Statement regarding Singleplayer IV

Users who are viewing this thread

Here's the estimate: 1.2.0 beta was released in june 2023, we are in feb 2024 and they are still patching the bugs from the previous patch.
 
Here's the estimate: 1.2.0 beta was released in june 2023, we are in feb 2024 and they are still patching the bugs from the previous patch.
At this point they could maybe make a gofundme campaign to hire more and better coders because at this point (actually already a year ago) it was obvious that development has completely stalled. Maybe a "Save Taleworlds" campaign where people can donate would help so they can afford to hire again, although their website shows a pretty large dev team but that might have been from before Covid 🤷‍♂️
 
I have noticed that the performance to previous versions has deteriorated or someone has experienced it too (beta) ?

As the other person mentioned beta can be unstable.

That being said I've also had some instantces where the settings of graphics and performance had been cranked up.
Read I can run high fine, but if I run Very high etc it will sound like its a nuclear reactor haveing a meltdown.

So check if any of the settings have been changed perhaps as another source of this issue?
 
At this point they could maybe make a gofundme campaign to hire more and better coders because at this point (actually already a year ago) it was obvious that development has completely stalled. Maybe a "Save Taleworlds" campaign where people can donate would help so they can afford to hire again, although their website shows a pretty large dev team but that might have been from before Covid 🤷‍♂️
I think that most of their staff is working on their next project (or at least I seem to remember reading about it), so I am not sure it's a matter of funds, more like they have already gotten as much money as they were going to from bannerlords and they are more than happy with the current "speed" of development unlike us.
 
I think that most of their staff is working on their next project (or at least I seem to remember reading about it), so I am not sure it's a matter of funds, more like they have already gotten as much money as they were going to from bannerlords and they are more than happy with the current "speed" of development unlike us.
It's ridiculous to release a game and charge 50€ now that has gamebreaking bugs in it, like companions being broken and unavailable as governors or for party roles. Which is a bug btw that wasn't even there until some patch ago. It's sad to see the game being abandoned but it makes sense at least if they have a new project in the works, which i prob won't buy simply because of how they treated M&B
 
Why haven't you added a toggle to force all large scale battles and sieges to DAYTIME ONLY! While the player can avoid night combat, it's simply NOT true if it's the AI that chooses to start a battle or siege. It's actually pretty unhistorical for major battles/sieges to take place at night..it rarely, if ever happened - with very good reason.

Imagine fighting Austerlitz, Cannae, Gettysburg, etc at night. Or hell, even Hastings. or even Manzikert...the last is specifically for the devs!
 
This is a new low. Been quiet for way to long now
For sure, man

after the original team left, I think Duh is the last.

The quality just dropped, and If he left or got fired from TW, i have great fears for this series (Mount and Blade), the quality has been just low and sometimes I fear from any next installment, whoever was lead the game design **** it up real good

@Duh_TaleWorlds
 
Last edited:
It's actually pretty unhistorical for major battles/sieges to take place at night..it rarely, if ever happened - with very good reason.
I know I always stay back if it is a night battle. I do not enjoy participating or directing troops while blind. Perhaps there is a mod for this?
 
Warriors of Calradia,

It is time to share another update on some of our current singleplayer related works with you.

Stability and performance will continue to be a top priority for us. Beyond that, you will find a number of our other efforts listed below. Please note that this includes both broad and specific, as well as, shorter and longer term items.

Near Hearth & Home

  • Cutscenes
    • Cutscenes or “Scene Notifications” were first teased in our future plans’ post. Since then we have created a number of these animations for different story and world events to add more weight to them. They presented a multi-disciplinary challenge (to Design, UI, Art & Animation, Engine, Campaign Gameplay, Audio and QA), but we are quite happy with how they have turned out so far.

  • Scenes
    • Over the course of development our focus shifted away from smaller locations and more towards ensuring greater variety and quality in core gameplay areas. As such, we have been working hard on creating the remaining town scenes, which will offer new siege challenges, as well as additional battle terrains to cover further regions of interest. Naturally, we also continue to improve our existing scenes.
    • As this concerns a particularly large body of work, it won’t all drop at once but there will be continuous updates.

  • Sieges
    • Sieges represent one of our most complex gameplay experiences and we continue to polish the many pieces that make up this puzzle. To give a recent example, we overhauled the way that both AI attackers and defenders use troop transfers (between formations) in sieges. This was done to reduce transfers at inconvenient times, in quick succession or with poor overall oversight, which could lead to large numbers of soldiers being transferred from opposite sites unnecessarily.

