The mysterious beta 1.3

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Dunno if it'd be reasonable to ask for multiplayer-related things in this thread, but I may as well post my personal wishlist:

Class Limits
The most optimal way to play TaleWorlds' melee combat game is with the extensive use of ranged weaponry while utilizing the environment to avoid getting shot at yourself. I've seen people argue that the inclusion of class limits would hurt the casual experience of "play what you want", though Chivalry 2's success while Bannerlord's servers peak at the high single digits to mid 10s suggests the exact opposite. I think with games set in a medieval world, there's the expectation that players should be able to hit things with a stick and that said hitting things with stick would also be a viable tactic. At the very least, I think Siege, TDM, and Battle should share a 16% archer limit to match Chiv2's strictness towards ranged weaponry. Cavalry would likely also need to be restricted, though given that they have counters other than "click heads better", I imagine they can afford to be more lenient in Battle and Siege, given that the environment can be used to an infantryman's advantage

Captain can afford to not have class limits, since archers and cav are balanced out by their model counts, and Skirmish being designed around 6v6 would likely make class stacking more detrimental since it's often better to combine the use of ranged and melee weaponry, rather than to use either exclusively.

All Skirmishers
From my experience in Captain mode, any class that has access to the Throwing Spear will always throw the Throwing Spear first before switching to javelins. For the Brigand and Wildling especially, this is problematic as these units will no longer be able to defend themselves from cavalry charges. Because of this, I think they should prioritize throwing Javelins before switching to the Throwing Spear. Granted, they will still likely throw a couple of spears, though this change in weapon priority should give players enough time to issue the Hold Fire command, so as to at least have some amount of spears to use for stabbing

Aserai Guard
The only real source of blunt damage that Aserai has is their starting unit, and the overreliance on Tribal Warriors leaves them vulnerable to two-handed weaponry. Even a Vlandian Sergeant can counter a mace wielding tribal by picking the Two-Handed Sword perk. If a non-Tribal class is to gain a blunt weapon, I think the best fit would be the Guard

New weapon: Quarterstaff
Lightweight armored rod that can be swung with both hands, or be used as a dedicated thrusting weapon when combined with a shield

Improved Armor replaced with Quarterstaff
There's no reason to ever use the Tabar when Sturdy does basically the same thing. If the player wants to increase their armor rating, they can simply pick Sturdy, which frees up the Slot 1 perk selection for either the bardiche or two-handed sword

Sturdy replaced with Improved Armor
See above text. Replacing Sturdy with Improved Armor would mainly be to make the player appear more visibly armored.

Sturgia
This faction has arguably even worse anti-armor capabilities than Aserai, since their only source of blunt damage is tied to the second most fragile shock troop in the game, and they can easily be denied the ability to even play the game through the existence of throwing weapons and bows. With TaleWorlds insisting that the Varyag should specialize in axes though, I think the only classes that can receive a mace would be the Hunter and Brigand.

Brigand
New weapon: Vlandian Throwing Axe
Considering that Early Access is forever ago, I think they still only have a base damage of like 60-something cut damage vs the current throwing axe's high 90s

Woodsplitter Axe replaced with Spiked Club
Weapon pulled from the singleplayer mode

I know this would be a buff to Improved Armor, though at 35 blunt damage, this should also mean that you have a longer TTK against light infantry and shock troops, but should have a shorter TTK against armored opponents compared to the Raider Axe or Sturgian Sword.

Sturgian Throwing Axe Count increased to 5
With Sturgia lacking an equivalent perk to Rapid Throws, I think it'd be fair to bump up the number of throwing axes, especially when they are less accurate than the basic javelin. I am aware of the Throwing Axe's utility as a melee weapon, though even with that in consideration, I think Sturgian Throwing Axe (5) would still be inferior to Javelin (6)

Ash Throwing Spear
No longer replaces Javelin (3) in non-Captain Modes
Javelin (3) replaced with Vlandian Throwing Axe (3) (non-Captain modes)

I'll admit that the Ash Throwing Spear is the best throwing spear in the game, though denying the Brigand of his thrown weapon damage seems way too harsh of a downside, especially when the Warrior's Sturgian Short Spear is insuffient for anti-cavalry. I do agree that his ranged capabilities should be hampered by picking this perk, hence why I think it'd be worth it to re-introduce the admittedly flaccid throwing axes from the Early Access days of Bannerlord. Even as weak as they are, they should still suffice against light infantry and shock troops in a pinch.

Hunter
Sword and Shield replaced with Mace and Shield
Sturgian Sword has always felt like a downgrade from the Raider Axe, and losing the Longbows doesn't really seem like it's worth having the shield. I think being able to defend against Sergeants would help make the shield perk seem much more like a sidegrade.

Empire
Everyone's favourite punching bag. Another reason why people don't want to stick around to play the game's multiplayer is because being stuck with a unit who's main role in the gameplay loop is to feed kills to the enemy team is extremely off-putting. Like, "peak player count of 6" off-putting. If Empire is ever voted in and I HAVE to play as them, that is the moment where I alt+f4 and play Chiv2 instead. The multiplayer crowd hates the idea of this faction being good, but I'm still gonna suggest that Empire should actually be worth playing.

