NoRegretz00
Recruit
We gonna get GTA 6 before we get 1.2
That sounds like making them artificially stronger due to rounds in tournament, rather than having a strength depending on their stat, which should be the logical way.We have made the following clarification to the Beta v1.2.5 patch notes:
This is an absolutely ABYSMAL idea.No, there are general combat AI score calculation changes. Tournament participants in later rounds just receive an additional bonus to their score.
To my understanding, this is not a direct AI improvement either. The score determines how well a character performs (how quickly & accurately they block, how often they feint, etc.) - changing it changes their performance, but not the underlying system.
These 4 biggest issues turn a potentially challenging, thought-provoking, fun game... into a boring grindfest that feels like a painful chore to complete.
Are Taleworlds totally tonedeaf to these issues? How can they play their own game, look at these core systems not working, and say "yep that looks right"... For 2+ years?
As it stands, enthusiasm for Bannerlord has largely died off because Taleworlds forgot to make the game not a frustrating experience to play.
+1 for every word in thisThat sounds like making them artificially stronger due to rounds in tournament, rather than having a strength depending on their stat, which should be the logical way.
Please don't mess up the internal logic, the ability of a NPC should be ONLY based on its stat, NOT on some weird "we're at the third round so this lucky peasant should be stronger than the champion we had the bad luck to encounter at the first round".
Going farther in tournament should be harder just because the weaker participants are progressively weeded out, NOT because of some weird magic making people stronger each round.
This is an absolutely ABYSMAL idea.
Please, seriously, there is enough bug to fixes without adding absurd modifications. I can't believe someone wasted time implementing this nonsense rather than the metric tons of actual improvements still waiting...
Slight tweak to your suggestion about marrying( only widowed King/Queen request to marry player. But everything else spot on. If they’d at least attempt to fit it in is a w to me.Allow us to marry everyone
Allow us to send letters
Allow us to change how voting works
Allow us to join mercs
Small update Hope 1.3 is big
Beta v1.2.6 (30/11/23)
Singleplayer
Crashes
- Fixed a crash that occurred during the battle due to a bug in the range calculation of units.
Fixes
- Fixed a bug that enabled low-level troops to block a number of consecutive attacks from different directions.
- Fixed a bug that caused the game to freeze after pressing the Auto-Deploy button during the Order of Battle phase.
- Fixed a bug that prevented you from targeting castle gates, siege engines, and alike with an attack order.
- Fixed a bug that caused crafted item’s names to reset after loading a save.
- Fixed a bug that prevented some option names and values from being updated after changing the language in the Options screen.
Multiplayer
Fixes
- Fixed a bug that caused perks that provide a speed bonus to attacks to scale the final damage too high.
- Fixed a bug that prevented you from joining the server even after downloading the map (with a revision parameter).
Changes
- Implemented the in-game admin panel & admin features for dedicated servers.
- The in-game admin panel provides an easy way to organize and moderate events. It comes with the following options:
- Require mission restart: Game Type, Map, Attacker & Defender Culture, Minimum Score to Win Duel, Number of Rounds, Map Time Limit, Round Time Limit, Warmup Time Limit, Maximum Number of Players
- Have immediate effect: Welcome Message, Team Balance Threshold, Friendly Damages, Class Limits (Allow, Disallow)
- Others: End Warmup, Mute/Unmute Player, Kick Player, Ban Player
- The admin features are only available to those who enter the server as an admin by providing the admin password (right-click on the server and then "Join as Admin"). You can then access the admin panel via the Escape menu.
- The "AdminPassword" can be set from the server config.
- Added an admin announcements system that pushes out text to everyone on the server. Admins can utilize it by typing the following into chat:
- /ab [text] - Admin Broadcast - Displays the announcement in the middle of the screen as well as in chat alongside a sound notification.
- /ac [text] - Admin Chat - Displays the announcement in chat.
- Implemented a new configuration option to support the admin panel. The "add_map_to_usable_maps [MapName] [GameType],[GameType]" allows you to specify which maps should be made available in the admin panel for which game types.
- For example: "add_map_to_usable_maps mp_siege_map_005 Siege,Skirmish"
- Visit the updated Hosting a Custom Server modding documentation page to learn more.
Dayum, didn't expect a new incremental patch until 1.2 went live. Hopefully low tier unit blocking is more bearable now
Beta v1.2.6 (30/11/23)
Singleplayer
Crashes
- Fixed a crash that occurred during the battle due to a bug in the range calculation of units.
Fixes
- Fixed a bug that enabled low-level troops to block a number of consecutive attacks from different directions.
- Fixed a bug that caused the game to freeze after pressing the Auto-Deploy button during the Order of Battle phase.
- Fixed a bug that prevented you from targeting castle gates, siege engines, and alike with an attack order.