  • Battles
    • While combat is certainly one of the game’s strong points, there are always things to be improved upon - and one of them is the way in which reinforcements enter the battlefield. Specifically, we have been working on means to prevent cases of “spawn camping” and troops suddenly appearing in the middle of an active fight.

  • Armor Effectiveness
    • This has been a topic of passionate discussion and we are happy to let you know that we are close to releasing an adjustment aimed at making armor more effective. This will not adopt the warband system, but it will go towards stronger protection.

  • Main Hero Battle Death
    • Given all the extra armor, it may be time to raise the stakes.
Yes, it's optional.
  • Combat Mechanic Improvements
    • We have gone over the combat mechanics for knock down, dismounting and push back and removed the random factor to allow for a more reliable and predictable experience for players. Among other things, we also introduced a new resistance variable that is derived from character skills. This allows us to make some troops and heroes less vulnerable to these mechanics and will allow players to develop their characters to become less vulnerable as well.

  • Army AI Improvements
    • In recent months, we spent quite a bit of time reviewing, adjusting and testing the army AI. In essence, we set out to address the following items:
      • Less Patrolling, More Sieging
      • Less Starving, More Sieging
      • Less Recruiting, More Sieging
      • Better Cohesion Management, More Sieging
      • Other trickery to the same end
    • We also don’t like peacetime armies.

  • “Party Templates”
    • The idea of parties that reflect their leader’s preferences has gone through some iterations since we originally shared it. Nonetheless, we still intend to pursue the approach that weighs recruitment and upgrading according to this preference. The initial, releasable implementation is close to completion and we hope to soon evaluate it further based on player feedback.

  • Disorganized State
    • We have gone over the conditions and effects of the disorganized state, which temporarily weakens parties and armies after a recent challenge, to make it more meaningful and consistent.

  • Item variety
    • What's a warrior without their weapon? In an effort to increase the general variety of equipment, we have been working on a number of new crafting pieces as well as making some of the existing pieces available across additional weapon types.

  • Crafting Unlock Overhaul
    • With this broader pool of crafting pieces, we also had another look at how crafting works. We don’t really like that all crafting pieces are unlocked from the same source. Instead, we want to provide more of a sense of specialization. Thus, future smiths will, for example, need to craft axes to unlock axe pieces.

  • Simulation Health
    • Economy
      • While this has always been a point of importance to us, we set out to review and address two issues in particular in recent months. For one, some items were too profitable in general while others didn’t have enough regional price distinction. This made trade much less engaging than we would like it to be. Similarly, due to the same market dynamics, workshops were suffering as well. If you bought the right one, there was little reason to engage with it again and more often than not “the right one” came down to the same small set of options. The changes we made to supply and demand have had promising results so far.
    • Recruit balance
      • Calradians have seemingly always been happy to join a good fight. However, recruits are not just plentiful but oftentimes overly powerful. This has been raised in the community before and we also recognize it as an issue and have made according adjustments to the way notables develop their troops.
    • AI Prisoner Management
      • It is not just recruits that are plentiful but also prisoners. So much so that calradian dungeons would overflow as time passed. We have been looking into a solution for this and will likely share it with you soon.
    • Child generation
      • Despite our previous adjustments to the adult population, there was still a problem with an initial generational gap. To address this, we will likely generate additional children with different ages at the start of the game for any clans that fall under a given member limit. As an extra, this should also make such clans more viable.

  • Character Respeccing
    • With the multitude of perks that the game offers, it can be difficult to find the character setup that is just right for you. Fortunately, it will soon no longer be required to wait for your heir to take over or to start a new game to try out another character build. Instead, you will be able to change the perks of your characters and clan members as you play.

  • Skill experience gains
    • Character development is an important aspect of the game that follows the principle of learning by doing. While this generally works, we feel that some skills don’t yet offer an adequate progression. Fortunately, the aforementioned economy changes should help with trade. Additionally, we have also been working on more tailored adjustments for all combat skills, leadership, roguery and engineering. We look forward to your feedback on this.

  • Immersion & Quality of Life
    • There are many adjustments that relate to this category in some way. Below you will find a few of the ones we thought interesting.
    • Additional AI Offers
      • We were quite happy with the reception and impact of AI ransom and peace offers to the player. These new notifications make the world feel more alive and we want to build upon them. For this purpose, we are exploring marriage, mercenary and vassalage offers.
    • Encyclopedia Information
      • The all knowing encyclopedia is not just a challenge to immersion, but also inconsistent with our scouting mechanic. To address this, we are working on similar limitations to the encyclopedia that will create a form of “Fog of War ” for those that are outside the reach of the player or their agents.
    • Party Management Options
      • Clan members can, at times, be a hassle to track down and manage. To address this, we have been exploring new options to send, recall and exchange them.
    • Civilian Scenes
      • Our towns and castles have a range of NPC characters that can partake in numerous activities to give the location life. However, castles, in particular, were still a bit underpopulated. This should be improved in future versions of the game as we increased the population and their use of animation points in a number of settlements.
    • World Map & Associated Visuals
      • Much like scenes, the world map can make or break immersion. We therefore decided to allocate some time towards resolving issues with party teleporting, floating and rotating among a number of other tweaks. Of course, we also always continue to polish the actual map.

