Mount & Blade II: Bannerlord

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Denaut

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Dunno, but savegames are incompatible from 1.0.10 and 1.1.0 and the way this expresses is by super-launching your skill gain, which usually hits scouting/athletics/riding first. Then it expresses by crashing :D

They probably reworked XP gain and thresholds. Doing an XP gaining activity must trigger the update and the don't have Min/Max checks yet. Seems easy enough to fix.
 

Tuco

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Skills are heavily undervalued too. The difference between different units is much smaller than in Warband.


Helps most of them but I don't know if it helps troops or just heroes or what.

Medicine also doesn't seem to do much besides reduce death-rate of troops. In fact the regen rate modifications don't seem to matter, you can mouseover your health or something and see the bonuses in your UI but you get about the same healing rate in a town (with a +10 bonus) as the wild, and increasing that number with medicine doesn't seem to help. This is a pretty big deal for my all-companion party that has to spend a lot of time healing up.
 

Caliane

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idk, those "small effects" barrel over 200+ units. I wouldn't mess with stat effect, i think they are mostly ok as is.
 

Caliane

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Mods/base game stuff I would like to see:

1. smaller target reticle. Cant see wtf Im aiming at half the time.
2. smaller ally UI markers. Tempted to turn that shit off entirely, and rely only on banners/shields/tabards... https://www.nexusmods.com/mountandblade2bannerlord/mods/418
The number of times I "follow me" and I can't see shit, because someone is standing too close, and ALL I can see is their fucking marker UI.
3. spice trade. Cinnamon, nutmeg up from the south. Apples. This is the period Apples were introduced to Europe. drugs. Unique regional goods. Rhotae cheese, Manarouth wine.
4. The ability to spend influence, to Raise/lower/block allied army/parties targeting. example, spend 400 influence to declare Poros "off limits". allied npcs will not seige it, when hostile to owning faction. Can use this to call for defense to. 400 influence, defend Rhotae. Spending 100 influence to "defend" 3 castles, and allied armies will put that higher in their priority list then seiging new ones. Ability to target specific nobel/armies as well. this would be better then direct control of allies. But still allow some tactical chose.
5. horses consuming food I ive noted before.
6. greatly increased cost of training units. as Ive also noted. Make high teir units very valuable. so, low tier units have a use. Slows the game down alot. Makes siege weapons and protecting high value units a point. The rush to field entire armies of nothing but full t6 units is kindof shit. and part of the reason everyone is just running around with all fians, or khans gaurd and winning 100v500 battles nonstop.
7. sieges need to be fixed a bit. probably more then a mod. Storming castles is simply too effective. its far far more effective to smash "lead the assault" as soon as you can. Ladders are too fast/safe. they should be death traps. Arrowslits need to be safer. t2/3 walls need mechiculations, for defenders to drop rocks/water, etc on climbers. merlons larger/safer. defenders need to use murderholes, in the gatehouse. need to use poles to push ladders off the wall. Siege weapons themselves arent bad. they just aren't worth the time to build. world map time is more precious. Unit lives not having much value is part of the problem here as well. storming a castle with just ladders, nets at worst 10% unit loss. if it was 40-50% maybe we'd care more. but, still even those would be fairly replacable. again if higher teir units cost more, spending time building seige weapons to reduce casualties might be more meaningful.
 
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Jimbolini

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As a noob to this game, I am pleasantly surprised. After like 140 restarts, I think I am beginning to understand what to do.

Are there any of the mods listed in game that are worth it? I don't mind playing the game as-is, but was curious.
 

Caliane

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my mod list atm for 1.0.10

  1. BannerlordTweaks. -this is a large collection of many very useful changes. I do not have all of them on.
  2. fast dialogue. -this one changes the way dialogues occur. Instead of, talk, then choose "attack, send troops, run away" you get, "attack, send troops, run away, converse". a huge time saver for looters/bandits you have no intention of talking too. (although, recent patches made them surrender more. and surrender=we'll join you. which you may WANT to recruit em. nice QOL.
  3. Bannerpeasants- v2. this takes every 1 in 10 unit in armies, and replaces their shield item, with a BANNER.
  4. Settlementicons. This adds icons to villages/citys etc on the map. ! for quests, crown for hero recruits, and laurels for tourneyment active. huge QOL

