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Please fix being taken prisoner.

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iimstevo

Regular
When I take prisoners, they randomly disappear... and they spawn with a full army back at their settlement/castle.
When I'm taken prisoner, I break away from that specific point, with no men, no health... nothing. I ride slowly, and I instantly get captured again.

It's unplayable for me, yet not even a hindrance to the AI.

Either spawn both back at a settlement when breaking free so its fair, or make all have to run off so you can go back and capture escapees. It's ridiculous that as the player you're quadruple penalised by the prisoner system.

EDIT: Further to this BS...
The cost to release me in ransom is 57,000 gold for a "Very rich" clan (470,000 gold) - not a ruler clan.
For a ruler clan's leader (i.e. the king) equally a "Very rich" clan, with 385,000 gold in the barter screen (before the war), they demand to pay 9,000 gold for their release.
So there's an insane imbalance in getting free as well.
 
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Lazregamesh

Sergeant
WB
They don't spawn with a full army, they spawn with few units so they don't get stuck in a loop of being captured by looters when they are trying to rebuild their army. It is true that the recovery rate is insane right now. I hope it is a temporary measure to counter snowballing till they find a better solution.
There is an escape % that apply to both you and the AI, it is not random disappearance. There are 2 perks that makes it impossible for them to run away when they are being held captive in your party. Put them in towns/castle asap to increase the chance of them staying captive (Donate them even).
 

iimstevo

Regular
They don't spawn with a full army, they spawn with few units so they don't get stuck in a loop of being captured by looters when they are trying to rebuild their army. It is true that the recovery rate is insane right now. I hope it is a temporary measure to counter snowballing till they find a better solution.
There is an escape % that apply to both you and the AI, it is not random disappearance. There are 2 perks that makes it impossible for them to run away when they are being held captive in your party. Put them in towns/castle asap to increase the chance of them staying captive (Donate them even).
Right, but as you've said, they fixed it for the NPC, but they haven't fixed that for the player. I was re-captured 7 times earlier in a save, and had to wait 10+ days to escape each time, or pay 50,000+ gold.
They need to fix it.
 

Poddicus

Knight at Arms
M&BWBWF&SNWVC
Takes Emperor Penton prisoner after killing his 1,000 stack army
5 seconds later
Penton has escaped from captivity!
10 seconds later
Turns up with another 1,000 stack

Every ****ing time
 

iimstevo

Regular
They don't spawn with a full army, they spawn with few units so they don't get stuck in a loop of being captured by looters when they are trying to rebuild their army. It is true that the recovery rate is insane right now. I hope it is a temporary measure to counter snowballing till they find a better solution.
There is an escape % that apply to both you and the AI, it is not random disappearance. There are 2 perks that makes it impossible for them to run away when they are being held captive in your party. Put them in towns/castle asap to increase the chance of them staying captive (Donate them even).
Oh, and an extra point for balancing on this.
When I spawn a new party, my companion/clan member spawns as a 1-stack and walks extremely slowly. They try and walk off to the nearest village to recruit (instead of recruiting in the settlement they spawned in) and then get immediately captured.

It's another thing that the AI gets let off for, yet the player gets punished for.
 

Lazregamesh

Sergeant
WB
Oh, and an extra point for balancing on this.
When I spawn a new party, my companion/clan member spawns as a 1-stack and walks extremely slowly. They try and walk off to the nearest village to recruit (instead of recruiting in the settlement they spawned in) and then get immediately captured.

It's another thing that the AI gets let off for, yet the player gets punished for.
I do agree that the player and companions should have at least 20 man from their previous party that should spawn with them after release. It is hard to believe that an army of 300 man doesn't have at least 20 people that are waiting for their leader's release after a defeat.
 
They don't spawn with a full army, they spawn with few units so they don't get stuck in a loop of being captured by looters when they are trying to rebuild their army. It is true that the recovery rate is insane right now. I hope it is a temporary measure to counter snowballing till they find a better solution.
There is an escape % that apply to both you and the AI, it is not random disappearance. There are 2 perks that makes it impossible for them to run away when they are being held captive in your party. Put them in towns/castle asap to increase the chance of them staying captive (Donate them even).
See they should spawn with none at a town, and sit there and recruit from it till they get a suitable no. E.g. 20 and then leave to recruit from villages.

