Bannerlord Wishlist

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I started playing again the game now with patch 1.5.6, but only because I "improved" the game play by adding a list of mods:
Looted Village Interactions
Raise relations with Town and Village
Better Looting
and True Prisoners (which I had to recompile the mod - with some small tweaks - to make it work on 1.5.6).
With these, the game was actually pretty good. I now have to see if they are still ok for 1.5.7.
In any case, what is still missing for me, are the following elements:
1 - Better / more diplomacy;
2 - Ability to create patrols;
3 - Feasts;
 
Also would like to add Plagues to my list, with these long wars plagues should bound to happen, and make recruiting even more harder (but first dial back the raiding craze of the lords)
 
I'd like to see an additional option to switch the combat style or a completely reworked AI for melee cavalry so that they do not make a huge run every time they want to make just one spear thrust. As it seems to me this is one of the most useless units now because even when used correctly with all the perks they completely lose to horse archers + infantry. They are extremely expensive, but they quickly die from common infantrymen and even archers with a sword.

If we talk about the captain mode, the AI can be useful against separated archers, but still everyone prefers to park the cavalry behind and run solo because this giant run-up makes the cavalry stuck into all sorts of walls or run straight at the infantry with spears.
 
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  • Party Control
    • Toggle for joining armies(Default YES. When NO, party does never join armies. Players with no party set to YES has a increased cost to invite non-clanmembers to their army)
    • Toggle for Dishonourable raiding(Default: NO. When NO, party does not attack villages, caravans or villagers)
    • Party tasks(Their task influence how they compose their party - if they have a good skill in Tactics...)
      • Demesne Patruls(As a clanleader, assign you AI-led parties to patrul your demesne or tradelines, hunting criminal parties, interupt raids and join defensive criminal battles. Default behavior for a landed clan- party in peacetime. When explicitly set, it auto-disables joining armies)
      • Defensive(Patruls the faction fronts, ignores criminal parties, joins battles aginst enemy parties, helps defesive sieges. Default behavour for a party toggled for joining armies that has not been recruited to an army in war.)
      • Offensive(Tries their luck on their own behind enemy lines on their own during wars)
    • AI should always aim to have 1 party available for warfare but not always the best party.
  • Recruitable caravansguards(Merchants to provide caravanguards instead of regulars. Requires a T1 troop though)
  • Functional Castles(Base of noble troop recruitment. Some zone-control. Military hubs. Feasable incomes. This Tread)
  • Create army even if not in a faction(To invite your other parties)
 
ADVANCED MOVEMENT ORDERS:

It will be nice if possible to create multiple waypoints (10 to be minimum) for a formation during combat through RTS CAMERA (mod). A few examples like
1): Creating a circle around enemy through multiple waypoints on the map for horse archers so that they continuously run and shoot in circle around enemy by following way points repeatedly.
2): Creating a better flank path through multiple waypoints for cavalry. Cavalry starts their movement from starting point and reach end point through given way points. when they reach at end point, they will be just behind the enemy archers to flank.
3): Creating a to and fro pathway for cavalry/infantry to protect your archers from enemy flanks.

A few examples of order commands can be;
1): Continuously follow the waypoints in loop while shooting.
2): Reach at a point by following waypoints and hold position there.
3): Reach at a point by following waypoints and start charging from there etc...
 
  • Party Control
    • Toggle for joining armies(Default YES. When NO, party does never join armies. Players with no party set to YES has a increased cost to invite non-clanmembers to their army)
    • Toggle for Dishonourable raiding(Default: NO. When NO, party does not attack villages, caravans or villagers)
    • Party tasks(Their task influence how they compose their party - if they have a good skill in Tactics...)
      • Demesne Patruls(As a clanleader, assign you AI-led parties to patrul your demesne or tradelines, hunting criminal parties, interupt raids and join defensive criminal battles. Default behavior for a landed clan- party in peacetime. When explicitly set, it auto-disables joining armies)
      • Defensive(Patruls the faction fronts, ignores criminal parties, joins battles aginst enemy parties, helps defesive sieges. Default behavour for a party toggled for joining armies that has not been recruited to an army in war.)
      • Offensive(Tries their luck on their own behind enemy lines on their own during wars)
    • AI should always aim to have 1 party available for warfare but not always the best party.
  • Recruitable caravansguards(Merchants to provide caravanguards instead of regulars. Requires a T1 troop though)
  • Functional Castles(Base of noble troop recruitment. Some zone-control. Military hubs. Feasable incomes. This Tread)
  • Create army even if not in a faction(To invite your other parties)
Party control is confirmed being worked on, mexxico also gave some updates about how it'll be. I'll search for it and show it when i find it.
 
