Patch Notes v1.2.10-1.2.11

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I think if there is an update, it will be only next year , this is a small indie company that spends its efforts on an update that has been created for almost a year! I would like to say it 's worth it, but you know its developers , except for fixes and the addition of 4-5 armor and weapons, you won 't see anything else !
In version 1.3.0 you will see :
1. New bugs
2. The same system of trade and diplomacy
3. The dynasty system is the same
4. The perks will not be changed
5. There will be no peaceful earnings in the role of a farmer , hunter , etc.
6. Relationships in the game will also be a useless function
7. Don't wait for the expansion of the card
8. Events ( invasion of barbarians , pirates ) will not happen , alas
9. There will be no usefulness of a companion so that he can hire soldiers for you and send messages and buy certain people out of the dungeon!
10. The tournament system will remain that way! Not everyone could get into tournaments , they had to gain fame or get a title !
 
Do you have any fresh suggestions for this specifically?
Hello.

Banners.
Banners can be made leveled.

We get a level one banner. And we upgrade it during battles.
The first level is +5% to attack.
After a series of victories in battles, the banner gets the second level. You can choose +10% to attack, or +5% attack and +5% defense.
You can make more than three levels.
Also, as the banner increases, you can add visual improvements to it, creating a unique visual and unique in characteristics.
 
Aside from suggestions for new features, I think that improving the game balancing and increasing the difficulty (at highest difficulty settings) is what mostly improve the gameplay for me.

For example, while some people dislike it, I find the new combat AI amazing and arenas are now really fun and challenging. Now I have reasons for investing some points in vigor and levelling up weapon skills. Plus I have had to learn how to feint because otherwise, duels against +250 weapon skill lords are really hard (without exploits).

Economy balancing would be great, and balancing for broken features like smithing which makes the game to feel like a joke. Plus, continue improving the AI will make the game more challenging and fun for sure. Currently, cavalry units under the AI command are pretty much useless, so it is really easy to defeat enemy armies composed by cavalry, and makes a lot of battles too easy, even when the AI has a much better army.

Anyway, talking now about new features, I would love to get a way to become the king of existing kingdoms through a civil war (the current election system is broken IMO). Something like the player proposes himself as the new king in the same way we propose policies, and then we have X days to talk with lords to try to convice them to support us, and after X days the civil war starts.
Totally agree about the AI. I even regretted the slight lowering of the difficulty following the community's complaints about the end of the Beta phase of the previous big patch. If we put the difficulty in Bannerlord mode, it's to be able to suffer, not so that the game gets to the level of the complainers who make no effort...
 
Thank you for listening. As a player for over 10 years, this game has accompanied me throughout my high school and university years, and I hope it can become better and better. Here are some of my other suggestions:

1. The diplomatic system, in my opinion, is currently the most important and serious issue. The logic of war and peace is terrible. The reasons for war should be more convincing, such as a border conflict leading to a battle between two belligerent nobles (if one of them had a peaceful personality, the battle would not have occurred). Of course, this is only a battle between the two sides and has not escalated into war. When the king receives this news, he needs to respond and choose between war and peace, which is the general process of starting a war. War should be a serious matter and should be limited between two neighboring countries. Even if the parliament decides to declare war, the king should have a veto power. In short, the beginning of war should be complex and determined by multiple factors that can be influenced by players. After peace is reached, there should be a certain period of time during which war cannot be started again.

2. Economic system. I don't know much about economics, but currently in the game, I can only choose to sustain myself by fighting, or use blacksmith (this is a bug). I think there should be more ways to make money besides that, such as increasing the rewards of competitive events, increasing the income of factories, or other ways, otherwise this game is just about fighting - making money - fighting - making money. Of course, war is still the fastest way to make money, but other avenues, such as business, should also have substantial profits to motivate players to do so. In addition, taxes on the castle should also be increased.

3 Marriage systems. Marriage should have more complex processes and conditions. In the warband, if you want to get married, you need reputation, a castle, and maintain a good relationship with your wife's father. Perhaps there will be nobles who become rivals in love with you. Obtaining the wife's consent requires multiple meetings to strengthen the relationship, which makes the process more authentic. If the marriage does not obtain the consent of the wife and father, there is also the option of eloping. All of this has not been reflected in the dominance, and normally this process should be more interesting, but now it is just a monetary transaction, which will make players very disgusted.

4、 Combat system.
(1)The blocking of weapons should be restricted. Guessing is a skill that requires a high level of skill. When senior soldiers attack junior soldiers, the probability of junior soldiers successfully blocking should be greatly reduced. Alternatively, if junior soldiers and weapons cannot block, senior weapons can break through junior weapons' blocks, which is in line with reality and game logic.
(2). Siege, personally I think the health of the castle gate should be increased because the speed of breaking through the gate is too fast, which affects the balance and immersion of the game.
(3)Shouldn't siege ladders be transported from afar by soldiers like siege hammers?
(4). The soldiers guarding the city should defend in other parts of the city after the city wall is breached, as you had planned a long time ago. If the player is defending the castle, they should also be allowed to retreat to the castle.

