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

Does this roadmap represent your basic wants for Bannerlord?

  • Yes

    Votes: 393 86.8%
  • No

    Votes: 60 13.2%

  • Total voters
    453

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Rebuilding villages is a great idea - it makes sense in vanilla without any additional mechanics and beyond just providing xp. I am all for it.
And if they add that to certain AI (traits?) logic to also do so too. Can give further purpose wanting to recruit only those persons for a more 'defensible' kingdom. And maybe if you engage one rebuilding a fief - at least give them a more advantageous position (in the village) in battle - and certain AI tactics to make use of chokepoints (though that's a huge undertaking with all the different layouts).
That I can get down with - I also wish you could trade fiefs for peace. Like when my nobles take a town a million miles away, I can give it back for an earlier peace arrangement at no tribute.
Goes back to needing that casus belli, if you're just defending, as long as you can prevent attacker to a degree; they'll sue for peace. Or if your objective is X towns, or whatever as discussed here for years.
Side note - paying a little bit of tribute can be an advantage as it buys you longer peace time. Kingdoms are less willing to fight you if you are paying them money and it's something I've only taken advantage of when I start my own kingdom. It'd be helpful if it was less tedious to track tribute amounts because they are also highly volatile - I've seen multi thousand denar swings in a day.
They just need other things besides tribute being the only measure for their war/peace slider. Fiefs as mentioned, or a marriage even.
 
I would like the players characters voices to match there culture when you pick your starting culture the voice types should match that culture and not sound like 4 different pirates . I think that would add a better feel to the world of Bannerlord.
 
I would like the players characters voices to match there culture when you pick your starting culture the voice types should match that culture and not sound like 4 different pirates . I think that would add a better feel to the world of Bannerlord.
I agree, that would be nice.

I also think the voices are still bugged in character creation... even in 1.1.4... I've made a ticket a looong time ago about not being able to choose type 2 for female voice or something like that
🤷‍♂️
 
Updated list to take into account the things in beta patch 1.2.0 which improved/resolved issues from this list, or implemented features:

* Bugfixes and crash fixes.
* Performance improvements.
* 6 new battle terrains added, also new hideouts.
* New/fixed feature: Rain effect now operates in battles.
* New feature: commanding allied formations to attack specific enemy formations.
* New feature: kingdoms which have no fiefs left are destroyed and broken up.
*
Siege ladders can now be pushed back while troops are on them.
* Improved cavalry and melee combat AI.
* Modding improvements.
 
I can't believe they finally listened to players about the bold stuff. Who pushed those on the dev end?
Not sure what you mean by bold stuff? Although I'm glad to see these things in the latest patch, it is stuff I expected to be in the full game. It's a copy paste of warband with all the new technological advancements and a plethora of available resources since that era so again, I expect it to have these features (and more) and am disappointed it has taken so long to not even fully integrate them such as: sound effects when riding a horse on snow sounds like galloping on concrete.
 
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Not sure what you mean by bold stuff? Although I'm glad to see these things in the latest patch, it is stuff I expected to be in the full game. It's a copy paste of warband with all the new technological advancements and a plethora of available resources since that era so again, I expect it to have these features (and more) and am disappointed it has taken so long to not even fully integrate them such as: sound effects when riding a horse on snow sounds like galloping on concrete.
Its the in game text is set to bold. Which i never ask for but i noticed immediately because my eye sights not to good. But now i can read everything easy. Thanks to people who asked for it and thanks to TW for adding it.
 
Its the in game text is set to bold. Which i never ask for but i noticed immediately because my eye sights not to good. But now i can read everything easy. Thanks to people who asked for it and thanks to TW for adding it.
Well consider my foot in my mouth. I took "bold" as "daring". Apologies and glad you're able to experience the game better.
 
It's about the bold text in 5bucks' comment: the attacking of formations and elimination of destroyed kingdoms. Both were requested features since forever, and Taleworlds ignored these requests, so it's a surprise they actually listened.
 
