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Mount & Blade II: Bannerlord

Fedora Master

STOP POSTING
Patron
Edgy
Joined
Jun 28, 2017
Messages
31,752
You can't even sign up to the Nexus without a fee these days.
e: ratings - I can't confirm it right now since I'm on my phone but I do recall an account cost like one fiddy at some point
 
Last edited:

vota DC

Augur
Joined
Aug 23, 2016
Messages
2,318

This will be useful, I need alternate mounts for the food chain mod that lore doesn't use horses but most of factions fight on foot except some kind of wololo miners that ride camels and zombie-goblins that ride giant mice, also cavalry Is mostly for charge bonus while many species that fight on foot are faster than cavalry.
 

Zariusz

Liturgist
Joined
Nov 13, 2019
Messages
2,051
Location
Civitas Schinesghe


It seems that every other lady in the game has a preference for the kind of men they like. Abagai and Phaea, for example, like their butterlords clean-shaven and scarred, whereas Silvind and Liena like theirs clean-shaven and pristine. Meanwhile, best girl Yana likes men with bushy beards AND gnarly scars. If the ladies like how you look, you only have to pass a speech check twice instead of three times.

TW's priorities are in the right place -- Bannerlord's future is looking bright.

Interesting if true. Bannerlord development is all over the place, i wonder if they will expand on this or is this just some leftover from more ambitious times.
 

Zariusz

Liturgist
Joined
Nov 13, 2019
Messages
2,051
Location
Civitas Schinesghe
i wonder if they will expand on this

I doubt it as it would be kind of pointless since you can change your face and hair at any point anyway. I could imagine them expanding on people judging your reputation in a more complex way. Like certain rumours about your actions might only make it to certain people
Unless they block it or give you option to block this. Or they will just count on your self controll
 
Last edited:

Jrpgfan

Erudite
Joined
Feb 7, 2016
Messages
2,110
New Patch

Patch Notes e1.4.1

Greetings warriors of Calradia!

Today, we are moving the current beta branch to our main Steam branch. Below you will find the original changes included in the beta branch, our previous hotfixes to the beta branch as well as some additional changes that we have done since.

Main

Versions

Native: e1.4.1
SandboxCore: e1.4.1
Sandbox: e1.4.1
Storymode: e1.4.1
CustomBattle: e1.4.1

Latest Changes:
  • We changed price colouring to work according to world averages instead of default prices of items. If an item is 30% or more above the world average it is coloured red. If it is 20% or more below the item's world average price it is coloured green.
  • Fixed a bug that caused mercenaries to pay tributes or expenses to/for other mercenaries
  • Added a fix to remove duplicate kingdom stances that had already been saved.
  • Peace barter initialization parameters have been fixed
  • Town prices now model purchases made by caravans and other parties while determining supply and demand.
  • Fixed an issue where players who created kingdoms had to pay influence cost for decisions even when there were no other clans to overrule.

Previous Beta Hotfixes:
03/06/20
  • Fixed the campaign map defender siege engine positions for the level 2 version of Medeni castle. This should resolve crashing for cases where the player initiates a siege against a level 2 version of the castle.
  • Fixed an issue that caused corrupted save files to crash the game on load screen.
  • Fixed an issue with the final perk of the 1-handed and 2-handed skills.
  • Fixed a bug that caused the diplomacy system to have multiple relations between kingdom pairs. This should alleviate some problems with short war and truce periods.
  • On average about 30% of towns and 50% of castles were experiencing issues with starvation. To improve this situation, settlements with less food now offer higher prices so caravans distribute food better. Village food production was also increased from 4/8/12 to 5/10/15 and consumption of beer in settlements now gives a bonus to food stores. Furthermore, garrisons grow to a lesser degree if a settlement has fewer or smaller villages. With these changes starvation was reduced to 10% of towns and 20% of castles - which mostly occurs in cases of hostile actions like raids and sieges.
  • Influence awards of some policies were adjusted to reduce influence inflation across kingdoms.
  • Effects of daily default projects for settlements were reduced.
  • Several minor fixes for AI war and peace declarations.

02/06/20
  • Fixed an issue that blocked the AI from declaring wars normally. It is now no longer locked to the player entering the diplomacy screen.
  • Fixed a bug that allowed your faction to make peace without your vote.
  • AI should be more likely to declare peace if the war is taking a long time.

