Community Feedback-based EARLY ACCESS ROADMAP - ready for you, Taleworlds!

Does this roadmap represent your basic wants for Bannerlord?

  • Yes

    Votes: 313 86.2%
  • No

    Votes: 50 13.8%

  • Total voters

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five bucks

When Taleworlds started Early Access, they said they'd use community feedback to bring the game to the level that the community expects. But the game still has major problems which players have complained about since launch two years ago.

So: This is a list of feedback from the forums and wider M&B community, to show what we expect Bannerlord to be, and track if Taleworlds meets those expectations. If TW truly wants to bring the game up to the community's expectations, here they can easily see them.

Feedback is limited to only features which Taleworlds has created an expectation about, because TW doesn't have unlimited resources. They are obligated to provide what they led buyers to believe the game would be like, but they can't make everyone's dream game.

With that said, here is the feedback list.
Added content or fixed issues are marked in green.
Issues/content which Taleworlds has confirmed will be worked on are marked yellow.
Features which are "probably not" happening are in grey.
Please let me know of errors. This post was made in patch 1.5.8, and I'll try to keep it updated.


CATEGORY 1: Features missing that were previously in M&B, or were mentioned in dev blogs. (High Priority)
By using the Mount & Blade name to sell Bannerlord, Taleworlds created an expectation it would carry over what people liked about M&B Warband. TW also hyped up buyers by talking about new features in the developer blogs, so they should deliver on those expectations.

Kingdom Court: In Warband, the player's kingdom had a Court which made it easier to communicate with people and run the kingdom.
* Minor Faction bases: as seen in the 2016 demo, a place for minor factions to recruit their troops and the player to hire them.
* Manhunters: Neutral bounty hunters who spawned to fight bandits in areas of high bandit activity, and had unique recruitable troops. Mockup:
* Civil Wars: A noble can claim they should own an existing kingdom, and recruit you and other nobles to their cause in a war against the current ruler.
* Ability to promote companions into nobles as a faction ruler. (Added in 1.6.4)
* Choosing whether you accept the offer to ransom a captive enemy noble, or keep them prisoner (Added in 1.5.10)
* Reasons for support for war or peace (Added in 1.6.1)
* Suggesting to allied nobles to attack/defend a specific location without you. A similar feature, ordering allies to behave defensively or offensively, was added in 1.5.10.

Feasts: The ability for nobles or the player to hold feasts during peace, to increase their Influence and relations, give the player a convenient way to talk to lots of nobles in one location, and increase immersion.
* Organized Crime system: Taking over an alley from a gang to create your own profitable criminal operation, which is described on the Steam Store page as "building a secret criminal empire".
* Skill Training: Ability to pay money to get additional experience in a skill.
* Cutscenes: Warband had animations for weddings, and TW will also implement animations for other important events.
* The ability to retire the main character.
* Sandbox Mode: Option to skip the main quest and choose your own starting situation (Added in 1.5.9)
* Ironman Mode: Option to play a save where you cannot quit without saving (Added in 1.6)
* Companions who have story interactions and unique persistent personalities, appearances and stats.

* Surprise Encounters: Rivals would hire assassins to ambush you in towns at night, and Belligerent Drunks would attack in taverns.
* Noble Duels: Insulting a noble so they challenge you to a one-on-one Duel which can improve your reputation.
* Escape Fight: Fighting your way out in civilian gear after failing to sneak into a town.
* Nobles with the Daring trait using aggressive battle tactics, and Cautious nobles using defensive tactics.
* Banners borne by troops as shown in the 2017 video.
* Order of Battle: Choosing where and how to position your troop formations before a field battle. (Added in 1.7.0)
* The ability to break imprisoned nobles out of a dungeon and battle your way out. (Added in 1.5.9)
* Fighting defenders in the keep after winning the wall fight of a castle siege. (Added in 1.6.1)
* Tax Collection quest where you must gather taxes (Added in 1.6.1) and fight the citizens if they try to stop you.


CATEGORY 2: Completing, fixing, and balancing existing features, or adjusting them to create more satisfying gameplay. (High Priority)
This list does not include minor bugs. TW is aware of some of these issues, but they are listed for the sake of tracking progress.