Bannerlordtweak mod, mods that I have active/disabled:
bonus renown-disabled. you get so much natively.
castle gardens tweak- on. 3/6/9. (triples vanilla castle food production)
castle granary tweak- on. increases storage.
castle militia tweek- off. militia grows well, via in game mechanics imho.
castle training fields tweak- on. 20/40/60. greatly increases passive troop exp in garrisons. I lowered this from default suggested value though.
clan parties tweak-disabled. added more will make the player super op. should have to rely on vassals/mercs.
companion limit tweak-disabled. got enough of those too, im not sure why I would want an army of named dudes
Crafting stam tweaks- max craft stam 400, stam regen in the world. huge qol on smithing.
hero skill exp tweak- disabled. this is one that could be potentially done. hero exp scaling was even patched in 1.1.
hideout battle tweaks-disabled. good tactial play can actually take most hideouts.
party size bonus- disabled. I have 380 man party without cheating to get it bigger via leadership, and more from stewardship..
settlement food- enabled like castles.
settlement militia- disabled like castles.
siege casualties- disabled. not 100% what this even does.
seige const progress. -disabled. making siege engines faster doesnt really solve the problem of storming being too good. just makes them both too good.
smelting tweaks- enable unlocking parts from smelted weapons. HOLY SHIT is this a godsend. smelting a weapon unlocks the parts its made out of. and it tells you in the smelting screen if you learn something from it.
tournement tweaks. enabled. patching actually did a few of these. it may be doubling up. not sure. im mostly past tourneyments at this point.
troop battle exp. disabled. troop upgrades are more then fast enough imho.
workshop tweaks- disabled. caravans, parties, etc. dont think buying more workshops adds much/anything to the game.
 

Caliane

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the FUCK? remember when I was saying, storming castles was too easy. and defendors need to use poles to push off ladders? apparently they DO.
easily 40+ seiges, and I have never seen this happen.
 
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Tuco

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the FUCK? remember when I was saying, storming castles was too easy. and defendors need to use poles to push off ladders? apparently they DO.
easily 40+ seiges, and I have never seen this happen.
I see it happen regularly, but I'm usually just doing sieges with me and my crew of ~35 companions.
 

Maul

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Artillery for defending needs to be way stronger, fire raining from the skies onto attackers, seiging castles should be far harder.

Think they will flesh out the quest system massively? Its pathetic as it currently stands. I never played the first one so no idea if it was a good feature in that.

There are so many things this game could be, but it's so far from being able to achieve them.
 

Tuco

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The battlements on the ground for sieges makes it quite a bit easier too. Attacking archers can just pile behind them and as safe defensively as the archers sitting behind the parapets. Why do they exist? Did the sieging forces just kind of sneak them up there the morning of the siege?

Improving the AI would also go a long way to making sieges tougher too, right now in most scenes defending archers have a tough time getting in position. In one siege I did they did get organized pretty well and it was a brutal march up the hill.

Lastly, the collision boxes are too small so attackers can pile into doorways and choke points more easily, overcoming strategic disadvantages from the terrain that they shouldn't be able to.
 

BrotherWu

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The other lords of my realm are a bunch of incompetent pussies. The fags are constantly joining and leaving the kingdom and seldom have more than about 40 men. Meanwhile, I'm constantly trying to piece together half a dozen of these shitbirds just so I can face 2 to 1 odds against invading armies.

All in all, I've had fun on the beta build. The game is very promising and I think in a couple of years we'll be playing some incredible mods. A lot of fleshing out and tuning to be done in the vanilla game though.
 
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BrotherWu

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the FUCK? remember when I was saying, storming castles was too easy. and defendors need to use poles to push off ladders? apparently they DO.
easily 40+ seiges, and I have never seen this happen.


I don't usually use ladders but I've only seen it once myself.

What do you guys prefer to use? I think that most of the time the best option is a battering ram and a tower or two. I don't see a compelling reason to spend the time building cats and trebuches for destroying the defenses. It doesn't seem to make it any easier and it just burns army cohesion.
 

Caliane

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I don't usually use ladders but I've only seen it once myself.

