Statement regarding Singleplayer IV

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Whatever you guys choose to do, my feedback is that you shouldn't forget how infuriating it is to be railroaded into complying with dumb AI decisions or being unable to get your votes passed, despite having built up your relations with everyone, and spent 150 influence. Any system created needs to keep that in mind.

I see where you're coming from though on relation with vote caller potentially creating too much unwanted variance.

Adding traits/preferences to create more political division in votes would be an enormous improvement though because at least we could be the "balance of power" deciding vote more often.

Maybe letting us also spend more Influence on a vote, and making the AI disinclined to do so except in exceptional circumstances (a perfect combination of extreme relations and matching traits) could be a good solution to letting the player have more interactivity with votes.

My other feedback is that there doesn't feel like much reason to build relation with lords and ladies at all. I can do quests for a lord for hours, marry my daughter to them, save them hundreds of times in battle, reach 100 relation... and the end result is 5% cheaper bribery, marginally easier persuasion, and somewhat cheaper marriage. That's it, apparently. So I was thinking that making relation more relevant in votes would at least make that mechanic more useful.
Or, clans vote as present. Player king is allowed a veto and chooses how much influence to spend to soften that veto. Spend too little and clans with the lowest relations to the player may (10% chance) rebel or defect. :smile:
 
Or, clans vote as present. Player king is allowed a veto and chooses how much influence to spend to soften that veto. Spend too little and clans with the lowest relations to the player may (10% chance) rebel or defect. :smile:
i agree with both suggestions.
- make relationships more important for the voting system (and in general)
- If the player is king, give him a veto to counter dumb AI at the cost of relationship and influence.

I would like add another suggestion,
- give the player the ability to speak (barter) with a noble to change his vote.
 
i agree with both suggestions.
- make relationships more important for the voting system (and in general)
- If the player is king, give him a veto to counter dumb AI at the cost of relationship and influence.

I would like add another suggestion,
- give the player the ability to speak (barter) with a noble to change his vote.
Yeah that's where I was coming from as well. And that's where relation with the lord would also come in place, two birds with one stone.
If your relation is low/negative it would either cost you a fortune or not be possible at all as the lord would flat out refuse to even consider it.
With a relation high enough it would cost you less.
Having married into another clan/having given in marrige your own daughter/son/family member should matter WAY more than relation by the way.
Lords should normally do their best to help the clans they have blood ties with both in battle and with votes.
This way choosing who and where to marry would no longer be a simple matter of who has the best skills/equipment or who offers the most money or "first come first serve can't be bothered with it anyway".
 
@Duh_TaleWorlds

Hope you're well... and Merry christmas (the idea is what count) and if not hope you have a good rest end of the year and new things ahead of you.

I'd like to suggest you somehting, for the person that works on the diplomacy/marriage things

Allow us during the barter choose the person we want, and it would be nice to be able and choose what clan the marriage parts will move into to
Also, there's a bug that's giving Rhaegea's hand in marriage, isn't she old already for giving birth, what's the age women stop giving birth in the game?
 
This sounds really great and I can't wait to see new changes. Although I can't really understand why there is no game log, I'm playing on console and there is no way for me to keep track of the events happening as I play. Warband had the game log detailed sparkly. There were 2 different types of game log tabs. This should return to bannerlord asap, this would help players keep track of whats going on in their playthrough.
 
Congrats on full release!

Will you be releasing an updated plan for the game?
I'm not sure what you mean by an updated plan, but just in case you haven't read it, TW has shared their release plans, which include some (not all) of what they are planning to add post-release such as back alley management. Any answer that the devs might give you will 100% be something vague along the lines of "implementing what we outlined for our post-release plans" (most likely without detailing an ETA or what they are planning to implement first).
 
I'm not sure what you mean by an updated plan, but just in case you haven't read it, TW has shared their release plans, which include some (not all) of what they are planning to add post-release such as back alley management. Any answer that the devs might give you will 100% be something vague along the lines of "implementing what we outlined for our post-release plans" (most likely without detailing an ETA or what they are planning to implement first).
Thanks, forgot about that.
 
Some genuine accounts seem to be hijacked by adbots @Orion. Did you have a break in?
Looks to have been a handful of accounts (well, 23 accounts here specifically, so a decent number) which presumably had their login info compromised through a hack on some other website that they use the same login info on.
 
Looks to have been a handful of accounts (well, 23 accounts here specifically, so a decent number) which presumably had their login info compromised through a hack on some other website that they use the same login info on.
Presumably a related site. Good to know and quickly handled.
 
Not planned. Please refer to our future plans post for what is planned.
a lot of us are intrested in what this man has said and pologarmy
while on PC you can get mods for all that, but console cant, we would greatly enjoy this
if you could disscuss it with the other people who make the game that would be appreciated

edit:though i do appreacate the changes listed here, thanks for improveing the game
 
also..please, fix the bug of children being born only in mother culture, or a suggestion, allow tutors and if the tutor is from different culture the child can take his culture, but makes no sense a child born inside vlandia or empire and having the culture of aserai or sturgia for example, specially the father being imperial or vlandian.

I also hope you guys elaborate better the quests in campaign, specially the Main quest. I mean, I'd love more about the lore of Arenicos and finish properly the timeline

@Duh_TaleWorlds sorry tot ag, but I have a question about the cutscenes: Will we have Coronations?
well the mother generally raises the kid, so it makes sense for the kid to have the mothers culture. so they dont need to fix it, its just fine
 
they did and now is all the fathers, hahahait's be nice to have some random chance for tutors to change, but anyway
well, i feel like its nice to have a defined chance for the culture of the kid
if i am trying to raise my family to control empire citys and all of a sudden my kid starts becomeing a bushwacking battanian that would hinder me
 
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.

when do you think this will come to console
 
when do you think this will come to console
My guess would be the end of this week. The previous patch had a roughly 6 day delay but it was much smaller in scope and this one's being actively debugged even now, so 2 weeks instead of 1 week seems more likely, though I wouldn't be surprised if it ends up being 3 weeks (next week as of now) instead.

As for culture... Eh. I'm not sure I like changing it to be father-based instead of mother-based because it means the clans are going to be more culturally homogenous in effect. I kinda liked seeing Aserai people looking like Battanians and seeing Battanians look Imperial, or Vlandians have a bit of Sturgian in them, or Imperials look like Khuzaits, etc.

For the player, it incentivizes playing as a female character even more since it's now a way of determining the next generation's culture not to mention the simple fact that female clan members are better played as in order to allow them to get married and have kids without leaving your clan.
 
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