Strategic AI: Players want enemy armies to less rapidly return after they are defeated. Parties should commit to actions more instead of bouncing between targets (improved but not fixed 1.5.10 -1.7.2). Parties should enter friendly towns/castles when fleeing (mostly fixed in 1.5.9).
* Finance: Tax income from fiefs is too low. Caravans die too easily, and their profits are too low.
* War/Peace: There needs to be minimum and maximum durations of war and peacetime, so the player can accomplish goals in a war before it ends, and has breathing room inbetween wars, but are not at peace so long that they get bored. AI kingdoms should offer to pay tribute if they are losing badly, rather than ask for tribute. AI kingdoms should offer peace to the player (Added 1.6.1).
* Elite troops have become too easy for the player and AI to recruit; fewer castle village notables should offer elite troops.
* Autoresolve/Simulated Battle: High tier troops are too likely to die in simulations. AI nobles don't die in simulated battles (Fixed 1.6.3).
* Governing: Player needs more ways to get fiefs out of starvation or speed up construction.
* AI Kingdoms with no fiefs left constantly raid the player forever. They need to be removed from the game after 30 days of holding no territory.
* Siege Artillery: Defenders' artillery on the world map is different to the artillery they have in the battle scene. AI does not use reserve.
* The encyclopedia should tell you the location a noble was last seen heading towards, like in Warband, not just where they were last seen.
* Voting/Influence: The player should have the option to spend more Influence in a vote. Vassals should vote based on their personality traits and relations with candidates (added in 1.6). There should be a cooldown that prevents the AI from repeatedly calling war or peace votes. The leader of the army who captured a fief should be included in the vote of ownership.
* Surrender/Negotiate: Nobles should be more willing to surrender/negotiate. There should be a reason for the player to use the "we surrender" dialogue option.
* Culture Bonuses: Battanian forest movement bonus is too strong, and should be halved. Khuzait bonuses need a rework.
* Raiding: Reward is not worth it for large parties. Small parties can ruin a village too quickly.
* Minor factions: Do not act in gameplay as described in lore or "have their own agendas that aren't part of the struggle for power" as advertised. Brotherhood, Hidden Hand, Embers, Jawwal, Karakhergit, Lake Rats and Wolfskins are said to be criminals, but don't do criminal activities. Last Legion, Ghilman and Skolderbroda are said to be elite warriors, but don't have T5 units. Beni Zilal have no backstory (added 1.7.2).
* Non-looter bandit types are too uncommon and looters are too common.
* Castles need to be more useful (Added exclusive recruits to castle villages in 1.5.10).
* Imprisoning nobles is unviable as they escape too easily (fixed 1.5.9).
* Player has no control of their allied parties (Fixed in 1.5.10 with stance and wage options for kingdom/clan parties).

Skill Levelling: Leadership should only need 65 morale to gain experience. Trade, Roguery, and Medicine should level faster. Levelling any skill is insanely slow (Fixed 1.5.10). Engineering needs early game XP (Fixed 1.7.2). Charm tree is underpowered (Fixed 1.7.0).
* Skill Effects: Engineering should speed up siege tasks by 0.25% per level. Athletics should reduce armor weight more. Leadership perk "Loyalty and Honor" should be changed to only make T4+ troops fearless. Ability to respec perks.
* Tactics skill is too focused on simulated battles, giving little benefit in real ones. This is bad, as it discourages players who level Tactics from actually fighting their battles and getting to use tactics. Possible solution: Make Tactics increase troop ratio in battle.
* Smithing: Two-handed maces lack weapon parts. Smelting Daggers/Pugios gives too many good materials. Smithing is too repetitive (Orders system added in 1.6 added variety). Smithing can give ridiculously high income (Fixed 1.7.0).
* Companions: Companions/clan members take too long to level up skills. Companions need to start with more attribute points for the skill they specialize in. Some companion personality traits have no effect. Companions take too long to finish quests. Some cultures only have 1 companion available for recruitment (Fixed? 1.7.2)
* Some armor pieces have stats or civilian rating which do not match their appearance. (14 items fixed in patches 1.6.2-1.7.2)
* Personality Traits: Mercy Trait is too difficult to increase; Calculating and Generosity are almost impossible to increase. Various quests do not provide the Trait gain they should. Executing people increases Deceitfulness, which makes no sense; it should increase Cruelty.
* NPC Relations: Attacking a noble should cause a relation loss. Renown and positive Traits should passively give more relation with enemy nobles. You should gain relation with characters you marry or hire as a companion, so they look happy to see you. Executing someone makes player lose too much relations worldwide, nobles should have fewer friends outside their faction to reduce this. Having good relations with enemy nobles should provide more benefits.
* Marriage: NPCs often marry characters that are on the other side of the world from them or are too old to have children.
* Quests: Some quests do not trigger often enough (Fixed? 1.6.1). There is a lack of interesting quests worth doing in the late game. (Improved in 1.6 and 1.6.1 with "Conquest of City", "Noble Revolt" and "Revenue Farming").
* Dialogue: Many lines of text have grammar/spelling/consistency issues (mostly fixed in 1.7.2). Tavern keepers have no dialogue (Fixed 1.7.2). Player should be able to talk to prisoners (Added 1.7.2).
* Trade: Allow camels to be bought in markets. Some weapons and armor are worth far too much money (Fixed 1.7.0).
* Tournaments: Need better rewards to make them more worth it in mid-game. (Fixed 1.6.5).
* Upgrading a unit should use the cheapest horse the player has, not the most expensive (Fixed 1.6.3).

