Taleworlds is going to release a post to let us know about their futur plans for the game. What are your expectations ??

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i think it is not good to set expectations too high. i think a jump within the range like that one from vintage mb to warband is possible, anything else is wishful thinking.
what i hope for the near future is that modders get full control, so we can finally look deep into the anticipated full conversions.
overall iam happy with how bannerlord turned and from a realistic view i only see little things left to complete/add.
a dlc could be possible within the range of an added faction/troops.
 
Unfortunately, TW has burned any trust from me. I'm not interested in a DLC that looks interesting before release but that takes months if not years of post release to "finish".
 
Curious of TW might announce.

I just want a steady release of new features, through regular patchs (for new and improved mechanics) and DLC (for new armors, mounts, even battle scenes, arenas, even new music tracks, and so on).

I'd like to see more diplomacy/politic/dynasty improvements, more interactions between characters, random events, etc. Deadly plagues/diseases, a big fat foreign invasion, stuff like that, would also be nice additions, this world needs to be alive.

If TW is struggling with money then paid DLC might be a solution. I'm totally up for it, as long as the content would be consistent. A shame to witness the game as it is right now, Bannerlord has so much potential and needs to florish.
 
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Please add "tournament team" let us join tournament with our troops or companions as team. That would be fun
 
What they need to do is actually very easy but for some reason its taking literally years to do. Here is the basics:

Diplomacy: Take everything from the Diplomacy mod and implement it, pay the modder what it takes and move on

Peace Time Mechanics: Feasts and more interactive mechanics need to be added during peace time as peace time is the most boring since their is nothing to do

Population: This is probably the one that should be implemented of all, let me explain. Wars need to be meaningful and make an impact on the economy and powerbase of clans. Currently a clan with high relations with villages and towns can lose an entire army and instantly replenish its troops. This is clearly flawed. By giving a village, castle and a city a population that function on an economic level and military level (aka troops to recruit) this will make battles meaningful. This would also impact the economy of each nation, that when losing an extreme amount of peasants in a war their economy slides to a griding halt.

But if I am honest I think the Population mechanic will never be introduced even though the modding team behind the Jerusalem Mod is doing it. Some part of me believes that the dev team is amateur level at best given their previous track record, slow updates and lack of a clear roadmap.
 
What they need to do is actually very easy but for some reason its taking literally years to do. Here is the basics:

Diplomacy: Take everything from the Diplomacy mod and implement it, pay the modder what it takes and move on

Peace Time Mechanics: Feasts and more interactive mechanics need to be added during peace time as peace time is the most boring since their is nothing to do

Population: This is probably the one that should be implemented of all, let me explain. Wars need to be meaningful and make an impact on the economy and powerbase of clans. Currently a clan with high relations with villages and towns can lose an entire army and instantly replenish its troops. This is clearly flawed. By giving a village, castle and a city a population that function on an economic level and military level (aka troops to recruit) this will make battles meaningful. This would also impact the economy of each nation, that when losing an extreme amount of peasants in a war their economy slides to a griding halt.

But if I am honest I think the Population mechanic will never be introduced even though the modding team behind the Jerusalem Mod is doing it. Some part of me believes that the dev team is amateur level at best given their previous track record, slow updates and lack of a clear roadmap.

+1 AI armies are full of peasants because there's no time to train them. Peasants are the back bone of a agricultural economy, kill them off and that SHOULD dramatically reduce production.
 
They Definately need to Focus on the current bugs and crashes and fix those first b4 anything else. Also polish the current state of the Game, every house needs a strong fundation. Once that is done They can focus on what is next. The SP needs an overhaul but they must keep all the features that work in the game and are fun to do. BL is a good game so changing it too much could break it and loose peoples interest. It has good features and i like BL alot, there is lots space for improvement but it need to be well implemented, they need to keep the identity of BL and stick with the roots of it.

