Mount&Blade II: Bannerlord [Early Access]
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madmax17




Posts: 19547
Location: Croatia
PostPosted: Wed, 15th Apr 2020 13:19    Post subject:
This guy is enjoying it Laughing using tricks.

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Il_Padrino




Posts: 7574
Location: Greece by the North Sea
PostPosted: Wed, 15th Apr 2020 13:22    Post subject:
I'm new at this game as well, but apparently the game opens up massively once you reach clan level 2. Once lvl2, you can negotiate with other lords, set laws, manage towns/castles/armies/...

Takes a while to get going though, the first main quest is such a chore as well, and you need to follow it a bit before you're able to found your own nation.
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Morphineus
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Posts: 24883
Location: Sweden
PostPosted: Wed, 15th Apr 2020 13:43    Post subject:
The bunching up A.I. combat you can't really avoid. Unless you use your commanding abilities more which in turn makes you combat less. Being a 'lancer' and 'ranged' is what I mostly did in these games because it is the more efficient way of battling.

You're better of to fight in arena's if you want a better experience of the combat... but still combat isn't great to begin with.


I did find the balance of everything a bit crap, way too slow progression. Felt grindier than an MMO at times. But that's all being taken care of with mods.

The ones I'm using so far:

Bannerlord Tweaks A must have at the moment. Includes most stuff that are/were standalone mods and easy to tweak values.

Settlement Icons Just so it makes it easier to spot quests, tournaments

Auto Trader I really tried trading in the first two games I started. Where I messed about to learn the game mechanics... but trading is lacking in game, made tedious by not having better tools/ui.

Mixed Gender Troops Because I can't fight the patriarchy on my own! Nah, it just adds a bit more diversity to the models you encounter, which feel a bit sparse.

There's plenty of stuff out there, but haven't looked deeper into the mods. Next one I probably try is: Tournaments Expanded.


Those mods made the game more enjoyable but doesn't really change that much to the combat. So give it a try or wait till they are further along in development (Yeah, I know... )


Edit: Don't focus on the main quest. If you rush it, your character will be ill prepared for your own nation. You'll bump into the lords over time just by playing the game. Atm in a game of 14 hours I bumped into 4. You can rush it but its not a fun time doing so and you'll end up ill prepared.

Also: Just isodemo the game first if you're not sure about it or want to buy it on a whim.


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Lathieza




Posts: 7146
Location: NL
PostPosted: Thu, 16th Apr 2020 19:31    Post subject:
Pretty nice patch again Very Happy

Captain mode in multplayer is amazing btw

Quote:
Latest Changes:

Multiplayer

Crashes

Fixed a rare crash at the beginning of a battle.
Fixed a rare crash that occurred when AI tries to find the missile range of a melee weapon.



Singleplayer

Crashes

Fixed a crash that occurred when the player successfully defected a lord through barter.
Fixed a crash that happens when the player character was walking on the campaign map after creating their own kingdom.
Fixed a crash caused by villager parties that don't have healthy troops.
Fixed a crash that occurs on the campaign map due to a problem with tournament renown gain.
Fixed a rare crash with AI thinking behavior in the “Need access to village commons” quest.
Fixed a rare crash that occurred due to log entries when a player battle ended.
Fixed a crash that occurred when attacking caravans without a leader.
Fixed a crash that occurred when a clan leader died and the selected heir was a lord that had recently been released or escaped from captivity.


Save & Load

Prevented the main storyline epilogue pop-up from reappearing every time the game was loaded.
Fixed a save system backwards compatibility problem with saving primitive data types.
Game now loads skill levels correctly from save games created with versions prior to 1.1.0


Campaign Map

Added a middle layer for nameplate visibility on the campaign map. We now have a stage where players can see both towns names and castle names.


Battles and Sieges

If a player’s fortification is besieged, they are warned by a text that appears in the top center of their screen. (Beforehand it only happened when the assault was already underway. Now we have 2 warnings - one when the siege begins and one when the assault starts.)


