What would be an ideal "Bannerlord" for you?

Users who are viewing this thread

Viking Conquest basically. Maybe with a bit less over dominance of infantry tactics, but I consider it the absolute best M&B experience without going into mods.

Don't care about sailing or anything, but ships would be nice to have.
Absolutely agree with this. The ideal BL is the viking conquest features implemented in Calradia. Seeing them struggle with simple features that were in Warband though, makes me think it is unlikely to ever be that way. I mean, they see things like keep battles or turning companions into lords as great milestones, while to us it just now begins to remind us of the features we had in 2010. VC had religions and raiding monasteries, siege events, pets, companions adventuring by themselves, sea battles, spreading rumours, diplomacy better by miles. It even had children. What does BL have? Board games, no dialogue and the grind?
 
What I miss is a slightly crazy companion who makes you laugh in the game. They don't have a sense of humor among modders.
A character, a kind of buffoon who says anything, is useless in combat but never dies, always a joke... His very life would be a joke. He would have an ironic look at the "Lords", the warriors, the soldiers, he would laugh at all this violence, he would be very weak but strangely, as if protected by a divine force, he would never die. "The word of wisdom is immortal sir, while human stupidity is infinite, do you see the difference my Lord?"
Yeah, the game could really use advanced companions. Something like Inigo from Skyrim could fit in really well.

Sadly the game isn't really built to accommodate random interactions from party members. Dialogues always freeze the action and take full focus so that could get annoying if your companions are constantly stopping you to make random comments and observations along the way. Someone would have to design a system for unobtrusive dialogues that are easy to spot but don't interrupt your actions. I would be cool if there was voiced dialogue so you'd just hear their comments while you travel, but even just some floating text at the top of the screen would do the trick.
 
I reckon stuff like kingdom alliances would be a cool feature, probably not that hard to implement either. Armies formed of two colors would be neat, a system of contract between the allies that affects how land is divided based on the leaders' relations with each other plus the traits they have. Contracts could be dynamic too, with multiple options like just a contract for non-aggression or purely defense (no multi-color armies just parties coming to aid when being sieged). The contracts would be made with an expiry time, followed by a cooldown that should block wars between the former-allies for at least a bit. An actual system like this would require a bit more thought than what I've wrote, it could just make things worse but more diplomacy options should be in the game and this, to me, seems like something that wouldn't be the most difficult thing to add.
 
I reckon stuff like kingdom alliances would be a cool feature
Was suggested here like a hundred times but TWs answer was always:
depositphotos_24434659-stock-photo-denied-stamp.jpg
 
Viking Conquest basically. Maybe with a bit less over dominance of infantry tactics, but I consider it the absolute best M&B experience without going into mods.

Don't care about sailing or anything, but ships would be nice to have.
Viking Conquest was a mod before becoming an official "extension". I believe. Anyway I remember playing a first free version.
 
But currently you have "The Land of Sika", which is an RPG mod similar to "Viking conquest"but more "heroïc fantasy".
 
Yeah, the game could really use advanced companions. Something like Inigo from Skyrim could fit in really well.

Sadly the game isn't really built to accommodate random interactions from party members. Dialogues always freeze the action and take full focus so that could get annoying if your companions are constantly stopping you to make random comments and observations along the way. Someone would have to design a system for unobtrusive dialogues that are easy to spot but don't interrupt your actions. I would be cool if there was voiced dialogue so you'd just hear their comments while you travel, but even just some floating text at the top of the screen would do the trick.
I indeed think that Randomizer of the dialogues would be a little eccentric with this game. On the other hand, the player could dialogue when he wishes it with certain npcs conceived for that in the cities and villages. Npcs that we could distinguish by their "held" for example. I'm thinking of npcs dressed as "erudite". These npcs would be the holders of Calradia's history. And I think you're right, a single "talkative" companion would be enough to simplify the coding. Randomize would be too cumbersome but make him react according to certain foreseeable circumstances with a "witness" on the side to say "your companion would like to talk to you", players are free to talk to him or not, it would be a nice way to introduce that . I believe. But it's a lot of work, I know, since before all that, you have to write a lore. Without lore, no depth possible in the dialogues. It would be a really big and ambitious release. When you see how they are already suffering to make the game stable, I have my doubts.

And it would have to be very successful, otherwise it is still submitting to popular condemnation! (lol) It's quite terrifying the mob on the internet, the medieval meeting place for all witch burners.
 
Without getting too crazy...
  • Customizable troops with some limits/caps for balance
  • Hire custom companions (much more expensive)
  • Customize appearance of all family members
  • Customization options for the landscape/buildings of fiefs you own
  • Choose horse color in game instead of being set from character gen
  • Cavalry that can hit the broad side of a barn
  • Throwing Axes that don't suck
  • Sturgia gets a snow speed bonus again
  • Expanded diplomacy options instead of mindless endless war
  • Playing the game reduces global warming
What this mostly means is I'm a control freak who wants to customize tons of things.
 
