Beta Patch Notes e1.5.6

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Oh you mean that time consuming field battle that barely lasts 4-6 minutes or that time consuming siege that takes 10-15 minutes.Bannerlord now with your so called consuming time litteraly plays like mobile game.The only time it took field battle more than 10 minutes is when AI stood back and didnt aproach or if i PERSONALY stalled the battle by doing manuvers/tactics.If field battle of 5-10 minutes and siege battle that barely lasts 10-15 minutes is time consuming to you then SORRY but you realy need to find some other type of game like for example mobile games or some fast paced FPS games.
You have misconstrued what I meant by "time consuming." I do not mean, in any way, that the battles take too long. I mean that managing my companion idiot/brain trust so that they don't get themselves pointlessly killed takes time away from the fun part of the sometimes extremely quick battles, which is fighting and managing the troops that are supposed to fight.

I don't know where you get off telling me what to play, seems like you maybe have some personal issues there, but I won't judge. I am kinda new to to Bannerlord, but played a ton of M&B Warband- vanilla, mods expansions, etc. This is probably my all-time-favorite PC game series. I don't see where having some better options to keep certain characters off the frontlines invalidates my enjoyment of the game.

To make some matters worse i even played some mobile games that took way more time,more planning,more coordination than what Bannerlord gives and you are saying that its time consuming.Game like MB Bannerlord should MINIMUM have field battles last about 20-30minues while Sieges should last minimum 30-50 minutes and not like it is now where you get castle in like 10-15 minutes and it only takes that much bcs of siege engines/ram to be pulled otherwise it wouldve lasted even shorter.Then when the siege is over you are IMMIDIETLY greeted with MAGICAL TELEPORT out of nowhere message where you alredy chose/vote who gets the castle bcs all of that instant teleport magic stuff is ONE of the reasons why they/we have this HUGE snowbaling issues its bcs everything is instantanious,everything is given on silver plate,everything is done as quickly as possible like you are playing some medieval FPS or mobile game.
I don't really know what this has to do with anything I wrote. Long battles can be fun, short battles can be fun. Managing characters that really should be non-combatants, instead of participating in the interesting part of the battle, not so much fun.
 
no ist just you dont bother to keep them safe aka you are that type of f1 f3 player and you done.Being able to DIE makes player CARE more for its companions/family members more and be more cautious,more tactful when aproaching battles.The way it was aka Ai being Warband Ai without using any tactics at all and things/stuff being way to easy makes you not care at all for companions/family members BCS they are immortals and all you do is just f1 f3 and all done.Thats where lies the problem aka the way people play certain games and also backwards looking at things like you bcs ITS BEING ABLE TO DIE WILL make you CARE MORE and be more focused on the battle and making sure your companions/family members that you care about dont die and keep them alive and not caring is when they are walking immortals who are constantly killed all the time yet you dont feel anything for them bcs you know they are immortals.
Imagine that my brother Nogland leading his own party of 115 men decided to attack a ten looters one a hits him with a stone and kill him... Anyway, I take my wife with me until I have children and a surgeon to recover troops, the others I use in trade, or perhaps at a party leader, as I cannot leave them in the camp, which does not exist, I place them among the archers, because usually the surgeon doesn’t even have no combat expertise, so their death is something against nature, it breaks the essence of the game, mainly because 90% of the possible companions are useless, they made what a ordinary soldier do,they only have combat skills.
 
Imagine that my brother Nogland leading his own party of 115 men decided to attack a ten looters one a hits him with a stone and kill him... Anyway, I take my wife with me until I have children and a surgeon to recover troops, the others I use in trade, or perhaps at a party leader, as I cannot leave them in the camp, which does not exist, I place them among the archers, because usually the surgeon doesn’t even have no combat expertise, so their death is something against nature, it breaks the essence of the game, mainly because 90% of the possible companions are useless, they made what a ordinary soldier do,they only have combat skills.
Right. Even ancient and medieval armies included significant numbers of non-combatants. Maybe specialist companions should be at some risk under special circumstances--like losing a battle perhaps, but they should not be at the same risk, every battle, as if they were a frontline grunt. They would be back in camp, or with the baggage train, or the equivalent.

The old way the game handled this was by making them un-killable, just like the main character. Maybe assigning them to a "baggage" unit type, the same way they can be assigned to infantry, or cavalry or whatever, would work? If you win, they stay out of the way. If you lose, they get captured, maybe with a risk of being killed? But they won't be at risk of fatally stopping an arrow every time you roll up on some bandits, just because the game sticks everyone in the front lines by default.
 
Beta e1.5.6
  • Hostile actions against caravans and villagers (Force them to give supplies, taking them prisoner, attacking them) now give Roguery experience.
  • Recruiting bandits now gives Roguery experience.

Epic fail, Don't start a roguery build as it is NOT working, no exp from caravans or villages
 
TY for the info, I really like the changes. It was way too easy to recruit prisoners beforehand.
You are welcome. Yeah, that's one reasons leading to a design change.

Thank you for the reply that makes a lot of sense! Glad to hear we can recruit tier 5 prisoners now. Any chance conformity will spread in castle prisons or town prisons now or in the future?
You are welcome. Currently, conformity is only for lord parties, not castles or towns. In the future, there may be changes.
 
Did i ever say to last 3h heck no (you are goin with extreme numbers) i specificaly said minimum (wich i would personaly be fine with) is 20-30 mins for field battles and 30-50 mins for siege battle.I dont see 3h here can only see possibility of additional 10 maybe 20 more minutes on top of that IF player PERSONALY played more tactfuly and trying to realy be more immersed into battle and try to do more realstical play by not just simply doing f1 f3 as soon as game/battle starts but realy trying to prolong it him/herself but even then Ai (if Ai is not barebones like it is now) will be forcing player to act and resolve the battle faster by attaccking teh player.
Not 30-40 mins but, u can definetly play them up to ~20 mins if they implement a New, advanced spawn system for enemies. 5 to 20 mins with many fun possibilities...
 