01/06/20
  • Fixed an issue that caused several policies to be activated when the player is a mercenary and goes to the kingdom screen for the first time.
  • Disabled the "leave kingdom" button in the clan screen for player kings for the time being as it caused crashes after some time.
  • Reintroduced a minimum truce period of 20 days for AI kingdoms.
  • Fixed an issue that caused players to get stuck when they accepted a peace decision while in a siege event.

30/05/20
  • Fixed an issue that caused AI rulers to miscalculate influence cost vs benefit when overriding a popular vote.
  • Fixed an issue that caused automated kingdom decisions for mercenary players.
  • The influence cost for the ruler to override the popular vote in a kingdom decision is now calculated differently. Players will be able to spend the decision's normal cost for up to 3 points of difference or "votes". They will have to spend the decision's max cost for any additional points of difference. (To elaborate further - the options associated with influence costs in a kingdom decision represent votes. So f.e. in a decision with the costs 10 / 40 / 100, choosing the 100 option amounts to 3 points or votes. If you are a king and want to overrule a popular vote that surpasses the alternative by 5 points / votes, your cost will amount to 100 (for the first 3 votes) plus another 2 x 100 (for the additional points of difference).

29/05/20
  • Fixed a rare crash on the campaign map regarding village items.
  • Fixed a crash related to newly spawned caravans.
  • Fixed a crash that occurred when trying to talk with a companion while inside hideouts.
  • Fixed an issue with missing dialogues for supporting a kingdom in the main storyline after loading which blocked progression.
  • Fixed a client crash on crowded servers when the amount of created weapons in the environment exceeded a certain threshold.
  • Fixed a crash that occurred when kingdoms declare war while the "Company of Trouble" quest was active.
  • Fixed a rare crash that occurred when clicking done in the simulation battle result screen.
  • Fixed a rare crash that happened while talking to a companion.
  • Kingdom tributes are now paid daily rather than one-time.
    • Kingdom tribute payments are shared between clans as follows:
      • Each regular clan has 1 share and ruling clan has 4 shares
      • Every town adds 3 shares
      • Each castle adds 1 share

  • Added a fix for the Player's King's Decision.
  • The AI now leaves less garrison to settlements with low prosperity. This should improve problems with starvation.
  • We spotted a 3x inflation for hearths over 15 game years. The daily hearth increase for villages was changed to 0.5 from 1.
  • Fixed some visual bugs on the Baravenos Encirclement and Xauna MP scenes.

22/05/20
  • Fixed a crash that occurred after colliding with an entity while falling with a camel.
  • Fixed a rare crash that happened when an agent was blocking and the weapon state for that agent was not fully synced.
  • Fixed a rare crash that occurred when showing the battle results of simulated battles.
  • Fixed a crash that occurred when war was declared between a quest giver's and the player's kingdoms while the Company of Trouble quest is active.
  • Fixed a crash that occurred when talking to army members after a successful siege.
  • Fixed a crash that occurred while passing time on the campaign map.
  • Fixed a rare crash that happened when a specific caravan spawned for notables.
  • Fixed a bug that caused NPC parties to raid Tevea village very frequently.
  • Fixed a crash that occurred when Gang Leader Needs Weapons and Rival Gang Moving In quests were active at the same time.
  • Fixed a rare crash that occurred when ticking daily game events.

18/05/20
  • Fixed a crash that occurred when fully completing skill focuses.
  • Fixed a crash that happened when an agent entity was changed in battle-
  • Fixed a crash during kingdom creation through clan screen.
  • Fixed a crash that occurred when Family Feud and Army of Poachers quest were active at the same time.

Initial Beta Changelog:
Singleplayer
Crashes
  • Fixed a crash that occurs on the campaign map at different times.
  • Fixed a rare crash for encounter menus.
  • Fixed a rare crash when entering a tournament.
  • Fixed a rare crash that occurred when trying to activate the Army of Poachers quest.
  • Fixed a crash that occurred after Save&Load when the player is inside the training field with a companion.
  • Fixed a rare crash that occurred when trying to talk with army members that are inside an army that the player is leading.
  • Fixed a bug that leads to a crash in the Army of Poachers quest if the player retreats from the quest battle.
  • Fixed a crash which could happen during scene entry or exit.
  • Fixed a rare crash with the main storyline.
  • Fixed a crash that could happen when prisoners were transferred to bandit parties through barter.

