Patch Notes v1.2.10-1.2.11

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More news will be shared as we approach the release of the content, but we're not there yet. I understand the anticipation but rest assured that development is progressing.
That's been the response since, what, February? It really doesn't inspire confidence to hear nothing but 'we're working but can't tell you what we're doing or when it will be out. If you need more information, look at our 2 year old never updated future plans post' for the better part of a year.

To be blunt: why should any of us trust you guys at this point?
I don't expect an answer to that question, since from what I've seen over the years whenever someone asks a pointed question of this kind it gets ignored.
 
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That's been the response since, what, February? It really doesn't inspire confidence to hear nothing but 'we're working but can't tell you what we're doing or when it will be out. If you need more information, look at our 2 year old never updated future plans post' for the better part of a year.

To be blunt: why should any of us trust you guys at this point?
I don't expect an answer to that question, since from what I've seen over the years whenever someone asks a pointed question of this kind it gets ignored.

A single modder can add entire reworks of the game, add dozens of features, implement balance changes, keep their mod updated and communicate said updates relatively frequently on Nexus, all for free.

Taleworlds can't do any of this. In the 4 years since release they have removed more features than added and spent 2 years trying to implement the Claimants quest which they probably had in the works 10 years ago, similar to adding rain according to their devlogs back then.

****ing shambles
 
A single modder can add entire reworks of the game, add dozens of features, implement balance changes, keep their mod updated and communicate said updates relatively frequently on Nexus, all for free.

Taleworlds can't do any of this. In the 4 years since release they have removed more features than added and spent 2 years trying to implement the Claimants quest which they probably had in the works 10 years ago, similar to adding rain according to their devlogs back then.

****ing shambles
Where is that single modder, I've been looking all my life for him!
 
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- 5 new battle maps.
- Feasts!
- New companions.
- Improvements to the courting process.
- Improvements to managing and using relationships with NPCs.
- New quests.
- More Diplomacy options.
Bro if the 1.3.0 had at least one of the content of your list I would consider it good but it most certainly will not contain not even one, except for maybe quests which will be a chore just like the rest of them
 
Bro if the 1.3.0 had at least one of the content of your list I would consider it good but it most certainly will not contain not even one, except for maybe quests which will be a chore just like the rest of them

A competent team of 5 or 6, accountable to capable leadership, motivated to do so, absolutely could have developed those features in this cycle. Read into that what you will.
 
A competent team of 5 or 6, accountable to capable leadership, motivated to do so, absolutely could have developed those features in this cycle. Read into that what you will.
Well lets hope they deliver some new functionality, especially for the late game and the placeholder stuff in-game :smile: They work with what they got, as our firms/companies do :grin:
 
- more kingdom management, more directing actions and less hands-on moving all around the map.
- Court ministers for specific functions:
- spy master, who needs funds for information about army movemenst or can insite rebbellions.
- Master of arms, who can recruit for you and for a price can alter equipment of troops or alter your troop tree. (my little warband)
- unlock the skill of battle overview as an high level perk. or based on your position/rank (RTS camera)
- HIre teachers for your children
- A royal messaging system. I am sure there is someone who can deliver the kings wishes or demand someone's pressence somewhere
.
Becoming the ruler should change the way you can interact with the world.
 
- more kingdom management, more directing actions and less hands-on moving all around the map.
- Court ministers for specific functions:
- spy master, who needs funds for information about army movemenst or can insite rebbellions.
- Master of arms, who can recruit for you and for a price can alter equipment of troops or alter your troop tree. (my little warband)
- unlock the skill of battle overview as an high level perk. or based on your position/rank (RTS camera)
- HIre teachers for your children
- A royal messaging system. I am sure there is someone who can deliver the kings wishes or demand someone's pressence somewhere
.
Becoming the ruler should change the way you can interact with the world.

Sounds like you want to turn the game into some sort of CK3 clone.