CHAMPION WARFARE:

There must be a pre-battle champion warfare where both sides choose their champions (max of 3 for each side) who engage in one-on-one combat resulting in morale boost for winning side and morale penalty for losing side. After that, losing side reassess the outcome of the battle. If odds are seriously against them due to that morale penalty, they offer their surrender to winning side, or continue to pursue battle otherwise. Winning side may accept or reject their offer and continue battle/slaughter in case of rejection while losing army starts retreating.

In some cases, like siege Assaults, battles can be resolved through champion warfare, e.g. messenger from defending party is sent out to the attacking party during town/castle siege to determine the outcome of the siege by champion warfare. If defending party wins, attacking party will abandon the siege but if attacking army takes lead, defending army will surrender the town/castle to attacking army.
Power balance of both fighting armies, personality traits of army commanders, relation between fighting kingdoms and relation between army commanders to be few of the determinants of whether both parties agree on the champion duels or not.
 
Very happy to hear that! :smile:
Here u go bud
We will start working on this issue next week. Probably you will see this feature after mid February. I will post this thread to office communication channel so design team will see what you posted. Please add which options you want to have over your clan parties & kingdom parties (when king). We will examine all ideas and try to come up with a solution by selecting some of them.

For example :
As Clan Leader :
  • I want to be able to limit party's recruitment at X. (Stop recruiting when reached X men)
  • I want to priotize which troop types my party will recruit (infantry / archer / cavalry)
  • I want to change agressiveness of my party so it will always defend or always attack
  • I want my parties to not join armies led by other lords

As King :
  • I want to prioritize a target settlement for hostile actions.
  • I want to prioritize a settlement to defend

If you add what you want to see as list shown in example it can be better but all formats are ok of course.
 
最后编辑:
I started playing again the game now with patch 1.5.6, but only because I "improved" the game play by adding a list of mods:
Looted Village Interactions
Raise relations with Town and Village
Better Looting
and True Prisoners (which I had to recompile the mod - with some small tweaks - to make it work on 1.5.6).
With these, the game was actually pretty good. I now have to see if they are still ok for 1.5.7.
In any case, what is still missing for me, are the following elements:
1 - Better / more diplomacy;
2 - Ability to create patrols;
3 - Feasts;
I went back to 1.5.6

Sorry for my long remark below:

The game mechanics on ransom and prisoners is pretty pathetic. It creates a situation that:
1 - The player is forced to execute the prisoners - very bad for game play - alternative is that the same lords keep respawning and attacking you
2 - As peace settlements are calculated (as far as I am aware) by the number of clans of a faction and their strength, the game keeps asking for ridiculous peace declaration settlements - as whomever you beat will be back in the field within a few days - again - pretty bad for game play

I hear that the developers are worried that enabling captured lords to be kept in prison (for the duration of the war) will alter the game play, and thus do not want to do anything about it. I feel exactly the opposite. I think what destroys the game play are the two alternatives listed above.

And, although I (and over 32 thousand others) have downloaded the TruePrisoner Mod, this mechanic should be an option in the game

As a suggestion, like the game has the ability for players to choose enabling death and births, can we not have such a mechanic enabled for prisoners? Something like:
If you switch yes to this then:
Lords captured would have a 1% chance of escaping from your party, 0.1% chance of escaping from your dungeon and 0.5% chance of escaping someone else's dungeon
As for ransom, you would have the option to accept or reject offers. If you say no, then you suffer a 1 or 2 reputation loss with the clan of the captured lord. Ransom could also be made proportional to the importance of this lord

This for me is the top simple mechanic that needs to be implemented right away (and then, the other three I wrote on my previous response)
 
A couple of features I would enjoy:

1: Banners or game is scam.

2: Battle pacing both for ai and player. Right now two armies/parties usally just rush at eachother at a full sprint which (along with armor not fuctioning much like armor) leads to battles being over in less than 5 min. It would be cool if they would "walk" towards eachother untill getting in eachothers sights and then go into a sprint/charge.