* Singleplayer Armor/Damage model: Armor gives much less protection than it should, against all weapons but especially arrows. This makes expensive armor not worth its cost, is unrealistic, makes companions/nobles/high tier units too easy to kill, and causes archers/horse archers to be vastly overpowered, which leads to shallow tactics and battles ending too quickly.
* Combat AI: Infantry AI is too accurate at melee attacking charging cavalry, but cavalry misses lots of attacks against infantry (improved in 1.6.5). AI troops will attack predictably instead of parrying after they get hit. An AI with high melee skills is easily hit-stunned to death by two AIs with low melee skills. Spearmen do not use their spear when fighting infantry. Cavalry will ride off the map to gain charging distance on enemies (Fixed 1.5.10). Troops sometimes ignore close threats to reach their destination (Fixed 1.6.4) or focus on enemies who are too far away (Fixed 1.5.10). Ranged unit AI will not target cavalry at long range (Fixed 1.5.9).
* Singleplayer Mounted Combat: Horses charging into infantry don't cause enough knockdown.
* Due to collision zones, crowds of units jitter rapidly, and can stand inside each other and attack through each other.
* Singleplayer Weapon Balance: Spears are too slow and weak. Pike bracing should have a brief delay before being able to brace. Shields should take slightly more damage from arrows/bolts. Throwing weapons don't do enough shield damage (Fixed 1.5.9). Pike bracing does not work in Singleplayer (Added 1.6.2).
* AI captains charge into battle alone and die. Unless they have a Brave trait, they should stay inside their formation, and should retreat when losing. (Improved in 1.5.10, captains spawn inside formations).
* Reinforcements spawning right in the middle of a starting location severely disadvantages whichever side moves forward to attack.
* Retreating from a battle is highly exploitable as it has almost no penalty.
* Morale: AI should rout when their army is severely outnumbered, the way devblogs said it would work, with higher tier troops being less likely to rout from outnumbering. Low tier troops can easily get perfect morale (fixed 1.5.9). Visible formation morale (added 1.7.0).
* SP Troop Trees: Too few troops have braced polearms. The experience of battling different factions feels too similar, because half of the faction troop trees lack distinct strengths and weaknesses. Tavern mercenaries are very weak.
* Prison Breaks: Roguery should reduce the bribe cost and chance of detection more. Need ability to tell the prisoner to wait (Added 1.6.1).
* The ability to order troops to attack a specific enemy formation is needed to make battlefield tactics less frustrating to execute.
* Sieges: Siege ladders should have more disadvantages for attackers. Troops use siege towers and siege ladders very inefficiently (Fixed 1.7.0), and attack castle gates one at a time (Fixed 1.6.1). Artillery often hits allies when aiming at enemies (Fixed 1.5.10 and 1.6.1). Rams get in the way of troops (Fixed 1.5.9).
* The chance of AI nobles/companions dying in non-simulated battles is too high (Fixed 1.6.3).

Vlandian culture lacks variety in armor models for the shoulder and torso slot (possible solutions posted in thread).
* Balding haircut options, which were in Warband.
* Rain weather effects for scenes are built into the game, but currently do not occur.
* Emblems are displayed off-centre on round shields.
* Generated NPC children look almost exactly like one parent, rather than being a blend of both parents.
* Some nobles wear lower quality armour or helmets than their troops.
* Some NPC conversation animations do not loop correctly.
* 18 unique town scenes, 40 castle scenes, and 76 more field battle scenes need to be added. (Many added in patches 1.5.9 to 1.7.0)
* Music: Unique music tracks for different cultures do not play often enough. Siege music lacks variety.
* Unimplemented greeting/main quest voiceovers.
* Battle Ambient Sound System and Quad Ambiences improvements to sound system.
* Frequent sound for relation gain is annoying (Fixed in 1.6.3 by reducing frequency of emissary relation gain).
* NPCs do not blink in quick talk screen (Fixed 1.7.2).
* Rulers of a faction should have equipment that makes them look like rulers, such as crowns (great models added in patches 1.5.10 - 1.6.5).
* Aserai culture lacks variety in armor models (Fixed 1.6.2-1.7.2).
* Upgrading large quantities of troops in the UI is irritating. (Fixed 1.6).