And for DLC i think this is too far away to happen. They need to focus to make the SP better that is the top Priority. I hope they support the game for many years to come. And also i would like to say in 2 years from now that BL has become a great game it had a slow start but it has changed alot. Grtz Vaan.
 
What they need to do is actually very easy but for some reason its taking literally years to do. Here is the basics:

Diplomacy: Take everything from the Diplomacy mod and implement it, pay the modder what it takes and move on

Peace Time Mechanics: Feasts and more interactive mechanics need to be added during peace time as peace time is the most boring since their is nothing to do

Population: This is probably the one that should be implemented of all, let me explain. Wars need to be meaningful and make an impact on the economy and powerbase of clans. Currently a clan with high relations with villages and towns can lose an entire army and instantly replenish its troops. This is clearly flawed. By giving a village, castle and a city a population that function on an economic level and military level (aka troops to recruit) this will make battles meaningful. This would also impact the economy of each nation, that when losing an extreme amount of peasants in a war their economy slides to a griding halt.

But if I am honest I think the Population mechanic will never be introduced even though the modding team behind the Jerusalem Mod is doing it. Some part of me believes that the dev team is amateur level at best given their previous track record, slow updates and lack of a clear roadmap.
It gets even easier & faster when they could just set up a contract / consulting gig for Bloc and / or other prolific modders to add those features speedily and well.

Problem is things like that make sense and are cost effective, when they could instead choose to:

A - Be ego driven, cheap, not efficient at all, and not do anything with outside talent.
B - Maintain their "whatever, it's good enough" attitude to all the halfass systems they already have poorly implemented, and game in general.
C - Hire more interns and pretend like that's trying hard.
D - Some nightmare combination of all the above.
 
What they need to do is actually very easy but for some reason its taking literally years to do. Here is the basics:

Diplomacy: Take everything from the Diplomacy mod and implement it, pay the modder what it takes and move on
Couldn't agree more. If TW can't be arsed to add actual Diplomacy features, just make the mod part of the game.

Ideally as soon as you take a fief, you should be able to form a Kingdom. But because there's no form of Diplomacy you're totally screwed if you attempt to do that.

Sadly there's really only two ways to form a Kingdom. 1) Become a vassal and when you have enough fiefs break away 2) Use your elite party to "snipe" fiefs from a Kingdom when they are pre-occupied, then peace out with gold. Rinse and repeat, form a Kingdom when you have enough fiefs. Or take Rebelling Towns.

The problem with Option 2 is that it is sadly probably the best way to conquer Calradia i.e. never form a Kingdom. Use your elite warband, take a fief, peace out, build up your garrison, accumulate more wealth, do it again til you own the map. No stupid non-nonsensical wars, no A.I. voting for multiple wars, no A.I. to lose Parties/Armies. And #1 nobody will declare war on you.


The fact TW doesn't understand that there should be basic messages (at least for Marriages and Mercenaries) shows how out of touch they are. It is extremely impractical to ride all over the map to hire a merc clan or arrange a marriage, especially once your King and you've got a party that likely consumes 1000s of denars a day. I'm surprised they implemented Companion recall...

Peace Time Mechanics: Feasts and more interactive mechanics need to be added during peace time as peace time is the most boring since their is nothing to do
Yeah there should be some form of peace time activities. Feasts should really be part of the game now due to fog of war hiding all NPC details. There should also be activities you can do in Towns/Villages to earn money/improve relations that don't involve killing people. Maybe you help farm, build a house, etc. something that could also improve the non-combat skills (Smithing, Engineering, Medicine)

Training or drilling your troops would be nice too. You don't build a professional army by fighting bandits, you build one with time and money a.k.a. training.

Population: This is probably the one that should be implemented of all, let me explain. Wars need to be meaningful and make an impact on the economy and powerbase of clans. Currently a clan with high relations with villages and towns can lose an entire army and instantly replenish its troops. This is clearly flawed. By giving a village, castle and a city a population that function on an economic level and military level (aka troops to recruit) this will make battles meaningful. This would also impact the economy of each nation, that when losing an extreme amount of peasants in a war their economy slides to a griding halt.