- Fixed a bug that caused crafted item’s names to reset after loading a save.
- Fixed a bug that prevented some option names and values from being updated after changing the language in the Options screen.
Multiplayer
Fixes
- Fixed a bug that caused perks that provide a speed bonus to attacks to scale the final damage too high.
- Fixed a bug that prevented you from joining the server even after downloading the map (with a revision parameter).
Changes
- Implemented the in-game admin panel & admin features for dedicated servers.
- The in-game admin panel provides an easy way to organize and moderate events. It comes with the following options:
- Require mission restart: Game Type, Map, Attacker & Defender Culture, Minimum Score to Win Duel, Number of Rounds, Map Time Limit, Round Time Limit, Warmup Time Limit, Maximum Number of Players
- Have immediate effect: Welcome Message, Team Balance Threshold, Friendly Damages, Class Limits (Allow, Disallow)
- Others: End Warmup, Mute/Unmute Player, Kick Player, Ban Player
- The admin features are only available to those who enter the server as an admin by providing the admin password (right-click on the server and then "Join as Admin"). You can then access the admin panel via the Escape menu.
- The "AdminPassword" can be set from the server config.
- Added an admin announcements system that pushes out text to everyone on the server. Admins can utilize it by typing the following into chat:
- /ab [text] - Admin Broadcast - Displays the announcement in the middle of the screen as well as in chat alongside a sound notification.
- /ac [text] - Admin Chat - Displays the announcement in chat.
- Implemented a new configuration option to support the admin panel. The "add_map_to_usable_maps [MapName] [GameType],[GameType]" allows you to specify which maps should be made available in the admin panel for which game types.
- For example: "add_map_to_usable_maps mp_siege_map_005 Siege,Skirmish"
- Visit the updated Hosting a Custom Server modding documentation page to learn more.
A large step for MP
Beta v1.2.6 (30/11/23)
Singleplayer
Crashes
- Fixed a crash that occurred during the battle due to a bug in the range calculation of units.
Fixes
- Fixed a bug that enabled low-level troops to block a number of consecutive attacks from different directions.
- Fixed a bug that caused the game to freeze after pressing the Auto-Deploy button during the Order of Battle phase.
- Fixed a bug that prevented you from targeting castle gates, siege engines, and alike with an attack order.
- Fixed a bug that caused crafted item’s names to reset after loading a save.
- Fixed a bug that prevented some option names and values from being updated after changing the language in the Options screen.
Multiplayer
Fixes
- Fixed a bug that caused perks that provide a speed bonus to attacks to scale the final damage too high.
- Fixed a bug that prevented you from joining the server even after downloading the map (with a revision parameter).
Changes
- Implemented the in-game admin panel & admin features for dedicated servers.
- The in-game admin panel provides an easy way to organize and moderate events. It comes with the following options:
- Require mission restart: Game Type, Map, Attacker & Defender Culture, Minimum Score to Win Duel, Number of Rounds, Map Time Limit, Round Time Limit, Warmup Time Limit, Maximum Number of Players
- Have immediate effect: Welcome Message, Team Balance Threshold, Friendly Damages, Class Limits (Allow, Disallow)
- Others: End Warmup, Mute/Unmute Player, Kick Player, Ban Player
- The admin features are only available to those who enter the server as an admin by providing the admin password (right-click on the server and then "Join as Admin"). You can then access the admin panel via the Escape menu.
- The "AdminPassword" can be set from the server config.
- Added an admin announcements system that pushes out text to everyone on the server. Admins can utilize it by typing the following into chat:
- /ab [text] - Admin Broadcast - Displays the announcement in the middle of the screen as well as in chat alongside a sound notification.
- /ac [text] - Admin Chat - Displays the announcement in chat.
- Implemented a new configuration option to support the admin panel. The "add_map_to_usable_maps [MapName] [GameType],[GameType]" allows you to specify which maps should be made available in the admin panel for which game types.
- For example: "add_map_to_usable_maps mp_siege_map_005 Siege,Skirmish"
- Visit the updated Hosting a Custom Server modding documentation page to learn more.
Oh yeah ! Just tested it, works GREAT ! What a nice feeling to report a bug and see it fixed the week after
- Fixed a bug that prevented you from targeting castle gates, siege engines, and alike with an attack order.
Not within this hotfix. This has, however, already been forwarded for investigation.Has the Horse Archer accuracy penalty been decreased? Everyone was saying that the low tier HAs were obnoxiously bad.
and for that we thank youThe 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.
ExactlyI guess you'll keep fixing bugs for years and this game will never be a 'full version'
great another micro patch that does nothing but killing my mod list
battles? i can´t even start the game anymore. involved modules: sandboxWell, a game that focus is on battles..... the patch stopped my game from crash during said battles.. So tbh... that trump your mod list -)