Are there any plans for rebellions for when kingdoms get too large and powerful?
Any Plans to relocate Sargot?Warriors of Calradia,
Today we will be sharing some of our current singleplayer and engine related priorities with you.
Since the release of the game, we have been hard at work to improve stability and performance for our players. This will continue to be a top priority for us. Naturally, we are also working on other parts of the game. Below you will find a list of some of these:
Campaign
- Kingdom & Politics
- A sandbox option that will allow players to create their own kingdom independent of the main storyline.
- Kingdom Decisions for Declaring War and Making Peace.
- Adjustments to Kingdom Policies.
- Character System
- New perks that will likely be added on a per skill basis. You can see the beginning of this in our latest beta version (e1.4.0).
- Skill Progression & Effects Balancing
- Issues and Quests
- Adding New Quests
- Improving the issue creation algorithm so that players are more likely to experience a broad scope of possible issue quests without sacrificing their ties to our ingame world.
- Main Storyline Content
- Execution Consequences
- Map Conversation Improvements
- Hideout Improvements
- Simulation Health
- Kingdom strengths
- Clan resources (Money, Influence, Members)
- Economy
- Scene Notifications (f.e. executions)
- Bug Fixes
Combat Missions
- Performance
- AI performance optimizations
- Formation system performance optimizations
- Memory management improvements
- AI
- Battle formation AI and tactics overhaul
- Siege tower and ladder usage fixes for AI
- Additional fixes on siege battles
- Agent AI combat enhancements
- Improvements to the Order of Battle System
- Improvements to the Order User Interface
- Cheering
- Ranged and mounted training NPCs for the tutorial scene.
- Better support for modders in the sound system.
- Bug Fixes
Art
- Updating existing and creating new scenes
- Updating existing and creating new equipment and other models
- Adding new weapon parts for crafting
- Creating new armor design concepts
- Improving Animations
- Facegen Polish / Improvements
- Conversation Animations Polish
- Improving Game Menu Art
- World Map Improvements
Engine
- Performance
- Overall FPS improvements for big field & siege battles
- GPU optimizations for low end configs
- Fixing spikes throughout the game
- Preparing a new telemetry beta branch that should allow players with complex issues to provide us with additional data that will help us to track down and resolve the underlying problems.
- Replay Editor
- Modding Tools & Documentation
Other
- Refactoring some campaign related classes.
- Savegame cleanup and improvements
- Localization support for dynamic text usage in some languages
Please keep in mind that these priorities are neither all-encompassing nor set in stone. We will adjust them if the need arises.
Updating existing and creating new equipment and other models
Creating new armor design concepts
Extremely disappointed to see no desire to redesign character progression system (the artificial hard-cap on skill gain and attribute gain in particular), or bring back village fiefs into the game.
Not sure why the decision to "tie village to town/castle" was considered the superior choice. It removes a lot of gameplay elements simply for the sake of "least effort required" implementation and balance? That's just lazy. At least bring back village fiefs in the form Warband had them, if nothing else, and worry about "economy balance" after there are elements in place to affect it in more meaningful way than just passive prosperity growth.
I very much like parts of it.Character progression in Bannerlord is far superior to how it was in warband so i'm happy they are sticking with it, it does need some work however.
Can you explain why you think so?Also villages now belonging to cities/forts i think is much better.
I can't say I've encountered them on regular basis. Certainly not to be comparable to Warband's "village lords" presence.There are still "small village parties" which are the companions of other lords
Warriors of Calradia,
Today we will be sharing some of our current singleplayer and engine related priorities with you.
Since the release of the game, we have been hard at work to improve stability and performance for our players. This will continue to be a top priority for us. Naturally, we are also working on other parts of the game. Below you will find a list of some of these:
Campaign
- Kingdom & Politics
- A sandbox option that will allow players to create their own kingdom independent of the main storyline.
- Kingdom Decisions for Declaring War and Making Peace.
- Adjustments to Kingdom Policies.
- Character System
- New perks that will likely be added on a per skill basis. You can see the beginning of this in our latest beta version (e1.4.0).
- Skill Progression & Effects Balancing
- Issues and Quests
- Adding New Quests
- Improving the issue creation algorithm so that players are more likely to experience a broad scope of possible issue quests without sacrificing their ties to our ingame world.
- Main Storyline Content
- Execution Consequences
- Map Conversation Improvements
- Hideout Improvements
- Simulation Health
- Kingdom strengths
- Clan resources (Money, Influence, Members)
- Economy
- Scene Notifications (f.e. executions)
- Bug Fixes
Combat Missions
- Performance
- AI performance optimizations
- Formation system performance optimizations
- Memory management improvements
- AI
- Battle formation AI and tactics overhaul
- Siege tower and ladder usage fixes for AI
- Additional fixes on siege battles
- Agent AI combat enhancements
- Improvements to the Order of Battle System
- Improvements to the Order User Interface
- Cheering
- Ranged and mounted training NPCs for the tutorial scene.
- Better support for modders in the sound system.
- Bug Fixes
Art
- Updating existing and creating new scenes
- Updating existing and creating new equipment and other models
- Adding new weapon parts for crafting
- Creating new armor design concepts
- Improving Animations
- Facegen Polish / Improvements
- Conversation Animations Polish
- Improving Game Menu Art
- World Map Improvements
Engine
- Performance
- Overall FPS improvements for big field & siege battles
- GPU optimizations for low end configs
- Fixing spikes throughout the game
- Preparing a new telemetry beta branch that should allow players with complex issues to provide us with additional data that will help us to track down and resolve the underlying problems.
- Replay Editor
- Modding Tools & Documentation
Other
- Refactoring some campaign related classes.
- Savegame cleanup and improvements
- Localization support for dynamic text usage in some languages
Please keep in mind that these priorities are neither all-encompassing nor set in stone. We will adjust them if the need arises.
*0*Modding Tools & Documentation
And perhaps I'm just missing it, but I see no mention whatsoever about prioritizing proper implementation of autocalc (for both AI-only battles as well as player's "send troops" option). Current rudimentary code presumably driving a lot of issues that are getting band-aid solutions instead, like retention of higher-tier troops by lords' parties that keep losing them due to the RNG-driven battle casualties calculations.
- Character System
- New perks that will likely be added on a per skill basis. You can see the beginning of this in our latest beta version (e1.4.0).
- Skill Progression & Effects Balancing
Well it is still a work in progress and they are in the process of overhauling the perk system, but the concept of being very good at something you spend the most time at seems logical and a fun idea of leveling as opposed to warband where you just grinded for a level so you could spend points in something.I very much like parts of it.
However, the whole hard-cap and arbitrary attribute gains... not so much:
This might just be personal preference, but economy is also different as opposed to warband, even if you had a village as a seperate fief it wouldn't be able to sustain even a very small army of 50 men which would mean a complete overhaul of economy.Can you explain why you think so?
The lack of village upgrades, and additional fief titles alone, to me, make it a huge step back. Frankly, I expected improvement over Warband in that area as well, not... this.
I can't say I've encountered them on regular basis. Certainly not to be comparable to Warband's "village lords" presence.