Not the current piece of s****
- melee combat
- huge battles
- stupid AI (for example AI is against reasonable peace, against reasonable policies that help loyalty, the AI ALWAYS goes in the opposite player’s direction; so if it’s the only way they found to make the game longer…. Too bad), defeat should open other options rather than a punishment of rebuilding army, which is far too long during a war.
They don’t have played their own game, else, they would know… lol
 
Sturgia gets a snow speed bonus again

I don't particularly like the factional speed bonuses. They make some armies uncatchable by default, and the AI doesn't know about the mechanic at all, so it just comes down to having certain areas where the sturgians are annoying to fight.

I think maybe in snow all cavalry and heavy infantry should lose their speed bonus on both the campaign and battlefield, with the exception two specific branches of sturgian cavalry (thick haired tundra horses or something, idk I'm not a furry) and infantry (with skis on their backs). This way if the player wants to be an OP snow deity they can, and its not just an inherent trait of being Sturgian like some kind of racialist tabletop.
 
We've made thousand of threads about this. See, I can tag @Duh_TaleWorlds the most comunicative dev in the forums, and he won't even respond, even if his active. I don't blame him or anything, it's clearly something from the heads not allowing them to talk about this issue, because they clearly do not want to add immersive features or any depth to interaction and diplomacy.

I've read somewhere that the features weren't planned and they just added whatever they liked as they were working, and now it's too late to add any of these mechanics, because they do not know how to do so, or because they tried and it broke everything and they do not have the will to work on it enough to fix everything and deliver it to us. Who knows, let's hope after release they take their time and work on it correctly.
 
I don't particularly like the factional speed bonuses. They make some armies uncatchable by default, and the AI doesn't know about the mechanic at all, so it just comes down to having certain areas where the sturgians are annoying to fight.

I think maybe in snow all cavalry and heavy infantry should lose their speed bonus on both the campaign and battlefield, with the exception two specific branches of sturgian cavalry (thick haired tundra horses or something, idk I'm not a furry) and infantry (with skis on their backs). This way if the player wants to be an OP snow deity they can, and its not just an inherent trait of being Sturgian like some kind of racialist tabletop.

I don't love them either(mostly because I feel insane picking anything other than Battania) but it balances out the way much of a faction's home turf activity is slowed down just by being in Snow/Sand/Forest respectively. Sturgia is additionally heavily forested so they are extra slow, really Battania isn't that bad in terms of forest.

I don't really view it as a racialist, it kind of makes sense that people who live in a snowy place are used to and better at dealing with moving through snow. Even someone not from those areas originally could also, over enough time.

I wouldn't bring back the snow bonus as it was before just because it was bugged or overtuned IIRC, but something basically in line with Battania's forest bonus.

That said, they could remove all speed bonuses and build them into troops of that faction so that it works like having more mounted units but it's instead more units of X faction reduces speed penalty on Y terrain, but then they'd have to give Battania and Aserai something else.
 
I don't really view it as a racialist, it kind of makes sense that people who live in a snowy place are used to and better at dealing with moving through snow. Even someone not from those areas originally could also, over enough time.

See now that would make sense. It would be something you might be able to circumvent somehow. It wouldn't just be a permanent gamebreaking bonus based on who you decided to pick at the start.

The reason I say it's gamebreaking is because so much of the game is reliant on how fast you are, down to a hairline binary of "I can catch you" and "I can't" with no way to speed up other than deleting your own troops. There is a really narrow margin between army size and speed, and every army even 0.1 faster than you is basically out of your reach forever. Having just 0.1 speed more would result in bigger armies being able to catch more enemy armies. And given how autoresolve works, it's far more than just a little speed bonus.

In Strat's recent video about campaign AI, there is a bit where the AI loses thousands of men in a day because it tries to chase armies slightly smaller that it cant catch. If the AI had any sense it wouldn't even bother chasing anything faster than itself, because even being 0.1 faster you can just run circles around the enemy. It's basically Agar.io.
 
I reckon stuff like kingdom alliances would be a cool feature, probably not that hard to implement either. Armies formed of two colors would be neat, a system of contract between the allies that affects how land is divided based on the leaders' relations with each other plus the traits they have. Contracts could be dynamic too, with multiple options like just a contract for non-aggression or purely defense (no multi-color armies just parties coming to aid when being sieged). The contracts would be made with an expiry time, followed by a cooldown that should block wars between the former-allies for at least a bit. An actual system like this would require a bit more thought than what I've wrote, it could just make things worse but more diplomacy options should be in the game and this, to me, seems like something that wouldn't be the most difficult thing to add.
kingdom alliances would be cool and all IF we had more kingdoms... As is it'd be exceptionally awkward because there aren't size disparities between kingdoms at all, the imbalance comes from biased geography and settlement distribution rather than "size" - which makes alliances either boost snowballing (which was a problem they've had a lot of difficulty solving) or it'd make the AI too passive overtime.