Multiplayer servers for South American players.
* Replay system for Multiplayer.
* Steam Workshop support for modding.
* General bug/crash fixing. (Ongoing in every patch - TW tracks bugs in this thread)
* Improved voice chat for Multiplayer.
* Single-life "Battle" mode for Multiplayer.
* Custom server files for Multiplayer. (Taleworlds have stated this will come after release.)
* Performance improvements. (Ongoing - Major improvements in 1.6 and subsequent patches, many users reporting good performance now)
* Mod tools and their documentation need to be completed (improvements in patches 1.6.1 - 1.7.2), and the modding community have requested the code to be more easily accessible (done in patches 1.6 to 1.6.5).
* Various mechanics in the game are poorly explained, and could receive more information in the Encyclopedia. (Added 1.7.2).
* Ranked matchmaking system for Multiplayer (Added 1.7.2).
* Aesthetic customization system for Multiplayer (Added 1.6.2).
* Choosing which troops are used in Custom Battle (Added in 1.6).


CATEGORY 3: "Bonus features." (Low priority)
This category is for features which were not part of the series or advertised as part of Bannerlord to buyers, and so while their addition is appreciated, should be lower priority than features customers actually bought the game for.

* Sally Out missions: Dedicated missions for charging out into a unique battle scene variant during a siege battle.
* Party Template system: AI choosing to hire a particular mix of troops for its party, based on that AI's personality traits and culture.
* Equipment, troop, and mount rewards for joining a faction for the first time (Added in 1.5.10).
* Battle Terrain system: Associating specific areas of the map with specific parts of a scene, so that the player loads into a battle scene based on where they were in the world map. (Added in 1.7.0).


@armagan @Dejan @MArdA TaleWorlds @elysebluemoon @Singil @uçanbiblo @SadShogun @Duh_TaleWorlds @lottendill @Callum
The community likes and appreciates much about the game, but these problems cause frustration and prevent it from reaching its potential. If this list can get mostly completed, Bannerlord will be a truly good sequel to Warband, and you'll please the vast majority of your buyers.
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After reading this book...I mean post I agree with most points.

Sadly TW will continue to ignore post like this. I hope you haven´t wasted that much time by writing this essay.


Sergeant at Arms
"I don't feel like you're listening to me so I'm going to throw a wall of words at you"

It's like raaaaiiaiaaan on your wedding day...

....It's a free ride when you've already paid....


can't wait to see absolutely none of this list make it into the game
I'm as pessimistic as you are at this point given the lack of communication, but if we don't try, why are we even here.
For the lols and the memes, and to see TW fail over and over again?

It´s like a seeing a car crash, I can´t just look away.

And there is some minimal hope left that things maybe will change...


Really well put together!

Unfortunately I have absolutely no faith in TW. You've put more effort into coming up with an organized strategy then they have


Spanish Gifquisition
Grandmaster Knight
I broadly agree. However, after a long time battling those windmills... I have to say that:



Oh my god, the memes. :smile: That's the real legacy of Bannerlord.
I sincerely hope the OP will get some kind of meaningful response ("tldr" "lol effortpost" are funny, but unbecoming), because he did the necessary work on behalf of the community.

This is another opportunity for Taleworlds to offer constructive engagement and say something like "thanks, we will look over the list, consult our secret roadmap, have an internal discussion over the list and we will let you know which suggestions are in our plans and which are not so you can color code them accordingly".
That won't happen. At best, Dejan will curate the list on his own and try to get them to discuss a limited number of features. The Committee for Rejecting Suggestions will tear his sub-list to shreds in a 15-minute session.
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This is another opportunity for Taleworlds to offer constructive engagement and say something like "thanks, we will look over the list, consult our secret roadmap, have an internal discussion over the list and we will let you know which suggestions are in our plans and which are not so you can color code them accordingly".


This is a brilliant post, but alas like many others, the flame that fueled my hope is starting to fade.


Knight at Arms
While I applaud the OP and all the work that went into this tread I hate to say it but I think this is just wasted effort. People on these forums need to realize TW either doesn't really care or doesn't want to communicate with forum users. We've been begging for more info for a long time and they won't change now why should they, they have our money there's no need to change the status quo, and 1 or 100 posts isn't going to change how they operate.
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