  • Audio
    • Improved UI sounds
      • We added new sounds all around the UI and revised some existing ones for coherence. To provide an example, you will now be able to hear audio feedback when a persuasion attempt goes awry or pleasant.
    • Horse sound revisions
      • As a constant request, we have been working on improving the audibility of approaching horses and fixed some bugs in the occlusion system that prevented some sounds from being played. This is an ongoing work, and more improvements will arrive as time passes.
      • We improved horse physics sounds to make it more impactful when they die.
    • Ambient upgrades
      • Quad ambiences were another topic in our future plans post. They are a great means to make scenes sound more believable and our work on them is ongoing. A few of the ambients have been updated to Quads, and we fixed some crucial spatialization bugs while we were at it.

  • Localization
    • The localization effort also continues. Even though we have now released translations for Simplified Chinese, Traditional Chinese, Turkish, French, Italian, Japanese, Korean, Polish, Brazilian Portuguese, Spanish (Latin American) and Russian that does not mean that we are at the end of their journey. We greatly appreciate all the feedback that we have received on this front and are working with our partners to process it. We are also happy to say that German is close to being shared as well.


A ways ahead

As the attentive reader will surely have noticed, there are some topics that we haven’t covered yet. In our future plans, we spoke about Banner Bearers, Claimant Quests, Sally Outs and Vocalization. These are all areas that we are still pursuing, but they will require some time yet. Once we have made more progress on them and other topics, we will be happy to share further details.


Please keep in mind that the items discussed here are neither all-encompassing nor set in stone, and we will adjust them if the need arises.

Wishlist 1.3
More option for Dificulty settings
More polishing of existing mechanics

4 Troop tree recruitment option
Cloth troops 1-3 (Militia Army) notable relation 20
Leather/padded troops 2-4 (Regular Army) notable relation 40 and power 100
Chainmail troops 3-5 (Veterans Army) notable relation 60 and power 200
Lamelar/Brigandine/Scale 4-6 (Elite/Noble) relation notable 80 and power 300
Warander as clan 0 can recruit peasants tier 0 only 1 slot from notable same culture.
Mercancery bonus -20 relation.
Vassalage bonus -40 relation
Owner/Ruler bonus -60 relation
Each 20 relations + 1slot, Suporter bonus +1 slot. Recruits recieve daily XP base on notable power. Example every +10 power = 1XP/day.
Also clan lvl should be requiremet to open slots and units. Clan 4 = tier 4 troops and 4 slots(only for player)

Battlefield option
Reinforcement system on/off. Before enter battlefield there will be in description notification about close by Lords.
You can spend money during the battle for close by Lords in certain distance from battlefield 5min.
Ally Lords with positive relation to join the battlefield if you get battle disadvantage.
Enemy lord with positive relation to avoid the battlefield if you have battle advantage.
The cost for action will be example Banerlord difficulty 100denars x troop rank x number of units / positive relation/100. If formula =<0 than no option. Decision option will be triggered according lord distance travel time during the battle. Lord traits will get impact on better price and chances of participiation on Battlefield.

Combat option
weapon/armor damage balancing (more realism)
Crush through chance vs block or wrong shield position (2% for 2h and 1% for 1h per weapon tier) to deal some % damage (10% - armor reduction)
Blunt weapons will perform knock back 1% chance per weapon tier and 2h also knock down effect.
Slice through chance to hit multiple targets with swing cut attacks (3% chance per 2h weapon tier and 1% for 1h per tier).
Thrust attacks and Axes strike will perform % cut through chance vs armor to bypass armor and deal true dmg (1% for 1h and 2% for 2h per weapon tier).
Perfect parry blocks will cancle chances.
Strike combination increase chance +25%.
For thrust attack if happens both at same time crush through + cut through than dmg will not be full dmg but reduced by crush through.

(Don't understand arrows and bolts in Native. RBM system of drag power and ammo calibre is interesting and should be implemented.)