3: Changing settlement cultures, already make a post about this but will properly fit better here since its a "feature request" so I'm just gonna copypaste it here:
In bannerlord it seems a greater emphasis has been put on longevity and connectivity between features. People reproduce grow old and die, towns prospers or stagnate depending on varies events such as wars and caravans imports/export.
All these features are in essence dynamic and give the game a sense of change as times passes. However the culture of settlements is totally static, despite of being conqured by different cultures for over 50+ years with old generations long dead. It feels like a missed oportunity by TW to bring more interesting dynamics to the game.
I know that devs are focused on resolving current issues and flesh out features already in the game but I really think this should be implemented before release.

There is a great mod call Dynaculture that besically does this very well already with loads of customizable features such as gradual assimilation (https://www.nexusmods.com/mountandblade2bannerlord/mods/639?tab=description)
Brief summery from the mod page description:

To put it simply, this mod adds a dynamic simulation of settlement culture and influence based on the owning kingdom or clan and surrounding environmental factors. The primary effect is that expanding a kingdom's territory will expand their influence, affecting neighboring settlements and eventually causing them to flip to the kingdom's culture.

While the mod sadly is abandoned at the moment and may or may not be picked up again, I still feel like dynamically shifting settlement cultures/assimilation should be vanilla at least to some extend.
 
MUST HAVES:
- a separate 5th "knife weapon slot" where you can put only one dagger/knife or throwing knife kit
- buff armor generally, battles should last longer
- ability to call companions/family members to come to your position.
- ability to build camp/hideout on map where you can store your stuff
- ability to create party with or without hero and give direct orders to it (stay in town xy, stay here, patrol around village xy.... go to xy.....)


NICE TO HAVES:
- ballista/catapults on battles.
- war wagons /wagon forts / ballistas on wagons

-alternative "realistic" mode you can switch on at start of new campaign with more realistic gameplay:
- slower reload of crossbow
- bow and crossbow is less accurate
- all ranged weapons do less damage at distance
- heavy armor gets damage only from pierce/blunt damage and no damage from cut damage, except it is very high like from axes/voulges.
 
Most of the suggestions I have would be more geared towards multiplayer more than anything:

- Looted Horse perk on the Sturgian Raider should also include camels
- Mounted players gain flinch immunity vs projectiles when swinging or thrusting a melee weapon while mounted. This does not apply to simply holding down the left mouse button, only when reeling your arm back for an attack or actually using your weapon
-- Ideally, the above suggestion will force archers to either land their headshots on a hard target or play an infantry class
-- Throwing spears such as the Pilas or Ash Throwing Spear can bypass super armor
- IMO, TaleWorlds should be more scrutinous with the balancing of peasant units. They should be strong enough for late joiners to show off their skills while still giving enough room for upgrades.
- BUFF. KHUZAIT. SPEAR. INFANTRY.
-- I still think the best way to go around this would be to make Eastern Spears swingable for low blunt damage
- Double the melee damage for throwing axes. I'd like to be able to use my axe as an axe.
 
BATTLE REPLAY:
There should be an option of Battle Replay at the end of each battle so that players can watch the battle again in free camera mode.
 
A real simple one: sort and filter controls for the party and prisoners screen. Pretty pretty please.
 
Good list of things. I'll just write a few.

1. Better combat footwork AI. Heroes/units with superior athletics should utilize that on their combat footwork and avoid getting surrounded, and make dodges.
2. AI has better campaign decisions.
3. Implement ambush tactics. This is probably one of the most significant and tide changing tactic through mankind.
4. AI especially heroes with superior combat skills should be aggressive in battle and know how to protect themselves. They are currently just "another" unit with mediocre armor to be slayed in a battle. IMO fighter type heroes should be able to make significant impact on a charge.
5. Rework/improve morale system. Units should get routed and be able to regroup at the back, routing units should have minimal desire to fight back and escape. If unit continues getting heavy casualites during low morale, they should even retreat.
6. Make retreat to be an ACTUAL retreat, which you should be able to escape from the battle and save units.