It's about the bold text in 5bucks' comment: the attacking of formations and elimination of destroyed kingdoms. Both were requested features since forever, and Taleworlds ignored these requests, so it's a surprise they actually listened.
lol thats what I thought you meant, So they basically just implemented what was in RTS mod -the troop targeting as well as kind of the obvious move to allow Kingdoms to elapse rather than wither endlessly. Sounds about right. Although Im prettty happy they finally added some meaning to terrain in both Auto-calc and battle scenes - hoping for more of that trajectory
 
lol thats what I thought you meant, So they basically just implemented what was in RTS mod -the troop targeting as well as kind of the obvious move to allow Kingdoms to elapse rather than wither endlessly. Sounds about right. Although Im prettty happy they finally added some meaning to terrain in both Auto-calc and battle scenes - hoping for more of that trajectory
Great! Brb in 1 year to check again if they fixed more stuff. :mrgreen:
 
Great! Brb in 1 year to check again if they fixed more stuff. :mrgreen:
Thankfully the list of things they need to fix for the game to actually be fun is getting shorter and shorter.

There's only a handful of major problems killing the fun now for me.
 
Thankfully the list of things they need to fix for the game to actually be fun is getting shorter and shorter.

There's only a handful of major problems killing the fun now for me.
Have to disagree. The list of Bannerlord's fundamental issues is still big and I still have little to no hope that TW will actually address all of them.

Changes like kingdom destruction and formation targeting (poorly implemented, by the way), while being nice, are a drop in the ocean. Fixing core problems with diplomacy, internal politics, fief management etc will require 10 times more effort from TW. Do you truly believe they are capable of doing this? So far I'm not convinced.
 
Have to disagree. The list of Bannerlord's fundamental issues is still big and I still have little to no hope that TW will actually address all of them.

Changes like kingdom destruction and formation targeting (poorly implemented, by the way), while being nice, are a drop in the ocean. Fixing core problems with diplomacy, internal politics, fief management etc will require 10 times more effort from TW. Do you truly believe they are capable of doing this? So far I'm not convinced.
What are the specific nature of problems with diplomacy, internal politics and fief management that you reckon need high effort to be fixed?

Here's the big core problems I see and I think they have relatively easy solutions:

Diplomacy: Tribute calculations are stupid. This can be fixed by reducing the value of raids in tribute calculation and increasing the importance of prisoners, fiefs taken, battles won, casualties etc.

Internal politics: voting doesn't work because lords always vote the same way. This can be fixed by making lord votes vary based on their personality traits and hidden political preferences, as well as increasing the weight of relation in how much lords support votes.

Fief management: Just need to make completing quests for castle fief village notables provide a loyalty increase, and possibly make construction rate never fall below 1% even if loyalty is low.
 
What are the specific nature of problems with diplomacy, internal politics and fief management that you reckon need high effort to be fixed?
  • Diplomacy.
    • Issues
      • There are no options other than declaring war and signing peace
      • Tribute calculations are completely broken
      • AI's war and peace declarations are heavily influenced by RNG instead of some basic decision making algorithm
    • Proposed changes
      • Remove tribute payments. It's clear as day that TW lack competence/desire/resources to make this system work properly, so it's easier to just get rid of it
      • Bring back truces from Warband so kingdoms cannot attack 3 days after peace declaration
      • Implement basic non-aggression pacts
      • Implement basic offensive alliances
  • Internal politics
    • Issues
      • 80% of policies are still broken, some even do not work at all
      • All policies are incredibly boring number modifiers
      • All policies are horrifically balanced. Every playthrough sees the player passing the same good policies and avoiding the same bad ones.
      • Vassal AI is god-awful and constantly tries to declare 4th simultaneous war
      • Relations and traits barely influence voting decisions
      • Fief voting mechanic is hilariously terrible with its atrocious "3 arbitrary choices" system
      • Rulers are worthless and barely differ from regular vassals
    • Proposed changes
      • Remove policies. Again, TW show no intention to fix these, so get rid of them
      • Make it so only rulers are allowed to propose war and peace declarations. Vassals are only allowed to vote but not propose
      • Drastically increase the effect of relations and traits on voting desicions
      • Remove the 3 choice system from fief voting, allow rulers to grant newly conquered fiefs to any clan
  • Fief management
    • Issues
      • Castles are completely worthless
      • Towns are almost worthless. The only useful building is Forum that gives you passive influence
      • Permanent wrong culture penalty to loyalty is beyond idiotic
      • No remote fief management
    • Proposed changes
      • Move castles to natural chokepoints and places of strategic importance. Make them exert areas of influence that force enemy parties to siege a castle if they want to go past it
      • Make it more desirable to own a castle. For example, big garrisons in castles should generate passive influence
      • Implement basic remote fief management
      • Replace the "wrong culture" penalty with "recently conquered" penalty to offset the removal of policies. "Recently conquered" penalty decays with time and reaches 0 in around 1-2 months
 