Not 30-40 mins but, u can definetly play them up to ~20 mins if they implement a New, advanced spawn system for enemies. 5 to 20 mins with many fun possibilities...
More like a new advanced system for battles in general, so battles don't always devolve into wild charges that end with the utter annihilation of one of the forces to the last man, but rather routing and retreats become important.
 
More like a new advanced system for battles in general, so battles don't always devolve into wild charges that end with the utter annihilation of one of the forces to the last man, but rather routing and retreats become important.
Yes. Accually i do think that we need to see all enemy soldiers at far, but only dedicated enemy soldiers should move to spawn area(and attack us). İf enemy decide to attack with all ıts soldiers>they should move the today's spawn area from the far. İf enemy just wants to send their archers + inf. First > they should join map(today's spawn area) from far(from all soldiers seen zone). And, next moves should be decided from enemy..

So,
-there should be a far away Zone for all enemy.
-There should be Zone that selected atacking enemy soldiers will move.
-all enemy can attack at once or make it separete(waves).
-if enemy decide the waves; wave order should have many possibilities.
-all possibilities should have a luck to occur within different eliminations.
- and there should be of course some adjustments for balance and fun.

Therefore, conflicts can take 5 to 20~ mins, each time different with many tactical moves from enemy
 
"NEEDS HELP WITH BRIGANDS" quest doesn't register when I actually destroy the parties necessary!!! I can't do this quest atm, in battanian village: Dalmengus. The game is more buggy than before, despite the bug-fixes... Apparently it works if I kill the parties with "send troops" and don't fight the party myself.
 
"NEEDS HELP WITH BRIGANDS" quest doesn't register when I actually destroy the parties necessary!!! I can't do this quest atm, in battanian village: Dalmengus. The game is more buggy than before, despite the bug-fixes... Apparently it works if I kill the parties with "send troops" and don't fight the party myself.

Hello, were there quest markers on top of the parties you destroyed? Quest doesn't count parties that are far away.
 
whenever i try to have a conversation with someone inside a sturgian town (tested in both Varcheg & Omor) the game crashes
anyone facing a similar problem?
 
"NEEDS HELP WITH BRIGANDS" quest doesn't register when I actually destroy the parties necessary!!! I can't do this quest atm, in battanian village: Dalmengus. The game is more buggy than before, despite the bug-fixes... Apparently it works if I kill the parties with "send troops" and don't fight the party myself.
Have you destroyed the party? Even if u win the battle but if looter escape and the party still exist u will need to destroy them completly
 
whenever i try to have a conversation with someone inside a sturgian town (tested in both Varcheg & Omor) the game crashes
Forwarded to the QA team for further investigation. We will reach out again if we need more information. Thanks for reporting and sorry for any inconvenience!
 
Right. Even ancient and medieval armies included significant numbers of non-combatants. Maybe specialist companions should be at some risk under special circumstances--like losing a battle perhaps, but they should not be at the same risk, every battle, as if they were a frontline grunt. They would be back in camp, or with the baggage train, or the equivalent.

The old way the game handled this was by making them un-killable, just like the main character. Maybe assigning them to a "baggage" unit type, the same way they can be assigned to infantry, or cavalry or whatever, would work? If you win, they stay out of the way. If you lose, they get captured, maybe with a risk of being killed? But they won't be at risk of fatally stopping an arrow every time you roll up on some bandits, just because the game sticks everyone in the front lines by default.
Extacly , in a 1000 men battle, I use to have 250 archers, I spread them in five ranks, and guess who are in the first line on top of a horse, obstructing the view of archers on the back lines, and looking for death? Yes, my useless in battles companion.
 
Extacly , in a 1000 men battle, I use to have 250 archers, I spread them in five ranks, and guess who are in the first line on top of a horse, obstructing the view of archers on the back lines, and looking for death? Yes, my useless in battles companion.
Why don't you put your companions in their own class?
 
I just joined as a vassal of the Northern Empire and for some reason I am paying expenses for mercenaries and some kind of tribute? I think there is something wrong here? Is the player supposed to be paying kingdom expenses? Also, it seems impossible to earn a decent living with fiefs. You hardly get any money at all and with all these expenses, it is in the minus every time even with a small garrison by quite a lot. I will never understand why they do this. Fiefs were the main income of noble families and even a crappy fief would still be enough to have a relatively decent life for a noble family with their retinue etc. The more prosperous fiefs should be able to support an army and multiple fiefs should support large armies.
 
The "Escort Caravan Quest" gets shut down by big parties from enemy faction/minor clans. Please make the caravan immune to such things, it simply ruins the quest.
 
I loaded this up. First time playing in quite a while and I am having fun.

Comments:
- I forget the name of the quest, but the one where there has been a murder and you take the guy to convince people at the other town to accept blood money: There are two copies of the target NPC in the town. One is the one you can go visit and there is a separate quest copy.

- The death "bug" is kind of a pain. I wouldn't mind it if I could find replacements in a reasonable time but I lost my doctor and have not been able to find a replacement in hours of play.

Lots of questions:
- People mentioned a new command radial. I see that the function key layout has changed but is there something else?

- Just got my first city and I can't seem to do anything about food shortages and loyalty. I don't mind the mechanic but there needs to be some things I can do to counter it.

- Where is the interface for managing companions remotely? I thought we could pull them out of armies and/or control their perks?
 
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