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  1. Resolved Shield settlements icon has bigger/non-transparent overlay square.

    Example of movie with the old correct overlay for settelment icon. Watch the campain map.


    Example of movie - with the WRONG Overlay issue for settlement icon in the new version. Watch the campaign map.


    The overlay that was initially used for Settlement text ( that has different color depending on the factions / green, black, grey , red etc. ) now practically has corners outside the Settlement icon shield shape -> and the "new" corners are visible. For exemple for Strugia with snow background it is especially visible.

    The square overlay below/behind the Shield Settlements Icons is a unnecessary addition.
  2. Resolved Shield settlements icon has bigger/non-transparent overlay square.

    Summary: Settlement icons had overlay that is bigger that the "shield settlement icon" . In old version it was correct ( found on youtube to check ) - in new version it is not. ( v1.1.4 ) The is square overlay that should be transparent - that has some "new" corners that is seen in the...
  3. Patch Notes v1.1.4

    Question : Does TW beside the hotfixes descriptions ( which here are ~10 ) have other fixes in the background for this version not documented/communicated to us ? ( not considered relevant to be said or not created as issues in the forum technical support page - but decided internally ). It depends on there internal wiliness to document and say. Maybe a version like 1.1.4 comes with this fixes and a few "silent" ones that are not communicated do to PR complications. We fix the Game - but we do not what - for you to know ( as a player base ) ( we do not what to make you believe we have a "such" buggy game ) - only in the internal forums people may know about the issue resolved as general idea. ( bug report was fixed and the fix will be in future versions...can be expected at some point to appear in new versions) .

    There is this funny Firmware updates in LG TV's that have new firmware updates ...with no description. only this "Improved minor issues related to software" ...which is infuriating as many things break but we do not know what they did. Only the collectives experience of forums user that share story's what there new TV's firmware do or no longer do - can help.

    Maybe Taleworld has a mix approach. Some things are said to the Public - but some things are kept "secret" ....
  4. Resolved Companion "the Black" with waiting animation of book upside down.

    I am uploading 2 new images ( i've used different upload sites - as they may get expired )

    First Hosting site :
    Files will available for 30 days. Please download them.


    Second Hosting site.





    Present still 1.1.3 ( latest version ) . Different companion.
    This time the book is a bit different. But is similar with what was before.
    The model of the book need to be rotated & flipped to be in the correct position and the snap point to be better in regards to hand and book.
  5. In Progress User interface: Bow not showing ("CAN'T BE USED WITH MOUNTS") Icon.

    Still present in 1.1.2 14580
    I wanted to file a bug - but i found this thread and can contribute also with my information.

    Printscreens also.

    My description is this :
    Summary: Comparing Bows in inventory screen that are related to equipped Noble Bow - and - "large bows/English type bows" that are not equipped => do not show the icon "not-usable on horse back" for the Large bows.
    Comparing with Equipped Hunting/Steppe/etc bows - does show the correct icon on the Large unequipped Bow. >> expected behavior.

    All combination of Bows equipped vs. not-equipped need to be checked if all the icons are present.

    If you buy by mistake a large bow - and think it will work on horse back - you are misled.

    I do not have the perk - to 'use all bows from horseback'.

    Picture 2 : ( missing icon during comparison in inventory window )

    <a href="https://www.imgbly.com/ib/ke2pQpg2re"><img src="https://www.imgbly.com/ib/ke2pQpg2re.jpg" alt="ke2pQpg2re"/></a>




    Picture 1: ( expected behavior )

    <a href="https://www.imgbly.com/ib/5T28czP9c5"><img src="https://www.imgbly.com/ib/5T28czP9c5.jpg" alt="5T28czP9c5"/></a>

  6. SP - General Reusable Javelins & More Pilum (as throwing weapon)

    I vote yes. | But my suggestion is that arrows plus javelins to be reusable from the bodys and shields.
    a.) Dead body's or b.) Alive Soldiers but injured ? YES / Maybe .
    Dead body's by even by Bots , Alive soldiers only by you [ party leader main char ] only if have high medicine skill.
    An alive body retrieval operation is dangerous to take out arrows or javelins - do to the fact that the soldier will bleed more and die.
    But dead body's have no restrictions.

    Next Suggestion is to not have the weapons' in the game disappear in the middle of the battle. [ swords, shields , arrows ].
    They stay for 1-2 minutes but then they are no more. Why ?!?

