Beta Patch Notes e1.9.0

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I have noticed so far like 3 different levels of banners. Adding various bonuses for shield efectivnes, speed of units, + charge and such. Yesterday I won one banner as tournament price. Its really fancy, big, with like golden framing.
What seams to be a bug for me is that those little flags soldiers usually have on their spears start playing animation only when I'm very close to them, like few meters. If I'm further away, animation doesn't kick in and they are flat,static, like piece of carton glued to the stick.
 
I have noticed so far like 3 different levels of banners. Adding various bonuses for shield efectivnes, speed of units, + charge and such. Yesterday I won one banner as tournament price. Its really fancy, big, with like golden framing.
What seams to be a bug for me is that those little flags soldiers usually have on their spears start playing animation only when I'm very close to them, like few meters. If I'm further away, animation doesn't kick in and they are flat,static, like piece of carton glued to the stick.
It may be more noticeable on pennants, but all cloth physics is only active at close LOD ranges to minimise its impact on performance. Given pc hardware varies and will become more powerful over time, it would be nice to have a slider in the options menu, allowing activation up to lod0, lod1, lod2 or lod3 (pointless at lod4 & lod5). TW will have tried it a different distances before clamping it based on minimum spec pcs and consoles.
 
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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
That's a good idea, I'll use it until fixed, thanks!

Btw Flesson, have you experienced surprising generosity from your factions when it comes to fiefs? I'm currently a new lord serving Vlandia and during our war against Sturgia in which we took 3 castles and 1 town, I was awarded... 3 castles, all of them! And against the same candidates too!

Idk, seems weird. They are close to each other so far from me the idea of complaining, but it does feel like a very sudden upgrade.

On the topic of banner physics, spear banner addons only use the low poly asset when inside halls (maybe also in scenes outside of sieges, haven't tested it yet). Also, they could use a low poly version of the banner that doesn't look stiff/like it's blown by wind, because it looks weird from afar (like on troops' backs, like, they aren't even pointing in the opposite direction the agent is walking so it feels like... wood, not cloth) and weirder when you get close to them and the cloth suddenly releases and falls.

Don't know if other people agree here.

PS: Also applies to hands, you need a second version of the low poly hand that is holding items, weapons in fully open hands look VERY unsettling, like they're magnets.
 
Btw Flesson, have you experienced surprising generosity from your factions when it comes to fiefs? I'm currently a new lord serving Vlandia and during our war against Sturgia in which we took 3 castles and 1 town, I was awarded... 3 castles, all of them! And against the same candidates too!

Idk, seems weird. They are close to each other so far from me the idea of complaining, but it does feel like a very sudden upgrade.
Can say the same. Derthert has loved handing me fiefs since 1.8 when we crushed Battania. I'm not complaining either!
 
Btw Flesson, have you experienced surprising generosity from your factions when it comes to fiefs? I'm currently a new lord serving Vlandia and during our war against Sturgia in which we took 3 castles and 1 town, I was awarded... 3 castles, all of them! And against the same candidates too!
Wonder if the changes made to reduce defections from player kingdom is causing this. If I remember correctly the town owner votes also use the same settlement value methods. Would give me a good chuckle if that is the case :grin:
 
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.
This is going to be a major issue with the steam workshop and mods. Right now, with Nexus, you can download the right version of a mod for the version that fits your game.
With the workshop that won't be possible, unless steam makes some changes and allows users to pick which version of a workshop mod they want to download.
 
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.
As a modder myself, the main benefit is when I release an update, everybody will get it automatically. This is good for both modders and players. I agree with the issue you mentioned and shared my opinions with a developer but the idea is one day that won't be an issue. Game is not supposed to have different version branches all the time. And I disagree with your last point. Nexus etc are still there. You can use either. If some mods are gonna be available only on one platform, that is modder's choice and TW is hardly the one to blame for.
 
As a modder myself, the main benefit is when I release an update, everybody will get it automatically. This is good for both modders and players. I agree with the issue you mentioned and shared my opinions with a developer but the idea is one day that won't be an issue. Game is not supposed to have different version branches all the time. And I disagree with your last point. Nexus etc are still there. You can use either. If some mods are gonna be available only on one platform, that is modder's choice and TW is hardly the one to blame for.
This actually raises an important question, @Dejan @Callum will we still have a beta (and a separate main) branch following release in 25th October?
 
you will most likely be at war and lose them, if not with a kingdom then with minor clans

So, that seems like a pretty major problem. All of your great data notwithstanding, they're almost useless for a PC vassal and there is no way to mitigate the problems. We can improve the guards but statistically it is a losing proposition in that context.
 
