Are we talking about the roadmap or just updates in general?
Your right i was talking their overall communication and i do feel like they should update that roadmap as well. They seem deaf to the concerns of the community
Are we talking about the roadmap or just updates in general?
Is there an ETA for the feature of being able to use mods while playing the game on a streaming/cloud gaming service like Nvidia GeForce Now? I haven't seen anything on this topic and that would be a needed add, also because the game is available on GeForce Now since launch.You can find them here: https://www.taleworlds.com/en/News/467
That is currently not part of our plans and even if we were to add it, we would likely prioritize general modding capabilities, custom servers & steam workshop over it (aka do those first).Is there an ETA for the feature of being able to use mods while playing the game on a streaming/cloud gaming service like Nvidia GeForce Now? I haven't seen anything on this topic and that would be a needed add, also because the game is available on GeForce Now since launch.
Mount&Blade is more oriented towards a "human" player character. I think that experience would be reduced if you had body shifting in SP missions. That's my take, but, whatever the case - this is not (currently) desired for the base game.(Also why on earth the option to continue as one of your troops after you die is not a vanilla option?)
I agree, but with the proviso that "We want more of what we were led to believe would be in the game."I think the elephant in the room is the fear that what is on the previous (...this topic lol) is all that's going to be done for the game. We want more and there's no nice way to say it.
We'll probably not get an update until release, as those are their plans for what will be added in order for the game to leave EA.Your right i was talking their overall communication and i do feel like they should update that roadmap as well.
Thank you.That is currently not part of our plans and even if we were to add it, we would likely prioritize general modding capabilities, custom servers & steam workshop over it (aka do those first).
Mount&Blade is more oriented towards a "human" player character. I think that experience would be reduced if you had body shifting in SP missions. That's my take, but, whatever the case - this is not (currently) desired for the base game.
-no feasts or events.
-no claimants/usurpers
-no cutscenes
-randomly generated companions < jeremus
-no promised gang/brigand playstyle
-villages don't count as fiefs, only useless castles and town do.
-no upgradable villages
-no manhunters
-no naval combat
-RtR system from Warband discarded, a clown could become a faction leader overnight.
-no books or trainers.
-no hitmens targeting you/random encounters like the belligerent drunk.
-no lords consipiring on each others, no duels. 0 political intrigue.
-no political quests and denouncement quests.
-no deserters
-no deeper courtships, just gamble rng, no poems.
-no real reason to visit towns/castle/villages at all.
-no camping.
-lots of other content removed/discarded.
-meme ingame economy.
-meme ingame diplomacy.
-lots of exploit-early game is a chore/boring.
-meme mid-late game
While it would be nice from an RP'ing perspective, I don't think it should be a priority since the goal of feasts in Warband was to meet potential brides and improve relationship with lords, which is incredibly easy to do in Bannerlord.-no feasts or events.
True, it would be nice to see them added.-no claimants/usurpers
Don't really see a point in cutscenes. Cutscenes for what exactly?-no cutscenes
I actually really like the idea RNG companions, it just needs some tweaking to not make the companions all appear to be copy/paste. The game is in real time so really unique companions with their own individual lore aren't sustainable since they'll die eventually. A lot of people like me like to play long, slow campaigns because it's more realistic and fun to RP and companions like the ones in Warband will just eventually die.-randomly generated companions < jeremus
I agree with this, it's not sustainable to play as a bandit character, but let's be honest, it was like this in Warband as well. But with Bannerlord you can't even play as an evil character since executing enemy lords have really drastic relationship loss with a double digit number of clans.-no promised gang/brigand playstyle
Agreed. I think villages should be offered as fiefs. This would also add an opportunity to add more minor tier 2 clans who hold a single fief like a village.-villages don't count as fiefs, only useless castles and town do.
Ties into the last issue, there just really isn't anything you can do with villages. They just make some money and can be raided, that's it.-no upgradable villages
I would like to see them added but I can imagine them being annoying in the early game when they're wiping out bandit parties that you wanted.-no manhunters
-no naval combat
Yeah, a separate point system should be added in order to become a ruler of a faction.-RtR system from Warband discarded, a clown could become a faction leader overnight.
I agree with adding books.-no books or trainers.
A classic Warband feature, but really pointless. It would be more of a fanservice addition.-no hitmens targeting you/random encounters like the belligerent drunk.
I agree. Lords should have beef with each other and be relevant. Like helping out a certain lord should decrease relationship slightly with another lord. There's no point in a lord's encyclopedia page having a list of friends and enemies if those relationships really don't do anything.-no lords consipiring on each others, no duels. 0 political intrigue.
True, I guess it would add to more quest diversity.-no political quests and denouncement quests.
Agreed. There should be deserter parties.-no deserters
The courtship/marriage feature really needs to be fleshed out and have more depth added. It would also add one more reason to actually visit cities in order to visit bards for poems.-no deeper courtships, just gamble rng, no poems.
Agreed.-no real reason to visit towns/castle/villages at all.
This is actually something I've thought about and it really bothers me that TW completely cut out this feature. I really liked how camps in Viking Conquest were done and that you could upgrade them into little mobile forts and hire staff.-no camping.
Yep-lots of other content removed/discarded.
Agreed-meme ingame economy.
True-meme ingame diplomacy.