But if I am honest I think the Population mechanic will never be introduced even though the modding team behind the Jerusalem Mod is doing it. Some part of me believes that the dev team is amateur level at best given their previous track record, slow updates and lack of a clear roadmap.
I don't think we need population per say, technically it's implied high prosperity = high population

What needs to happen is more like this IMO:

1. Way less recruits (and no free troops for Lords) - ideally a Notable should spawn 1 Recruit a day, and only when all slots are filled do the existing troops start to increase veterancy. So if you deplete a village, it would take about 1 week to get a full set of recruits, 2 weeks for basic tier 2 troops, 3 weeks for tier 3 troops, 4 weeks/season to get end up with tier 4 troops. Provided no one recruits from village in that time... This would make battle loses far more meaningful.

2. Battles should be somewhat slower, less frequent (i.e. more consequential), and definitely should not be fought to the death. If your leading a war party/army and you fight to the death you've effed up badly. If your losing a battle retreating should be a viable option in most cases. This whole thing you need "Tactics" to retreat is harebrained. No, just let Parties sacrifice their wounded to escape and give a speed boost so you can live to fight another day. Also there needs to be some surrender options like spare troops, spare you, etc. Also the A.I. should surrender when totally outmatched. Even the most crazed Bushido Samurai would not fight to the death if they could help it, the A.I. should value their lives/troops.

3. Don't need looters and bandits everywhere; looters should spawn from raided villages, bandits should only spawn from hideouts.


Basically make battles have consequences from beginning to end. As is the only battles that truly matter are sieges.

Also be nice if Companions reacted to more events, still planks of wood after 4 years. Seriously why does Warband have more fleshed out companions?


It's definitely Amateur Level, FFS why are some Bandit Bosses voiced but others are not? How can you not be consistent in implementing which dialogue lines are voiced?! I believe there is a small handful of knowledgeable Devs, maybe like a dozen, and then you've either got a bunch of would-be intern "Game Developers", everyone else works like 2-4 hours a day, or most everyone is working on a new game...

I don't think there's any DLC package that TW can put together that will compare with mods. If they do make a DLC, let's be honest, it will simply be to siphon more money from those playing on consoles - who will never have mod access.
 
Sadly there's really only two ways to form a Kingdom. 1) Become a vassal and when you have enough fiefs break away 2) Use your elite party to "snipe" fiefs from a Kingdom when they are pre-occupied, then peace out with gold. Rinse and repeat, form a Kingdom when you have enough fiefs. Or take Rebelling Towns.

The problem with Option 2 is that it is sadly probably the best way to conquer Calradia i.e. never form a Kingdom. Use your elite warband, take a fief, peace out, build up your garrison, accumulate more wealth, do it again til you own the map. No stupid non-nonsensical wars, no A.I. voting for multiple wars, no A.I. to lose Parties/Armies. And #1 nobody will declare war on you.
Main problem is you, as the player, have to cheese/abuse the mechanics as mentioned.
Yeah there should be some form of peace time activities. Feasts should really be part of the game now due to fog of war hiding all NPC details. There should also be activities you can do in Towns/Villages to earn money/improve relations that don't involve killing people. Maybe you help farm, build a house, etc. something that could also improve the non-combat skills (Smithing, Engineering, Medicine)
And less those stupid ones like 'can't sell in X town'; it's boring and a one-time 'choose to lose your honor trait' consequence. Or the 'need tools', 'need horses', 'need grain', 'art of trade', 'cow delivery'. There's no fun travelling village/town to village/town buying (since there's no creating/farming to it) all the items to complete a quest, especially since it scales with the player (ie need 80 tools, need 320 grain) for some asinine reason. These quests are 'jobs', not quests that RNG spawn among the 3-4 NPCs in each area.
Make them grindable/farmable as a thing to do during peacetime to boost the region's prosperity/hearth/etc...to recover from war/build for next; and to 'compensate' your other dumb AI as they can't take care of their own fiefs (perpetually 'very poor' no-garrison castles).