5、 Partner
(1). Fixed NPC. I heard that there are 20 fixed NPCs in the game file, but I don't know why they are not displayed in the game. The current random NPCs are just tools for players rather than companions, and the best way is to have fixed NPCs appear together with random NPCs.
(2). Deployment function. Assuming I have two castles, I can only run to gather soldiers by myself each time. Can players assign an NPC to the city to take the soldiers to a certain location or castle.

6、 Bandit stronghold
(1)If players want to play as bandits, there should be a fixed bandit stronghold that can be occupied. Players can station troops and store items at this location. Of course, there are no taxes within the stronghold, but nearby villages can be forced to pay, at the cost of reducing their relationship with the village chief and lord. When players act as local nobles, they can significantly reduce the number and frequency of bandits in the area by sending soldiers to the stronghold.
(2). In a non war state, the governor can send a portion of the army from the castle to attack nearby bandits within a certain range. The spoils of war and prisoners of war can be provided to players in the form of money (which is a good way to increase income as I mentioned earlier)

7、 Quick system.
Quick systems are one of the culprits that ruin the immersion of games. When I need mercenaries, I should go into the tavern to search, not just read words. I should enter the village when I need to meet with the village leaders. When I want to store items, I need to enter the castle and open the box. These details constitute a real world.

8、 The right to rule.
This is an excellent design in the warband. The higher the ruling power, the higher the legitimacy of the regime, and the lower the probability of other countries going to war against you. Players can send their companions out to promote and gain ruling power. I think a feature like this should also be added to the hegemon.

9、 Soldier mode.
Many mod authors have already made it possible for players to join the lord's army as soldiers, and I believe the game should also add such a feature.

10、 Immersive feeling.
Immersion is difficult to specify, but it is very important for a game. The current dominant players lack this feeling, why can't they add some random events like POP in the warband to improve the playability of the game? Perhaps others have good suggestions, but currently this is indeed a problem.

11、 Late stage voids.
For most players, the later stages of the game become a complete war, which is incorrect. In the later stages of the game, players should be allowed to shift their focus from war to other systems such as internal affairs and economics, which means adding content to these two areas. This is a serious challenge, but I believe you can accomplish it!
Point 1
“…the start of the war must be complex and determined by multiple factors…”: you can’t ask a multi-genre game to be that complex. Improve yes, but the game will never be a Crusader Kings, you have to be aware of that. Even games that do just that sometimes don't have the complexity you describe. ^^

Point 2
For someone who has been playing for 10 years I am frankly surprised... What you say is completely false. I currently have 4 campaigns underway, including a caravanner, and I'm doing much better than just providing for myself with no battle! On the other hand, if you don't play logically, it's obvious that you won't succeed. My brigand everyone wants to hit him, but I compensate for it with an extremely fast army (harassment gameplay). My caravan travels all over Calradia, by getting no angry with anyone it is obvious that my business will be better (traveler gameplay). My trader is also my blacksmith, and I generally choose a quiet corner for him with the raw materials not far away (local gameplay). Each economy is playable, but you must remain logical in your choices and not try to do everything at the same time.

Point 4.1
Please no... The balance of the Beta of the last update was excellent and the developers have already made it easier because of the people... A village militia has the right to parry from time to time... I don't want to the beginning of the game where I roll over everyone...
Point 4.3
Frankly, a lot of development needed for not much... Apart from a few maps, the ladders on the ground aren't visible much, it's not a big deal.

Point 7
Why want to take away this freedom of choice? I know people who only use the rapid system or almost... Why take that away from them when you can already do what you describe if you want to. Ultimately, being able to keep your horse inside the city is the only thing you would currently lack in your way of playing.

Item 10
As for point 1, you don't realize what you're asking for in terms of development... Even big licenses for which this was their number one asset (random events) ended up with quests that were all bland and lacking in depth. (example True Crime) , because it's a lot of development for an ultimately not great result unless you're called Rockstar and several hundred developers behind it

Other points…
Interesting and a little more likely in my opinion.
 
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Forgot to mention, find a way for the game goes on for different Gens, makes no sense be able to conquer all in just one life time, we need proper mechanism for the new dynasty content
Activate descendants + Bannerlord mode to make battles more difficult + take more risks in combat + it seems to me that an update added the function of being able to stop and give way to another character (his son For example).

The problem is that if you want to make the game longer, you will also have to make it harder (more frequent and stronger rebellions, decisions refused due to politics, stronger AI in combat), and people will still complain that the game is getting too hard...

When I see how little effort the players put into the game's economic system... Please developers don't make the game more assisted and easier...
 