Recruit
The only perks you'll ever use are Spatha, which is the equivalent to what other light infantry gets when they choose Improved Armor while you only have 10 armor, and Specialist or Pila, since your extremely short lifespan makes the larger javelin quiver useless.
New weapon: One-handed pitchfork
Child of: Vlandian Spear
Thrust damage of 20
Spear head replaced with two-pronged fork head

Shield Wall replaced with Lumberjack
Upgrades Gladius to Woodsplitter Axe (currently on Brigand)
+10% damage to shields with melee weapons

Realistically speaking, the Recruit will never live long enough to see his shield take more than 80 damage, which leaves you with a wimpy butter knife to defend yourself with. I think it'd be worth it to instead give the Recruit an anti-shield perk to act as a sidegrade to the shortsword

Footwork renamed to Survival Training
Grants +5 armor on top of the movement bonuses
If i'm perfectly honest, this perk makes the 130 HP shield look good in comparison, and I already mentioned how useless it is. I think the only way to really salvage this perk is to tie it to an armor bonus similar to Berserker Skin and Extra Chainmail, where the armor bonuses are worse than Improved Armor, but grant a secondary bonus to compensate. This will also buff Rapid Throws, since you can at least eat JUST enough hits to make use of the larger quiver.

Pila replaced with Farmer (non-captain modes)
No longer replaces Javelin (3)
Grants one-handed pitchfork
Pila is still used in Captain Modes

The main reason you'd use the Pila is NOT to kill horses, but rather to deal enough damage to guarantee an assist because of how quickly you die as a recruit. Even with a starting unit, I dunno if dying should be part of a player's plan. At the same time, 180 reach seems to be the absolute bare minimum required to adequately stab horses, and for a unit that can throw javelins, I think a 20 damage 180 reach spear should be more than enough to deal with horses.

Menavlion Infantry
The reach can be a huge advantage in group fights, though the slow swinging speed of them makes them a rather poor fit in shock troop vs shock troop matchups. They need only one change, and I think it can make a huge difference on how the Menavlion Infantry is played

Armor Padding replaced with Spatha
With an armor rating of 8 (17 with Improved Armor), taking less damage from maces seems incredibly useless compared to bonus shield damage or bonus cavalry damage. I think it'd be better to have a perk that gives the Menavlion a sidearm so as to better defend himself in close range. Even if he can't come out on top, simply having the short sword should allow him to stall fights long enough for help to arrive.

One other idea that I have regarding archery and Empire is reinstating the possibility of a crossbow on Archer Militia. I wonder if it'd be possible to have something like a Cavalry Crossbow that's slightly weaker than the Arbelist's Light Crossbow, but can at least be shot from horseback.
The way I would fix Sturgia would be that make Berserker the Varyag instead. They will have medium armor and two handed axe like wildling, and the heavy inf class to be replaced with Druzhinnik since in the medieval Russia, is the main inspiration of Sturgia, and Druzhina often fought with a mace named Pernach. Pernach would looks like a flanged mace fyi. The variant can slso be overhauled. Improved armor comes with the set of pernach with a heavy kite shield, while the axe specialist gets one throwing axe with round shields. Swords should stay the same. As for skills I’d say replace feller with a newly created skill that increases overall melee damage by 8-10%.

As for the archers, a little buff to the longbow wouldn’t be so bad imo, make it easier to aim and shoot.

Cavalry:
Rename the druzhinnik to Boyarnik, since it is a rank that would be higher than Druzhina (Druzhinnik) and give them Pernach as secondary melee weapon while giving them the iconic heavy druzhinnik lance that the nobles would use from the game
 
ONE thing???
That's almost impossible with so many things on my wishlist.

But if just ONE: improved workshop profitability - buying a workshop for +/- 20k and getting a daily return of 20-100 denars is hard to justify. And then RNG supply issues halt production leading to no income. Even if you stock the warehouse (a costly investment), this does not guarantee profitability. And if you decide to sell it, even if it IS profitable, you get offered around 6k - so that's another 14k loss. What is the point?
- a simple reprogramming the formulae can easily solve this (I did it myself by increasing the return in the spworkshop.xml file.

Other things on my wishlist include:
- remove/reduce the fog of war for wanderers. I get the idea behind FoW, but the implementation does not work. Who has time/energy/enthusiasm to travel to (almost) every town to see if there is a wanderer, and what their abilities/stats are? At least add a feature (like Warband had) where you can ask the tavern keeper about information if you seek someone with specific skills.

- implement faction based marriage rules, i.e. nobles from a certain faction are far more likely to arrange marriage with same faction nobles (to strengthen alliance/power/etc.). It should be highly unlikely (i.e. impossible really) for a Vlandian Lord to arrange marriage with a Khuzait/Aserai clan given the distance, cultural differences, etc. (and vice versa). I can still understand Empire nobles marrying adjacent lying factions, yet even they would strive to keep their bloodlines pure.
Ruling clan may be different, but should only marry other faction ruling clan.

