Absolutely love 1.8.0!
The respect option is great especially to correct the Ai picks which usually are not the ones you need most of the time.
Companion bug:
Getting too many clone companions, for example I had 3 Deadeye Vlandian companions out of 7 total Vlandian culture options. Maybe it should run through the list of companions that are not used before spamming clones.
Skill Training - Is there any way we can add a train skill option through the trainer? For example you pay the trainer gold to boost a skill, this was something I really enjoyed in Skyrim and would make a great addition to Bannerlord.
Companion Barber Option - Why can't the barber option be extended to companions? They are really the only ones that need this option as the auto gen look can be really bad.
Character Creation Options expanded:
XP boosting options:
- Add an auto generate/re-roll option for clan name, the only way to get the one you want is exit out to the culture menu and start over the character creation.
- Add and option to change/re-roll your horse color as this stays with the character the entire game, the only way to change this is exit out to the main menu and start over.
- Add and option to re-roll parents and brother's appearance as it is really bad somethings
- Please allow us to pick the starting home town for the culture you pick, this is big for immersion and character creation. For example if you name your character clan name dey Pravend by the default home town is Sargot. It would be nice to be able to pick Pravend as your home town and start near it as Sargot starting location EVERY time is getting pretty stale.
If you spend the night in a town or village you should get a small xp boost for being well rested. This give you more of a reason to stay the night in a town and some immersion. The bonus could be a simple 10% boost for the day, these are the type of options that make the grind fun and if managed correctly a little less painful.
Balance:
Really like the armor tweaks, if you could slow down elites it will be pretty solid. Make just make it take longer to level up troops would be a good start.
Garrisons size might need buffed as too many settlements are changing hands, it was pretty bad in my campaign.
Thanks for the hard work as the game is really shaping up!
I'm still working on crafting, it is a grind and the methods I used in past builds are not as viable. I just recruited the Vlandian smith companion and going to thoroughly test this feature. I like the concept of the changes I just wish that if you destroy an item you get a chance to get some of those parts unlocked. I'll update once I get deeper in the crafting system.what about crafting? what is your opinion on the changes?
To add my two cents, I was concerned about the reports but it's not too bad. It provides what you need, not the money maker from before but at least you can make a little of everything now. I think I can live with it.what about crafting? what is your opinion on the changes?
Yes, let’s make cultures different again?I do agree, the Ai is using too much cavalry. That number needs to be reduce by at least half the current value, but probably should be different from culture to culture.
I do agree, the Ai is using too much cavalry. That number needs to be reduce by at least half the current value, but probably should be different from culture to culture.
As far as I could see a lot of Imperial lords will use an archer heavy party. On the other hand Sturgians really like those Druzhinnik and abhor archers, e.g. a party of 100 men had almost half cavalry units and about 5 archers.Yes, let’s make cultures different again?
@MArdA TaleWorlds one more video of cavalry failing to attack/hit target:
It seems that some cavalry AI have great difficulty hitting enemies who are moving forwards; they either whiff their attack or don't try and attack at all.
I think that option is for death in battle. What you describe is death by old age, which can happen right away if you choose the oldest option in sandbox.A few years in my character "catches a disease" or something, then dies a few months later , ending the game with no choice to continue. Is that intended? I have character death turned OFF in the configuration.
Thanks, I will give that a try. And yes I always pick age 50 in Sandbox mode to reduce some of the grind. I have played a lot of sandbox and this is the first time I have ever seen that. I didn't think birth/death was active but now that you mention it I think it was a game option previously that you could turn off , they must have removed the option. I guess it's mandatory nowI think that option is for death in battle. What you describe is death by old age, which can happen right away if you choose the oldest option in sandbox.
I think you need to unclick the birth and death module (in mods list before pressing play or continue) to be able to start a new game and disable birth and death completely, not sure tough, haven't tried.
You can call me out its okI made the suggestion about cav and the biggest issue is too many noble lines available which that's where the majority come from. I was met with very adamant no on changing the requirements of notables to get t noble line troops.
It got changed because people wanted castles to have some kind of benefit so they made it so that villages attached to castles get noble troops from landowner notables. In the past they use to only come from powerful(200 power) landowners from any village, which where very rare so noble troops rarely showed up, leaving converting bandits to being the main way people got noble troops and the AI having no noble troops (there use to be battanian armies with no fians and thus no archers ) .I am not sure why TW made this drastic change as I didn't hear people complaining about not having enough noble line troops maybe a dev can explain the massive change that was made and why is was so desperately needed. (Remember small changes are a balance, that is how you should change the game, not massive ones)
I just took a look around my personal fresh 1.8.0 game which is 5 years in, these are what sturgian and vlandian parties/armies look like.Clan and Party
- Hero party leaders now have preferred troop types when upgrading.
So I have digged a little bit and here are the changes that, I think, have lead to the current situation.You can call me out its ok
It got changed because people wanted castles to have some kind of benefit so they made it so that villages attached to castles get noble troops from landowner notables. In the past they use to only come from powerful(200 power) landowners from any village, which where very rare so noble troops rarely showed up, leaving converting bandits to being the main way people got noble troops and the AI having no noble troops (there use to be battanian armies with no fians and thus no archers ) .
Castles being useless and mainly getting nobles from conversions were major complaints from the community that led to that change.
PATCH 1.6.0 : LINKSettlement Actions (Town, Village, Castle and Hideout)
- 200+ power headman notables now provide elite troops.
- Fixed an issue that caused artisans to constantly lose power.
- Notables at villages which are bounded by a castle now gain more power each day compared to others.
- Fixed several bugs related to board games.
- Fixed a bug that showed a recruitment label on lords even if they didn’t recruit at a settlement.
Changes
- Notables now provide elite troops instantly instead of first creating a basic troop and then upgrading it to an elite troop.
- Reworked attribute selection for AI.
I'm wondering if the "Party Template" (leading to more specialization/variation per lords) was really implemented with 1.8.0.Also I still don't think high Cavalry percentages are a map wide issue. I think what we are seeing is parties start to specialize more which is really cool to see.
Clan and Party
- The Child Education feature has been implemented.
- Players can now educate their clan's children through their early life. There are six different education stages. These stages will trigger at the age of 2, 5, 8, 11, 14 and 16. Each stage will present different options that improve the child's skills and attributes. Stages are accessible via the right side circle notifications.
- NPC parties now don’t upgrade their troops randomly and are more likely to try and reach cavalry troops, especially if they have a lower cavalry to infantry/ranged ratio.
- XP needed to upgrade higher tier troops was slightly increased.
200+ power headman notables provide elite troops.
Elites don't depend on notable power anymore- they used to. But in more recent versions it's purely based on being a notable in a village which is attached to a castle. And I don't believe party templates have actually been enabled yet, although the code for it exists in 1.8, as "preferred formations" (eg skirmisher, infantry, horse archers). But it depends on lords having that formation flagged in their XML, which hasn't happened yet.I'm wondering if the "Party Template" (leading to more specialization/variation per lords) was really implemented with 1.8.0.