Performance
  • Increased performance / disabled auto-saving game on exiting the game.

Save & Load
  • Added functionality to update party and map event positions to support save games in cases where the main map has changed.

Localisation
  • Additional Chinese translations and translation fixes.
  • Turkish translation updates.

Art
  • Fixed some chairs inside khuzait level 2 keep.
  • Added new dynamic barriers for AI and indestructible merlons to an Empire castle, Sturgeon town and Vandian city.
  • New keep and village banners for factions have been added.
  • Some beards have been retouched and cleaned, LODs added.
  • Added 2 new sturgian armours.
  • Updated some Aserai civil clothes textures.
  • Fixed a cloth simulation mesh bug.
  • Khans Guard cloth simulation tweaked.
  • Lancer Armor cloth simulation tweaked.
  • Fixed AI spawn points and some season issues on Battanian villages.
  • Fixed some navigation mesh issues on sturgian villages.
  • Fixed visual issues on various prefab meshes such as village houses, stairs, etc .
  • Fixed Holster physics.
  • The scene of Pen Cannoc has been changed according to the city's location on the map.
  • Some interior scenes were corrected in accordance with the culture and level of the settlements.
  • Fixed skinning problem (or visual glitches) on one of the civilian dresses.
  • Added 5 new Battania shields.

Animations
  • Added new main map attack animation.

Audio
  • Added three new music tracks for the campaign mode.
  • Minor updates for existing campaign mode tracks.

UI
  • 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.)
    • Added new images for map notification circles, settlement owner changed and siege underway.
    • Barter auto offer button will turn green if the current status of the barter is acceptable.
    • "Army Created" map notification inspection and Kingdom army "show on map" button now will directly focus on the army, if that army is currently visible on the map, instead of showing the army's target.

  • 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 shown. This didn't result in any miscalculation of the total cost of the transaction, it was purely visual and it's now fixed.
    • Fixed character visual blocking the selection for perks over 275 skill level in character developer in some aspect ratios.
    • Fixed perks vertical and horizontal placements in character developer in non 16:9 aspect ratios.
    • Fixed vertical placement of the game menu in non 16:9 aspect ratios.
    • Fixed map event tooltips showing wrong colors for the map event sides.
    • Fixed a bug that caused map event icons being shown below the map
    • Fixed a bug that caused kingdom decision map notification item not getting removed after leaving a kingdom

Battles and Sieges
  • Auto Calculation Improvements
  • Troop formation spawn positions did not match formation movement targets at the beginning of missions. This was fixed.
  • Players can now give formation arrangement orders (shield wall, etc.) at the beginning of missions. Such orders will now override the default stop order.
  • Due to a bug in hideouts the empty formations in the player's team were not under the player's control and therefore, when troops were transferred, they couldn't be controlled anymore. This was fixed.
  • The main agent and other lords now preserve their level of detail when they die in a mission.

Combat AI
  • 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 the distance between friendly troops. This improves the spacing inside combat and reduces friendly troops hindering themselves

Character Development System
  • 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.
  • Fixed a problem where it was not possible to select newly changed perks in older save files.
  • Fixed a perk exploit that caused huge troop experience gain.

Clan and Party
  • 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.

Armies
  • Disabled defection behaviour for NPCs that are in armies.

Kingdoms and Diplomacy
  • 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.
  • Fixed a bug where traits and skills did not affect persuasion chances.
  • Fixed a bug where safe passages that were previously agreed upon were not working as intended after the game was loaded.

Settlement Actions (Town, Village, Castle and Hideout)
  • Fixed a bug that caused a "Capture the Enemy" menu button to be activated after raiding a village.
  • When we request a meeting from the outside of a castle or settlement, every noble will now be on the list of accessible characters.
  • Players can now recruit mercenaries from the tavern menu.

Quests & Issues
  • Implemented a new quest. Lord parties will ask the player to bring horses (or camels) when they don't have enough mounts for their troops on foot.
  • Adjusted the Extortion By Deserters Quest difficulty. The settlement defender party spawned during Extortion By Deserters quest now uses the default militia template of the settlement's culture. The Deserter party will no longer disappear when the Extortion By Deserters Quest ends but rather becomes a regular bandit party. Added new notifications to the Extortion By Deserters quest to make it easier for the player to complete the quest.
  • Fixed the face key of the Spy Among Us quest character "Confident Contender".
  • Fixed a bug with the Rival Gang Leader quest where the troop selection screen for the companion solution was populated with prisoners only.
  • Fixed a bug that caused players to get stuck in dialogues of main storyline quests.

