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Mount & Blade II: Bannerlord

PulsatingBrain

Huge and Ever-Growing
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The Centre of the Ultraworld
Codex 2016 - The Age of Grimoire Codex+ Now Streaming! Enjoy the Revolution! Another revolution around the sun that is. My team has the sexiest and deadliest waifus you can recruit. Pathfinder: Wrath
MVJuh0A.jpg


dafuq am I looking at?
 

jungl

Augur
Joined
Mar 30, 2016
Messages
1,467
Did you guys not play mount and blade like 20 years ago? Its the exact same shit where money is useless, crossbows and archers op. No real threat to get the player interested.

Now its the exact same shit but with 3 added quests storyline quests that wouldn't even fly as a nexus quest mod. This thread should be DEAD.
 

AgentFransis

Prophet
Patron
Joined
Jun 4, 2014
Messages
1,010
Big army battles are a complete clusterfuck. I limited the battle size to 300 for performance reasons (and still get crippling fps drops) and when you have a 1K vs 1K army battle you can get completely nonsensical compositions like 140 recruits, 5 archers and 5 cavalry in the first wave. And everyone is running around with these >50% recruit armies because the south empire keeps gathering armies and marching down to Aserai where they have aforementioned clusterfuck battle where everyone on both sides dies. Then everyone disperses, recruits and they do it again. Like 4 times already. No maneuvers, no trying to corner smaller armies before they group - just march straight into the middle of enemy territory and hope for the best.
 

RK47

collides like two planets pulled by gravity
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Dead State Divinity: Original Sin
Right Clicked on a Gang Leader's Portrait by accident:

unknown.png


Just an ordinary 21 year old super crime boss. Nothing to see here. :lol:
 

PrettyDeadman

Guest
Right Clicked on a Gang Leader's Portrait by accident:

unknown.png


Just an ordinary 21 year old super crime boss. Nothing to see here. :lol:
Obviously she forged her birth certificate.
 
Last edited by a moderator:

RK47

collides like two planets pulled by gravity
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Dead State Divinity: Original Sin
I invited a smith to the party and he still follows us everywhere. Can we not just buy him a workshop or something to work at? That would be a more elegant solution than bringing him along for fighting. I do think Smithing is a little easy to make money off, but this execution seems flawed.
 

RK47

collides like two planets pulled by gravity
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Dead State Divinity: Original Sin
Family feud NPC sometimes wears a good armor...almost too good.

unknown.png


They don't mind ending the mission without their clothes on.

unknown.png


:lol:
 

Zanzoken

Arcane
Joined
Dec 16, 2014
Messages
4,063
About to start a new run and realizing I can't decide how to build my character. Mostly because none of the skills seem to do much.

Here's my quick rundown, interested to hear others' thoughts.

Weapon skills: I'd like to start with these low since they are an easy way to get quick level-ups early on. You can be proficient with your weapon(s) of choice with only a single focus point, two at the most.
Riding: Getting to level 60 unlocks warhorses, including the Aserai horse which is my preferred mount. Nice but not really essential.
Athletics: Same as above, good to have but doesn't really matter that much.
Smithing: I have mostly avoided this so far. The crafting system is annoying and feels tacked on. If you could craft armor then I might invest some effort into it, but finding good weapons is easy enough that I don't need to bother with making them.
Scouting: Doesn't seem useful at all compared to the Pathfinding / Tracking / Spotting stack in Warband.
Tactics: In my last game I quickly leveled this one to 75 so I could do pre-battle orders, but apparently that perk is broken since nothing changed. Don't really see the benefit of this otherwise.
Roguery: I never loot villages so don't see the point of this one.
Charm: My last character had 200 Charm and I couldn't tell that it affected anything. Chances of persuading people are pretty random regardless of skills or traits.
Leadership: The training-based perks would be good if they were implemented properly, but they barely give any XP. If you did want this one for some reason, it's easy to power-level just by leading armies comprised of parties from your own clan.
Trade: Money is lol so what's the point. The perk allowing you to trade fiefs would be useful, but requires a whopping 250 points to unlock. Not worth the effort.
Steward: Perks are all broken and this also levels quite easily just by having a variety of food in your party. Which is really fucking dumb when you think about it.
Medicine: Might actually be useful because your guys heal pretty slowly, and the bonus from appointing a Surgeon is really small so you can't just farm it out like in Warband.
Engineering: Seems to mostly apply to the siege mini-game, which itself is a waste of time and effort. Just build a ram + towers and assault, works every time.

tl;dr Character system is shit and learn-by-doing makes it extra shit. Please help.
 

Mortmal

Arcane
Joined
Jun 15, 2009
Messages
9,496
There's not much else to tell, you wont ever reach any of the funny perks in your playthrough ever, and even if you use mod to X3 xp , you end up discovering they arent even working. I think only weaponry works, especially bows, the superior weapon by far.
 

