect a few additional surprises in addition to the planned features outlined below!

    Battle Terrain System​

    The battle terrain system was initially announced in Development Update #7 and it was great to see the positive feedback that it received! The feature will provide a more strategic and unique experience for each and every battle by associating specific scenes with campaign map regions rather than terrain types, while also taking into account party positioning and orientation within the region to influence the initial battle setup.

    Since the announcement, we have continued to work on the system and have notably increased the pool of field battle scenes to better support it. However, due to the sheer scale of this feature and the amount of work required, you can expect to see updates to this through the addition of new scenes long after it is made available to you.


    Choose your battle(field)s wisely with the Battle Terrain System

    Granting of Peerage to Companions​

    While adventuring through Calradia, it is almost guaranteed that you will pick up a companion or two to accompany you on your journey. These characters can fight alongside you in battle, or assist you with crafting, questing, or governing your fiefs. They may also be assigned to lead caravans or clan parties to earn you additional coin or influence. As your campaign progresses and the bonds between you and your followers develop, we feel that it’s only appropriate that you should be able to reward them for their loyalty and service by elevating them to the ranks of the nobility, if you so choose of course!

    Order of Battle​

    While the Mount & Blade series has always emphasised fighting alongside and commanding your troops from within the thick of the battle, nothing speaks against establishing some order before you clash with your enemies!

    This feature will allow you to assign troops and heroes to formations, as well as, give them orders and position them during the deployment phase for both battles and sieges.


    Prepare for battle with the Order of Battle deployment phase

    Banner Bearers​

    Alongside Order of Battle, we are working on the Banner Bearer feature, which will allow heroes to bring their banners to battle and have them carried by soldiers within their formation. Not only will this make battles more colourful and visually diverse, but there will also be gameplay effects for the soldiers marching under each banner.

    Party Templates​

    Another means to increase the variety of encounters and make AI party leaders feel more distinct are party templates. Currently, party leaders pursue largely the same “effective” template through their recruitment and upgrading of troops. We will explore and implement a greater number of templates that may be assigned to AI party leaders based on their cultural and character traits.

    Cut Scenes​

    The sandbox simulation includes many significant life events, ranging from the death of a comrade to witnessing the birth of your child. Whether these are ill or good tidings, they are currently communicated quite abstractly. As such, we intend to give them more life and improve overall immersion by introducing several cut scene notifications, similar to the existing execution animation.


    Commemorate significant life events with cut scenes

    Looking a bit further ahead, we will continue to make progress in many other key areas of the sandbox, with some of our longer-term priorities being:

    Sally Out Mission​

    Sieges in Bannerlord are quite dynamic events that can play out in a number of different ways, with one outcome being defenders sallying out to break the siege. Currently, the game will initiate a standard field battle for these encounters, which can be a little immersion breaking and isn’t truly befitting of the event. In the future, we want the sally out action to have its own dedicated mission that plays out on the relevant siege scene, making these unique events a bit more special. Forth Eorlingas!

    Scenes​

    As always, and as our recent patch notes can attest to, work continues on adding a variety of new scenes to the game. In addition to Towns, our current focus is on creating scenes for the Battle Terrain System. Naturally, you should also expect to see improvements and updates to existing scenes, as well as, the addition of some new, more specific scenes.


    Unique Town scenes for you to explore and conquer!

    Claimant Quests​

    The setting of Mount & Blade II: Bannerlord is one of turmoil, with the Emperor murdered and the Calradic Empire heading towards civil war. It should come as no surprise that such times of change provide opportunities to actors that would otherwise have stayed in the shadows. They may just need the right hero to help them press their claim...

    Vocalisation​

    Yup, you heard that right! A portion of the dialogues in Bannerlord will be voiced in English. This will focus on areas that you are likely to experience often or in a meaningful way, such as greetings and conversations from the main storyline.

    Other​

    Of course, we will also be working on maintaining, balancing and improving all of the existing singleplayer features and content. This is including further AI fixes and improvements, for sieges in particular, as well as, a continued effort to improve performance across the board. This extends to the polishing of any newly introduced content, such as War & Peace reasons, and balancing existing mechanics like Birth & Death rates, skill experience gains, and armour effectiveness. It also covers the addition of smaller mechanics, like an AI death chance in simulation battles, an option to respec perks, and the ability to retire the active main character.

    Furthermore, we will continue to expand content such as issue quests, music and sounds, animations, models (including crafting pieces), artwork, and so forth.

    Sturgia Tavern, by Ensemble Galatia

    Multiplayer​

    Moving on to the multiplayer side of the game, these are our current priorities for the short to medium term. However, just as with the singleplayer plans outlined above, this is not an all-encompassing list!