Conversations & Encounters
  • Fixed a rare bug that caused an infinite dialogue loops after barter.
  • Fixed a bug that caused resetting the amount of gold that is carried in a caravan after a trade.
  • Fixed a few minor issues in the Rival Gang Leader quest.

Other
  • 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 play tests have been slightly optimized stat-wise.
  • Fixed a bug that sometimes allowed the camera to clip into walls in khuzait dungeons.
  • An NPC was added to the ranged tutorial area.
  • Fixed a bug that causes some thrones to be unusable.
  • Fixed a bug that causes some child NPC's to fly.
  • When a hideout is cleared, the surrounding bandit parties get new ai so the probability of reinfesting the same hideout decreases.
  • Uncovered and fixed an extremely rare bug where the game would tick while it was paused.

Multiplayer
Map Related
  • “Tsagaan Castle” new TDM map which has a khuzait theme.
  • "Baravenos Encirclement (Siege):
    • Rearranged defender spawn positions to avoid them being locked out. Removed a side gate/entrance. Added a destructible gate in front of the last flag.
    • Overhauled the right side of the castle. The Tunnel entrance is now more obvious and changed the way to get up to the top wall from the siege tower.
    • Visual improvements (also changed the season to spring); Many performance improvements

  • Xauna (Skirmish):
    • Completely overhauled the main building. Overall simplified the layout and spawn areas. Added more cover to the middle part of the map.

Server & Network
  • Added match history to social tab. Players can look through information about their 10 last played games. This information includes winner, score, factions, map, game type and players in the match. This feature is completely client-side so deleting your game files might cause you to lose your match history.
  • Improved Friends panel. Added in-game friends feature that allows you to add other players as friends in the game. You can add players from your recent games as friends.

UI
  • Changes
    • Implemented a new loading screen for Multiplayer. Now while the game is loading, players will be able to see the game mode, map's name and a summary of the game mode while in the loading screen.

  • Fixes
    • Fixed estimated video memory usage bar not being visible in MP options in some cases.
    • Fixed couchable usage icon in MP

Both
Crashes
  • Fixed a rare crash in big battles.
  • Fixed a rare crash related to asset loading.

Performance
  • Major CPU performance improvements in the UI system. (Especially on multi-core machines)
  • Fixed a rare file read issue which could cause the game to try to allocate billions of bytes to memory.
  • Improved multi-core usage of the game.
  • Physics performance improvements - especially in siege scenes.
  • Improved garbage collection and fragmentation.
  • The majority of the managed garbage collector spikes during big battles were eliminated
  • Optimised the rendering of corpses.

Art
  • Due to frame stutters some particles were skewing unrealistically (e.g. dust particles generated by horses). This was fixed.

Animations
  • Added New rider idle animations.
  • New stand idles added for camel and its rider.
  • Added new damage reaction animations for camels.

Battles & Sieges
  • Fixed a problem related to corpses hanging in the air.

Combat AI
  • 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.

UI
  • Changes
    • Improved Asian language text parsers. Now line breaks will be consistent with the language's line break rules.
    • Gauntlet text parser now supports the zero-width-space character

  • Fixes
    • Fixed dependency sorting of modules in the launcher.
    • Fixed text input areas not showing characters in the correct language font, making every character show-up as question marks.

Other
  • Fixed a visual glitch on clients where the lance is flipped like a javelin when the alternative usage is toggled soon after a couched lance collision happens.
  • Fixed rendering of some shields that appeared white.
  • Added spark particles for parry and chamber blocks.

Known Issues

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

Aparently now you can start a war or make peace from the diplomacy window.
 

Fedora Master

STOP POSTING
Patron
Edgy
Joined
Jun 28, 2017
Messages
31,752
Look at the beta though:
  • All polearm skill perks which are related to combat were re-implemented/fixed.
  • Fixed charm, leadership, trade & medicine perk bugs.
  • Implemented secondary effects of two-handed perks.
  • Implemented secondary effects of polearm perks.
  • Fixed a false effect of smithing perks.
  • Fixed issues with the one-handed & two-handed perks.
  • New Noble Weapons have been made and distributed amongst the fellow lords of Calradia.
  • Save file compression was optimized by around 80%.
 