Clan and Party

If a player’s clan party is attacked, they are now informed with a center top notification.
The recruiting frequency of lords who are in a good financial situation was increased. They will now try to fill their party limits more frequently.
Fixed a bug that caused the consumption of more than 1 horse when we upgraded a troop to a mounted soldier while having several types of horses in our inventory.


Kingdoms and Diplomacy

Executions now also cause negative relations with honorable lords (if the executed is honorable too) and negative relations with friends of the executed. Additionally, we added further notifications for these consequences.
Mercenary minor factions no longer join kingdoms they are at war with.
Players can now fire mercenary factions they hired previously via dialogue. Players are asked to pay an appropriate wage per remaining influence. (Normally, we convert 20% of their earned influence to wage per day.) If the player rejects payment, they lose relations with the mercenary clan leader and the contract is cancelled.
Player’s mercenary payment per influence was stable after they entered a kingdom. Now it is refreshed every 30 days.
In some cases after a kingdom had been eliminated, the lords continued to spawn in a map location that is not reachable (near Rhesos Castle). They now spawn at a random settlement gate of their culture.


Economy and Trade

Caravans are now seen as more valuable targets by bandits and minor factions, which means that they will be attacked more. This will increase the number of battles that involve caravans. Previously, caravans were a nearly totally safe investment. Now bandits and minor faction lords sometimes attack caravans even if they are a bit stronger.
The pottery shop was very profitable - by creating 2 pieces of pottery (80 denars each) from one clay (20 denars) and doing this 4 times a day. Now one clay produces 1 pottery and pottery demand is halved to make its0 price more stable.


Other

Fixed the age of the player's brother.
Further fixes for NPC weight and build parameters as well as some NPC age fixes.


Previous Beta Hotfix:

Reverted the weight and build changes of NPCs and troops, so that overweight characters are much less common. Kept the changes for special high-tier units such as Falxmen.
Character Skill Levels will no longer be automatically increased when a save game from a version before 1.1.0 is loaded.
Fixed a crash that occurred after taking prisoners in hideouts.
Fixed a crash that occurred when a character maxed-out their attributes and focus points.
Fixed the black particles bug.
Fixed some performance spikes that happened during missions.
Fixed a battle crash that was caused by a character having no culture.



Initial Beta Changelog:

Singleplayer

Crashes

Fixed a rare formation AI exception.
Fixed a crash that occurred when a mount without a rider heard an arrow.
Fixed a crash that occurred at the end of the "Army of Poachers" quest when the AI tries to continue fighting.
Fixed a crash that happens when a campaign is started for the second time without exiting the game.
Fixed a crash that occurred when selecting the option to attack in the “Rival Gang Leader” quest after loading a game.
Fixed a crash that occurred when AI characters tried to barter prisoners.
Fixed a bug where talking to a companion in settlements during the main storyline would crash the game.
Fixed a crash in main storyline conspiracy phase.


Performance

Ram and VRAM usage is reduced and many leaks are fixed.
Scene loading performance improvements.


Localisation

Improvements, additions and corrections for Turkish and Simplified Chinese translations.


Art

Added new armour "Northern Lamellar Shoulders".
Added new armour "Plated Helmet".
Assigned a banner to poachers and other neutral parties.
Overhauled all of the NPC faces to reduce asymmetry, tone down exaggerations and create culturally appropriate and appealing phenotypes.
Updated some of the lords and ladies faces for a more culturally appropriate look.
Updated nav meshes in “sea_bandit_a”, ”battle_terrain_p”, “battle_terrain_020”, “battle_terrain_029” and “battle_terrain_030”. This should resolve unwanted fights in water and improve fleeing behavior in these scenes.
“Aserai_town_a” civilian scene related fixes.
“Aserai_town_b” civilian scene related fixes
“Empire_town_j” siege scene siege related fixes and seasonal improvements.
“Khuzait_town_004” siege related fixes and visual improvements.
“Aserai_castle_002” siege related fixes.
“Vlandia_castle_005a” siege related fixes.
“Sturgia_castle_003” siege related fixes.
“Khuzait_castle_002” siege related fixes.
Night atmosphere illumination amounts adjusted.
Visual fixes for battle scenes.
Winter season issues with steppe scenes have been fixed.
Winter related problems with the outer meshes are solved.
Low-poly tree meshes are now used in hideout prefabs.
Agent spawn positions in some scenes are fixed.
Fixed a season problem with Aserai's arena.
Issue with Battania arena spawn points being too close to each other is fixed.
Fixed some scene issues of Aserai Village.
Fixed merlon physics issues of Vlandian Castle parts.
Fixed some lighting issues of Empire Lords Hall.
Fixed physics issues of Battania Castle Wall.
Fixed UV issues of Sturgia Castle Gatehouse.
Fixed an error while opening the Forest Hideout scene.
Refined snowy atmospheres.
Beard intersecting helmet issues were fixed for
western_plated_helmet
Empire_guarded_lord_helmet"