Character system
-remove the "global skill learning rate reduction per character level up", levels don't give any direct benefit, why do this?
-Adjust the learning rate and means for slower skills.
-add alternate skill system for skills (medicine, engineer) that just don't fit with the general skill up by use style. We need these BEFORE we do their actions.
-remove attributes and let FP govern skill completely
-let lone clans create armies from clan parties to raise leadership, or add equally fast way to raise leadership
-player can be a captain OR gains benefit from all captain perks
-player can be a governor(via npc minister?) OR player gains benefit from all governor perks.
-revamp, redesign or add/remove perks as you wish, IMO it's not a very good system and any change is welcome

Troops Balancing
-Cap the speed bonus damage of low tier units, they get to many cheap shots on high tier units because of the high tier's speed.
-More dramatic difference in performance and survivability between low and high tier troops
-Cavalry need better AI or longer sidearms to be able to hit enemies 100% when they charge.
-Heavy Cavalry needs high charge damage
-Cavalry need more defense and better AI to not be destroyed by lower tier units. Recruits should not 1hko T6 cav not matter how fast they are riding.
-Infantry needs to hold it's shield up when not swinging.
-High tier Infantry need to be better at fighting and moving in combat, give cheats if needed (-arrow damage, bigger shield radius)
-Add higher survival multipliers for Cav and Inf to compensate for the higher risk they must take
-Low tier ranged units must shoot slower and not from as far a distance
-Horse archers need to circle better as they did in earlier versions
-Stationary ranged unit need to be better at shooting moving targets (Horse archers)
-ranged units cost more upkeep for replacing ammunition
-horses eat and cost more upkeep (because horse DO eat and require heavy upkeep...)

Battle
-pre battle placement and formations, captain assignment
-savable quick select of above to quickly choose between several of you favorite designs for starting a battle
-Troops stay in orientation when moving to a new location, as in the archers stay behind the infantry
-Troops are fully alive and aggressive on "Fallow me" they hit and shoot whenever able, no ignoring enemies allowed.
-more strict distance requirement for "retreat", no more ninja vanish, but possible with planning such as after enemy pulls back to a defensive position.
-do not deploy option for any type of unit or lord
-captain stays in the back option
-formation can be targeted at a enemy formation/type of troops
-better means to split formations in battle, such a 1 button press to split a large formation into 2
-ammo refill at back of map for those extra long fights
-no fighting on the village maps with more then 100 units total, it's just not big enough
-no fighting on the village map just because near village, wtf are we all 500+ going into the village to have a fight?
-More large open maps with good visibility for player and interesting landmarks
-removal of maps that aren't as described above such as "horse fall down trail" and "trees trees and more trees"

Clan and NPC
Enemies who "don't want to fight" go away and don't repeat their action for some significant amount of time (no raiding you fiefs again for 20 days exct)
Enemies "who don't want to fight" have some alternative option if you have good relations
Some lords hold a grudge if you beat them or kill (in combat) a friend, they may seek your clan out specifically
Transparent requirements for marriage and vassal recruitment
No random % chances and dialogues for marriage and vassal recruitment
Let me choose if I lower relation with enemies who raid my fiefs
Clan parties can be told to patrol fiefs
Clan parties can be told to disband into specific garrison
Clan parties can have limits to how high their party cost can go do to upgrades
Clan parties can be set to prefer upgrade types and recruit types
With enough fiefs (as faction ruler), it is possible to split some clans members into a new vassal clan

Faction, Vassal, Ruler
Transparent causes for war and peace
Transparent reason for election of fief owner and guidance/info to obtaining more fiefs as vassal (show why not on ballot)
Player can become marshal or advisor and set targets for AI armies and have more sway on war/peace
Player ruler can set targets and command for AI armies and lords.
Player ruler has options to change the rules of vassal control and elections if they want to play with full control
Player ruler can disband kingdom, kicking out all vassals, who may rebel and keep fiefs
Player can change or extend the type of notables/recruit available in their fiefs via costs and quests
Player can send a messenger to potential vassals and Merc clans
Player ruler can build a "special prison" that is harder to escape from, at the cost of some relations and other penalties
Player ruler can corrupt fiefs, causing bandit notables and other irregular units to recruit at a cost....

Siege
-better performance and full control of troops in siege
-better UI for formation, grouping, commanding troops before and during siege. Dumping all troops into "1 and 2" is not okay.