Recently added bandit one about making special weapons, apparently I have to have smithing skills as my companion 'the Smith' can't; that's just stupidly missed.

Escort caravan, prepare to face 4 guaranteed groups of raiders that scale with you; how fun facing 80 slow-ass bandit HA and mounted cav. You just have to bite the bullet and auto-sim it (guarantee lose a few units) because it's not fun after doing it just a few times; where the entire purpose of the game is supposed to be the actual combat 'fun'.
Training or drilling your troops would be nice too. You don't build a professional army by fighting bandits, you build one with time and money a.k.a. training.
I don't know why they didn't do the WB version; it worked, simple, and fun. And there's a guaranteed fight at the end too (they can even do the scaling they 'love' to implement). Instead, I'm chasing bandits all over the map, in hopes those units I'm given level up. Quest can work if you were a small party for an engaging challenge but all these quest require some minimum troop-count which is so, so stupid and only an artificial wall for players to force them to play one way only.
What needs to happen is more like this IMO:

1. Way less recruits (and no free troops for Lords) - ideally a Notable should spawn 1 Recruit a day, and only when all slots are filled do the existing troops start to increase veterancy. So if you deplete a village, it would take about 1 week to get a full set of recruits, 2 weeks for basic tier 2 troops, 3 weeks for tier 3 troops, 4 weeks/season to get end up with tier 4 troops. Provided no one recruits from village in that time... This would make battle loses far more meaningful.
TW just can't figure a proper in-game way to not do this without getting a snowball occurring; it's just what it is as a bandaid fix to the very features they implemented. It's stupid, for sure, seeing some AI rubber band between two villages and watch them go from 20 units (that they spawn with free) to 60, all within the time it takes for you to build a siege camp.
2. Battles should be somewhat slower, less frequent (i.e. more consequential), and definitely should not be fought to the death. If your leading a war party/army and you fight to the death you've effed up badly. If your losing a battle retreating should be a viable option in most cases. This whole thing you need "Tactics" to retreat is harebrained. No, just let Parties sacrifice their wounded to escape and give a speed boost so you can live to fight another day. Also there needs to be some surrender options like spare troops, spare you, etc. Also the A.I. should surrender when totally outmatched. Even the most crazed Bushido Samurai would not fight to the death if they could help it, the A.I. should value their lives/troops.
They might as well change that 'surrender or die' to just 'die'. Battles, with how frequent they are, are just mass-bashing auto-sims as you take that Uthelaim castle for the 50th time between Vlan/Batt/NE/Sturgia.
3. Don't need looters and bandits everywhere; looters should spawn from raided villages, bandits should only spawn from hideouts.
They just need to add more besides those ones, how come there's no Poacher composition? Raider one? Deserters? Manhunters? These only spawn via quests, adding them in as a regular spawns adds 'character' to the world map; longer wars increase size/variety/frequency of any of these. Give the recovering AI something to fight to train their troops (and get money); but if left unchecked, they can be a force entirely on its own stopping AI from rebuilding properly or adding a war score for peace to deal with.
It's definitely Amateur Level, FFS why are some Bandit Bosses voiced but others are not? How can you not be consistent in implementing which dialogue lines are voiced?! I believe there is a small handful of knowledgeable Devs, maybe like a dozen, and then you've either got a bunch of would-be intern "Game Developers", everyone else works like 2-4 hours a day, or most everyone is working on a new game...

I don't think there's any DLC package that TW can put together that will compare with mods. If they do make a DLC, let's be honest, it will simply be to siphon more money from those playing on consoles - who will never have mod access.
It's entire amateur, VA, you can tell some are not even done in a studio anyways. And adding voice overs for a game where the AI (hundreds) are faceless/auto-generated/non-unique was going to fall flat (ie way more 'copy&paste' AI and dialogue than voices can cover). Yet another half-assed implementation, which they've probably abandoned adding more VA to for the dialogues anyways.
 