Nordic sloven armour's bones problem fixed.
Fixed clothing clipping issues.
Replaced some textures and meshes.
Updates on Hero Creation Stages:
Some clothes updates.
Poses overhaul.
Face animation.
Scene lighting.
Skin shader updates.
Specular texture channels updated.
Diffuse Texture updated.
Beard /tattoo material:
Alpha and colour updates.


Campaign Map

Parties participating in an event are no longer moving, which fixes some footstep sound issues.


Audio

Fixed that Campaign music could play many tracks in a quick succession.


UI

Implemented trade perks that relate to profit in inventory.
Minor UI tweaks and fixes in Crafting, Barter, Save/Load, Recruitment, Board Game, Siege screens.
"No Saddle"" visuals in Inventory.
Removed helmets from hero portraits to see their faces more clearly.
Added Weight Carrying Mount and Speed Mount icons in inventory mount tooltip panel.
Fixed spacing issue with 'ğ' character in Turkish localisation.
Fixed barter offer item visuals not being visible.
Enabled being able to give names with space and numbers in creation.
Fixed two hints showing up in inventory equipment slots.
Changed character developer traits from texts to icons.
Implemented a basic item tooltip, now players can see the basic stats of a tournament prize item.
Added "Busy with an issue" or "Busy with a quest" or "Busy with a common area" in Create a Party instead of just a "Busy" explanation.
Fixed attribute and focus point tooltips to reflect correct numbers.
Moved NumberOfCorpses and MaxSimultaneousSoundEventCount to performance options.
Implemented being able to sort/move modules in the launcher.
Renamed "Resume Game" to "Saved Games".
Added minor faction filter to clan page list page.
Added tooltips to map bar circle notifications.
Added new perk icons.
Fixed banner visual errors with some icons and banner icons not matching with the UI.


Battles and Sieges

Simulated battles no longer give more XP than fought battles.
Added missing patrol spawn positions to forest hideout scenes. Forest hideout missions should now open normally.


Combat AI

AI quality for NPCs is now determined by skill points in the current weapon's governing skill instead of overall character level.
A tactics bug related to the defensive ring that occurred when archers ran out of ammunition has been fixed.
An issue in caravan/villager battles that could potentially cause unexpected behavior at agent processing level was corrected.
Cavalry not being able to hit enemies right next to them when they had swingable weapons and circling each other endlessly issue fixed.
Bodyguard troops could rarely stop moving when their commander died, this is now fixed.
Mounted agents can calculate enemy positions better and thus more accurately aim their thrust attacks.
Some agents couldn't move properly due to invisible scene AI barriers. This has been fixed.
Fixed some Sea Bandit AI issues.
Agents attack less often if the combat AI difficulty is set to normal.
Holding ready duration for attacks was added as a driven property and tied to melee combat skill in order to make easier/less able AI agents fight less relentlessly (i.e. they will wait for a while before releasing their attack).


Character Development System

Level 1 characters now start with 120 skill points.
Reduced XP required to learn higher skill levels.
Troops can now upgrade more easily.
Reduced wanderers' skills outside their main area of expertise, making them easier to level up.
Made wanderer age correlate roughly with their skills.