..... I'm exhausted and there's still so much more lol
 
- I remember in Floris Mod you could enlist as a soldier into a lords army and choose your own upgrade path, slowly getting better equipment while fighting with that lord.
- Customize tournaments. The tournaments feel all the same after some time. Let players do some customization like weapon types used, arena model, matchups, rewards for first kill ect.
-
 
- kingdom diplomacy

Alliances and civil wars and trade agreements would be nice. Could also prevent kingdom snowballing. Smaller kingdoms could form alliances against larger factions to fight against a common enemy. Confederations maybe.

- Siege and battle AI adjustments (considering that they are the staple advertisement of the game)

basically meaning better combat ai. More spacing in fighting, longer combat. smarter ai. Better pathfinding and AI can actually climb ladders. It would be really nice to actually have a say in what the AI do in siege. Especially on the attacking side. Also AI actually utilizing the entire siege map. For every siege there is a massive map that the developers made and NONE of it is used. It would be nice if there were multiple stages to a siege. for example, If the walls are successfully breached/ are overrun, The defending side will pull their soldiers back near the keep so that more soldiers can flee unharmed and eventually defend inside the castle. Also so that they don't just get cut down without doing anything about it at the gate like they do now. A siege where you fight through the city/castle would be ****ing sick.

-CUSTOM SERVERS FOR MULTIPLAYER

PLEASE. this would keep the game alive forever.

-More personality to characters and lords.

In warband, I felt a connection with most of the lords and knew their names and what they looked like. Even though they mostly are copy pasted characters, I remember fighting alongside characters and admitting them into my factions. Within Bannerlord, I know no ones names and don't know any characters by heart. Even getting married to a specific character was a magical moment. I would love there were more options to interact with lords and to gain a relationship with them. I notice that each lord has different characteristics, which can be taken advantage of. Each lord could have different attributes that affect what dialogue they give, or what options you can do with them. For example, if a lord has the attribute "gullible" he will have a higher chance of being persuaded to join your kingdom. Or if a character has a characteristic "weak", you will have the option to threaten them with your army strength.

-Battle formations and planning

I think it would be really nice to have battle plans before the battle actually starts. The battle seems to just become a huge mess once it starts. There's no real strategy. I feel that if there maybe was 2 or 3 infantry units (spearman, shock infantry, and swordsmen?), 2 cavalry units (light and heavy cavalry?), 2 ranged units (skirmishers and archers?) and a horse archer unit, it would make each battle interesting. If there were multiple front lines and multiple different "areas" of the battle, it could make for each battle to be unique. One example I like to give is the napoleonic wars commander battles (but with more control of the battle). These games turn out to be the most fun I ever have in any strategy game. It really really does feel like an actual battle with actual strategy.

-Battle targeting.

It would be very nice if units in formations could target other formations in charges. Makes it so that units when charging dont just walk off to another formation to attack and leave their fellow soldiers to die while charging. Also so that cavalry actually have effective charges and don't just turn around and ride away to a horse archer division 5 miles away.

-Combat AI

Typically in battles ai will collide with eachother because of how small their capsules are. On top of this their ai will push through eachother with all their might in order to get to an enemy. This causes ai in battles to blob up and make battles really hard to be involved in because you'll have to push through 20 dudes just to get to an enemy. I feel like it would be nice if units spaced out and gave eachother space in battles. That way you can actually get into the battle. Also a lot of units push too close together in combat for any polearms to actually be effective. This makes some units worthless, such as Pikemen or volgiers. When going into first person I noticed that the enemy is literally like centimeters away from my face.

-Gang systems and town drama

Would be a nice little touch to the game and would give it more character. Gang wars in towns, causing poverty or doing little tasks for you. This could actually be expanded. If you have a gang that likes you in an enemy town, you could ask them to do favors to sabotage parts of the town.

-Pre siege

I also think it would be cool to have more siege options. Such as sabotaging walls, Poisoning wells, or burning food supplies within a castle. I definitely liked how it was in Viking conquest.
that's all i got lol

- Right to Rule

Bring back right to rule and maybe even the honor system. These were some great mechanics in warband. Right now I feel like you just get random amounts of fiefs for no reason in kingdoms. It would make sense that if you had a high right to rule, you would recieve more fiefs, or if you became king, you wouldn't have every faction declare war on you. And with high honor reputation, lords won't raid your villages as often, or will let you go if you are caught in battle.
 
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