This would slow the lords recuperation a little, and make it more realistic.

Hell even make them spawn at thier fief and pull troops from the garrison.
 
When I take prisoners, they randomly disappear... and they spawn with a full army back at their settlement/castle.
When I'm taken prisoner, I break away from that specific point, with no men, no health... nothing. I ride slowly, and I instantly get captured again.

It's unplayable for me, yet not even a hindrance to the AI.

Either spawn both back at a settlement when breaking free so its fair, or make all have to run off so you can go back and capture escapees. It's ridiculous that as the player you're quadruple penalised by the prisoner system.

EDIT: Further to this BS...
The cost to release me in ransom is 57,000 gold for a "Very rich" clan (470,000 gold) - not a ruler clan.
For a ruler clan's leader (i.e. the king) equally a "Very rich" clan, with 385,000 gold in the barter screen (before the war), they demand to pay 9,000 gold for their release.
So there's an insane imbalance in getting free as well.
I agree, also you should be able to negotiate your release as soon as you are taken prisoner.

It would be nice if instead of spawning next to the party you spawned at the nearest town to reduce the escape, recapture, escape loop.
 

Lazregamesh

Sergeant
WB
See they should spawn with none at a town, and sit there and recruit from it till they get a suitable no. E.g. 20 and then leave to recruit from villages.

This would slow the lords recuperation a little, and make it more realistic.

Hell even make them spawn at thier fief and pull troops from the garrison.
I agree, i know they tinkered with this a lot though and that was probably the case before. Again, i hope this is just a 🩹 till they figure out a better solution.
 

iimstevo

Regular
I agree, i know they tinkered with this a lot though and that was probably the case before. Again, i hope this is just a 🩹 till they figure out a better solution.
From an AI perspective, I think they intend to patch that with the "profiles" thing where the lords conform to different play-styles.
This in turn should have a lot more behaviours such as patrolling and keeping their own territory safe from looters/bandits, as well as recruiting bandits / training soldiers etc...

At the moment, the whole copy paste behaviour of spawn - instantly get 1000 men in another army, and be back at you before you've had chance to finish the siege is just poor.

But... that doesn't detract from the fact this is an issue for the player right now - not the AI.
If the player is released, they shouldn't be re-captured instantly - especially if you've paid to be released!
A payment should result in an 'escort' back to your own territory where its just trying to avoid looters and bandits, instead of the enemy AI that just happily re-capture you.
 

RitoDurito

Sergeant at Arms
M&BWBWF&SNWVC
Slow down recuperation speed which in turn makes battles more important, less grindy and increase seige times and it could be close to the same balance.

Only problem is there is less for the player to do, so more out of war/battle activities need to be introduced such as feats, deeper arenas and duels. My 2 cents
 
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LDominating

Regular
From an AI perspective, I think they intend to patch that with the "profiles" thing where the lords conform to different play-styles.
This in turn should have a lot more behaviours such as patrolling and keeping their own territory safe from looters/bandits, as well as recruiting bandits / training soldiers etc...

At the moment, the whole copy paste behaviour of spawn - instantly get 1000 men in another army, and be back at you before you've had chance to finish the siege is just poor.

But... that doesn't detract from the fact this is an issue for the player right now - not the AI.
If the player is released, they shouldn't be re-captured instantly - especially if you've paid to be released!
A payment should result in an 'escort' back to your own territory where its just trying to avoid looters and bandits, instead of the enemy AI that just happily re-capture you.
Yea.
You're also put in a decision,to throw 3 War Horses away and the rest of your food or get captured again.
It's worse when they put in deep enemy territory because you might not even be able to recruit.
 
See they should spawn with none at a town, and sit there and recruit from it till they get a suitable no. E.g. 20 and then leave to recruit from villages.

This would slow the lords recuperation a little, and make it more realistic.

Hell even make them spawn at thier fief and pull troops from the garrison.
This is what I'd want. They'd basically have a daily tick to recruit and would slowly fill out a party.
 
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