What benefit should teachers for your children give? Apart from make them even more OP once they come of age?
 
Sounds like you want to turn the game into some sort of CK3 clone.

What benefit should teachers for your children give? Apart from make them even more OP once they come of age?

They asked for his suggestion and he gave it to them.

He's looking for his medieval-style RPG game to have more RPG elements which have some similarities to another medieval-style RPG. In it as it currently has close to almost no RPG mechanics so why not pull some from a a tried and tested source.

Instead of shooting down his suggestions, why don't you give your own or better yet, don't say anything when he is actually getting somewhere with a dev.
 
They asked for his suggestion and he gave it to them.

He's looking for his medieval-style RPG game to have more RPG elements which have some similarities to another medieval-style RPG. In it as it currently has close to almost no RPG mechanics so why not pull some from a a tried and tested source.

Instead of shooting down his suggestions, why don't you give your own or better yet, don't say anything when he is actually getting somewhere with a dev.

If you want a mechanic added to the game I think its fair to ask what it supposed to do. If it just to hire some dude to hang around doing nothing, then it doesn't add anything of value. In regard of a teacher, I don't see why ask what benefit/role it would have is such a issue. Your children is already the most OP characters in the game when they come of age.

I would want to see things added to the game that added to and enhanced the battles and fights in the game. If they added a bunch of things that just made me have to micro manage things that stray away from that it would just made the game poorer (for me).

I know it's more or less a Hollywood trope, but having such as "flaming arrows" that causes shock to morale and horses to panic. Or what about Balistas/Scorpions to use in field battles. A bit funny one, how about war pigs? We don't have elephants in the game, but light pigs on fire and send them to cause panic.is an actual historic thing.
 
Hello. I would like to share my vision.
The game is currently divided into three stages
The first stage. You are a fighter who earns fame and money, and assembles a strong squad.

The second stage. The commander. You begin to command several squads, the first sieges, large battles.

The third stage. The ruler. At this stage, you must manage the kingdom, but at the moment this is not the case. We are stuck at the second stage.
It is necessary to expand the possibilities for managing the state, as already written above.
- Firstly, you can add the skill of managing the kingdom, which will be pumped up while you are the head of the country. Perks accordingly to improve the quality of global management.
- You can allow the ruler to build buildings for his vassals for influence and money.
- You can expand the laws and attach them to buildings in your kingdom. For example, if you have three barracks of the third tier, you can pass a law on the militia, and recruits will appear in your kingdom from the second tier. Having five level three barracks and five weapon manufactories, you can pass a law on a professional army, and recruits will appear from the third level.
- Expand the number of buildings in cities and castles.
- For influence and money, create armies (without the participation of the main character) and give them orders to siege or participate in battles.
- I had an idea for a long time, I even wanted to make a mod. In general, having a certain number of military manufactories or high-tier forges, we can accept "re-equipment of the army" in the laws section and all recruits in our possessions receive improved armor and weapons. This should cost a lot, but the effect is worth it.
 
Do you have any fresh suggestions for this specifically?
- Maybe a trophy room, or some kind of customisation of your main city or throne room so you can visually admire what you have achieved. The trophies or improvements you obtained could act like powerful perks to your managed settlement. This would add more objectives and potentially more hours to the campaign.

- What about some singular locations, maybe a base for small clans or heavily guarded places not affiliated to any big faction that would give up some juicy loot when defeated. Some of these could be achieved at low levels to give more variety to early game.
 
Do you have any fresh suggestions for this specifically?
Not related to the late game but would it be possible for archers to use multiple arrow types in battle? now the game only considers the first quiver in the equipment while the arrows inside the other quivers are added to the first one. Let the player be able to choose the type of arrow to use based on the enemy's armor, implementing generic categories for arrows such as blunt, hunting, normal, piercing etc. to simplify for AI. So: blunt for taking prisoners, hunting for unarmored targets, piercing arrows for armored targets and so on.
 