    So they should fix that first.

    Then leave the "majority" of projectile munitions to be retrieved for the dead body's + shields.
    Some of them will get damage - arrow more , javelin less.
    Ex: half the arrows or 50% of arrows can not be used.[ 50% usable] - in the body's or shields [ they will stay as 3d models sticking out , but when you get close to them they are not retrievable - some are , some will be not ]

    20% of javelin are not usable [ 80% usable ] -- same as above.

    Another suggestion - is that taking out Javelins or Arrow - will be very time consuming. It will be similar with shooting a crossbow -- but slower.
    You are gambling to discover if an javelin is re-usable and also you expose your self to a sniping shot or horse charge or someone getting close.

    Last suggestion is to have a designated static horse/cart/wagon in the battle to refill your original arrows / javelins on the edge of the map.
    Again time consuming to operate.
    And this option should be - available as a late perk of engineering. Something like "supply wagon perk".

    But Pillum should stay the same or be maximum 2. And only as Double Pilums. [ something like Large Bag of Arrows - very rarely found in markets ]
  7. Armor lack of effectiveness Devs should consider

    Yes but the internet [ free] resources at the developers disposal are phenomenal now.
    Just 13 years a ago channels like this started - and there was little experiments and good information's to go around.
    Now someone making a game - can have free data/real tests/as historical as possible - that budget wise would be a lot.
    But now are free - and someone from there remote job - need to only watch a few movies per day and have what it takes to create a realistically behavior in the game. They can be 80% close to what would have been like. As Mount and Blade as a brand has as it core concept the early-medieval fights - this is important. They wore the pioneers - and they did a great job in the past ( for those times ). But now there is new data - that can increase the realism.

    One of the most recent channels - that you may know about. I do not want to spam the forum - with movies like this - the internet is full of them.
    But they all are doing real experiments that clarify for all the wide world - that was the real effects of the weapons' vs. armour.
    We can no longer be in this territory of subjectivity and wrong balancing do to "our" lack of knowledge. We are getting closer to the truth and as such we should do something with this truth.

    https://www.youtube.com/@tods_workshop






    https://www.youtube.com/watch?v=kvm_TiD5I-c
    https://www.youtube.com/watch?v=ds-Ev5msyzo
  8. The dragon banner isnt in my inventory anymore.

    I have not got that further in the game. But seems to be a bug.
    But the way to file a bug - is this :

    Forums

  9. Armor lack of effectiveness Devs should consider

    From my point the system/calculation formula should work
    in a exponential way. ( in a very specific curbe )


    The step ups - of armour value effectiveness should be more steep.
    10 value - decent armor , 20 - x4 that 10 , 30 x3 that 20 , 60 x12 that 30 or something. Upper tier armour should be very good = tank soldier.
    Damage reduction for each specific bracket - to simulate - the effects of the expected tier.


    Mitigation -
    * slow speed in running for the very armoured & heavy soldier. ( we already have this )
    * slower arm speed for the armoured troop- meaning the speed of arm swings decreases - do to the weight of overall armour. This way nibble and less armored soldiers can swing faster on average.

    Cut damage only to be done - on cloth/gambeson and leather - mail and small plates receive not cut damage. ( 0 ) .

    ( And when i say cloth/leather - i mean cloth/leather body parts - not cloth general armour. )

    All weapons do blunt damage ( even sword, arrows ) . All weapons will impact the majority of there blunt damage by there actual weight plus some specific value - as an addition - to balance some specifics.

    Knives can only do cut damage as they have no mass or very little of.

    New meshes for different body parts - with armours values and hit-boxes.
    Head , eyes , face , neck , shoulders, upper arm, lower arm , body, groin, upper leg, lower leg. ( maybe arm pit )

    Each hit-box will have armour attributed/matched to it.

    Aim is to hit the less protected body parts - you see a face open - that is a kill shot [ or very damaging ] . You hit neck that has no mail or protection - kill shot.

    Stamina system - that is very easy to refill for Player & NPC soldiers.
    All actions on battlefield drain stamina - you move - you drain stamina, you stop - you get it back very fast 4 seconds. You swing arm - you drain stamina.
    IF stamina is low/or zero = all actions are 60% slower. Just small respite that could be achieved by the player or NPC soldiers - gets back full stamina.
    All stamina has 20% percent of being ignored. Even if you play with 0% stamina - you still can move a bit faster sometimes or swing at full speed.
    Athletics perk - increase also the stamina bar.