If we had double or triple the numbers of kingdoms with some size disparities, than alliances would make for good interactions, it'd be really fun, as is we currently have a single faction per culture except for empire divided in 3 - so the game's about either taking out empire or merging the empire to assert domination. - it's the entire premise where the campaign main quest's bult around basically... These are the choices.

If you wanna test it out, and I tell you you'll find out it's not a good feature for how the game's built, download diplomacy mod and increase the alliance likelyhood through their options - you'll probably get pssed and turn it off really fast
 
See now that would make sense. It would be something you might be able to circumvent somehow. It wouldn't just be a permanent gamebreaking bonus based on who you decided to pick at the start.

The reason I say it's gamebreaking is because so much of the game is reliant on how fast you are, down to a hairline binary of "I can catch you" and "I can't" with no way to speed up other than deleting your own troops. There is a really narrow margin between army size and speed, and every army even 0.1 faster than you is basically out of your reach forever. Having just 0.1 speed more would result in bigger armies being able to catch more enemy armies. And given how autoresolve works, it's far more than just a little speed bonus.

In Strat's recent video about campaign AI, there is a bit where the AI loses thousands of men in a day because it tries to chase armies slightly smaller that it cant catch. If the AI had any sense it wouldn't even bother chasing anything faster than itself, because even being 0.1 faster you can just run circles around the enemy. It's basically Agar.io.

The A.I. definitely could use adjusting regards how they deal with relative speeds. I think that's a probably regardless of faction bonus though, since even differences in terms of how many mounted troops a faction has influences it. Khuzait were particularly ridiculous when they had both a bonus and mostly mounted troops.
 
My ideal "Bannerlord" for me would be a much more immersive Bannerlord and many other activities more interesting than repeated battles.

I "preach" on this forum for a "singleplayer" Bannerlord with more interactive npcs, truly "endearing" companions, a deeper "diplomatic" and "economic" game system, fewer battles, more diversified activities, more depths in the RPG dimension and real Lore.

There are so many things missing in this game, that we keep repeating ourselves. But two years after EA's release, it's hard for many to hide our disappointment. The development of the game is so slow and the communication of Taleworld so superficial that we sometimes have a feeling of being ripped off.

So I'll just ask the question:

What would the ideal "Bannerlord" game be for you?
ok, it is time for my answer:

The Ideal M&B game (doesn't matter if BL or WB or whatever the fk) for me is actually a merge between battle mode from M&B with CK RTS and size scope being run under an historical setting instead of a weird parallel fantasy world.

That means fully flushed character control at one hand, while you can macro-expand into a fast-time passing in the RTS mode and just play politics. The only change I'd do on a fundamental level would be more realistic time-travel and give the ability to control the party on a traveling mode without having it tied to tiles. I'd also add the functionalities of RTS Camera mod for BL so we could also choose to go into battle Total War mode

That'd be the Ideal game for me, and it might as well be impossible to achieve technologically speaking (that would require ludicrous amounts of processing power - or insane levels of ninja coding)
 
Some easily feasible improvements that would make the game great for me would be
- better damage calculation, like in warbandlord
- better combat AI like RBM AI
- better troop trees, but unlike most troop tree mods I want less units per tree, something like 3 lines + 1 noble line
I already modded it into my game and it's great with the other two from above, makes the battles much more entertaining since they are different one from another
- harder sieges by making the approach phase longer (slower siege engine, starting from further)
- new ruler being chosen on influence instead of money

Some nice QoL features would be nice like
- Another loadout for equipment in sieges, like we have the civilian loadout
- messaging system

Other options that are harder to implement :
- fewer towns so that the endgame has an end
- useful spears that could go through blocking without a shield, maybe using the 'crush through block' mechanic ?
- actual kingdom management, like we had in diplomacy where we could chose the tax rate or the troop quality vs quantity
- meaningful castles, I would for example have noble units be recruited from castle and regular units from villages, or have them block a path to enter a kingdom if not taken
- difference on how the ruler is chosen depending on the kingdom (you know, the reason why we have three empires instead of one maybe ?)
- clan tiers being meaningful and unlocking new perks, tier 3 you become a vassal, tier 4 unlocks higher influence spending to vote, tier 5 unlock creating armies ?
- geographical rebalance of vlandia, sturgia and aserai

I would sincerely be fine with the easy improvements and the QoL but I might as well hope the other ones are being read
 
Back
Top Bottom