Feasts by Bloc

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Sure, was confirmed many times, Mexxico (former dev) said here over 1 year ago that he has to do some console optimation things, which he didn´t "like" that much at all.

It will sell a lot, maybe even more than the PC version (all consoles combined). That´s why the focus of TW is the console port and not finishing the PC EA version.

Mods are possible on consoles but of course not that easy as on PC, I believe Microsoft/Sony have to allow them. But there are some games on the consoles that offer mods (Skyrim as one example). PC multiplayer might be already dead when the game launches, so crossplay isn´t needed.
Hmh, yeah.. I haven't owned a console since the PS3 but I can see Bannerlord being played on it. Wouldn't be too clunky I think.
Crossplay would need to become a thing though.
I miss Mexxico. He used to be our portal into TW. Our dealer providing us with our needed shot of information.
 
Leaked conversation of an intern with a vet:
-Feasts?
+ Yeah... we're not doing that
- wth why not?
+ It will break the other systems.
- what other systems
+ you know... the systems... like... gathering armies
- That seems like something that can be solved
+ Okey look the code is very fragile
- How fragile
+ As fragile as a high level armour against a looters rock, just one touch and it collasps
- A modder can make it!
+ Yeah. Im not paid for thinking here mate, I just keep sending emails to the 2 art designers we have until the sheeps reach peak levels
- What
+ Yeah I've been a week here as an intern and Armagan put me as second in command
- But where's the rest of the team?
+ Some doing opium, some playing elden ring, some are doing both
- And Callum?
+ Oh he's locked right there, huh remind me to feed him too, haven't touched that room in a while
- And Dejan?
+ Oh he's in the lower one, you dont wanna get there, that **** is dark
- And.. armagan?
+ The mobs
- What
+ the mobs got him
- ...
+ Because of the drug dealing? Pay attention! Armagan got really greedy after making millions out of a small project he started on his own, so he decided to start drug smuggling to the Kurds, you know, a tale old as time in Turkey. See the new building? We dont even need that! Its only two of us here man, its just to wash money.
- Holy ****
+ And then the mobs got really angry because of the new equipment system in MP, apparently they had a big team in Warband and they really didnt like the changes
- Thats why the mobs got him???
+ Hey dude Multiplayer may have a small community but they're really passionate about it.
- This is unreal, then why you just dont change it back
+ Are you crazy? The new equipment system ™ took like 2 weeks to code and complete, who are you gonna sign up to work? NIN3? He worked like crazy and then got addicted to crack because of the stress.
- And if we have that much money, why dont we even hire more people, and why the **** am I not being paid?!?!?
+ Welcome to the game industry mate *burns a 1000$ cuban with 500 liras in a strip club*
made my day :ROFLMAO:

 
Although Skyrim has mods on consoles, it is not much versatile as pc version. I dont think it will be different for Bannerlord too.
Yes, I don´t know how mods exactly work on console but it´s not like that every dude can just upload his mod as it is possible on pc. They have to be approved in some way.

PC will always be better when it comes down to modding. I guess it´s also some extra work that the devs need to do to use mods on consoles, so won´t happen for Bannerlord.
 
Imagine playing bannerlord without mods hahaha
I did quite a few playthroughs of purely vanilla Warband, and enjoyed it. You would think considering Bannerlord is a sequel, doing the same would be an even better experience without needing mods.

Mods should be for expanding the experience, but the base game should be fun and a good sequel even without mods.
 
I did quite a few playthroughs of purely vanilla Warband, and enjoyed it. You would think considering Bannerlord is a sequel, doing the same would be an even better experience without needing mods.

Mods should be for expanding the experience, but the base game should be fun and a good sequel even without mods.
Both vanilla games has a good early game, but late game, not really, feels the same, and gets boring. Warband is fun to play without mods AT the time, but bannerlord should be a modern version and an upgraded version of the previous game but sadly it's not.
 
Mods should be for expanding the experience, but the base game should be fun and a good sequel even without mods.