RK47

collides like two planets pulled by gravity
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Dead State Divinity: Original Sin
I don't quite understand caravans either.
Mine costs 300 wages and doesn't even make enough to turn a profit even when assigned to a High trade skill companion.
 

vota DC

Augur
Joined
Aug 23, 2016
Messages
2,318
There's not much else to tell, you wont ever reach any of the funny perks in your playthrough ever, and even if you use mod to X3 xp , you end up discovering they arent even working. I think only weaponry works, especially bows, the superior weapon by far.
Skill matters mod makes skills interesting. Broken ones aren't fixed but ineffective ones because pathetic numbers (for example healing rate and medicine) are great now.
 

Peachcurl

Arcane
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Jan 3, 2020
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(╯°□°)╯︵ ┻━┻
Weapon skills: I'd like to start with these low since they are an easy way to get quick level-ups early on. You can be proficient with your weapon(s) of choice with only a single focus point, two at the most.
Focus points increase the maximum attainable number of skill points. I think each focus point increases the limit at about 30. You can improve your weapons beyond that limit. But not indefinitely. At some point, your learning rate goes to zero.

Now also consider that acquired skill points are what make you level up. So less focus points = less skill points = less level-ups = less new focus points (which are gained from level ups). I think you see where this is going. For that reason, it may be better to spend alot of early focus points on weapon skills.

Riding: Getting to level 60 unlocks warhorses, including the Aserai horse which is my preferred mount. Nice but not really essential.
Athletics: Same as above, good to have but doesn't really matter that much.
I'd say that getting very high athletics may be more important than very high riding. As you say, riding may be fine up to about 60 or 90, depending on what horses you want to use. Some of the interesting riding perks seem to be redundant (esp. with respect to mounted bows/crossbows). Athletics on the other hand gives you some decent kiting ability, even on foot. I'd prioritize it. But I'm not sure if it works as intended. I do notice difference between various troop movement speeds tho. On the other hand, riding is a bit easier to increase.

Smithing: I have mostly avoided this so far. The crafting system is annoying and feels tacked on. If you could craft armor then I might invest some effort into it, but finding good weapons is easy enough that I don't need to bother with making them.

Two things on that:
* According to the perk descriptions, you can get two attribute points from this. Might be worth it, since they are rather sparse. Not sure if this works, tho. Slooooooooow to gain.
* Some crafted weapons are worth it, in my opinion. At least, I have not seen a non-crafted option for what I currently use. I crafted a slow-ish, very long, heavy swinging (!) pole arm, which is a fairly good weapon for mounted combat. Much easier to hit something with that reach, and swing-speed doesn't matter so much while mounted. Pretty poor choice when you are on foot though. ;)
 

Zanzoken

Arcane
Joined
Dec 16, 2014
Messages
4,063
I don't quite understand caravans either.
Mine costs 300 wages and doesn't even make enough to turn a profit even when assigned to a High trade skill companion.

How long have your caravans been running? If you just started them, give it some time. They take a little while to get going, and the profits always have swings. But eventually mine were all making good money.

I don't think your choice of companion matters either. None of my guys were traders, one was generous+honest and the other two were absolute shitheels, but I couldn't tell a difference in profitability.
 

Spectacle

Arcane
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May 25, 2006
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* Some crafted weapons are worth it, in my opinion. At least, I have not seen a non-crafted option for what I currently use. I crafted a slow-ish, very long, heavy swinging (!) pole arm, which is a fairly good weapon for mounted combat. Much easier to hit something with that reach, and swing-speed doesn't matter so much while mounted. Pretty poor choice when you are on foot though. ;)
How long is that thing? I finde the Glaives and Menavlions you can buy give plenty of reach, but longer would be better.
 

Peachcurl

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(╯°□°)╯︵ ┻━┻
How long is that thing? I finde the Glaives and Menavlions you can buy give plenty of reach, but longer would be better.

The one I use has 231 reach. Cutting down on swing speed and damage a bit would give me 273 reach. Maximum would be 296, but that last one is probably like a 50% damage cut.

(I'm also missing a few parts, so there might be other options I have not explored yet)
 

Butter

Arcane
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Joined
Oct 1, 2018
Messages
8,613
Main Branch

Versions
Native: e1.0.0
SandboxCore: e1.0.11
Sandbox: e1.0.11
Storymode: e1.0.11
CustomBattle: e1.0.11

  • Fixed the bug that caused main storyline quests in later stages to terminate after 10 years.
  • Fixed a bug that caused marriage offers in barter that included the same hero more than once with different spouse candidates.
  • Fixed an issue with overpaying in barter.
  • Fixed a crash that occurred when daily gold changed.
  • Fixed a crash that occurred sometimes while ticking campaign map periodic events.

Known Issues
https://forums.taleworlds.com/index.php?threads/known-issues-updated.401168/

Beta Branch

Versions
Native: e1.1.0
SandboxCore: e1.1.0
Sandbox: e1.1.0
Storymode: e1.1.0
CustomBattle: e1.1.0

  • All fixes listed above.
  • 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.
 

Zanzoken

Arcane
Joined
Dec 16, 2014
Messages
4,063
Melee combat feels like it is in slow motion now. The frantic pace of earlier builds was much more gratifying.

:decline:
 

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