Beta Patch Notes e1.9.0

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I don't get the obsession with steam workshop for mods. All it is going to do is make it harder to play on previous versions, with no repository for older versions of the mod. Taking something that's fine at the moment and making it worse. Much like many of TW systems (looking at your OOB and other things I can easily mention). Oh well, I guess viewed in that context it makes sense.
 
There should not just be one, singular campaign quest.

I feel the best way to solve the mid to late game slump would be to have added triggers that unlock new campaigns/events.

The only campaign that exists is one where you form your own kingdom.....I was going to do that anyway why is this the only campaign???

The triggers should be linked to various elements of the game and your progression. When you/your clan/your kingdom have between X-Y number of fiefs/towns/units/clan tiers/companions, than Z happens.

This could have been an invading force/crusade, the introduction of ships and sea transport, the blocking of passages, a drought across most of the land, a bolstering of a single faction which gives them more power and troops from across to sea, making them a more formidable foe (and a million more that I'm sure others can think of). You could have mixed the game up a lil, especially for the mid-late game, and if the player didn't want any of these events, then they could just play Sandbox mode.. Its reskinned Warband with less content and I don't know how you managed to do that.

TW, you had umpting years to come up with something better than a mechanic that is already in the game. Hell you could have held back on the introduction of particular siege engines until a certain time period has passed. You could have asked the community, "What campaign's or events would you like to see in the game as we are struggling to keep the player entertained in a vanilla playthrough after they form their own kingdom."

whomp whomp whomp
 
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There should not just be one, singular campaign quest.

I feel the best way to solve the mid to late game slump would be to have added triggers that unlock new campaigns/events.

The only campaign that exists is one where you form your own kingdom.....I was going to do that anyway why is this the only campaign???

The triggers should be linked to various elements of the game and your progressio. When you/your clan/your kingdom have between X-Y number of fiefs/towns/units/clan tiers/companions, than Z happens.

This could have been an invading force/crusade, the introduction of ships and sea transport, the blocking of passages, a drought across most of the land, a bolstering of a single faction which gives them more power and troops from across to sea, making them a more formidable foe (and a million more that I'm sure others can think of). You could have mixed the game up a lil, especially for the mid-late game, and if the player didn't want any of these events, then they could just play Sandbox mode.. Its reskinned Warband with less content and I don't know how you managed to do that.

TW, you had umpting years to come up with something better than a mechanic that is already in the game. Hell you could have held back on the introduction of particular siege engines until a certain time period has passed. You could have asked the community, "What campaign's or events would you like to see in the game as we are struggling to keep the player entertained in a vanilla playthrough after they form their own kingdom."

whomp whomp whomp
This is not really about the campaign, but in Viking Conquest sandbox you could choose a character goal at the beginning such as getting 500k money, 250 renown and whatnot and upon its completion, the game would reward you based on your chosen goals. Having something like this back would also help the player roleplay better I think.

As for the campaign, I don't know why they chose for the scope of the story to be this large. Imo it should've been a tutorial where you: Do the first tutorial recruitment and battle -> reach tier 1 clan -> get your family back -> get the banner -> join a kingdom or an empire faction or form your own faction -> you are tasked with conquering a town & 2 castles or something -> you need to defeat a "giga" army of 1,5k troops or something commanded by Istiana or Arzagos that is coming to take the fiefs you took -> you beat them, game congratulates you for beating the main "story", maybe gives a reward and the game continues as normal sandbox. I don't understand why we have to conquer half the map, it doesn't provide any more satisfaction than the normal sandbox would otherwise give you, and the sandbox mode doesn't force you to be at war with every faction if you fail a quest that you will eventually fail or be bored out of your mind trying not to fail. The story should give some lore and be a tutorial, nothing more, nothing less.
 
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What was the prevention you faced while doing this? There should not be any feature that limits this. Do you have a save file of this issue in particular that we can take a look?

Sorry I missed your response. I actually ran into this in the past and I had forgotten about it. If I understand correctly, once you have spoken to the 10 lords about Battle of Pendraic, the dialog options for marriage disappear. In my case I had spoken to a lady once and was going back to talk to her again and, in the meantime, I had finished that quest step.

Sorry, I nuked the save.
 
Hi,

I don't know if **these** issues have already been adressed, but here we go:

Banner bearers in the battle simulation have a duplicate displayed as routed.

As a mercenary for Vlandia in Epicratoa, sturgian caravans are blocked from accessing the city despite my party being inside the walls (I can see how someone might camp in a neutral town to farm caravans, but right now I'm just healing+smithing, whilst, it seems, dealing important economic damage by... just being there).

There is some slight distortion on a cliff edge (visible on the left of the spawn) on the new Sea Raider scene along with a very wacky tent (at lower level before the gate), seriously, it's thrashing around like a cartooon character under a blanket.

Banner bearers DO die a bit too fast imo, perhaps partly because it isn't always the most armored troops that are picked, and it doesn't seem like banners get picked up by the ai much: my banners (if the bearer has been downed) tend to just... lie around.

