Beta Patch Notes v1.2.0-v1.2.6

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You say the updates gonna release in November, and all of your fans finally breathe a sigh of relief and now your saying it ain't coming in November. Don't give estimates for a release date ever again what a joke
Not giving any estimates for a release date is what TW did in the 4 months before that and it was really frustrating.

If you would have followed the development process of 1.2.x it was rather obvious, that the November-release was a rather close call with a good chance of being missed.

Is the missing of a promised release-date something TW should be recommended and praised for?
No.

But now demanding that they go back to silence-treatment that they gave the community before, that's even worse and plain stupid.
 
As the scope of v1.2.5 grew larger than expected - we postponed our release. Most of our fellow forum members want to see more communication and we have been working on that - including patch release estimates.
I'm of 2 minds in this case...

The immature petty and embittered side of me wants to lol at this announcement and crow how "I knew it" all along. That's not productive, or generous at all.

The more mature and thoughtful side of me realizes that not so long ago there would have been no statement at all. Whether due to cowardice or ineptitude there would have been radio silence. So with that in mind, this announcement is a step forward and I will take it as such.

Thank you for the communication. I hope things continue to go in this direction. Have a great day, and I hope you guys manage to squash any bugs before Christmas.
 
I'm of 2 minds in this case...

The immature petty and embittered side of me wants to lol at this announcement and crow how "I knew it" all along. That's not productive, or generous at all.

The more mature and thoughtful side of me realizes that not so long ago there would have been no statement at all. Whether due to cowardice or ineptitude there would have been radio silence. So with that in mind, this announcement is a step forward and I will take it as such.

Thank you for the communication. I hope things continue to go in this direction. Have a great day, and I hope you guys manage to squash any bugs before Christmas.
I absolutly agree with this statement.
 
New beta 1.2.5 bug. Brother's skills and perks are auto assigned even though the auto assign box is unchecked. This really makes big brother a lot less valuable.
 
The purpose of the beta is to support development. It does so by allowing us to collect feedback on much less stable and performant builds that do not offer save game continuity. Similarly, we can respond to such reports with a faster turnaround for these reasons and because we do not have to prepare, test, and optimize each build across a range of platforms. Even if the Steam beta version appears stable and performant to you - it does not mean that the build achieves this across all platforms. As long as more significant changes are still taking place, such platform-specific optimization efforts can easily be invalidated - which would further increase overall release times as the same work would need to be done several times.


As the scope of v1.2.5 grew larger than expected - we postponed our release. Most of our fellow forum members want to see more communication and we have been working on that - including patch release estimates.

Noticed this, and its nice to see you guys being more transparent.
 
Isn't that what mods is for? Should things I would like to see be added to the game be added just because I want it, and damn anyone else that wouldn't like it?

I didn't say the game didn't need anything. But to expect large content drops after a game is released seems a bit far fetched. Looking at other games out there such is at large tied to dlc's etc. People been name dropping Paradox earlier and they are a prime example of such.
Mods are here because some studios want to solidify a community around that kind of feature.

But it doesn't mean a mod isn't worth integrating because it is the result of some isolated players wishes with good development skills (another way to define "modders", I guess).

By allowing a community to create and release mods freely, you will draw players attention around a bunch of well made ones. If a mod is popular and too good to be ignored (want a top 10 list ?) you create needs.

I started playing Bannerlord in it's vanilla state and I really enjoyed it. In fact, the vanilla game hooked me in no time. But at some point it became dull, I was done grinding always the same things. I just wanted more possibilities and new features. I ended up finding mods because I hated seeing clones, I found many cool mods until I realised "ok, Bannerlord is definitely unfinished". Suddenly I had needs.

If TW is annoyed to see players (like me) asking for new features, sometimes by sharing random mods links (as I do), then maybe they should cut the flow and stop supporting modding for good ? Or blocking too demanding players on this forum ? Maybe both ? I genuinely don't know.

Good thing this isn't the case for the moment. A modder forum section even exists on this very forum and Steam/Nexus pages are florishing, with the promise of even more cool ideas (and needs) in the futur.

So yeah, players won't look away and pretend Bannerlord doesn't need new features that easy.

But no one is asking for "large content drops". TW doesn't have to release a patch out the blue with tons of new stuff in a row. First, there are good signs they are simply unable to do so, secondly, I'm pretty sure this isn't what people are asking. Things could be done step by step. 1.2.0 was the perfect example for this. We just need more 1.2.0-like patchs.

I wouldn't mind a DLC as well, as long as it's content is worth paying for.

Someone talked about balancing problem:

Yes, new features means caring about a right balance...kind of obvious point.

Good news ! Unlike modders working on their spare time Taleworlds is a video game company that has hired professional devs and artists, with a full access of the whole game code, all of this powered by a good amount of ressources. Please correct me if I'm wrong.

I'm not saying Taleworlds is Blizzard or Bethesda, not at all. I'm saying TW has more ressources and manpower than a modder delivering new ideas or improving existing features, in his bedroom.

But hey, before balancing anything, new features must to be added, tested, beta tested, with feedbacks.

We can't balance properly what doesn't exist yet (or only through mods).

So far, the only thing we can do is...guessing indefinitely if that thing will be or not balanced, usually with an unbalanced mod version as reference. Not good enough.

Stop discussing then, just pick a good lore friendly and popular mod, polish it, add it to the game (credit the modder), let's test it together and see how it goes. It's not black magic.