- improve Castle function & economy: castles should employ a guard that patrols the territory and keeps villages safe - stop looters/deserters/small raiding parties. Castles should also be able to have a smithy (weapon manufacture), and be able to sell some livestock, basic food supplies.

- Diplomacy - some form of alliance making, peace offering, trade agreement would be a good start to break the only option of 'war, war, and more war' we have at present. At least have a conversation topic with the faction LEADER that gives an option to make peace. The current "I can make no decision without my Senate approval" is just clumsy. There should be a calculation based on winning/losing/how many hostages/fiefs lost or gained that influences a faction to accept an offer of peace.

- Cost of upgrading troops - it should be VERY expensive to train/outfit a banner knight/elite cataphract/etc. Applying a simple rule that increase the cost of upgrading every troop by 10x may offer some way to have a more realistic cost of training soldiers. Or every tier cost 10x more than lower tier would be even better.

- Difficult to recruit troops - it should be impossible to recruit anything higher than a 'recruit' from any faction but your own except through captive recruitment. And it should remain impossible to recruit anything but a recruit from villages (where would they possibly get the denars to outfit a cataphract/etc.?). Town should allow recruitment up to tier 3 IF you have high relation, and am member of faction. These recruitment rules should be for ALL Lords (i.e. also for NPC Lords). And going one step further, Lords who rebuild a lost/vanquished party, should be reluctant to engage in another battle until they have had time to retrain some troop
The elite troops should be available in the player owned castles, or the castle of a noble who would let player recruit from. To recruit elite troops in castle, the player will have to speak to the noble, and have 40+ relation with them. Recruitment of elite troops should be expensive, each troop should worth as much as around 700-800 denars. For noble troops like druzhinnik, it should be around four digit number for each one
 
The way I would fix Sturgia would be that make Berserker the Varyag instead. They will have medium armor and two handed axe like wildling, and the heavy inf class to be replaced with Druzhinnik since in the medieval Russia, is the main inspiration of Sturgia.
Kievan Rus, not Russia :v
 
make Berserker the Varyag instead
Would be an interesting way to go about a 2h user, and would probably justify the having of a 140 cost unit. Not too sure how the Perk 2 perk setup would look, but wonder if this could work for Perk 1:

Berserker:
Grants a +7% bonus to all melee damage on top of being given the Raider Two-Handed Axe

Maul:
Self-explanatory

Man-at-Arms:
Grants the Light Round Shield and medium Raider Axe. Also gain +2 bash damage when a shield is equipped (damage range is now 4-6)

Would be p hard to slide the Long Two-Handed Axe onto a class who'd have a base armor rating within the low 20s, and I think Improved Armor is out of the question, since both things would probably make a two-handed Varyag overpowered. I think the best way to go about demoting the basic two-handed axe to perk weapon would be to give the 2h axe perk something similar to the Tribal Warrior's Tribesman work where they just straight up hit things better regardless of what weapon they're using.

A weapon/shield perk would lead to some unavoidable overlap with the Voulgier, though better that than the Berserker's "battanian savage but bad"
 
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Kievan Rus, not russia and I’m gay
not this **** again, come on. I am tired of explaining the history to the westerners who watches porn and propaganda narratives 24/7 while not being able to point where their country is in the map. So please refrain from making such uneducated and retarded comments
 
not this **** again, come on. I am tired of explaining the history to the westerners who watches porn and propaganda narratives 24/7 while not being able to point where their country is in the map. So please refrain from making such uneducated and retarded comments
Lol cope harder XD You didn't eat every east slavic nations or regions which could be separate states like Novogrodians, swallow this pill.
 
I mean, Sturgia is a fictional nation that ends up being split between the Nords and Vaegirs, though I'm p sure the non-Khergit Khuzaits have also mingled with the non-Nordic Sturgians to ultimately make up the Vaegirs.

The amount of ****s I give at this point is their ability to open tin cans in multiplayer, cuz fighting Vlandia or Battania as Sturgia and Aserai is absolutely terrible.
 
not this **** again, come on. I am tired of explaining the history to the westerners who watches porn and propaganda narratives 24/7 while not being able to point where their country is in the map. So please refrain from making such uneducated and retarded comments
Tell me, what's wrong with that, брат? There was no Russia until 1991. Rus or Kievan Rus is a correct reference to the medieval period of our country.
 
not this **** again, come on. I am tired of explaining the history to the westerners who watches porn and propaganda narratives 24/7 while not being able to point where their country is in the map. So please refrain from making such uneducated and retarded comments


"please refrain from making such uneducated and retarded comments"

Take your own advice
 
I mean, Sturgia is a fictional nation that ends up being split between the Nords and Vaegirs, though I'm p sure the non-Khergit Khuzaits have also mingled with the non-Nordic Sturgians to ultimately make up the Vaegirs.
TW confirmed that Sturgia inspirations were Slavs and Vikings (literally Kievan Rus).
 
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