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  • Diplomacy.
    • Issues
      • There are no options other than declaring war and signing peace
      • Tribute calculations are completely broken
      • AI's war and peace declarations are heavily influenced by RNG instead of some basic decision making algorithm
    • Proposed changes
      • Remove tribute payments. It's clear as day that TW lack competence/desire/resources to make this system work properly, so it's easier to just get rid of it
      • Bring back truces from Warband so kingdoms cannot attack 3 days after peace declaration
      • Implement basic non-aggression pacts
      • Implement basic offensive alliances
  • Internal politics
    • Issues
      • 80% of policies are still broken, some even do not work at all
      • All policies are incredibly boring number modifiers
      • All policies are horrifically balanced. Every playthrough sees the player passing the same good policies and avoiding the same bad ones.
      • Vassal AI is god-awful and constantly tries to declare 4th simultaneous war
      • Relations and traits barely influence voting decisions
      • Fief voting mechanic is hilariously terrible with its atrocious "3 arbitrary choices" system
      • Rulers are worthless and barely differ from regular vassals
    • Proposed changes
      • Remove policies. Again, TW show no intention to fix these, so get rid of them
      • Make it so only rulers are allowed to propose war and peace declarations. Vassals are only allowed to vote but not propose
      • Drastically increase the effect of relations and traits on voting desicions
      • Remove the 3 choice system from fief voting, allow rulers to grant newly conquered fiefs to any clan
  • Fief management
    • Issues
      • Castles are completely worthless
      • Towns are almost worthless. The only useful building is Forum that gives you passive influence
      • Permanent wrong culture penalty to loyalty is beyond idiotic
      • No remote fief management
    • Proposed changes
      • Move castles to natural chokepoints and places of strategic importance. Make them exert areas of influence that force enemy parties to siege a castle if they want to go past it
      • Make it more desirable to own a castle. For example, big garrisons in castles should generate passive influence
      • Implement basic remote fief management
      • Replace the "wrong culture" penalty with "recently conquered" penalty to offset the removal of policies. "Recently conquered" penalty decays with time and reaches 0 in around 1-2 months
Some good points made. I also would like if wars had real goals, like taking "x" castle or gaining control over a set region(maybe having to give back territories that were not in the war goal when signing a peace deal). Armies should also have objectives and not just run arround doing nothing.
 
  • Diplomacy.
    • Issues
      • There are no options other than declaring war and signing peace
      • Tribute calculations are completely broken
      • AI's war and peace declarations are heavily influenced by RNG instead of some basic decision making algorithm
    • Proposed changes
      • Remove tribute payments. It's clear as day that TW lack competence/desire/resources to make this system work properly, so it's easier to just get rid of it
      • Bring back truces from Warband so kingdoms cannot attack 3 days after peace declaration
      • Implement basic non-aggression pacts
      • Implement basic offensive alliances
  • Internal politics
    • Issues
      • 80% of policies are still broken, some even do not work at all
      • All policies are incredibly boring number modifiers
      • All policies are horrifically balanced. Every playthrough sees the player passing the same good policies and avoiding the same bad ones.
      • Vassal AI is god-awful and constantly tries to declare 4th simultaneous war
      • Relations and traits barely influence voting decisions
      • Fief voting mechanic is hilariously terrible with its atrocious "3 arbitrary choices" system
      • Rulers are worthless and barely differ from regular vassals
    • Proposed changes
      • Remove policies. Again, TW show no intention to fix these, so get rid of them
      • Make it so only rulers are allowed to propose war and peace declarations. Vassals are only allowed to vote but not propose
      • Drastically increase the effect of relations and traits on voting desicions
      • Remove the 3 choice system from fief voting, allow rulers to grant newly conquered fiefs to any clan
  • Fief management
    • Issues
      • Castles are completely worthless
      • Towns are almost worthless. The only useful building is Forum that gives you passive influence
      • Permanent wrong culture penalty to loyalty is beyond idiotic
      • No remote fief management
    • Proposed changes
      • Move castles to natural chokepoints and places of strategic importance. Make them exert areas of influence that force enemy parties to siege a castle if they want to go past it
      • Make it more desirable to own a castle. For example, big garrisons in castles should generate passive influence
      • Implement basic remote fief management
      • Replace the "wrong culture" penalty with "recently conquered" penalty to offset the removal of policies. "Recently conquered" penalty decays with time and reaches 0 in around 1-2 months