Imagine every game company saying "oh we won't add new content because we are too afraid this will break the balance". Excuse me ?

I suppose these are just decisions to take (with some good management).
 
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point me the hate?

If you know how to read, learn how to think.

I'm not against releasing for console. AFTER THE GAME IS DONE.

TW needs money and they should take console ppl money too.
you know what you’re right that was out of pocket and uncalled for and I do mean that
But releasing a game to console after it’s done wouldnt really be a smart thing especially with a game as big as bannerlords id still be playing warband in 2023. Like I like that they patch notes state that a lot will and has been fixed but that list of problems won’t get fixed for a while and I for one don’t want to be on console trying to become the 4th musketeer again
I think the comment just came off a tad bit insulting towards the console community which I see your intentions were innocent now so i do apologize
 
Thanks for reporting on the state of the patch.

I noticed a few small issues in my play as of 1.2.5 the name plates for npcs during conversation seem to have moved to the left. I don't think this was an intended change. As well i have been making a list with screenshots of small issues in scenes and the campaign map i will try to post in support soon (but those have existed for quite some time)
 
How is the updated combat AI for those who tried it? Do looters, militia, recruits, etc. still block most of your attacks?

I've heard that low tier horse archers (as well as the player and companions with low riding) now can't aim for ****, that the increase in reticle was wayyyy too overdone, is it true?
 
The purpose of the beta is to support development. It does so by allowing us to collect feedback on much less stable and performant builds that do not offer save game continuity. Similarly, we can respond to such reports with a faster turnaround for these reasons and because we do not have to prepare, test, and optimize each build across a range of platforms. Even if the Steam beta version appears stable and performant to you - it does not mean that the build achieves this across all platforms. As long as more significant changes are still taking place, such platform-specific optimization efforts can easily be invalidated - which would further increase overall release times as the same work would need to be done several times.


As the scope of v1.2.5 grew larger than expected - we postponed our release. Most of our fellow forum members want to see more communication and we have been working on that - including patch release estimates.
Hi Dejan, please taking a look at the block system. I don't know the code or how AI work in this game but here's my feeling after playing
The AI can block anything we give them and after a while (several attacks) they will make mistake and that's a chance for player to hit. Same as tavern's boardgame, i played many tavern's board games, AI tend to couter all trick and will make mistake after awhile.
Back to tournament, some say it's easier some say it's harder, I have both feeling, sometimes cataphract with 130one handed fighting like a chicken and sometimes a soldier with 70 one handed fighting like Achiles, I use feint attack, bait them too, but as long as they in the "perfect condition" there is no chance to win except we cheese the attack by running around, but when they fall into "making mistake condition" they will be vurnable
 
How is the updated combat AI for those who tried it? Do looters, militia, recruits, etc. still block most of your attacks?

I've heard that low tier horse archers (as well as the player and companions with low riding) now can't aim for ****, that the increase in reticle was wayyyy too overdone, is it true?
I'm not saying i'm pro in combat in bannerlord but after 1k hours my skills are not bad, and u know what ? AI now randomly, i don't know what happen but a guy with 70 one handed swing as fast as a lord with 300 coombat skill, some time a tier 5 troops with 130 one handed very easy to take down, this is my feeling in tournament. If u reach round 3, u will fight with Hector and Achiles. 1.2.5 btw
my companion with 55 riding skill shoot her bow same range as looter's rock
 
They are no longer able to add something new ! Other people do the work for them ! They only know the word correction and that 's it ! And the fact that there is no diplomacy in the game , interaction with mercenaries , as well as with clan members ! The most global patch was 1.7.0 and then .... Alleys were added that do not give anything and hiring 3 bandits once a week is cool... Don 't worry , soon everyone will forget about your game , nothing changes in it . You are working so hard that we have been sitting on 1.2.0 for almost a year and are already tired
 
Add diplomacy, interaction with mercenaries and also perform their tasks! Add companions to run around the villages and collect soldiers, etc. Capturing a village with hostages and paying tribute for their release ! Weapons break and need to be repaired , as well as armor ! Also during the battle , if you hit with a two - handed mace , the enemy 's weapon will fall ! Companions who can also give tasks or solve their problems !
 
tournaments are actually challenging now haha (i play on Bannerlord difficulty), especially in the early game... you can tell who has 240 weapon skill. also i think they're occasionally making feint attacks? or maybe im imagining it.

wool weaveries seem to be broken everywhere.

its nice seeing recently taken fiefs immediately have 150+ defenders, should help reduce the back and forth a bit

so my 3rd and 4th battle group are cavalry that form the wings, i've set the ratios to 50% each but at the start of every battle that percentage seems to take on a random number. even if i use the 'lock' button. would be nice if the percentage stayed the same
 
I will say this if Taleworlds is ready to make huge changes in the game not for free I am ready to pay for it, but only if these changes will be global approximately as it do Paradox Interactive.
I am personally tired of constantly going in for a few hours and testing new minor changes after the release of the patch if it can be called so. I do not see any development of the game except that Taleworlds is stagnate. So the money will be an incentive to create additional content for Bannerlord.
This is my personal opinion. I understand that some people will not be willing to pay money, but for quality content in our time must pay. Otherwise I just can't imagine how Taleworlds should be forced to work on Bannerlord :sad:
Once again, this is my personal opinion and I do not impose it on anyone.
 
When is 1.2 going live if not in November? Disappointing it is taking so long, however I am happier you said November than if you said nothing. So, December?
 
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