    Ranked Matchmaking​

    The matchmaking system will allow you to play the game in a more competitive setting and be assigned ranks based on your performances in both Skirmish and Captain game modes. This system will be much stricter than the current match finding system when it comes to pairing evenly matched opponents against one another, allowing you to test your skills against other players on a more even footing.

    Progression System and Skins​

    The progression system will reward you simply for playing the game! You will be able to use your hard-earned points to unlock skins for your troops and sigils for your profile. Eventually, this will be expanded with further customisation systems that will reward you for your multiplayer engagements and escapades!


    Show off more than just your combat prowess with multiplayer skins!

    Voice Chat​

    A rudimentary version of voice chat was already introduced to Skirmish mode quite recently, however, we would be the first ones to admit that it is a little lacking. We intend to improve this over time by giving you more options and control over the voice chat system, allowing you to communicate with your teammates more easily and effectively.

    Cheer and Shout Systems​

    Voice chat isn’t really for everyone, and it certainly doesn’t help when it comes to taunting your opponents! Thankfully, this is something that we have already taken into consideration with the Cheer and Shout systems. Cheers will allow you to express yourself to your opponents and teammates through a number of different animations and sounds. Meanwhile, Shouts will open up another method of communication with your teammates through a variety of combined audio and text commands, allowing you to suggest where to attack and defend more quickly and efficiently, and all without waking up everyone in the house!


    Cheers and Shouts provide new ways for you to communicate in multiplayer

    MVP System​

    Of course, it is all well and good discussing the ways that we intend to improve teamwork and communication in multiplayer, but that doesn’t mean that there shouldn’t be a bit of healthy competition within the team either right?! With the introduction of the Most Valuable Player (MVP) system, the best performing player in each round will receive an MVP award which will be displayed for all to see and admire, giving you that extra little incentive to push yourself to try and outperform your teammates.

    End of Match Screen​

    Similarly, a new end of match screen is in the works which will give a more detailed summary of each game, including awards for players that achieve impressive feats during a match or otherwise excel in different areas of combat and the game mode.

    Flag Capture Improvements​

    The flag capture system will be reworked to take away some of the emphasis from the flags. This will be achieved by having nearby enemies slow down the rate at which flags can be captured, with the aim of promoting a more free and open fight around the flag without needing to constantly hug the flag pole. This change also aims to ensure that rounds will no longer end while a fight is taking place under a flag, switching the focus in those moments from the flag to the combat.

    Other​

    Alongside the more major updates outlined above, work will continue on improving all other aspects of multiplayer, including; an overhaul of the score calculation system to better account for damage dealt and objectives achieved; a rework of the entire scoreboard; the addition of multiple projectile mangonels to Siege, as well as, ballista aiming and performance improvements; a new single life game mode; general gameplay improvements to each game mode; new badges to track your accomplishments; updates and changes to perks; and a host of new maps.

    Additionally, we will continue to work with our community combat testing group to further balance and refine the finer details of the combat and character class systems. More details on this will be shared in the next Development Update video, so make sure to give our YouTube channel a follow to ensure you don’t miss out on that!

    Finally, later down the line (and possibly after the full release of the game), we intend to share custom server files to allow you to host your own multiplayer game servers.


    Multiplayer perks have been overhauled and expanded giving you more tactical choices

    Both​

    Of course, not all of the game’s features and systems are restricted to just singleplayer or multiplayer, and so, here’s just some of our plans for specific updates that will affect the entire game:

    Battle Ambient Sound System​

    The Battle Ambient Sound System will group and merge distant battle sounds to single sound events, reducing sound-related calculations by up to 70%. This means that even low-end machines will be able to hear the distant roars and clashes of crowded battlefields without giving up on performance. The system will also allow us to sculpt more refined distant sounds in the future, so hurray for high-end too!

    To further improve sounds, we are also working on transitioning to Quad Ambiences. Quad Ambiences will provide a depth of directionality to our ambient beds without adversely impacting performance, meaning that you should be able to tell which way you are facing even with your eyes closed. And as a pleasant side effect, it also means that ambients will sound much better on 5.1/7.1 surround sound systems too!

    Language Support​

    We are pleased to announce that localisation of the game is ongoing for English, Turkish, Simplified Chinese, Brazilian-Portuguese, German, French, Italian, Japanese, Korean, Polish, Russian, and Spanish.

    Additionally, together with our partners, we have been working on not just direct translations, but also on building a system that can support the game’s dynamic texts that have variable characters, objects, genders and grammatical contexts.

