***Community Feedback ROADMAP - What Taleworlds still needs to fix!***

Does this roadmap represent your basic wants for Bannerlord?

  • Yes

    Votes: 350 86.2%
  • No

    Votes: 56 13.8%

  • Total voters
    406

Users who are viewing this thread

Goyyyio

Sergeant
Well, I haven't seen an announcement, which makes no sense at all. I only found out SA servers became available because @Goyyyio made a thread about it.

Checked the Herald Dev Announcements forum, as well as Steam, didn't see anything there.
Well, they didn't make an announcement because the server is a custom server provided thanks to RubbingMyAxe and I think a Brazilian dude putting his server into it, it wasn't done by Taleworlds afaik, so yeah, it's still kind of a joke, because they had to work around Taleworlds not contacting the community server providers, it's all thanks to the community.
 

MostBlunted

Banned
Well, they didn't make an announcement because the server is a custom server provided thanks to RubbingMyAxe and I think a Brazilian dude putting his server into it, it wasn't done by Taleworlds afaik, so yeah, it's still kind of a joke, because they had to work around Taleworlds not contacting the community server providers, it's all thanks to the community.
hysterical-laughter.gif
 

five bucks

Knight at Arms
Well, they didn't make an announcement because the server is a custom server provided thanks to RubbingMyAxe and I think a Brazilian dude putting his server into it, it wasn't done by Taleworlds afaik, so yeah, it's still kind of a joke, because they had to work around Taleworlds not contacting the community server providers, it's all thanks to the community.
Yeah, I thought that could have possibly been the case, I don't have Battleye installed so it will only let me see the custom server list.

But yea, there should really be official servers too.
Edit: In fact, I should change the wording of the thread.
 

five bucks

Knight at Arms
Updated list to take into account the things in patch 1.8.1 which improved/resolved issues from this list, or implemented features:

* Some bugfixes and crash fixes.
* Taleworlds claims to have fixed the bug of cavalry being unable to reliably hit targets with lances. However from what I've seen, this bug is still not fixed fully.
* New Feature: Custom servers for multiplayer are out of beta and now publicly available to host.
 

xdj1nn

Knight at Arms
WBWF&S
don't know if I had ever seen this thread before, but from what OP considers "fixes" I gather it strays very far from what I see as a "basic wants" for the game.

Castles, for instance, remain mostly useless - they are what we call in my country a "white elephant" (consumes much more than it gives back - and as time goes by it ends up becoming a financial blackhole) One way would be to give every castle a village that produces something that goes a touch close to what town taxes can provide, but to do so hearths would have to have a much more impactful effect over village production rates. - RBM does plenty of "fkery" with a lot of mechanics by collateral (not sure if raptor has paid attention to that), as such it showed me plenty of possibilities if these things were done correctly, in RBM they become a major nuissance because the game isn't balanced to support his modifications which brings a plethora of campaign issues (for a mod supposedly dealing with battles, it over-extends A LOT). - one of which are horse producing villages - since he did some major fkery with their prices, horse villages can actually flip up to 8k per day in denars... (broken, I know) but let's suppose that we had villages that indeed produce useful equipment that has much higher costs, balanced properly, we could own villages that fluctuate between 500 up to whooping 3k a day depending on the produce, hearths and how often villagers completed their trade trips. Great and all, but also not as perfect as it should - the added layer would require (to be really good) that we had access to some sort of automation of boring and time consuming tasks, like having patrols - this demands either leader free "manhuter-eske" parties (could push companions, but with the vanilla limitation of how many we can get it would suck) that patrol or escort villagers on demand - or - give full control of clan owned parties with options in those lines. Vanilla BL goes too far in losing any realistic logical sense when it comes to management - we are arbitrarily limited to such an extent that we might as well just conquer a town and sit in it on AFK mode forever... So far we can only really intervine directly, but are not allowed to put brain-power into anything in the game - sure, campaign ai should need severe tweaking and access to the same tools first yet considering how the whole patching and feature 15th party balls for the game happened in the past 2 years, we can't count on TW for any...

As I've said, game has been slowly improving (slower than a drunken turtle skating on snails), yet it isn't going on any good direction so far, when it gets less disjointed, than I can properly judge again, as is it's in the same state as it were on release date regarding game design quality. Calling some half-arsed bandaids "fixes" isn't something I can condone with neither.
 

Nogand

Recruit
don't know if I had ever seen this thread before, but from what OP considers "fixes" I gather it strays very far from what I see as a "basic wants" for the game.