    All armours mapped on the mesh of the body part. Armour will no longer be visual & value but also have a function more close to there material.
    Each armour will have a priority of damage type that NPC can do Ex: it someone has an opponent with open face + less armour legs + uncoverd neck + mail armour in the rest. It will prioriteze to hit the less armoured parts in the fight.


    Damage to HP - has effect in stamina and speed. If injured [ HP at 30% ] you have less stamina.

    Bleeding to HP : cut damage & pierce [ to a lesser extend pierce] but not Blunt - will bleed overtime. There will be an initial cut damage at the point of hit + some value manifesting that will be in the next minutes. [ like poison damage in RPG's ] . Soldiers will collapse on the battle field do to bleeding at some point.

    AI to priorities Defence. The aim of the AI soldier is to not get hit. Fight will be longer and hits/swings will be less that now . Most of the fight will be shield blocking or running away . Shield up action - drains stamina. Swing action drain stamina more , the most . Poke/stab action will be more efficient from stamina. The fights will conclude when a soldier loses it stamina - gets sluggish - will will start to get hit. The worst stamina drain action is to move a lot and swing. The best stamina actions is to stay in one-place and block. Soldier fighting each other will approximate the other stamina.

    Both system of what is already and a better/new systems should run in parallel . Meaning the code should ask question : old system or new system. That way it can be implemented for some armours and be WIP.

    The Bannerlord system is an abstraction ( and more complex that warband ) but there could be improvements . If Taleworld does not want to do it in the Base game - maybe a DLC can be created - meaning a system that is more realistic and a way to getting it to the game - as a side project.

    Arrows - should have different type of Pierce ( b ) - that works against cloth/gambeson , leather - the best. Mail - medium. ( An armour can be gamberson/padding + mail = combination on a body part , that add both values ) . And very little effect against plate. As many plate armour actualy are small plates for body + mail for the hands -> if hands or legs are hit by an arrow then damage is done. That way arrows are still effective at some extend but need to be hit with accuracy. NPC archers will priorities if distance is small - to hit specific body parts if not - just to hit something - body most likely.

    [ Normal Pierce for Spears & Javelins and Sword Point - to be named = Stab damage / and new Damage called Pierce (b) - but to remain as Pierce Damage naming to be for Arrows / Crossbow bolt / Ballista Bolts / Couch Lance . Some entry level arrows = to be Stab based on arrow head and some higher level Spears /Javelin to be Pierce . ] [ Transition should be Cut -> Stab -> Pierce -> Blunt and each armour material to have some prevalence to some type . Gambeson & Leather is good against blunt but not against pierce. Mail and Brigandine/Scale is not so good againt Blunt but good againt pierce and cut. ]

    Shield on Back should act as very very very high armour. So this way you can use in one in-hand shield + back shield to make you character and companions - immune to most arrows. That way crossbows troops/pavise ones can not be killed from the back - and will be in turtle mode. most of the time. There reload animation should also do a twist/circle in place. Meaning when they refill the crossbow they will do it with the backs to the enemy direction.
  10. Need More Info Losing 90% of troops

    I can confirm the same behavior. I did some changes to the Party leader - and the party seem to lose most of the troops ( to around 20 ). I was thinking that was strange. The party may depend on some leadership/steward traits - but even so - a normal party is around 80 soldiers. Could be something related to Caravan Party ( in the code ) - which was a different number of troops. But all in all - i do not like the companion party behavior as you have very little control on what happened's when you create a second party. They give troops to castle garrison, they lose and gain troops - without battles, replacing the Party leader - is like making a new party etc.
  11. Resolved Resolution automatically sets to "Desktop Resolution" and everything appears fuzzy

    I can confirm similar behavior but not in good detail. I have 4k OLED LG C2 - 3070ti GPU. And during my initial setup i made numerous changes of Fullscreen Resolution/ Desktop Resolution - DLSS on/off , Sharpening different values etc.
    And i can say that i got some very blurry images that wore unusual - when i changed from Fullscreen -> Desktop -> and back. If you play around with it you will see some strange behavior. My initial idea was it was related to Resolution scaling to have not 1-on-1 match of virtual pixel - to - real monitor pixel. But i not can pin-point the problem. I now have a stable "sharp" setting but it took me around 1h to find it.
    This are my settings ( that are not blurry ) :
    https://ufile.io/3zfg8ikm & https://ufile.io/iqsep2sa >>> other settings may give less that good results. Fullscreen may not even work - as permeant setting - as if i remember it did not save/or was to blurry.