Early game is indeed a chore, but really not that difficult, it's just grinding.-lots of exploit-early game is a chore/boring.
The mid-game where you're a mercenary and have a decent army is actually the most fun in my opinion. Recent patches have made being a mercenary very sustainable and there's no incentive to become a lord right away once you're able to, since you'll lose your mercenary income.-meme mid-late game
RPing and improving relations were not the only benefits of feasts. They were also very useful by making lords/ladies stop in one place for a good amount of time so you could actually catch up to them and talk to them about starting/handing in quests, marriages, and (after the feast is over in a neutral kingdom) defections. It is very annoying and difficult to track people down in Bannerlord to talk to them, so feasts would make a big improvement even for that. They also gave the player another activity to add needed variety to the gameplay loop, and were important for immersion in the world by seeing lords engage in normal human activities once in a while instead of fighting all the time. From an alternative playstyle perspective, they are also a way of getting Influence for a non-combat skills playthrough (considering relations did most of the gameplay role of Influence in Warband).While it would be nice from an RP'ing perspective, I don't think it should be a priority since the goal of feasts in Warband was to meet potential brides and improve relationship with lords, which is incredibly easy to do in Bannerlord.
Agreed, the problem is that nobles have too many friends outside their own faction. So that if I kill Unthery in Vlandia, for some reason that enormously pisses off Monchug on the literal other side of the continent, who never ever comes into contact with the guy.But with Bannerlord you can't even play as an evil character since executing enemy lords have really drastic relationship loss with a double digit number of clans.
Manhunters tended to just keep bandits in check in WB rather than wiping them all out.I would like to see them added but I can imagine them being annoying in the early game when they're wiping out bandit parties that you wanted.
Yep, as it wasn't in the last mainline M&B title and TW never said it would be in Bannerlord either, there's no basis for expecting it in Bannerlord.But there's a lot of stuff right now that should take priority before adding something major like that (naval combat)
Not pointless. Being ambushed by belligerent drunks/bandit thugs/assassins adds needed variety to gameplay, ties back into the main gameplay loop with monetary and skill gains, makes civilian outfits more useful as a gameplay mechanic where right now they have barely any purpose, and increases the use of town scene interiors which currently the player hardly ever has any gameplay reason to go into.A classic Warband feature, but really pointless. It would be more of a fanservice addition.
+1I agree. Lords should have beef with each other and be relevant. Like helping out a certain lord should decrease relationship slightly with another lord. There's no point in a lord's encyclopedia page having a list of friends and enemies if those relationships really don't do anything.
Early game is quite good and midgame mercenary is fun, but midgame vassal and lategame kingdom are certainly an exercise in repetitive, horrible frustration.The mid-game where you're a mercenary and have a decent army is actually the most fun in my opinion. Recent patches have made being a mercenary very sustainable and there's no incentive to become a lord right away once you're able to, since you'll lose your mercenary income.
I actually really like the idea RNG companions, it just needs some tweaking to not make the companions all appear to be copy/paste. The game is in real time so really unique companions with their own individual lore aren't sustainable since they'll die eventually. A lot of people like me like to play long, slow campaigns because it's more realistic and fun to RP and companions like the ones in Warband will just eventually die.
TaleWorlds Data Security officers have scrubbed the net of all previous promises, development plans and even the man himselfI've remember seeing one dev (I don't know which one and I don't like pointing fingers) at some point mentioning something along the lines of 'the intended criminal feature is already in the game'
BUT
I could be VERY wrong.... did a small search and couldn't find the post
So, there's that
?TaleWorlds Data Security officers have scrubbed the net of all previous promises, development plans and even the man himself
Finally, that case is cracked by our top detective.Armagan hasn't been seen on these forums since 2 years ago when he told someone he would personally look into South American server providers as soon as possible. He must have meant it literally - he's actually travelled to Brazil to open up every server box.
Armagan hasn't been seen on these forums since 2 years ago when he told someone he would personally look into South American server providers as soon as possible. He must have meant it literally - he's actually travelled to Brazil to open up every server box.
Nice list, I agree all this is extremely desirable for the Singleplayer and sounds very inviting to receive high priority within a roadmap (where's an updated roadmap, though?). The only thing worth pointing out is that all the listed Warband features had been designed to fit organically into a feudal medieval setting which is no more a case for Bannerlord. However, I'd say that most of these features would still make sense or could be easily adjusted to present in Bannerlord setting (which is a very stretched and anacronistic attempt for the early medieval period anyway).-no feasts or events.
-no claimants/usurpers
-no cutscenes
-randomly generated companions < jeremus
-no promised gang/brigand playstyle
-villages don't count as fiefs, only useless castles and town do.
-no upgradable villages
-no manhunters
-no naval combat
-RtR system from Warband discarded, a clown could become a faction leader overnight.
-no books or trainers.
-no hitmens targeting you/random encounters like the belligerent drunk.
-no lords consipiring on each others, no duels. 0 political intrigue.
-no political quests and denouncement quests.
-no deserters
-no deeper courtships, just gamble rng, no poems.
-no real reason to visit towns/castle/villages at all.
-no camping.
-lots of other content removed/discarded.
-meme ingame economy.
-meme ingame diplomacy.
-lots of exploit-early game is a chore/boring.
-meme mid-late game