Castles, for instance, remain mostly useless - they are what we call in my country a "white elephant" (consumes much more than it gives back - and as time goes by it ends up becoming a financial blackhole) One way would be to give every castle a village that produces something that goes a touch close to what town taxes can provide, but to do so hearths would have to have a much more impactful effect over village production rates. - RBM does plenty of "fkery" with a lot of mechanics by collateral (not sure if raptor has paid attention to that), as such it showed me plenty of possibilities if these things were done correctly, in RBM they become a major nuissance because the game isn't balanced to support his modifications which brings a plethora of campaign issues (for a mod supposedly dealing with battles, it over-extends A LOT). - one of which are horse producing villages - since he did some major fkery with their prices, horse villages can actually flip up to 8k per day in denars... (broken, I know) but let's suppose that we had villages that indeed produce useful equipment that has much higher costs, balanced properly, we could own villages that fluctuate between 500 up to whooping 3k a day depending on the produce, hearths and how often villagers completed their trade trips. Great and all, but also not as perfect as it should - the added layer would require (to be really good) that we had access to some sort of automation of boring and time consuming tasks, like having patrols - this demands either leader free "manhuter-eske" parties (could push companions, but with the vanilla limitation of how many we can get it would suck) that patrol or escort villagers on demand - or - give full control of clan owned parties with options in those lines. Vanilla BL goes too far in losing any realistic logical sense when it comes to management - we are arbitrarily limited to such an extent that we might as well just conquer a town and sit in it on AFK mode forever... So far we can only really intervine directly, but are not allowed to put brain-power into anything in the game - sure, campaign ai should need severe tweaking and access to the same tools first yet considering how the whole patching and feature 15th party balls for the game happened in the past 2 years, we can't count on TW for any...

As I've said, game has been slowly improving (slower than a drunken turtle skating on snails), yet it isn't going on any good direction so far, when it gets less disjointed, than I can properly judge again, as is it's in the same state as it were on release date regarding game design quality. Calling some half-arsed bandaids "fixes" isn't something I can condone with neither.
Wait, the economy is fleshed-out enough for village income to actually depend on the value of goods produced? Maybe True Item Values for more than just player convenience then.
 

xdj1nn

Knight at Arms
WBWF&S
Wait, the economy is fleshed-out enough for village income to actually depend on the value of goods produced? Maybe True Item Values for more than just player convenience then.
yes, that's the major change from 1.8 - simple change on how calcs happen in-game, but not properly explored yet.

RBM's side effect on horse villages' that they make Askar's owning clan and the other one owning the 2 horse castle filthy rich. Breaks the entire economy.
 

Nogand

Recruit
yes, that's the major change from 1.8 - simple change on how calcs happen in-game, but not properly explored yet.

RBM's side effect on horse villages' that they make Askar's owning clan and the other one owning the 2 horse castle filthy rich. Breaks the entire economy.
I just use TIV to change the horse prices back to their vanilla values. If you make gear cheaper does that reduce income from towns with blacksmiths or do workshops only affect the player?
 

xdj1nn

Knight at Arms
WBWF&S
I just use TIV to change the horse prices back to their vanilla values. If you make gear cheaper does that reduce income from towns with blacksmiths or do workshops only affect the player?
idk - never seen the code and haven't deliberately tested it... Most info you can probably get from Strat Gaming(YT) videos. @Strat
 

Strat

Recruit
idk - never seen the code and haven't deliberately tested it... Most info you can probably get from Strat Gaming(YT) videos. @Strat
I just use TIV to change the horse prices back to their vanilla values. If you make gear cheaper does that reduce income from towns with blacksmiths or do workshops only affect the player?
From what I can tell, gear is consumed by the town at higher prosperity, but there is no mechanic that gives money or takes money from anything - it just disappears. The AI doesn't buy gear and gear pricing stays the same from day 1 to 100+ years (I've tested this several times), only trade goods change in price. As for workshops, only the notables own them and not clans or nobles so my guess is that they only really effect the player. They can change the economy as a whole if you start switching workshops around the map or raiding specific types of goods, but overall I think it doesn't change much for the AI's ability to make money. I would love to get some confirmation or a better explanation from a dev on this though!
*I forgot to mention - the town's Denar balance is a multiple of the prosperity. If you sell enough to take all of their denars, they regenerate 1/3 or something like that each day until the balance reaches the equilibrium. If you buy a ton of stuff, the balance will eventually come back down to the EQ point. So for this reason, I believe the town doesn't actually participate in the economy in the sense that it needs to make profit. It just has money spawn from thin air and will always seek the EQ point no matter what happens.
I hope that helps!
 

xdj1nn

Knight at Arms
WBWF&S
From what I can tell, gear is consumed by the town at higher prosperity, but there is no mechanic that gives money or takes money from anything - it just disappears. The AI doesn't buy gear and gear pricing stays the same from day 1 to 100+ years (I've tested this several times), only trade goods change in price. As for workshops, only the notables own them and not clans or nobles so my guess is that they only really effect the player. They can change the economy as a whole if you start switching workshops around the map or raiding specific types of goods, but overall I think it doesn't change much for the AI's ability to make money. I would love to get some confirmation or a better explanation from a dev on this though!
*I forgot to mention - the town's Denar balance is a multiple of the prosperity. If you sell enough to take all of their denars, they regenerate 1/3 or something like that each day until the balance reaches the equilibrium. If you buy a ton of stuff, the balance will eventually come back down to the EQ point. So for this reason, I believe the town doesn't actually participate in the economy in the sense that it needs to make profit. It just has money spawn from thin air and will always seek the EQ point no matter what happens.
I hope that helps!
makes sense considering how all other settlement attributes have automated drifts to keep everything at 50%
 

five bucks

Knight at Arms
Updated this list based on what Taleworlds has confirmed from the list is in their Release Plans development priorities:
Not previously announced information is underlined.