They might as well change that 'surrender or die' to just 'die'. Battles, with how frequent they are, are just mass-bashing auto-sims as you take that Uthelaim castle for the 50th time between Vlan/Batt/NE/Sturgia.
Oh that broke me...
70s-show-crying.gif


It's entire amateur, VA, you can tell some are not even done in a studio anyways. And adding voice overs for a game where the AI (hundreds) are faceless/auto-generated/non-unique was going to fall flat (ie way more 'copy&paste' AI and dialogue than voices can cover). Yet another half-assed implementation, which they've probably abandoned adding more VA to for the dialogues anyways.
Should have just voiced the characters for Neretzes Quest and left it at. Far more reasonable scope for TW. Much rather use my imagination for most characters, especially since so many are "auto-generated" anyways.

I can't even fathom what wack-a-do coding makes it possible for my one character's Imperial Wife voice to just change. Status didn't change (still Lady), culture didn't change - literally just went from one Imperial Clan to another. Wouldn't be surprised if it had something to do with all the placeholder voices they had. Wouldn't want the Console Players to know the game they paid $50 didn't have any voice over! Would have been better to just do it all once. But here we are almost 2024 and Console Players are missing a far more useful feature: Kingdom Destruction, and yet TW seems to have zero urgency getting 1.2 out.
 
I can't even fathom what wack-a-do coding makes it possible for my one character's Imperial Wife voice to just change. Status didn't change (still Lady), culture didn't change - literally just went from one Imperial Clan to another. Wouldn't be surprised if it had something to do with all the placeholder voices they had. Wouldn't want the Console Players to know the game they paid $50 didn't have any voice over! Would have been better to just do it all once. But here we are almost 2024 and Console Players are missing a far more useful feature: Kingdom Destruction, and yet TW seems to have zero urgency getting 1.2 out.
Think we all know it's solely so they 'justify' adding VA to their checklist of features to pad the game. Now, if this 'feature' is made solely so it's easier for modders to alter with in the future; that, I can understand. But I haven't really seen a VA mod one yet; and because it's superfluous for most modders to tackle too for the exact same reason we see the issues with the base VA from TW.

Mods have also been pretty stagnant last year or two; TW needs to finish their game. We're past the 1-year mark and they are still experiencing enough bugs that the last beta still cannot even go live yet as anticipated. Serious coding issues or abandoned/lost info from devs leaving; like they have a faster turnover than a Chinese restaurant?
 
From what I understand, with the 1.3.x, the Bannerlord base will be completed and all the announced features will be released. According to messages here and there from devs and CM on the forums, at this moment, we will have some sort of future plans post.

According to the release plans post I'm expecting a DLC announcement or something like that. But will there be more ? Or less ? I don't know but what are your expectations ?

By listing, in one place, what we would like to see added to the game after 1.3, Taleworlds will have some resources on what we, the community, want. I personally don't want to see Taleworlds doing a Total War/Creative Assembly move with them releasing content that their community just have no interest for.
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Personally, I want the game to expend for many years ahead. Warband had a very long life though modding and community implication. Bannerlord needs to do better than that.

DLCs and future patches should add new content to play AND new features that expands the depth of Bannerlord's gameplay. One example of that would be a total conversation DLC that adds elephants (new enemy types) and naval warfare (water/sea mechanics and véhicules with agents on it) in battles

On the other hand, multiplayer is a huge part of the Mount & Blade experience. Taleworlds choose to focus on competitive small-scale game modes. I don't see those game modes receiving as many hype for them than this:

The multiplayer part of the game needs more resources assigned to it so that small-scale gamemods still receive support (at least like the one we have now or a better one (RIP Captain mode)) while big scale events and big scale game modes start being a focus.

For me, I just want them to increase the battle size limit. Not outrageous just maybe double the size. That's what I want for a future update
 
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