+1
 
There are no options other than declaring war and signing peace. Implement basic non aggression pacts and offensive alliances.
  • All policies are incredibly boring number modifiers
My stance is that something should be added if it was in the last game, or was mentioned by TW in devblogs/posts/videos/demos that they would add it.

Bannerlord is an extremely broad game. It's a melee slasher, it's an RPG, it's a tactics-lite game, it's a grand strategy-lite game, it's even a trade simulation and multiplayer game. Not all of those various aspects can have depth. Some of them will just be simple number modifiers and that's fine. Bannerlord is a grand strat lite, not Crusader Kings.

I think the reasonable expectation is for TW to give us everything they created an expectation for, functional and working as intended in a well balanced way.

Unless I've missed a devblog, alliances and NAPs were never mentioned, not were they in Warband. So while they would be nice to have, I think we can't claim to be owed them, and also think they would be pretty complex for TW to implement.

If you don't even trust TW to fix the tribute system, as you said, how do you think they're competent enough to add alliances that will even further complicate the existing AI?
      • Tribute calculations are completely broken
      • Bring back truces from Warband so kingdoms cannot attack 3 days after peace declaration
Totally agree, and it stands in the way of the game being fun. My proposed solution was given above - reduce importance of raids in the calculation, increase importance of kills and prisoners and fiefs taken. Just some simple numbers changes. Also, yes, bringing back WB truces would solve unfun war/peace pacing.
  • 80% of policies are still broken, some even do not work at all
      • All policies are horrifically balanced. Every playthrough sees the player passing the same good policies and avoiding the same bad ones.
Yes, these should be fixed. Mainly by simple numbers changes. I should probably update the OP to mention this.
      • Vassal AI is god-awful and constantly tries to declare 4th simultaneous war. Relations and traits barely influence voting.
I think fixing the second one would make the first one good. If some AIs are stupid warmongers and some are sensible or conservative, the player can be the one to balance the vote and steer things in the right direction.
  • Castles are completely worthless
      • Towns are almost worthless. The only useful building is Forum that gives you passive influence
I wouldn't say completely worthless. They just need to give a little more source of income. Really, owning towns and castles is the game's main unspoken win condition, so that's worth in itself.
      • Permanent wrong culture penalty to loyalty is beyond idiotic
The penalty could probably just be reduced a little and it would be fine. Being a permanent thing is unrealistic, but most games shouldn't be lasting more than 2 lifetimes, which is a realistic duration for cultural prejudice to linger.
    • Proposed changes
      • Move castles to natural chokepoints and places of strategic importance. Make them exert areas of influence that force enemy parties to siege a castle if they want to go past it
Are you proposing castles physically block passage and the player has to have positive relation with the castle owner to go through a gap? I can see that being extremely annoying.

I like the area of influence idea in theory. It's certainly realistic and could be implemented as draining a nearby hostile army's supply, or morale, or making them take passive casualties, or generating a harassing raid from cavalry that attacks and retreats, or something.

However I think simply increasing income is the quickest and easiest way to make castles/towns more useful for the player to own. Also, completing quests for castle fief village notables should provide loyalty, like it currently does for town fief village notables.
 
IIRC there is a 2 week truce period between kingdoms after they reach a peace agreement.
Hey Duh, could you please talk to management about introducing a longer truce period and for the love of god implementing a messenger system to the game.

I have other outsranding issues with the game, many of which are outlined in this post, but the lack of messengers is imo one of the greatest now. Especially now that clans disappear after 3 weeks of their kingdom's destruction, not to forget about hiring mercenaries being extremely difficult and having to find and follow clan leaders to convince to join your faction. Messengers would make the game, especially the lategame (the most problematic stage) much smoother. I believe that many, if not almost all of the people in the forums would agree with me in that we badly need messengers in the game.
 
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