Jrpgfan

Erudite
Joined
Feb 7, 2016
Messages
2,110
That beta is even bigger than the latest patch(5GB). I'm downloading it now.

2handers really needed some work(some perks were obviously placeholders). I wonder what secondary effects are those.
 

Jrpgfan

Erudite
Joined
Feb 7, 2016
Messages
2,110
I don't know if it was this new patch or the new nvidia driver, but it improved a lot my frametime. Although the avg fps is lower(an effect of this new driver as reported by a number of users), the game is running a lot smoother, especially during big sieges where I had some stuttering issues.

Also, seems like they fixed the siege towers pathfinding. Fucken AI would only climb 2 ladders(that is, when they felt like climbing it), which would result in mass murder of my troops until main force breached through main gate and flanked wall guards.

Also, the new 2handers perks are okay. Now you have higher shield damage which is really nice for axes(managing to break shields with only 2-3 hits). The polearm perks are pretty good too(higher damage when hitting head, higher chance to dismount cavalry and to keep lance couched after kill).
 

Metro

Arcane
Beg Auditor
Joined
Aug 27, 2009
Messages
27,792
Hopefully the game will be in a playable state in about a year or so after full release and mods that fix it.
 

Fedora Master

STOP POSTING
Patron
Edgy
Joined
Jun 28, 2017
Messages
31,752
These niggas came to the wrong neighborhood.

20200613225524_1.jpg
 
Joined
Nov 21, 2014
Messages
410
Lengthy EA update post, most of which is just a summary of what has been done so far:
https://steamcommunity.com/games/261550/announcements/detail/2456099173710561312
Early Access Update
6afcefd43ef0e5d5ba43d5cc5d1f830024b5a8d3.png


Greetings warriors of Calradia!

With some semblance of normality slowly beginning to return to the world, we wanted to take the time to reach out to you to talk about Bannerlord’s early access journey so far by discussing some of the changes and improvements to the game before moving on to touch on some of our plans for the future.

Rather ironically, and even though it’s been a challenge, working from home seems to have brought our team closer together. Development of the game has continued unabated with around 78 patches and fixes in total being released since the game’s launch, eleven weeks ago.

The main focus of these patches has been aimed at stability and performance improvements and, with the help of the detailed bug reports from our community, we are pleased to say that we have fixed over 200 crash-related bugs to date. Performance has also improved a lot, with massively reduced loading times and increased frame rates across the board, especially in battles. The majority of the performance spikes are fixed and the resource usage of some tasks are reduced. Better balanced resource usage of parallel tasks has led to increased multi-core performance and much smoother gameplay. Additionally, we introduced multiple autosave slots and drastically reduced save file sizes to enable cloud saves, to further reduce the chances of players running into save-breaking bugs.

We will continue to work our hardest on resolving the remaining issues as fast as we possibly can so please continue to forward those bug reports as we really can’t stress just how useful they are to us!

35486aa0d4ed84dde32a39e8255c89eb32dd9df7.png

We optimised resource usage of archer visibility computation and target selection, improving performance in archer heavy battles.


To help in the ongoing battle against bugs, we introduced a separate beta branch that players can opt-in to if they would like to test upcoming updates and changes to the game. This approach gives us the best of both worlds: players looking for a more stable experience can stay in the main branch; meanwhile, in the beta branch we can test new features and changes a bit sooner.

This patching process is something that we have used quite extensively as of late, with many new updates coming that have expanded on game mechanics and introduced new content. We have implemented a number of missing perks, added several new soundtracks to our existing comprehensive music library and introduced new weapons, armours, shields and crafting pieces. Additionally, new scenes have been added to both singleplayer and multiplayer. Also, while adding new quests to the game, all existing quests were overhauled and most problems and issues that could cause you to become stuck were fixed.

195cb5c314a700e3163fbe123bbed6a465fe1b3e.png

New armours and weapons are added along with different tiers and build qualities to existing ones.

One important update was Kingdom Creation, which allows players to forge their own path in Calradia in true sandbox fashion by giving them the ability to create their own kingdom outside of the main storyline.