As a modder myself, the main benefit is when I release an update, everybody will get it automatically. This is good for both modders and players. I agree with the issue you mentioned and shared my opinions with a developer but the idea is one day that won't be an issue. Game is not supposed to have different version branches all the time. And I disagree with your last point. Nexus etc are still there. You can use either. If some mods are gonna be available only on one platform, that is modder's choice and TW is hardly the one to blame for.
Fair enough. I misspoke. I suppose I should've been clearer and qualified my statement:

I don't get the obsession for worskshop mods for this game, especially at this point in the development cycle.

I mod for a few games as well, (Not Bannerlord sadly, or at least not so far.) so I know what you mean about the benefits, however updating ones mods leaves the onus of the user not the modder mainly. Another thing that I eventually dread is the fact that with the popularity of workshop it will pull a lot of modders away from Nexus or Mod DB like it does with most games. This will lead to the version control (or rather lack thereof) thing all over again because when DLC eventually comes down the pipe, workshop mods wont account for it. I'm sure you know what I am talking about there. Easy examples are XCOM 2, or the Total War Warhammer series.

I am in no real rush to convert to workshop that's for sure, especially when I think about never giving another cent to TW, but wanting to be able to use / enjoy mods to render the base game playable.
 
So, that seems like a pretty major problem. All of your great data notwithstanding, they're almost useless for a PC vassal and there is no way to mitigate the problems. We can improve the guards but statistically it is a losing proposition in that context.
It would be amazing if they really tried to avoid enemies which I know they dont do well, but if we had the option to tell them what kingdoms to avoid could make them really awesome to use
 
Too much micromanagement. NEXT. :iamamoron:

The easiest thing would be to automatically exclude enemy cities, from possible destinations, but that still leaves travelling over enemy territory.

The next best thing would be to link territory (like battle map regions) to fiefs and thus to enemy territory and make sure caravans avoid it.

The best thing and a lot of extra managing would be to be able to set up trade routes yourself and link (a part)of the input and output of workshops to your own caravans. There was a mod sometime ago that let you set the trade routes through city names in a xml file, so it is technically possible. This way you can build a sort of trading empire.
 
Would it be possible to set it up similar to the Defensive / Aggressive / Balanced setup you can do for your clan parties? something like: Defensive - stay in faction region, Balanced - avoid enemy region and Aggressive - go wherever profits are best? Sounds like a big ask considering the economy is a mystery wrapped in a riddle inside an enigma.

How easy something like that would be to do? Me no know.
 
so setting balanced, offensive and defensive is too much also in kingdom screen?
It is more like useless than too much. Establishing trade routes is a must. Otherwise it is yet another RNG driven layer of the game. In fact, why I need to pay for creating caravan to some merchant at all?. Am I part of some guild? Is he? My own party is a perfect unbeatable caravan. I have 150 well trained guys on horses + big herd of mules and sumpter horses. I have a companions. So why I cant create a companion party, which will:
1. in time of piece serve as caravan with simple instructions > go to town A, buy X => go to town B, sell X and buy Y => go to town C,sell Y and buy Z => go back to A, sell Z and start over.
2. In times of war act as war party if I decide to do so, or continue as merchant caravan with higher risk if being caught and destroyed
 
Honestly making it so that caravans won't go over hostile territory unless there's no other option would probably be a massive upgrade by itself. I don't even know what a defensive stance for a caravan means.
 
The thing is, whenever people suggest maybe the player should have some influence over their caravan's route, or that it may be silly that the default behaviour of caravans it to try and move trade goods through enemy territory...

It is always the first time someone has concieved such a novel and unintutive implementation. The obvious and inherited wisdom is to give players no agency in these matters, and that when a.i. must act on behalf of the player they should take actions that the player would under no circumstances endorse. It just how we have been making games for generations.

Simple honest work.
 
Have to agree on the caravan staying away from cities their factions are at war with.

It is always a very odd sight when caravans brave through hostile territory for simple trade.

Plus, it would make war more impactul on an economic standpoint.
 
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