    Modding Support​

    Modding support continues to be a key priority for us, with many recent changes made in direct response to the feedback from our modding community. We intend to continue fully supporting modding through improvements and additions to our existing modding tools, alongside new, and more detailed documentation and guides over on the Bannerlord Modding Documentation website. We can also confirm that Steam Workshop is planned as a future update meaning that you will be able to access and share mods with ease.


    Bring your ideas to life with the Mount & Blade II: Bannerlord - Modding Kit

    Whew! So that was quite a lot to get through, but it still leaves a couple of big questions unanswered. Mainly, when will the game be fully released, and on what platforms? Well, we want to be up-front at this point by saying that early access will continue on into next year, with our current estimate for the full release being Q2 2022. We are fairly confident that we will hit that target, however, if we feel the game still isn’t ready at that point, then we will delay the release. As for platforms, we can confirm that the game will be coming to consoles, however, we are unable to share any further details on this just yet.

    And finally, we just want to take a moment to thank you for your continued support. Whether it’s through backing the game in early access, sending crash dumps and creating bug reports, sharing feedback over on our forums, or even just taking the time to read this post, we truly, truly appreciate it. Thank you!
    wonder in due time will the other games like warband, viking age, napolonic wars, or even with fire and sword be ported over to here so we can have a legecy in here. hell having stuff including the stuff for guns in here will go for miles. especally with the two gunpowder games as well. we will need that in there.
  9. human72

    Patch Notes e1.7.1

    patchnotes-e171.png

    e1.7.1​

    Latest Changes:​

    Singleplayer​

    Crashes
    • Fixed a crash that occurred due to an error with AI decision making.
    • Fixed a crash that occurred when calculating notable power.
    • Fixed a crash that occurred due to the player character being duplicated.
    • Fixed a crash that occurred when starting a siege mission.

    Fixes
    • Fixed a bug that allowed disabled buttons in the army management panel to be clicked.

    Changes
    • Added a console command to remove militia from a settlement.

    Modding
    • Fixed a bug that caused some GUI textures to appear as missing when launching campaign via the modding tools.


    Previous Beta Hotfixes:​

    24/02/22

    Singleplayer​

    Crashes
    • Fixed a crash that occurred when turning in the "Revenue Farming" quest while the quest giver was in the player's army.
    • Fixed a crash that occurred after the tournament match was completed.
    • Fixed a crash that occurred when a village notable was removed.

    03/02/22

    Singleplayer​

    Fixes
    • Fixed a bug that made heroes disappear when sent on an issue which was then cancelled.
    • Fixed a bug that toggled castle rebellious state making them unable to recruit and spawn new recruitable troops in bounded villages.
    • Fixed the bug that made the main party disappear after the main hero was defeated but released right after the battle.

    13/01/22

    Singleplayer​

    Crashes
    • Fixed a crash that affected save files with the "Revenue Farming" quest active.


    Initial Beta Changelog:​

    Singleplayer​

    Save & Load

    Updated save file system:
    • Please be aware that in order for save files to be compatible with e1.7.1 and any later updates, you should first load your save file in the e1.7.0 version of the game and save it before updating to e1.7.1 or any later versions.
    • e1.7.0 is currently the live version of the game and we strongly advise that you take this opportunity to update any save files that you would like to continue playing in the future before updating to e1.7.1.
    • If you are playing the game on Steam, you will be able to access e1.7.0 at your own convenience by right-clicking the game in your Steam Library > Properties… > Betas > Select e1.7.0 from the drop-down list.
    • If you play the game through anywhere other than Steam then unfortunately you will be unable to load older saves in future versions and must take action now to preserve your save files.

    Known Issues
    https://forums.taleworlds.com/index.php?threads/known-issues.401168/
    it's something and it works and i don't mind the saves and all i can always just deleate the old saves and start again anyway. though will we get other stuff in to the game that warband has you can carry over?
  10. human72

    About the smithy's smithing system.

    The system to create your own weapon was one of the things I was truly most anxious about.
    I kind of REALLY loved its concept and loved how it looks in the game, yet, I can't help but feel it lacks a few things.

    For one, one of the things I felt it lacks the most is an "NPC" of the sorts within the same window of the smithy, maybe as a forth tab besides "Smelt", "Forge" and "Refine" would be called "Owner".
    An NPC you can talk to in order to purchase resources and request for him to forge something for you.
    If you choose for him to forge, you would be returned to the "Forge" tab, but the resources available to you would be those belonging to the owner and the parts and skill level open for you would be his as well, so forging with each Smithy owning NPC would have different options available.
    The smith would first use the player's resources to forge, but if the player does not have the required resources, the cost for the resources would be added together with the cost to forge the item.

