One of the OP parts about rolling with 35 companions is that they are all but guaranteed to spawn in huge battles. So instead of getting the militia trash you get your heavy hitters for sure.I had a super painful siege last night.
500 vs 500 or so.
2 towers, no ram. 4 trebs. a 900 man army showed up so I went in.
my personal party was about 200. of which, a solid 50-70 archers. fian-bushwackers, and sturgian archers of various..
And had 4 other parties..
I get in, and hold back my melee. let my archers and the trebs go to work...
after a bit, of personally killing militia archers with my bow. I notice we aren't killing as many as we should be. so I open up the menu.
Astas party(me). 22
fian champs 2, fians 2
other parties"
recruit:47
recruit:39
etc..
total numbers are 200v300
mother fuckers.
with the 500 max, the fucking game decided to load in a majority of my troops from my ally parties. 500 man army, of which 200 were mine personally, and it only loaded 22 of the 200 it gave me, vs the 300 militia it loaded.
my party which was 40% of our troops, was only 10% accounted for. and even then, that was mostly my recruits and shit too. 4 of my fucking archers.
I ended up getting dropped by some weird 200 damage arm shot. (this seemed to happen a few times since yesterday. Im not sure whats up.)
So, A.i. took over. seige ladders broke before they could take the walls, then they hammered on the outer gate for a while, taking a ton of damage.
Then, in the inner courtyard, (balgard) they just stood there doing nothing. but dying, and occasionally killing one back with a jav for a while. eventually 1 guy broke down the inner gate.(just one was attacking it..) and then they finally took it. after losing even more to the inner gate melee..
ffs.. took like 300 losses, 45 from my party directly.
Having your formations broken by the unit cap is very frustrating.
The whole leveling system needs to be rethought. Fortunately it's modable so it's easy to make it basically like warband.Well that's a bummer.
They are redoing the system soon I guess?
in the smithing menu, there is a portrait on the bottom left. click on it, and swap to a different character.Couple of questions for you Caliane .
How do you get companions to do Smithing?
Why do you see Disciplinarian as OP? I just think of the criminal trees as subtrees of regulars.
Are you sure that assigning a Scout, Doctor, etc. has any effect? It didn't seem to me like it did.
It's dumb that you basically can't train up both Riding and Athleticism.
Meh. The big problem i have with bannerlord troop trees is the lack of variety mostly caused by lords still rolling with mostly t1 and t2 troops, but secondarily caused by the general lack of variety even at t4+. This mod doesn't seem to address that.This looks interesting.
Bannerlord Overhaul - Troop and Item Overhaul
Feel like vanilla doesn't have enough to offer in a long play-through? That there isn't much variety in weapons, armor, and troops? Well this is the all in one. After many, many hours of work, Bannerlwww.nexusmods.com
Meh. The big problem i have with bannerlord troop trees is the lack of variety mostly caused by lords still rolling with mostly t1 and t2 troops, but secondarily caused by the general lack of variety even at t4+. This mod doesn't seem to address that.
Easiest way to do it is to make each troops noble troop fairly different instead of mostly being cavalry, and make the top tier troops along those lines.
Save & Load
some of the bigger stuff imho. alot more as well.Character Development System
- Players now gain trade XP correctly after Save & Load.
Kingdoms and Diplomacy
- Changed the implementation of 15 one-handed skill perks that are related to combat.
- Companions will now gain trade XP if they are leading a caravan.
UI
- Influence gain reduced to 1/20 for donating prisoners to a dungeon.
- Council of Commons policy effect changed so that it now grants 0.5 influence per each supporter of the clan who lives in the clan's kingdom.
Combat AI
- Implemented new map event visuals system. Now map events (Raids, Sieges and Battles) will be shown on the UI compared to 3D icons on the map. This will improve the visibility of map events.
- AI troops can fill up from dropped quivers now.
UI
Combat AI
- Changes
- User Interface for Sandbox Kingdom creation
- A new shortcut, "Left Ctrl" (like Left Shift) has been added to affect the entire stack with the action (e.g Transfer, Upgrade etc.)
- Fixes
- Now non-traded item prices in inventory are updated correctly. i.e. If the player sold a horse, only that horse's price would be updated but the market price for the same category horses would also change but not show. This didn't result in any miscalculation of the total cost of the transaction, it was purely visual and it's now fixed.
Character Development System
- In certain siege scenes, troops would start running between two siege towers instead of climbing. This issue was resolved and major improvements were made about the problems in pathfinding over siege towers and climbing ladders (especially ladders of siege towers).
- Increased distance between friendly troops. This improves the spacing inside combat and reduces friendly troops hindering themselves
Clan and Party
- Major changes and fixes have been made for two-handed skill perks.
- Added secondary effects of one-handed perks.
- Fixed charm, leadership, trade & medicine perk bugs.
Kingdoms and Diplomacy
- Added 160+ ladies and a few young male lords to the clans.
- Fixed a bug where the player's banner was not visible before clan tier 2.
- Heroes can now marry after age 45.
- NPC parties now also visit neutral towns and villages to recruit and buy food.
Other
- Implemented War and Peace Kingdom Decisions that are accessible from the Kingdom Diplomacy Screen. Kingdom Decisions now show support for all types of decisions.
- Implemented Sandbox Kingdom Creation, which is possible through the clan screen and not dependent on the main storyline. Players need to have at least 1 settlement and a tier 4 clan. Then players can select their kingdom's culture (consisting of their settlements' culture or their own clan's culture), select their initial policies (up to 4) and, finally, select the name for their new Kingdom.
Combat AI
- Armours and armour types on faction troops have been redistributed in order to improve unit balance based on tiers.
- Shields were redistributed for faction troops based on their new hit points and values. New Battanian shields have been added to the Battanian Faction Troops. Some units doing too well or too poorly on playtests have been slightly optimized stat-wise.
- Fixed a bug that sometimes allowed the camera to clip into walls in khuzait dungeons.
- Enabled charging agents to move together in formation. Both cavalry and infantry troops in formation now tend to stay in line while charging at the enemy. Cavalry formations will try to regroup before charging back, if the formation is intact.
well, they have been updated frequently. once a week. so that 1.4.1 should be pushed to stable next thursday or so, with 1.5 or so hitting unstable beta.I just bought the game and going to work on my first play through. Is it worth it to just start on the beta branch since there are so many improvements?