There is a national holiday in Turkey this week. There won't be a patch this and likely not next week either.@Dejan update this week?
There is a national holiday in Turkey this week. There won't be a patch this and likely not next week either.@Dejan update this week?
What's theThere is a national holiday in Turkey this week. There won't be a patch this and likely not next week either.
Still better than just no information, thanks.There is a national holiday in Turkey this week. There won't be a patch this and likely not next week either.
Thanks for the heads up.There is a national holiday in Turkey this week. There won't be a patch this and likely not next week either.
The last patch was in March iirc. Not that a new patch wouldn't be nice... and pretty much what every dev likes to seeOoof
1 patch in half a year, sad
And i thought you followed my posts ?Can you give us some juicy POSSIBILITIES for the next patch?
So seems that this system is working as intended, they must of been alerted to the food bug and after fixing it we are back within the range we wanted..... If in future something is broken and this town / castle change hand per year average go above 7 or go down 3 or raid counts go out of limits or raid success rate go out of its limits these test systems will alert. So even I am not here they can find out which addition created problem and broke game world balance. Also these test systems calculate snowballing scores and it should be between 10-50. If score go out of this range test again give alert. .......
I meant new leaked info </3 let me look at your past posts...The last patch was in March iirc. Not that a new patch wouldn't be nice... and pretty much what every dev likes to see
And i thought you followed my posts ?
Like you said, some improvements and fixes had been made to the defensive AI & related aspects of the game - most of which should have happened pre 172.This stalemate is due to the fact that the AI are now good enough at defending their own land until they start to run into financial trouble due to tributes/mercenary payments. After about 10 years kingdoms will start to falter and lose territory, mind you not very fast but by 20 years you will start to see dead kingdoms.
Great. I think what really needs to happen is for AI to be more decisive in carrying out sieges. They should have "sunk cost fallacy" in their programming - if a village gets raided in their territory, or a castle which looks easier to siege becomes available in the distance, but they're more than, say, halfway through the siege setup, they should just ignore that and keep besieging, so they don't waste time running all over the place looking for an ideal siege that never eventuates.For those that care about this topic - we are working on further improvements to the army & party AI.
Afaik they already do. One issue is with wasteful behavior that causes the margins to be too tight too often. (F.e. gathering at a point unrelated to the target.) This is my understanding of it anyways.They should have "sunk cost fallacy" in their programming
For those that care about this topic - we are working on further improvements to the army & party AI (dealing with starvation, poor siege performance[aka many attempts, few victories], etc.).
Yeah this behavior costs an army a lot of resources and time so glad to hear you guys are working on it.Afaik they already do. One issue is with wasteful behavior that causes the margins to be too tight too often. (F.e. gathering at a point unrelated to the target.) This is my understanding of it anyways.
Have you considered having siege gear go into reserve by default so the AI can deploy a full array at once (as the player does) to get around the issue of the AI building and loosing it's siege gear and never attacking because of this loop?For those that care about this topic - we are working on further improvements to the army & party AI (dealing with starvation, poor siege performance[aka many attempts, few victories], etc.).
I know the siege tactics are being looked at, though, I think other changes are further ahead & have an impact by themselves.Have you considered having siege gear go into reserve by default so the AI can deploy a full array at once (as the player does) to get around the issue of the AI building and loosing it's siege gear and never attacking because of this loop?
Also, will there be any possibility for "reshade/rework" of world map? There were some suggestion about this and we were told that developers will look at it but nothing change since then.@Callum @Duh_TaleWorlds
In (near) future, is there any possibility that item/horse modifiers in Warband be added in Bannerlord as well? Such as Champion/Spirited/Heavy for horses, Masterwork/Tempered/Strong for weapons, Lordly/Reinforced for armors ect. If I remember right, some of them exist (mainly bad ones) but not all of them added. Details:
Also are there any particular reason for change of horse types? I mean in this blog ( https://www.taleworlds.com/en/Games/Bannerlord/Blog/60 ) horse types seems similar to Warband (and in old gameplay videos as well such as Steppe Charger) but later those are removed. Is it possible for these to return as well?Modifiers
Modifiers may refer to: Modifiers (classic) Modifiers (Bannerlord)mountandblade.fandom.com
Yes, the world map is continuously being worked on. When exactly color grading and atmosphere changes may come I cannot say.Also, will there be any possibility for "reshade/rework" of world map? There were some suggestion about this and we were told that developers will look at it but nothing change since then.
Most excellent, thanks for sharing!For those that care about this topic - we are working on further improvements to the army & party AI (dealing with starvation, poor siege performance[aka many attempts, few victories], etc.).
Thanks for answer; I guess you can't say anything about other stuff I ask about then?Yes, the world map is continuously being worked on. When exactly color grading and atmosphere changes may come I cannot say.