Kingdoms and Diplomacy

Fixed bug where fiefs were regarded to have a negative value in barters if the “Everything Has a Price” perk was enabled.
Fixed a rare bug where the AI proposed a kingdom decision on behalf of the player clan.


Economy and Trade

Prices for armour were changed and high tier boots and gauntlets now cost more.
Range weapon prices have been re-adjusted.


Quests & Issues

Reviewed about a third of the quest issues, improving dialogues and persuasion:
Major changes in particular to “Family Feud” and “Spy Party”.


Other

Icons on banners and shields were not appearing. They are fixed now.
Updated "Imperial Legionary"" equipment.
Minor updates to Sturgian troop tree equipment.
Added more variation to caravan master's equipment.
Added more variation to helmet drops from troops.
Various other fixes to troop trees and stats.
Armor values of various equipment have changed to better match their visuals and increase faction armor variety.
Armor values of mount bardings and harnesses were changed to match their visuals.
Riding a horse without a saddle now incurs 10% penalty to max horse speed and maneuvering.
NPC agents carrying heavy items (apple baskets etc.) will no longer run (with items in hand) when the player asks them to take him/her to a particular agent.
Added an "Exposure Compensation" option that allows players to adjust the brightness levels of the visuals to their preference.
Fixed missing items for blacksmith characters in towns.
Some grammar mistakes and typos were fixed.
Fixes a bug that caused the player character to be invisible.
Fixed a bug that caused characters to spawn without any equipment.


Multiplayer

Animations

Fixed some wrong cavalry idle animations.
Fixed a rare condition in which client rider gets stuck in defense animation after a successful hit.


Audio

Implemented a Voice Spamming Filter for multiplayer.


Design & Balance

Damage interrupt threshold values are set as 5.
Headshot damage multiplier is increased from 1.7 to 2 for pierce damage.


Map Related

Bug fixes for Harbour of Ovsk.
Bug fixes and improvements for Castle of Fen Altai.
Some spawn locations are re-adjusted for team balance. Atmosphere has changed.
Added particles to be formed when the breakable wall is damaged.


Other - Miscellaneous

Slow motion and pause cheats are disallowed during multiplayer matches.


Performance

Decreased bandwidth usage of impact sounds.


Server & Network

Server Improvements.


Both - Singleplayer & Multiplayer

Crash

If the AI is not holding a ranged weapon, it tries to find a ranged weapon in its equipment and uses this weapon to calculate attacking scores against distant enemies. During this weapon selection some equipment was causing a crash. This was fixed.


Performance

Improved the performance of the sound system.
Big improvements for the multi-core performance of the game.
We now select Maximum sound count according to your CPU's core count. You can increase this setting if you have a recent CPU. We've also added a new very low(64) option.
Some other minor performance improvements.


Audio

UI sounds don't get cut by other UI events anymore.
Added "is missile"" check to crafted weapons' impact sounds (like Throwing Axes).
Fixed Ballista reload sound phasing.
Minor changes in hearable distance of loud sounds.
Fixed some Vlandian scenes opening up with an echo.


Combat AI

Improved the calculation of ranged units for the enemy's future position.
Ranged units can target mounts or different enemy bones. Cases that caused errors during this calculation are fixed.
After issuing the "Hold Fire" command, the AI weapon selection gives less priority to ranged weapons that have a secondary melee mode.


Other

Added an option to disable controller vibration.


Empty again Sad
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Tschoob




Posts: 503

PostPosted: Thu, 16th Apr 2020 20:00    Post subject:
If they keep up with the good work in one year this will be hell of an epic game.
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Nodrim




Posts: 9602
Location: Romania
PostPosted: Thu, 16th Apr 2020 20:01    Post subject:
Lathieza wrote:

Captain mode in multplayer is amazing btw


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AKofC




Posts: 4359

PostPosted: Tue, 5th May 2020 18:17    Post subject:
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zmed




Posts: 9234
Location: Orbanistan
PostPosted: Tue, 5th May 2020 18:35    Post subject:
Don't truss Chaina, Chaina is asshoe!

