Patch Notes v1.1.0

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I don't like doing it this way either, I wish the companions didn't die almost the day after you met them too. I also wish they would only travel to a nearby town and not across the map when they "move".

But they are generic. I can hire 6 "the Golden" companions if I wanted to. Warband, for reference, had real non-generic companions in my opinion. in Bannerlord, some are a bit more useful than others that have wasted focus points. Most have wasted attribute points.
 
But they are generic. I can hire 6 "the Golden" companions if I wanted to.

not in my save.


they die and they are not being replaced..


as far as i can tell, the "smith" died and none came to replace it. nor is there a "coalbiter" that i know will have smithing too.


in any case what is the ****ing point? right now wonderers are spawning randomly across the map, magically jumping from one corner to the other, they die soon after they are found... so what is the idea behind this? so that we can not get the wonderers we want? so that we spend more money hoarding companions early in the game? Where is the fun element in these changes?


these are serious questions i really want to understand what goes on inside these developers heads when they decide to make caravans and workshops irrelevant, when they make it even more frustrating than it already was hunt down companions.,\



heck even IGN made a review of this game and told them to their face and they didnt get the clue "I CANT BELIEVE NO ONE THOUGHT ABOUT ADDING A MESSEGING SYSTEM".

not only did they not add one, they made it even more frustrating to play the ****ing game. WHY ARE ALL THE FEATURES EITHER BEING MADE IRRELEVANT OR SO BORING TO USE?

People have been asking for a diplomacy component for ages.. what do we get? Companions that die as soon as you meet them.. you really can't make this **** up

and i am venting and i have the luxury of mods that fix a lot of the **** that goes on with this game. i can only imagine the expericence the fortnite people are getting
 
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Well it semms like it got downgraded to the older version...which brought back the no connection bug on multiplayer. Im sure this will get fixed soon...right? :sad:
 
Is it intended that the companions that start in a new game have different attribute allocations than the companions that are spawned at some point after a new game? Why would they even have a base attribute allocation for the new game when they die so quickly and are replaced by the worse attribute-allocated version? (they typically balance all the points between every attribute instead of focused like the ones that are found in a new game)
 
not in my save.
they die and they are not being replaced..
as far as i can tell, the "smith" died and none came to replace it. nor is there a "coalbiter" that i know will have smithing too.
Yesterday I started a new game in the Sandbox mode (patch 1.1.0), so far I as I noticed died companions are being replaced. Actually I went to Poros to hire "... the Ironeye" but could not find him at the tavern, because he was already dead. Then after a couple of (in-game) days I found another "... the Ironeye" with similar skills and I hired him.
Maybe dead-companions are replaced only in new games (started in patch 1.1.0), for games that started prior 1.1.0 this does not work? Just a guess.
 
Yesterday I started a new game in the Sandbox mode (patch 1.1.0), so far I as I noticed died companions are being replaced. Actually I went to Poros to hire "... the Ironeye" but could not find him at the tavern, because he was already dead. Then after a couple of (in-game) days I found another "... the Ironeye" with similar skills and I hired him.
Maybe dead-companions are replaced only in new games (started in patch 1.1.0), for games that started prior 1.1.0 this does not work? Just a guess.

I think the only difference that get people rilled up is the lost wanderers fill up the ingame wiki as dead, but doesn't necessary reflect active wanderers now and before. Afaik for the longest time I recall notifications about "character got lost",
 
It's disheartening to start all over again on Xbsx, we don't have cheats, skills are very difficult to complete. I think the skills should be easier for us to complete.
 
It's disheartening to start all over again on Xbsx, we don't have cheats, skills are very difficult to complete. I think the skills should be easier for us to complete.

That is like saying everyone on pc is cheating? Skills take time regardless of version.
 
No, I'm saying it's hard to start over and cheats should be an option, use whoever you want, we want freedom.
 
That is like saying everyone on pc is cheating? Skills take time regardless of version.
People have different playstyles, it´s a singleplayer game so who cares. On PC you can use cheats and mods to adjust the game to your playstyle, console players are just screwed.
 
I'm trying to stay positive and hope that my saves aren't lost.

My current mantra is, "Well... it's still better than CK3 on Xbox."
 
Is there anywhere we can see updates on 1.1 been pushed back for Series X ?

Im hoping MS hoop jumping doesnt mean we gotta wait long ! Update page would be nice though
 
I think the only difference that get people rilled up is the lost wanderers fill up the ingame wiki as dead, but doesn't necessary reflect active wanderers now and before.

well i cant speak for everyone but in my case that is not it.


my suspicion is that they implemented this absurd mechanism of having companions die soon after you meet them to screw the players who use the diplomacy mod (which is just about anyone who uses a mod).


the developers in this game resisted the idea of a messenger system and resent the fact there is a popular mod out there that brings some playability to their otherwise whacky ideas.


the diplomacy mod created a thoughtful balance where you cannot send messengers to NPCs you have not previously met. this is a coherent and sound idea. so the developers in this game rammed the careless FoW down everyone's throat but their mega grinding master plan would not be complete if people could just dispatch messengers across the map. no sir. so how do you combat this? you kill npcs soon after they have been met.


so my gripe is not about having the wiki full of dead people. my gripe is that this feature makes absolutely no sense. explain to me what is sensible about having NPCs die at the age of 21 just because you just met them only to be replaced with a replica a few turns later?

if it isnt to screw over diplomacy mod they couldnt or wont implement then i dont know what it is.


and this wouldn't be so bad if the developers had time for this sort of shenanigans. but the game is full of issues as it is, the fortnite players cant even play the game as they had to roll back to a previous version.. so many things broken...

yet the developers have time to think about **** like this.
 
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So are there any plans in the works to fix the issue where you can find hero prisoners of their own faction within their own dungeons? Not sure why such a big issue persists into the live version of v1.1.0 when it is truly game breaking. My faction is already weakened and now a dozen vassals are in our own prison....
 
well i cant speak for everyone but in my case that is not it.


my suspicion is that they implemented this absurd mechanism of having companions die soon after you meet them to screw the players who use the diplomacy mod (which is just about anyone who uses a mod).


the developers in this game resisted the idea of a messenger system and resent the fact there is a popular mod out there that brings some playability to their otherwise whacky ideas.


the diplomacy mod created a thoughtful balance where you cannot send messengers to NPCs you have not previously met. this is a coherent and sound idea. so the developers in this game rammed the careless FoW down everyone's throat but their mega grinding master plan would not be complete if people could just dispatch messengers across the map. no sir. so how do you combat this? you kill npcs soon after they have been met.


so my gripe is not about having the wiki full of dead people. my gripe is that this feature makes absolutely no sense. explain to me what is sensible about having NPCs die at the age of 21 just because you just met them only to be replaced with a replica a few turns later?

if it isnt to screw over diplomacy mod they couldnt or wont implement then i dont know what it is.


and this wouldn't be so bad if the developers had time for this sort of shenanigans. but the game is full of issues as it is, the fortnite players cant even play the game as they had to roll back to a previous version.. so many things broken...

yet the developers have time to think about **** like this.

If the total number of active wanderers about the same just a more even distribution of types after the changes. Then not really a big deal, as you would always be ensured one with the skills you looking for. If it became more cumbersome for you because of a mod you are using? That is on you though. If you fire a companion they end up "lost" and gone from the game. Lost and dead two different things. If you check with the encyclopedia it say they "disappeared", meanwhile a dead character would look like; died in battle, of old age, natural causes etc, Look at it like people that couldn't find work and went elsewhwere, retired etc.
 
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