Armor with ability to deflect normal dmg % chance. 10% blunt dmg impact from normal dmg.
Tier 1 1% deflect cut dmg and 0% pierce dmg
Tier 2 2% deflect cut dmg and 0% pierce dmg
Tier 3 3% deflect cut dmg and 1% pierce dmg
Tier 4 4% deflect cut dmg and 2% pierce dmg
Tier 5 5% deflect cut dmg and 3% pierce dmg
Tier 6 6% deflect cut dmg and 4% pierce dmg

Tall character have big advantage in Tournament Kick reach

Some fatigue system with each melee strike -1 dmg and for range strike -2 attack speed. Little rest to gain stamina back +1 per 5 sec without combat action.
If encumbrance is above 30 than for each 0,5 extra weight -0,01 per strike.

Also horse speed should be reworked with stamina while riding top speed above example 50 than -1speed every 3s and regen back each 5s while on speed =<50. Horse durabelity also need some rework, with hornest they are very hard to kill.
If horse encumbrance is above 30 than for each 0,5 extra weight -0,01speed
New perk at 300 skill should be ability to whistle your horses if is away.

Lances and pikes with breakable option like shields when coach strikes or spear brace will start receiving weapon dmg per strike depends on impact power and tier level. If weapon gets destroid during battle than there is 50% chance that item will change modifier if there is no modifier left to degradate than item will disapier.
Tier 5 - up to 15% dmg to a weapon per strike
Tier 4 - up to 20% dmg to a weapon per strike
Tier 3 - up to 25% dmg to a weapon per strike

Weapon degradation for example Tier 6 -1% each strike when 0% the item will drop to a ground with % chance that change modifier.
Armor degradation. Dont have idea for specific mechanics but when 0% than still equiped.
Tier 6 is 5% chance that item modifier will change.
Tier 5 is 10% chance
each next Tier +5% chance
If item have positive modifier than basic chance will be decreased by -50%

economy balance
Crafted items should be valued from material base cost x smith dificulty/100. Because it's not realistic to make big money on something that nobody ordered.
Crafting orders with maximum reward of Smith dificulty x 100)
loot restriction of Legendary and Masterwork items drop at bannerlord dificulty. Only fine = balanced and large bag as loot drop to force player to spend full price at Marketplace.
Pugio and tribesman dagger have unreal price for value (decrease material reward, production score or make it more expensive or allow production only with Smithy workshop)

Party size, morale, troop cost and wages option
Party size should be affected with party morale bellow 75 for a player each morale under 75 = -1% party size per -1 morale.
If your morale is >50 your party wages should increase +5% per extra 1 morale up to 250%.
Recruting and upgrade cost should be set for Banerlord difficulty 100 + 2% of equipment value (upgrade 2% of difference in gear cost).
You can get 430 Party in end game and 300 looks optimal with 50 morale.

Converting prisoners from dungeon:
1.Conformity in prison will rise when Governer is assigned in town and converted units will goes to ransom brooker option as available for recruiting them as Mercancery and need 125 Leadership perk to do it. Clan Strenght should affect conformity modifier for Settlements = 100% up to 500 Clan strengh and going to zero when strenght is =>2000.
2. When different culture unit is ready to be converted than ransom brooker option will appear as available for recruiting them as Mercancery unit or origin unit must be converted in Party Leader with same culture + 125leadership perk.
3. Confirmity of other culture than Party Leader or Governor should be 50% normal rate.
4. Option to lock specific prisoner unit to not be Ransome automatically but keept at companion party.

Renown option difficulty
Make harder to get renown for a player (for bannerlord difficulty Example -50% renown gain from battle only for player max 25 renown per battle). Mercancery stage is very short and Vassal stage also short Clan 4 and 5 and 6 should be very long to get and make possible to go another 2 level, Clan 7/8 bonuses + 5 troops per party + 1 workshop). In year 1090 I am able to hit 250 leadership and in this point I should be only clan 4 and in 1092 forming own Kingdome when little brother hit age should be clan 5.
To be Vassal of the kingdom clan lvl2 requires 60relation with Ruler. Marriage with Ruler Clan +40 relation and nonruler +20 relation with Ruler so you have to spend more time as Mercancery despite your renown.

Attributes for Heroes
Vigor % crash through chance blocks 1% for 1h and 2% for 2h. Slice throw chance to hit multiple target 1% for 1h and 2% for 2h. Cut through chance 1% for thrust attacks and axes. For blunt 1% strike chance with kick effect 1h and 2h and 1% knock down effect for 2h.
Control % cut through penetration/true dmg chance 1% for 1h thrust attacks and bow, 2% for crossbow throwing and +2h thrust attacks.
Endurance 1% to basic hit points and 2% stamina regeneration 0,5% chance to deflect dmg by armor.
Cunning 3% renown gain
Social 2% skill experience gain from assigned companion party role
Inteligence 1% for XP gain.