Seriously, isn't this basically standard procedure for pretty much all companies? Kissing the ass of Xi Jingpooh inside and out, got to keep those moneys rolling in, civil rights be damned. Ever since the big hullabaloo a couple months ago, anything changed in how big companies deal with China? Or did they just keep their heads down until it blew over and carried on as usual?
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Ke1N




Posts: 2403
Location: Bulgaria
PostPosted: Sun, 2nd Aug 2020 15:00    Post subject:
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Interinactive
VIP Member



Posts: 29477

PostPosted: Sat, 15th Aug 2020 12:21    Post subject:
⁢⁢


Last edited by Interinactive on Mon, 4th Oct 2021 08:55; edited 3 times in total
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PickupArtist




Posts: 9927

PostPosted: Mon, 17th Aug 2020 17:44    Post subject:
but can they do a full interlocking shield wall ??!!!

fancy tools but if the maps offers little to none interactive items, then we have so many maps from previous game already that will be hard to surpass
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Morphineus
VIP Member



Posts: 24883
Location: Sweden
PostPosted: Mon, 17th Aug 2020 18:34    Post subject:
Yes? That was in the latest beta branch.


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BettyShikle




Posts: 2737
Location: Tardland
PostPosted: Wed, 19th Aug 2020 12:17    Post subject:
i have played A LOT of Bananalord 2 lately but somehow my magic spot is around 97 Men, can´t get more or i get into financial troubles (also Leadership stat too low or something).

with these men, i can´t attack/siege a city and win. building siege weapons is too slow,the defenders always destroy my stuff since they are way faster than my army.

its frustrating,i MAYBE can win against an enemy captain with 150men around but thats it,no way for me to get into having castles or cities under my control.

i´ve joined lots of warbands with the faction leaders,yada yada, after every fight they give the fief to someone else. wth am i doing wrong?


paxsali wrote:

Now, I don't know what hardware costs in Poland, I guess it's cheaper because everything is stolen from Germany and resold...
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Morphineus
VIP Member



Posts: 24883
Location: Sweden
PostPosted: Wed, 19th Aug 2020 12:42    Post subject:
There's still a lot that needs fixing/balancing.
As to sieges, you need engineering... the problem those perks do nothing.
To follow the status of perks: http://www.bannerlordperks.com/perk

I can't comment on specific army strength and finances because the last time I played I had a bunch of mods to fix some of the broken and imbalanced stuff.

In my (modded) game I felt that I needed to look at conquering castle/village when my army was around 150 otherwise the finances would sink. In an un-modded game I could see that happening sooner, especially with the workshops beign in the state that they are.

I never got land with the political system, it always went to someone else. No matter the rep and such. So my guess: that needs some tweaking as well. Razz


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Il_Padrino




Posts: 7574
Location: Greece by the North Sea
PostPosted: Wed, 19th Aug 2020 12:45    Post subject:
With 3 caravans, money shouldn't be a problem, I'd think?


There must have been a door there in the wall, when I came in.
Truly gone fishing.
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Morphineus
VIP Member



Posts: 24883
Location: Sweden
PostPosted: Wed, 19th Aug 2020 12:53    Post subject:
Il_Padrino wrote:
With 3 caravans, money shouldn't be a problem, I'd think?


Probably, but they do take quite some time before they start making decent cash.


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Interinactive
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Posts: 29477

PostPosted: Wed, 19th Aug 2020 14:32    Post subject:
⁢⁢


Last edited by Interinactive on Mon, 4th Oct 2021 08:55; edited 3 times in total
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Morphineus
VIP Member



Posts: 24883
Location: Sweden
PostPosted: Wed, 19th Aug 2020 14:38    Post subject:
Yeah they do. But that's the nice part about piracy: the updates come a week/two weeks later so most mods get updated in that time. Laughing

I'll end up buying it eventually though.


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Interinactive
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Posts: 29477

PostPosted: Wed, 19th Aug 2020 14:43    Post subject:
⁢⁢


Last edited by Interinactive on Mon, 4th Oct 2021 08:55; edited 3 times in total
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Morphineus
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Posts: 24883
Location: Sweden
PostPosted: Wed, 19th Aug 2020 14:47    Post subject:
Aye, forced updates doesn't really work that well with early access.