Finally I have to congratulate the TW devs because this 1.9.0 patch has really improved a LOT of aspects and made the game... actually enjoyable despite having played (probably more than advised) Warband before! There is work to do, but the foundation of Bannerlord is, imo, solid now (at the very least for battles). So good job and good luck for the road ahead.

Please do work faster though! :grin:
 
Banner bearers DO die a bit too fast imo, perhaps partly because it isn't always the most armored troops that are picked, and it doesn't seem like banners get picked up by the ai much: my banners (if the bearer has been downed) tend to just... lie around.
Also, certain troop formations (ie horse archers), the banner bearer is forced into melee and doesn't necessarily follow the default 'AI' command as the rest normally would so they just dive right into the enemy and die.
 
Also, certain troop formations (ie horse archers), the banner bearer is forced into melee and doesn't necessarily follow the default 'AI' command as the rest normally would so they just dive right into the enemy and die.
Ouch, sounds annoying, archer banner bearers seem to do fine (unless told to charge) though.

Something else that bothers me however is related to smithing: sometimes an order fullfills all criteria (often with one "neutral" stat, with no displayed requirement) but gets a severe, and I mean SEVERE cut on the pay, while on other occasions there are mutliple stats in the red but barely any repercussion... I don't know, I just can't seem to really make a buck until smithing is levelled up quite a bit.
 
Or when you have 100 relations with a lady, and she's happy to see you every time you show up, but then you marry her, and her expression defaults to 😐 and 0 relations
I can't understand how this simple little thing has not been fixed for all of EA. It must surely not be working as intended, but not one dev ( even "intern" ? ) has tweaked the numbers to make some sense of this very basic wife Relation metric ........ all while her family does indeed love you !

Then there is the whole can of worms re what is Relation etc actually for in this game ?
 
soo, i dont know where exactly to post this but i found a bug to do with companions and parties, when rescuing a companion thats been taken by hostiles you can go over your clan party limit by just sending them out right away. checks the known issues and dont think i saw it there but figured id let yall know
 
Here is some feedback (not that I expect it to get listened to but lets maintain the fiction I guess).TW added banners are nice start, but the bonuses they provide aren't "punchy" enough. If you're going to do something like add a modifier or bonus to items, make it both seem and feel impactful, otherwise its not really much of a bonus to your intended audience. Right now they feel pretty lacking. Also you might want to rephrase the bonuses to % rather than the decimal values you are currently providing. How you say it is, often as important as what you actually say.

Also has anyone started compiling a list of all the various types of banners available? I haven't looked hard for one but also haven't seen anyone talking about them much yet.
 
Heh heh, need a Banner for + 10% relations with wife...... to still have zero relations with your wife. But for those who don't know, there's not reason to have relations with you wife anyways, they basically part of YOU as far as game mechanics go.
 
Here is some feedback (not that I expect it to get listened to but lets maintain the fiction I guess).TW added banners are nice start, but the bonuses they provide aren't "punchy" enough. If you're going to do something like add a modifier or bonus to items, make it both seem and feel impactful, otherwise its not really much of a bonus to your intended audience. Right now they feel pretty lacking. Also you might want to rephrase the bonuses to % rather than the decimal values you are currently providing. How you say it is, often as important as what you actually say.

Also has anyone started compiling a list of all the various types of banners available? I haven't looked hard for one but also haven't seen anyone talking about them much yet.
The banner bonus is in percent. They have already mentioned that internally there is a fix applied to show percents instead of the decimal values.
 
Warband was my favorite game of all time especially the singleplayer and the mods that came with it, but after playing 7-8k hours I really got bored of it and wanted something new and that's when Bannerlord went into Early Access. I think Bannerlord has its own unique charm. Like I said before I can immersive myself a lot in this game and it's everything I personally wanted it to be especially in the 1.9.0 update. Of course it's not perfect and it might need a few more updates to add and fix things that needs to be added and fixed. I think it all comes down to personal experience and preference.
 
Another bug related to smithing:

Pressing spacebar acts like pressing enter, so say you want to name your sword "Awesome Falchion", as soon as you press spacebar it will save the name, so now it's called "Awesome"... Sounds better than "The" but you get the idea.

Also, it seems writing the name of the weapon still activates hotkeys (so the background shifts as you type), a bit annoying but the naming stopping at the spacebar is the most cumbersome.
 
Good data but something jumped out at me that you said early in the video: It doesn't make sense to run caravans while you are in a Kingdom. Did I misunderstand what you were saying? This seems like it is a showstopper.
you will most likely be at war and lose them, if not with a kingdom then with minor clans
 
Another bug related to smithing:

Pressing spacebar acts like pressing enter, so say you want to name your sword "Awesome Falchion", as soon as you press spacebar it will save the name, so now it's called "Awesome"... Sounds better than "The" but you get the idea.

Also, it seems writing the name of the weapon still activates hotkeys (so the background shifts as you type), a bit annoying but the naming stopping at the spacebar is the most cumbersome.
yeah its a bug but if you really want to name it just write it on notepad or something and copy and paste it into game, just a workaround for now
 
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