    The owner could also have a store of his own that sells only procedurally generated weapons with random names.

    The second thing that got me slightly disappointed at the smithy was how small is the range of size customization.
    For example, the "Simple Warsword Blade" size can only go from 91 Reach to 109 Reach, and the same happens to the guard, pommel and grip.
    I kind of fell like the range should, or at least could, be a bit wider and also possibly have more than one slider, such as instead of "Size", "Tall", "Wide" and "Thick", giving 3 dimensional sliders to customize each weapon part, or at least most of them, as how wide and how thick a weapons grip is does not influence much positively to its usefulness in its extremes.

    I hope this opinion is pertinent and if the developers do see it, consider the possibility of these slight alterations to the smithy system which I do indeed actually love.
    ______________________________________________________________________________________________________________________

    deGoucan Scrolls Index

    LeyJo.png
    good starting point for that we will need that for armors and even the bows and there ammo to (which also includes crossbows and the bolts ammo. )
  11. human72

    Painting and not only crafting !

    I would like to see armor crafting. ;]
    same along with both bow and crossbows with there ammo as well not only for your character and companions but also for other lords and the troops themselves.
  12. human72

    Statement regarding Plans for Singleplayer and Engine III

    Hope they partner with the Brytenwalda team again to create another kickass DLC then, these guys know how to create fun and immersive gameplay :grin: (and they react positively to criticism and give the community what they want like was proved with the reforged edition of VC)
    one can only hope in that regard but one thing at a time though.
  13. human72

    Statement regarding Plans for Singleplayer and Engine III

    Sure, in 2040 bro.
    :X just saying there is the content there that can be DLC made worthy if they want to go there for turning mods in to DLC.
  14. human72

    Statement regarding Plans for Singleplayer and Engine III

    There are basically zero SP-orientated games that keep their launch numbers going longer than a few months. The ones that do it best manage by having a regular (and quite extended) schedule of DLC releases. Something like an 80% drop in three months is so normal it isn't even worth mentioning.
    I know once the devs get to stable release someone should ask them if they are going to do the DLC schedule of releases and what not. the modder community will help greatlly for DLC ideas.
  15. human72

    Statement regarding Plans for Singleplayer and Engine III

    Will there be more story elements added in beyond the banner of cladaros bit as the main thing or will that be flushed out with more content? and of the mods that are there which ones could you implament in next as a post stable release DLC?

    also historically in the middle ages and especally in the wars of the renessance up to the 80 years war the power of the free companies of mercenaries is real as it is even being able to sack entire cities and more. could there be bandit free companies or equivalent of that out there for people to fight for good loot and money as a mid or late game bandit type?
  16. human72

    Statement regarding Plans for Singleplayer and Engine III

    Currently, that is not planned. Part of the challenge is that f.e. the armors in the game are a single piece whereas crafting requires individual pieces that can be mixed and matched.
    that's a bummer :sad: but will you have the code or something set up somewhere for modders to step up to allow people to make a armor or bow making system same with shields? cause it will be good to have companions or your main run with the best made gear with positive modifiers that you can trust since it is made by your own hands.
  17. human72

    Patch Notes e1.5.7

    If the mod was made for a version 1.5.6 or before it wont work at all most of the time because a lot of the game code was changed.
    It means a lot of mods will have to completely re write a lot of it.

    For bigger mods like mine it’s an unnecessary addition to the game code that has the exact same result.

    Looking at the code a lot of it makes no sense as to why it was changed, some parts of it appear to have been changed just to make modding harder.
    I see dam that sucks. :sad: and can I see the mod of yours that you speak of that you made?
  18. human72

    Patch Notes e1.5.7

    has anyone figured out why even the lightest mods when enabled now for this patch one gets a error log and crash? it seems not even the lightest mods are safe from it and I normally don't do mods on beta games but tried a few to see what they are etc.

    when will it after enough time reach stable final release so mods can be stable for the game again?
  19. human72

    Patch Notes e1.5.7

    you might want to disable aserai for skirmish, or rename the gamemode to dodgeball.
    lol more like dodgejavalins
  20. human72

    Beta Patch Notes e1.5.8

    There is this really cool mod that makes bandits to merge into larger groups and have a bandit lord leading them.

    Currently broken, but would be super cool if developers would introduce smth like this in a game.
    Also add a bounty system to kill these bandit lords.

    I know the bandit militia mod and the larger scum and villiny mod with that as well if the devs make that offical it will be epic.
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