I mostly agree with you @five bucks , especially in difficult/hard coded games to mod. The developer has to make sure the Vanilla game is "playable".
But in other games that are Mod friendly, I think the most important thing is the stability of the vanilla version. Not even so much the balancing! As long as modders have access to the right resources/codes, they can fix and even improve the balancing.
An unstable vanilla prone to crashes is more difficult to play and/or mod, hence the priority for a stable vanilla and the availability of modding tools.
This is the perfect example: people have been complaining about the lack of feasts for months and here we are with a talented bloke (no pun intended) who came up with new content in apparently a day's work!
So, let me ask you guys this: knowing the pattern with developers (not just this game, but in general), each time players request a particular feature, if we do get it it is either half baked or causes other features to malfunction. The perfect example (which has been my personal pet peeve) is the pre-battle deployment. The new feature was introduced and the party assignment feature that was working just fine was removed giving us a half @$$ new feature!
So instead of asking TW to give us new features with the risk of receiving half baked ones and other issues with it, I would rather see less hard coding and more modding tools.
The problem is going to be the adjustment of the whole game to fit console needs, if the console rumor is true. This can bring huge limitations to modding. Which leads me to suspect it is the reason orders can only be accessed with keyboard keys instead of mouse click!

Your $5, my 2 cents.
 
I mostly agree with you @five bucks , especially in difficult/hard coded games to mod. The developer has to make sure the Vanilla game is "playable".
But in other games that are Mod friendly, I think the most important thing is the stability of the vanilla version. Not even so much the balancing! As long as modders have access to the right resources/codes, they can fix and even improve the balancing.
An unstable vanilla prone to crashes is more difficult to play and/or mod, hence the priority for a stable vanilla and the availability of modding tools.

So, let me ask you guys this: knowing the pattern with developers (not just this game, but in general), each time players request a particular feature, if we do get it it is either half baked or causes other features to malfunction. The perfect example (which has been my personal pet peeve) is the pre-battle deployment. The new feature was introduced and the party assignment feature that was working just fine was removed giving us a half @$$ new feature!

So instead of asking TW to give us new features with the risk of receiving half baked ones and other issues with it, I would rather see less hard coding and more modding tools.
I could be wrong but it doesn't seem like Warband features would make the vanilla game significantly less stable at all.

Pre-battle deployment is a poor example because it's still "new" - in the sense that there has only been one gameplay patch since they released it - so they haven't had much time to improve it, who knows, the next patch could make it much better. And it replaced something that was working, while Warband features such as feasts won't replace anything at all, they will be additions.

I think a better comparison would be keep battles, prison breaks, recruiting companions as nobles, and sandbox mode. All of these are returning Warband features that have been out for a while now (prison breaks were very flawed at first but they eventually fixed them), successfully implemented, and are a good addition to the game that doesn't seem to have made a major negative impact to stability.
This is the perfect example: people have been complaining about the lack of feasts for months and here we are with a talented bloke (no pun intended) who came up with new content in apparently a day's work!
Yep, it's apparently easy for either a TW employee or modders to do.

But let me use scenarios to illustrate why it isn't good for the consumers if features that should be in the base game are left to modders.

Scenario A: 9 different modders each make a mod for 1 missing Warband feature, taking each of them a day or couple of hours. None of them communicate together, so their different mods are not necessarily compatible, meaning crashes. Some modders may abandon their mod and not update it due to the bugfixing/perf/etc patches that TW needs to keep releasing which break their mods. And so on. If you want to add mods to your game that expand further than missing Warband features, like say Kingdoms of Arda, you come at even more risk of crashes.

Scenario B: 1 Taleworlds employee spends 1 week of work (as demonstrated by bloc) putting 9 missing Warband features in Bannerlord. They're all compatible with each other, and don't get broken by updates, or abandoned. They are also naturally compatible with any other mod you want to add to your game.

If you're worried about stability from TW doing stuff, you should be even more worried about stability if everything is left to modders.
Your $5, my 2 cents.
Ayy.
 
Pre-battle deployment is a poor example because it's still "new" - in the sense that there has only been one gameplay patch since they released it - so they haven't had much time to improve it, who knows, the next patch could make it much better.
Wasn´t it introduced like 4 months ago?
 
Wasn´t it introduced like 4 months ago?
Yep, hence the inverted commas. It's new in TW time, and the only gameplay patch that came out between its introduction and now was 1.7.2, which did have two minor fixes to OOB.

I think we will see more OOB fixes in future, like how prison breaks got fixed after they were broken when first introduced.
 
This is very cool, especially for less than a day of work.

Not liking the decision to not put it in game for the mentioned reasons, the clan system means there are always lords who can field armies/parties in the field, even during a feast. Attacking into a Kingdom with a big feast is also a cool "strategy" not available in the name of balance
 
@Callum would it please be possible if you could ask for us what particular in-game "other systems" would be broken by lords having feasts in peacetime?
 
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