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The problem is that if you want to make the game longer, you will also have to make it harder (more frequent and stronger rebellions
an easier way is making sieges as the attacker much harder.

taking over a fief can be made into a monumental achievement instead of them changing hands constantly.

defenders should be using exploding pots and rocks almost exclusively.

castles should have hoardings to throw rocks and exploding pots from at the enemies right below.

a way to somewhat compensate the attackers is making the ram indestructible but they lose the overhead cover and can continue battering the gate at a massive cost of soldiers.

but making fiefs hard to conquer requires at least an economy overhaul.
 
Thanks for the suggestions so far. I’ve been reading carefully and taking notes, holding off on responding to keep the flow of ideas uninterrupted. Feel free to keep sharing your concerns openly as well - we don’t view them as ill-intentioned. Development remains very much active, and we’ll share more info as soon as we can.
hi mate! is there a site where we can see stats about copies sold and copies returned?

I ask this to see how the company is doing, I hope is doing well as this product is awesome!

To the people saying that MP is dead, is not dead for me, I play regularly in NA, TDM servers, (please don't turn them off) rarely more then 40 players but still have a blast, we are few but constant.

And I also started playing SP campaign and with some mods enabled and its crazy, you get epic battles with cinematic quality

I write this because I want you guys to, RELAUNCH the game, how? get some AAA streamers play not the campign but the MP, show case, TDM, siege and capmode, then have them go skirmish, I want you to invest a little and see the results (people reinstalling and buying more copies) I'm doing my part, telling friends, buying copies and gift to friends, posting videos, etc. I'm sure I'm not the only one of the community doing my part.

I always said do xp/loot events, and you finally did it, but too late

I need you to take a look to MP, make helmets or hats optional, if too difficult you could make it client side, some people don't like the hats for archers, and remove the shoulder armor from perks, give us the liberty of the equipped gear (faction gear of course) or make them a slot for loot, a slot for no helmet, heck I would pay for that, also full character customization in MP, height and build, if posible, head morphs, tusks, elf-ears, etc. The money is in character customization, just take a look to "once human", "throne and liberty" & "last descendant" and every other rpg

speaking of paying, when a DLC? or micro transactions for loot?
 
anyone know if they answered why they made a full release?
is it to be able to release on consoles? are there such regulations?

@cruzader79 i doubt they need the money. warband sold ~6 million copies and they said before the early access that money isn't an issue.
 
Totally agree about the AI. I even regretted the slight lowering of the difficulty following the community's complaints about the end of the Beta phase of the previous big patch. If we put the difficulty in Bannerlord mode, it's to be able to suffer, not so that the game gets to the level of the complainers who make no effort...
admitting and improving is better than all the white knights who fought tooth and nail with us. They purposely steered taleworlds the wrong way in terms of features and always demanded the opposite such as spears should not beat cavalry or ai is too good, etc. Now, most of those white knights are gone.
 
A cursory look at Glassdoor.com will tell you what the issue is with TW- Lack of vision and leadership from the top ('horizontal hierarchy' it was described as), employing too many unskilled people, no deadlines, woolley-headed management etc. I suspect the rave reviews are from the employees collecting a paycheck for doing **** all.
 
@Piconi why are the majority of accounts commenting on your anniversary thread brand new accounts created within the day with zero previous messages on the forum and somehow that thread has 11 pages even though it's only up a couple of days on a completely dead forum. As community manager surely you think that is weird.
 


@Piconi @Dejan You can't convince me these are real people and not yourselves writing all of these. Again, same **** with the steam reviews.

Account just created, less than a minute on the forum and already wrote this giant wall of text. Same with majority of the other comments.

Ya'll are shady AF.
 
My hope for the game to have a decent update is slim but still...i have 'some' hope left.

An yeah communication is disastrous , i advise you to take example (as a sample) like the project zomboid ,Paradox ,Warhammer 3 (the recent communication) ,starsector or even Dayz. Their communications have flows ,like it will always be the case but they have decent/good communication with often up to date roadmap ,dev diary or future's plan.

For me bannerlord have a great potential but it really doesn't feel like a finished game, sadly.
 
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Warhammer 3 (the recent communication)
Funny you mention that, as I was reading their latest blog post I couldn't help but think to myself what a stark contrast it was. Telling their players what to expect, what not to expect, what they have coming further down the road, and what they wanted to have done in time for the next patch but wasn't quite ready. It was very informative.
 
Funny you mention that, as I was reading their latest blog post I couldn't help but think to myself what a stark contrast it was. Telling their players what to expect, what not to expect, what they have coming further down the road, and what they wanted to have done in time for the next patch but wasn't quite ready. It was very informative.
Well they changed their methods of communication heavily after the complete failure of Soc and pharaoh. So yeah ,when people complain and refuse to buy new games , games studios are forced to listen.
 
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