    AA setting not in printscreen that i have to write here : Temporal SMAA x2
    Also i expect taleworld to implement DLSS 3.1.11 with tweaked settings in the future - to be sharp as the present DLSS version 2.1.39.0 . Seems that the new DLSS may bring some new performance improvement/less ghosting - but it needs to tweaked by DEV's. The new DLSS file - is to generic and i saw it is blurry.
  12. Resolved Red grounds and weird shadows

    "The pictures are not working sadly. Could you upload them to imgur for example?" - I see the images in the forum page. I enter the forum from Opera browser and as normal user. [ no links clicked ] If you use a different - way of connecting to the forum ex: some internal talewords forum application sofware /client they may not work.... Both links and main post are visible to me as normal user.
  13. Resolved banner texture bug

    https://ufile.io/43wz560j & https://ufile.io/63glgbf9 >>> can confirm as i see the bug/artifact also , the images will expire in 30 days.
    The bug seem to be present in 2 flags one being in the Battanian [ the one that has a rounded point ] [ presented above and in my screenshots ] and one another one that i do not remember. But all flags are to be checked. From what i saw not all of them have this issue so only ~2. The bug is present in my version 1.1.0 - so it must be in 1.1.1 ( here ) & 1.1.2 .
  14. Resolved Companion "the Black" with waiting animation of book upside down.

    imgur : "We're sorry! Account sign-up is not possible in your region." - I need to try another site.

    Used another site.
    https://ufile.io/k1r8mlz3 >>> will expire in 30 days.
    https://ufile.io/7nxgqqwx >> same as above
  15. Possibility of adding back music from Warband and Viking Conquest

    The Guild 2 : "The team employed Pierre Langer of Dynamedion, to produce the album music and the sound effects for The Guild 2. The soundtrack was composed and recorded in the Thuringian Philharmonic Gotha-Suhl under the conduction by Bernd Ruf with a symphony orchestra."

    The German band Versengold has since 2014 musical performances in taverns in the game, with a total of three songs.

    also The Guild 2 Renaissance was awarded the Sound Award by PC Games magazine. It earned nomination for "Best Sound Award".

    "In the first years of Dynamedion Pierre worked on basically every single bit of the job you can do as an audio person in the games business: music composition, sound design, audio integration, audio management, design of audio tool chains, recording, mixing, mastering, project management, etc.

    As the thing grew and all the other guys joined in, Pierre focused more and more on the business side of things, leaving the creative work to the really focused experts.
    His track record still is impressive – with compositions, sound effects and audio direction responsibility for projects like: SpellForce 1&2, Anno 1701, Settlers V & VI and music contributions to many TV & movie trailers.

    Nowadays Pierre enjoys keeping in touch with all the different clients of Dynamedion, thinking up new product lines and business ideas to further expand the reach and prominence of Dynamedion and all related sub-labels such as BOOM Library, Sonic Liberty, Sonuscore .. and more to come."

    --- so he when into business management...we lost a great talent.
    =============================

    There are some genres of games that emphasize music a lot ex:
    city-building games or strategy games like Paradox games
    where music is essential for the gaming experience.

    Those tracks are great and a large part of the game development budget goes in
    that direction. The whole point of playing those games is to be mesmerized by the music and calmly play your game.
    I find out that other period related games that are praised for there music
    ex: Total War: Thrones of Britannia or Knights of Honor - exist out there.

    Some may be older ( less known ) or have above average tracks that Talewords should license them & include.
    If the music is great and it fits the context - best service to those composers and to increase the quality of the music in Bannerlord is get around 30-40% licensed music ( even more if they are remaster or re-orchestrated) and also double the original bannerlord tracks.
    This is one aspect that is less affected by the normal development pipeline and Talewords - can have instant
    improvement. The music from my perspective should be x3 music that is now - and quality should still be asked for. The game can have many flaws but the music can help it and boost sales.
  16. Need More Info Companions "Lost" (Dying) Following Dismissal

    For me is the same. Young companions are becoming "lost" and grey-out if i dismiss them ( i think all options used ).
    My perspective is that you should discard/dismiss/fire them and they should go to the taverns to recruit them again. I do want to have different companions setup's Ex: late game vs. early game. Or maybe i want to try different companions to see if they fit my playstyle.