What do you guys prefer to use? I think that most of the time the best option is a battering ram and a tower or two. I don't see a compelling reason to spend the time building cats and trebuches for destroying the defenses. It doesn't seem to make it any easier and it just burns army cohesion.
like I broke down before.

1. World map time is the most valuable resource. As you are sieging a location, the enemy is moving to you, or moving to seige 2 of YOUR locations at the same time. So, taking the time to build siege weapons is very costly. Then, letting them sit there and attack on the world map, is even MORE time consuming.
If we could coordinate with our allies a bit more, so we could probably order defense of our own keeps while seiging a location, perhaps this wouldn't be so bad. But atm, you'll generally lose 2 castles for the 1, if you waste time sieging.

2. Ladders are WAY too good currently. you can easily cover them with some good archers, as Tuco pointed out, theres plenty of prelaid out seige walls. (which you do spend that time setting up camp. thats where they came from.) Rams are ok. But, the A.I. bugs out too much. they'llbreak down the outer gate, then determine running up the ladders is actually faster then breaking the inner gate. (and honestly they are correct. 90% of the time, the ladders have broken through, and taken control of the wall by the time the ram breaks the outer gate. )
only real value here, is breaking the outer gate, causes the Defense A.I> to build a shield wall inside the inner courtyard. and just stand there, as the walls are breached, and they are flanked easily. you can even just stand inside the inner gate, and shoot though the holes, or climb the wall, and shoot down on them, picking them off.
Towers are broken. dont bother. 3 ladders, they rarely use.

3.trebs/cata can reduce casualties. I've watched them annihilate entire packs of defenders, open up holes in walls, etc. (also seen em kill my own men on ladders.) I like em.. but, again, why bother when you have t4-5 infantry, just massacring milita/recruits/archers?



A tip for manning the Garrisons of your Castles quickly. to prevent recapture.

Form an army, call in your companion parties. When they arrive, steal some of their troops. you can do this by talking to them, and "inspect the troops". leave them with 20 or so, so they aren't defenseless. then kick them back out. take the castle, and stick the extra troops in the garrison. move to the next castle, and call them back in.

your companions when in a party by themselves, spread out and recruit vigorously. 3-4 parties out and about doing this, is FAR faster then you. esp since they are likely 60-110 party size, vs your 150-400.
you should be able to easily steal 60-100 units, of any real quality. archers preferred obviously. but decent melee is good for wall def too.
 
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BrotherWu

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I've not really been sending out companions, except on short missions and caravans. Been planning to try it out.
 

Caliane

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yeah, companion parties are one of the most powerful tools you have. they can earn you cash, earn you influence iirc, get called to an army to seige. recruit heavily, and let you take their troops as noted.

And as I was noted in the Bannerlord tweaks. Be careful, as giving yourself unlimited companions, and even moreso parties, kindof totally breaks the balance, and removes the entire mechanics of Vassals, mercs. why bother with allies, vassals and voting, when you can place a companion governor in every castle/city, and can field 10-20 of your own clan parties? the entire political element is removed. as well as influence and even cash to some degree. As companion parties cost 0 influence. and then when you take a city/castle you give it to yourself, and thus, get all the taxes, and no vassals are getting taxes or influence..
 

Tuco

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If the scenes and AI were working properly, ladders would be a death trap where anyone who climbs it would suddenly become victim of archers who only have line of sight on people climbing ladders.

Right now battlement archers are heavily exposed and with an even force of attackers vs defenders they're probably outnumbered because so many defending archers are wigging out behind the battlements while only a dozen archers are in firing position at any given time.

I dunno if they'll ever be able to fix that. It's highly scene dependent and the game's AI is just not set up for it. Maybe they can configure a scene to have very hardcoded battlement positions so a defending force can really get the most use out of them and have 50+ protected archers hiding behind them and popping out to launch arrows.
 

Tuco

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pretty cool fight:


He was doing really well until his infantry bugged out and stopped responding to his commands in the river.


I want to create some Bannerlord vids but it's kind of a lame presentation when you roll in with 100 elite troops and smash a few hundred peasants. My battle strategy is also fairly simple compared to his which is less fun to watch.
 

Caliane

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ps, The Falx might be the best weapon in the game.