Companion
Lower difficulty should result in faster skill gain 1x 1.5x 2x.
Notable quest should give XP to companions who did the mission.
Also to have option to take control of other living companion when your character fall in battle (dmg deal reduction penalty will be 50%) This option should be exlusive for "Ironman" dificulty.
Option to prevent from autodonation selected units to the garison by your companions.
(For siege battle companion at engineer role should always be spawn at siege equipement and if other companion have engineering 100+ also will be spawn at siege equipment rather than random troop)

Diplomacy option
Messanger on/of - set companion for this mission require combined 200 skill (riding + scouting at bannerlord dificulty) and 100denars per level of target NPC. If you didnt met the NPC before than price will be 200 per level. Time spend on mission will be calculated form distance riding and scouting.
Relation gain should be set for bannerlord dificulty as individual Lords + 20% from it goes for all clan members +50% Warior +100% freeboter.

Make option for exiled clans from fallen kingdom to come back in Calradia as invasion to claim their culture territory back.
Or let them stay in Calradia as roaming minor clans and when rebelion city will trigger than exiled clans can form a new Kingdome and potencialy convince faction Lords with negative traits to deflect from existing kingdom and keep holdings. Make ability to form a new Kingdom from rebelion town if survive 7days the chance to get exiled Clans 4+ is 10% every day to become ruler and option for faction clans deflection with keeping holdings 2% per 1 negative traits of clan leader every day within 30days.
There are some other issues with diplomacy but first on the list is when on campaign and finish main quest with own kingdom supporting with dragon banner, than If I decide to abdicate leadership it will tell me that strory quest will be cancled. Resoult is that I am kicked from the kingdom without voting for new ruller and without option to leave the kingdom. And when I create new kingdom than I am still as ruler of previous kingdom.

Loyalty policy forgiveness of debt should not be allowed to a player on Banerlord difficulty. Or should be changed for a player to +2 prosperity instead loyalty.

I personally dislike system of decisions in skill tree it's very confusing and perks are complicated and flustrating to build multiple companions. I use take both mode for all NPC in game.
Example:
Freeboter take both for everybody.
Warrior take both for every NPC except player.
Banerlord dif. take both for all except player clan. (If sombody join clan than skill perks will be reset)
Example escape chance for prisoner/Heroes/Lords. Is this really working as should be? If I am over limit than prisoners should escape slower with perks. Different category Lords+Hero isnt that same?

Skill leveling system should be similar to Adjustable Leveling mode. You see full green bar where is your maximum and learning rate starts decreasing when you hit some % progress. (Decreasing progress will be affected only for player not NPC) Examples.
Freeboter : Full learning rate up to 80% progress.
Warrior : Full learning rate up to 50% progress.
Bannerlord : Full learning rate up to 20% progress.

Regards to Troop tree example Imperial:
Cloth division 2 Units (Light Spearman, Light Crossbowman)
Regular division 4 Units (Sagittatii, Bucellarii, Infantry, Equity)
Tier 2 padded with basic harnest + cheap boots and Helmet (20 Head/Body Armor)
Tier 3 padded/leather with medium harnest + regular boots and Helmet (25 Head/Body Armor)
Tier 4 padded/leather with heavy harnest + better boots and Helmet + gloves (30 Head/Body Armor)
Tier 4 Mount
Chainmail division 4 Units Tier 3-5 30-45Armor (Heavy Horseman, Light Manavlion, Veteran Legionar, Heavy Crossbowman)
Tier 5 War Mount
Plate scale brigandine division 3 units 50+ Armor (Elite Legionar, Heavy Manavlion, Elite Cataphrac)
Tier 6 Noble Mount (War horse is required in inventory, Noble mount only for high value price to rise unit upgrade cost)

Regards to Trade exploit. You already know what to do. Just unbound the goods and make them independent and prevent XP gain from negative trade.
Regards to End Game. Its not possible to leave a kingdom as Ruller and start new one after campaign quest of United Kingdom is finished (Its broken).
And Clans leaving Calradia is not good. Make that Clans ability to return when rebelion in town will trigger and this clans will form a Kingdome and bring other Clans back to Calradia. Or Lord comming back to claim teritory as invasion.
Car Banseth have wrong tracking for left leader wall making units stacked and attacker balista position right side is shoting to baricade.
Veron castle also wrong tracking left side leaders.
NPC dont assign focus/atributes point when level up?
If you make baby from NPC family members they dont get starting bonuses.
 
Last edited:
Back
Top Bottom