    But also in case you want generation of new companions in the world they should be be exiled. This is so because i sometimes do not like the faces or need better companions that wore given to me at the start of the game. And maybe i would like to generate some new ones.

    So based on the different dismiss option - there should be different outcomes. ex: We need to part ways for now ( fire them ) | or | exile .
    (insult them in some ways that they leave Calradia )

    I am on version 1.1.0 Main.
    If it is a feature to have companions "lost" - i do not like it.
    I want to fire them not "kill" them.

    I may have a save available but the behavior is confirmed by me. I am a mercenary in a war and i am trying to dismiss companions. Also became a free agent and the same behavior. Try'd all options from the conversation - all make : companion "lost".

    Another strange thing is that most of the unhired companion are becoming "lost" . It's like the plague got them....
  17. Resolved Companion "the Black" with waiting animation of book upside down.

    Version : 1.1.0 / 12734 / Main
    Maybe this needs to in Graphics sub-section....If that is so - moderator - can move it.
  18. Resolved Companion "the Black" with waiting animation of book upside down.

    Summary: Female Companion called "the black" has a waiting animation that it opens a book and reads from it. The book is up-side down and also it has clipping issues - meaning the hand should be below the book - but the snap points are wrong. How to Reproduce: Go in a village and wait next...
  19. OSP Resource Bannerlord Creative Competition 2: Scene Design Contest Pack

    I think the point of this contest...as all creative contest are ( in arhitecture , design and so on ) - is to "fish" for ideas. The Dev's can make similar scenes with the same principles that could be 65% similar and integrate them in to the game officially. They can also hire the modders as part-time map makers for them to do them under contract with different modifications and that way they are under Taleworld contact of intellectual propriety. They can also make offers to the modders to be involved in interesting projects in the future. They need talented people and now they have a "short-list" of them ( that prove they can work with the modding tools ).

    Based on the ambitions of the game - the fact that each month some 10 maps [ done by ex-modders hopefully part time collaborators ] can be made for the game is a good thing. Bannerlord can have 30 new scenes that receive the stamp of Taleworld approval in a short time. Of course this modders can not work full-time and do not have the staying power of a Dev but they can offload some time/work from the Devs so they can concentrate on other things.

    They may be a need for the future for some 300-500 maps/scenes to be done...someone has to do them.
    I think the point of developing the modding tools and empowering the community is to actually use the benefits of that work in some way back in to the game ( vanilla ). ( Of course there must be agreement, credits provided, some type financial compensation, community events invitations, trips to Turkey for vacation and visiting the game studio - it must be something that should have a benefit and bring happiness for the people involved ).

    I was watching some old development movie with the map editor and it says there 8 years ago. Imagine what could have been done by the community in 8 years if all they did was maps for the game. As a plea to Taleworld : let the kraken loose and release some of the creative control and let the community explore ways to help you. If they pass your "standard's" & what they achieve fits with your vision - you should find ways of integrating that work in to the vanilla and provide opportunity's for the modders. The safest approach is to stick to the maps & 2D art & music as they do not impact in any way the grand vision of the game.
  20. Bannerlord major fall on Steam most played games

    They need for me : is to add more battle scene's . Around 30 or so more. Different plains , valleys , flora, rocks ,dunes , deserts , rivers - so as to not be repeatable. I am not talking about towns and castels ( as i know there is lots of work there and the scenes are not done yet ) - but normal open-battle scenes. More more more. I need to feel that i have not seen or remembered that scene in the last 2-3 weeks. Maybe a module that auto-generates new scenes in the game.

    Also more RPG aspect of the game : quests , different storys. 50 or so.

    And one of the most annoying is the wars in the game . In in my head in 1 year should have only one war on the map. With one settlement conquered. Then maybe a few mouths of a bit of chaos and then stable again. / So peace ...1 short war on the map...after 3-5 years ...maybe more chaos for a few mouths ...and then again peacefull period. So alternating between peaceful periods with limited wars & more chaotic period but very short.
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