Alongside this came updates to Kingdom Politics which incorporated diplomatic choices previously handled on the faction level into the kingdom decision system that sees clans vote based on their own interests. The decision for peace was further adjusted to include tributes and truce periods. This change has put a much greater emphasis on the internal politics and power struggles between the clans of each faction when major decisions are made and offered players a legitimate avenue to achieve war and peace when serving as vassals rather than ruling as kings.

18.06.20.3.gif

You are now able to create your own kingdom without doing the main quest. You'll need to own a castle or city and your clan must be tier 4.


And of course, these patches haven’t been limited to new content and bug fixes. Large parts of the game have been reworked and rebalanced: item inflation is no longer out of control; it is less likely that troops and garrisons will starve (sieging and raiding will typically still do the trick though!); auto-battle calculations have been improved so that outcomes better reflect army sizes; clan management has been expanded, allowing you to assign roles to clan members, specific to parties that they're in; many item models and cloth simulations have been improved; war and peace decisions make more sense and prolonged wars are much less likely; troops are now much better at maintaining their formations when moving and engaging with enemies; cavalry groups will re-form before charging again and now perform much better in melee combat; targeting for ranged and mounted AI units has been improved; an update to campaign AI for clans, parties and armies that improved how the AI manages its finances and prioritises its actions and targets; and many, many more.

Similarly, we have worked on refining aspects of the user experience, including the user interface, sound and text, to create a more immersive game that is intuitive and easy to interact with. Specifically, we have tried to improve how information is presented to players with better information on party compositions and settlements, an improved clan management screen, reworked price colours that reflect global averages, and an update to the barter screen to show if the current status of the barter is acceptable. Likewise, dialogues and texts have been improved for townspeople discussing issues in the local area and for companion backstories, among other things.

74df6f283ae0b1c96dc1101ccdc93935072bc366.jpg

It’s easier to see your current affairs in the updated diplomacy screen. Also, we added a “Propose” option where you can start a vote to declare war or offer peace.

However, this last part might be of interest to some.

So, that brings us to where we are at right now, but what about our plans moving forward? Well, we are currently working on quite a large code refactor that should make for an improvement to the underlying code of the game in the long run, but unfortunately, it is taking quite a bit of our attention right now. However, with that being said, work on the next updates to the main and beta branches are underway and we hope to release those very soon!

For singleplayer, our focus for the immediate future is still very much on stability and performance. But that’s not to say that we aren’t still working on other aspects of the game: perks continue being completely overhauled and work progresses on new scenes, quests and AI improvements. Additionally, improvements to kingdom politics and voting that will give players more options and control are in the works, along with additional ways to use companions and clan members, including assigning them as formation leaders. Also, an incoming update is planned where character levels will depend on raw experience collected from skills rather than skill level increases. Overall this should make it easier to focus on a particular set of skills. We also plan to make improvements to the Crafting system which will change how you progress and gain experience so that it is less grindy and will reward creativity to a greater degree. Additional main storyline quests will also be implemented in the near future. These will include the quest to rescue your family as well as quests where you will work against the conspiracy. Finally, more dynamic quests that are generated in response to world events will continue to be introduced.

With multiplayer, we are currently readjusting and refining combat parameters while rebalancing stats, equipment and perks. Additionally, the player report tool is currently in beta and we hope to send that to the main branch soon to help players deal with problematic users.

Finally, we hope to be able to start releasing some modding tools with limited documentation in the near future.

ef50b5184fa0a57d542e39b081098c9f44966969.jpg

We haven’t forgotten our bachelor lords. We added 160+ ladies to the game to improve population sustainability via marriage and birth.


Our efforts to date are just a small part of what is to come as we look forward to working alongside you in creating a game that we can all enjoy for many years. Stay safe out there and remember to keep out of melee range!

I don't know about the rest of you, but I will stay away until some substantial changes have been implemented. Don't want to get burnt out too soon on the game.
 

Aemar

Arcane
Joined
Aug 18, 2018
Messages
6,307
I don't know about the rest of you, but I will stay away until some substantial changes have been implemented. Don't want to get burnt out too soon on the game.
Haven't played it in almost two months, and it will remain the same for most of the EA period I guess.
 

Metro

Arcane
Beg Auditor
Joined
Aug 27, 2009
Messages
27,792
Already replicating that launch sale of 20%. I'm sure it'll be 50% off before it leaves EA.
 

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