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zmed




Posts: 9234
Location: Orbanistan
PostPosted: Wed, 19th Aug 2020 15:09    Post subject:
I wouldn't call something "forced" if you can turn it off. Razz

Set the game to "only update when I launch it", and then go into offline mode if you want to play. Fiddly, sure, but it should work.
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Morphineus
VIP Member



Posts: 24883
Location: Sweden
PostPosted: Wed, 19th Aug 2020 17:43    Post subject:
ok, next time we'll say 'kinda forced' so you'll be less anal about it. Razz
Nah, think I'll probably call it forced anyway. Razz


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zmed




Posts: 9234
Location: Orbanistan
PostPosted: Wed, 19th Aug 2020 19:17    Post subject:
To be fair, I completely assumed you can just turn it off, because I remember reading some people doing it a while back for some games that were obnoxious with their updates. I added a workaround once I checked that it's not doable any more. Razz
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ixigia
[Moderator] Consigliere



Posts: 65093
Location: Italy
PostPosted: Thu, 1st Oct 2020 20:59    Post subject:
Quote:
After a short delay, the first batch of modding tools is ready for a beta release! It includes:

Scene Editor Toolset
Entity Placement Tools
Terrain Import, Export, and Editing Tools
Navigation Mesh Tools
GI Baking Tools
Level System Editing Tool
Path Editing Tools

Resource Editors
Resource Browser
Material Editor
Mesh Editor
Texture Editor
Body Editor
Cloth Editor
Atmosphere Editor
Skeleton Editor
Particle Editor
Model & Animation Viewer

https://steamcommunity.com/games/261550/announcements/detail/2865936253730712508

Haven't touched the game yet because I'm waiting for it to reach a more polished state (and because it likely runs like ass on my PC), but I'm looking forward to experience it in the future with patches and the usual modding galore on top of it Dude Happy
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Interinactive
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Posts: 29477

PostPosted: Fri, 2nd Oct 2020 03:19    Post subject:
⁢⁢


Last edited by Interinactive on Mon, 4th Oct 2021 08:48; edited 3 times in total
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Nodrim




Posts: 9602
Location: Romania
PostPosted: Thu, 25th Feb 2021 14:14    Post subject:
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dethy




Posts: 3113
Location: Conclave of Shadows
PostPosted: Thu, 25th Feb 2021 19:37    Post subject:
ugh... DLSS makes game look uglier Sad


My specs:
Ryzen 5950x @ boosting 5ghz, Gigabyte x570 Aorus Master, 128gb G.Skill Trident Neo pc3600 ram, nVidia RTX 5080, SoundBlasterX G6, Samsung 980 Pro m.2 1TB and Hynix m.2 1TB storage SSD. Custom watercooling loop.

Derpsole: Nintendo Switch, Derpstation 5 Pro
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farne




Posts: 3736

PostPosted: Tue, 16th Mar 2021 23:48    Post subject:
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Tschoob




Posts: 503

PostPosted: Fri, 19th Mar 2021 20:11    Post subject:
It's been like a year of early access launch now and far as I'm concerned the game has not evolved much since then.
The biggest problem the game has is lack of tools to manage your kingdom from mid to late game, the only really enjoyable part is the early game, then it gets more and more tedious.
Wea re yet to see how it will turn out in v1.0 but seeing how slow things are going it won't be this year.
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PredOborG




Posts: 1937
Location: BG
PostPosted: Fri, 19th Mar 2021 21:04    Post subject:
Personally I never played to middle of the any M&B game. At times I feel some urge to play M&B because I really like it's idea but in Warband, With Fire and Sword or Viking Conquest I am excited at the first 10-15 hours just to reach a point of riding around to finish tedious quests for some dipshit army commanders and then having to play hide and seek until I find them on the map (fuckers can't stop moving for a minute!!!) to turn in the quest for "fame and glory". Sad
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