Do you have any fresh suggestions for this specifically?
Please, make the game feels different once you are king. No more having to deal with bandits/hideouts yourself. More diplomacy. Messengers as other people have suggested. More control over vassals.
 
Do you have any fresh suggestions for this specifically?
Hello, respected developer

1、 I don't know if you've noticed a problem, but the taxes in a city are too low to even compare to a good suit of armor. I think the city's tax revenue should be appropriately increased to allow players to support their own army.

2、 Meanwhile, can the daily salary settlement be changed to weekly salary settlement, and a panel will pop up during settlement to display the income and expenditure details. It is even possible to consider giving players the option to forcibly control their monetary expenditures, such as temporarily withholding soldiers' wages (at the cost of lowering morale), and doubling soldiers' wages (increasing morale and improving relationships with certain specific characters in the team).

3、 There is a very interesting feature in the MOD of the first generation game: soldier mode. It allows players to join a lord's army and fight alongside the lord. Players will be promoted step by step and receive corresponding armor and weapons in the process, while also increasing their relationship with the lord. I hope this setting can also be added to the game as a way for players to grow.

4、 I look forward to your reply and adoption of my suggestions. Thank you!
 
Do you have any fresh suggestions for this specifically?
First, can a marshal be established at the military strategic level to command the entire national army. The acquisition of the Marshal position requires the expenditure of influence, but as a Marshal commanding the army, it is not necessary, which can ensure that the country's army is roughly concentrated together to form a stronger force. If a lord does not obey the Marshal's orders and leaves the army, it will consume influence and reduce the relationship with the Marshal himself.



Second, at the diplomatic level, as a king, one can form alliances with other countries and avoid going to war with certain countries in some way. Specifically:

1. Within the allied countries, influence can be used across borders to assemble armies. A lord can form an army with a lord of an allied country, and when a marshal exists, lords within the allied country can run for marshal (of course, more influence is needed).

2. When a player serves as a king, they can receive advance news that a country is about to declare war on them. The reason for declaring war can be due to the hostile relationship between certain lords and the player or their faction lords. At this time, players are allowed to prevent the war from happening by consuming influence, money, or other special items on specific characters.

3. Territory exchange allows countries to exchange territories along their borders, but this requires strict restrictions such as equal levels of territory, the need to consume influence, and the need to maintain good relationships with the family and king of the territory. I think this feature can exist, but its usage needs to be strictly restricted.



Third, suggestions for the arena

1.Can the competition interface of the arena be redesigned to display the level and skills of each participant, with each stage of the competition occupying a separate screen.

2. Currently, the arena is not like an arena but more like a battlefield. Can participants wear uniform clothing and use wooden weapons? When attacking and knocking down opponents, they will be presented as stuns, just like a generation ago.

3. The amount of money in gambling games in the arena is too small. It can be increased appropriately, and can some physical content be added, such as mortgaging one's helmet to win and get a better helmet.





Fourth, Urban management:

1. Players should have more ways to increase loyalty to the city, such as inviting people present to a drink at a tavern to increase loyalty.

2. The content of the gang is obviously too limited. When the player is a lord, the gang should not dare to attack the lord. Even if this happens, players should be able to mobilize guards to protect themselves.



Fifth, Suggestions on bandits;

1. More conditions should be provided for players to become bandits, such as setting up fixed hiding places in various countries, where players can occupy these places as strongholds, hoard soldiers and store property, and demand payment from neighboring villages (increasing crime rates and reducing relationships with important people).

2. When players act as lords, they can send troops to garrison these areas, significantly reducing the frequency and number of bandits appearing in the area.

3. Using these fixed hiding points to set up side quests, I suggest initiating an activity on the forum to select excellent scripts to adapt into side quests.



Sixth, camping, I think it's a very meaningful function that's not difficult. Players can walk around and observe their own army.
 
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