* Banners your troops can carry in battle, with gameplay effects.
* Criminal Enterprises will be added.
* Town, Castle, field battle, and hideout scenes will be expanded.
* Crowds of units jittering at high speed is fixed and will be released in the future patch/launch.
* Voiceovers for greetings and campaign storyline characters.
* Steam Workshop is being tested and will be available in the near future.
* Siege ladders will be able to be knocked down, buffing defenders in siege battles.
* The ability to target enemy formations.
* Retiring the main character, with a stats score.
* Replay editor.
* Balance tweaks to autocalc.
* Balance tweaks to raiding.
* Balance tweaks to diplomacy decision making.
* Fixes to the weather system. (I'm assuming this means they'll make rain effects work).
* Further improvements to modding tools.

@Dejan Thanks for the excellent post. Answered a lot of important questions well. Can I please ask:
Does "new and updated facial expressions" also refer to the existing bug where conversation animations will not correctly loop, making a character who is shifting from side to side skip back to their original position in the middle of the conversation?

Does "balance tweaks to raiding" refer to how raiding can very quickly and easily destroy a settlement in the hands of a small party, but provides too little reward for a large party to be worth doing? Is some kind of scaling raiding speed planned for larger parties?

Does "balance tweaks to settlement projects" refer to how you settlement projects will never construct if loyalty is too low, and if this will be improved in some way to give players more ways to raise loyalty?

What does "clan-kingdom lifecycle" mean - does this refer to AI kingdoms breaking apart when they have no fiefs for too long?

Also, kudos for the "elephant in the room" pun.
 
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CrazyElf

Sergeant
So now the game is about to be released - what are people's thoughts about this list? Some could be addressed with mods, but I think a majority of the issues should be part of the base game and should not require a mod.

I may not agree with all of these (to give an example, I've previously indicated in this thread that I think that the powerful nature of swinging polearms is historically accurate and there are reasons why mods like RBM still have very powerful polearms), but I think that a majority of should be addressed.
 
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five bucks

Knight at Arms
Updated list to take into account the things in beta patch 1.9.0 which improved/resolved issues from this list, or implemented features:

* Numerous bugfixes and crash fixes.
* Performance improvements.
* Added 6 new battle scenes.
* Added 10 new town scenes.
* Added 2 new castle scenes.
* Added 2 new hideout scenes.
* New Feature: Banners on the battlefield, with gameplay effects.
* Exploiting the retreat function has been fixed for sieges.
* Severely underpowered tavern mercenary troops have potentially been fixed (?)
* Sword Sisters from Warband re-added (though not upgradable from Peasant Women, as they were in Warband).
* Fixed incorrectly sized helmets not fitting characters' heads.
* Fixed high-speed jittering of AI characters when in battle.
* Fixed cavalry troops not couching their lances often enough.
* Modding recieved multiple improvements.
 

mikeboix

Grandmaster Knight
WBNWWF&SM&BVC
Each time I feel like reinstalling Bannerlord to take a look after months of updates I enter this thread and the urge suddenly disappears. It's a kind of magic.
 

five bucks

Knight at Arms
Updated list to take into account the things in official release patch 1.0/2.0 which improved/resolved issues from this list, or implemented features:

* Bugfixes and crash fixes.
* Performance improvements.
* Modding improvements.
* New feature: Added voiceovers for greetings and main quest characters.
 

Mad Vader

Duhpressed
Duke
M&BWB
We have reached an important milestone of an underwhelming formal release. They did what they did and we can all go home now. :grin:
 
Five Bucks, I'm wondering how you feel looking back at the list. You've seen it change numerous times of course and always kept track of the latest developments and updates.
Are you content with what they've done? Have your biggest issues and gripes been adressed?
 

five bucks

Knight at Arms
Five Bucks, I'm wondering how you feel looking back at the list. You've seen it change numerous times of course and always kept track of the latest developments and updates.
Are you content with what they've done?
Thanks for asking. Personally I'm not content with the game in its current state because so many things don't work as intended.
Have your biggest issues and gripes been adressed?
Well, what I wanted from 2013 was for Bannerlord to just be an all-around better version of Warband, and that seemingly very simple expectation hasn't been met. I've come to terms with the fact that Bannerlord will still be missing quite a few Warband features - at least they got half the ones in that were missing at launch. If it's at least a good game in itself I can be OK with it being a bad sequel. But the amount of things wrong with its featurebase currently is not OK.
 
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