SP - UI The old version is better. IMHO

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Beta 1.4.3
Why:
1 I think the old interface was better.
2 The same character in all battles with the bandits.
P.S The old interface and the old version of the characters were better. IMHO

 
1. The encounter power comparers not showing up previously, was a bug. It's there to show to the player how many troops each side has, so the player can determine what to do since these numbers can change just as the conversation opens(close by reinforcements).

2. This can be addressed with the new version.

If you have any other suggestions or complaints feel free to share
 
1. The encounter power comparers not showing up previously, was a bug. It's there to show to the player how many troops each side has, so the player can determine what to do since these numbers can change just as the conversation opens(close by reinforcements).

2. This can be addressed with the new version.

If you have any other suggestions or complaints feel free to share


Thank you for your answer.
 
1. The encounter power comparers not showing up previously, was a bug. It's there to show to the player how many troops each side has, so the player can determine what to do since these numbers can change just as the conversation opens(close by reinforcements).

2. This can be addressed with the new version.

If you have any other suggestions or complaints feel free to share

I honestly like this new framing in Bannerlord better:
9dQT8.png

It would be possible to arrange a scene similar to this? with all the bulk of the army visible to the enemy party. The larger the army, the greater the distance from the "parliament area".

_y7bL.jpg
 
I honestly like this new framing in Bannerlord better:
9dQT8.png

It would be possible to arrange a scene similar to this? with all the bulk of the army visible to the enemy party. The larger the army, the greater the distance from the "parliament area".

_y7bL.jpg
Internally we talked about something like this. But at the end of the day, these conversation screens are meant to be fast and they shouldn't get in the way of playing the game. Spawning different troops in big numbers were going to hinder both performance and load times so when everything is taken into consideration, we decided not to implement it. Cool idea though :xf-smile:
 
Internally we talked about something like this. But at the end of the day, these conversation screens are meant to be fast and they shouldn't get in the way of playing the game. Spawning different troops in big numbers were going to hinder both performance and load times so when everything is taken into consideration, we decided not to implement it. Cool idea though :xf-smile:

It makes sense, the process workload would certainly be higher. Also, it would be a much more ambitious vision and certainly much more interesting for the player; even though it's a fast screen. Hopefully, through the promised performance tuning, you can "reintroduce" this thing we discussed. ?
 
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