Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Mount & Blade II: Bannerlord

Barbie

Novice
Joined
Nov 10, 2020
Messages
28
It's been a while since I played too, but Fast Dialogue is an essential QoL mod and Bannerlord Tweaks allows you to adjust balance issues that break the game (like castles and towns always running out of food and starving your garrisons).

The game desperately needs some working diplomacy mods on top of that. Otherwise; at least in 1.4xx and early 1.5x. you would be stuck in an eternal loop of war => make peace => enemy starts war two days later and then the main quests broken "everyone starts a war against you! but you cant avoid it because the quest is broken! Sikes!"
 

GhostCow

Balanced Gamer
Patron
Joined
Jan 2, 2020
Messages
4,000
I have a more specific question. Does the main quest still stop at the conspiracy and cause you to constantly get attacked for no reason with no way to advance the quest?
 

Thal

Prophet
Joined
Apr 4, 2015
Messages
419
Just chiming in: is it good yet? Is it better than Warband yet?

Yes, combat is meatier. Shields have no force fields anymore, but have direction block too. Field battles are more tactical than just lancing the entire enemy army by yourself. Controls for issuing orders are very intuitive. Sieges are much, much better, with good a variety of siege engines. You can actually lose a siege now if an enemy catapult takes out your battering ram and towers.

Quests are fetch quests basically and the character system is permanently marred by the necessity to max Endurance, and Crafting ruins the itemisation. The game is work in progress in many other ways too. But Warband was bare bones too. If you compare Bannerlord to the game it could be and should have been, then it's not good. If compare it Warband, it's entirely fine.
 
Last edited:

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
99,602
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth


https://store.steampowered.com/news/app/261550/view/2915483382992292191

Development Update #6: Rebellions, Missions and More!

Greetings warriors of Calradia!

It's about time for another development update, don't you think? In this video, we take a look at some upcoming changes to the game, including two new mission types.

We hope you enjoy the video and we look forward to reading your comments about the updates! And as always, a text version can be found below for those that prefer to read.

Greetings warriors of Calradia!

After a short hiatus, we’re back again with another development update! In this video, we’ll be taking a look at some of the updates that will be making their way to the live and beta versions of the game in the near future, as well as, a couple of new missions that are still in the works!

We hope you enjoy the video.

GRANT/RELINQUISH FIEF
First up is the ability to grant and relinquish fiefs.

When playing as a faction leader, you will be given the option to grant fiefs to your vassals, allowing you to diversify the ownership of fiefs across your kingdom, or bolster relations with a clan that might not be too fond of your rule.

Similarly, when playing as a vassal, you will have the option to relinquish control of a fief back to the kingdom, allowing a new round of voting to start on which clan should receive the fief.

These changes will give you much greater control over your lands, allowing you to plan ahead without any unexpected acquisitions complicating matters.

SETTLEMENT EVENT NOTIFICATIONS
Next, we have some new icons on settlement nameplates to indicate if there’s any issues or tournaments happening within a settlement, without needing to enter.

DISABLE DEATH
A new campaign setting has been added that allows you to disable the birth and death systems. Please note that you will need to start a new game to enable this option, and it can’t be changed afterwards, but the option is now there for those of you that are looking for a bit of a less dynamic and more familiar playthrough.

SIMULATION IMPROVEMENTS
A few important changes have been made to the campaign simulation that we wanted to highlight, some of which are already on beta and others that are coming in the next updates.

First, AI characters are now able to get married. And second, being somewhat connected is the addition of many new AI clan members. These changes aim to ensure that most, if not all, clans have enough clan members to lead parties, as well as, to increase the overall population and longevity of clans through children.

Additionally, more efforts have been made to address snowballing, with upcoming changes that enable factions to make comebacks, even after losing a few settlements. This is achieved through a more even distribution of wealth within each kingdom through a shared treasury, allowing clans to stick in the fight for much longer!

Finally, an inflation-related issue that allowed kingdoms to keep generating wealth has been resolved to make for a more healthy and stable economy.

PASSIVE RELATION EFFECT
A new mechanic is on the way that grants companions and clan members that are outside of a party with a passive effect that improves player relations with non-hostile clans and notables. When left in a friendly or neutral settlement, the companion or clan member will no longer roam the map, and instead will act in a new emissary type role, using their charm skill to increase relations while earning XP.

REBELLIONS
A new rebellion feature is incoming with the next beta patch that enables unhappy citizens to rise up and seize control of settlements.

The loyalty and security of a settlement is affected by a number of things, such as if there is a culture mismatch between the settlement owner and its inhabitants, whether the town was recently captured, the strength of the garrison, kingdom policies, governor skills, and so on...

As the loyalty of a settlement decreases, more and more citizens will take up arms in the form of militia. Once the militia feels that they are stronger than the garrison, and providing loyalty is low enough, a rebellion will occur.

A new clan will then take control of the settlement and attempt to establish themselves and legitimise their rule. If they manage to hold on to the settlement for a period of time, eventually they will be recognised by other clans and will be able to initiate diplomacy with kingdoms.

PRISON BREAK
Finally, we have the first of two missions that are a work in progress and subject to change, but that we wanted to share with you anyway.

Prison breaks allow you to break into enemy settlements and spring clan members, vassals, and friendly or neutral lords free from prison! If successful in breaking into a settlement, you will need to fight your way back out with prisoner in tow.

Naturally, breaking someone free comes at great risk to both you and the prisoner, especially when playing with death enabled!

KEEP BATTLES
And last, but by no means least, we have keep battles!

Keep battles present players with a different challenge from the standard field battles that make up the majority of Bannerlord’s engagements, with the fight taking place at extreme close-quarters in an enclosed space.

When assaulting a castle, you may find that the defenders decide to pull back their remaining forces to the castle keep to make a final stand. And it’s here where you will need to finish off the last of the defenders for the siege to be successful.

OUTRO
And that’s it for Development Update #6. We hope you enjoyed the video and we are looking forward to hearing your feedback about the changes in the comment section below.

Thanks for watching!
 

Hellion

Arcane
Joined
Feb 5, 2013
Messages
1,688
Started a new game in 1.5.6 beta after abstaining for almost 6 months, and I think the constant patching seems to finally bear fruit. Common bugs/crashes have been almost completely eradicated, new quests have been implemented, new faction/diplomacy mechanics, Perks have been completely redone (they now actually work and provide good and varied bonuses)... They also implemented certain ideas that make mods like "Fast Dialogue" redundant since what they offered is now essentially a de facto part of the game.

I'm still on the fence on whether they've fully remedied early snowballing. Western Empire seems to have gained an early lead in my game, but after a little while everyone started declaring war on them so they might be pushed back in the future.
 

Avarize

Magister
Joined
Nov 17, 2019
Messages
1,504
Location
Handmaid's Tale
Started a new game in 1.5.6 beta after abstaining for almost 6 months, and I think the constant patching seems to finally bear fruit. Common bugs/crashes have been almost completely eradicated, new quests have been implemented, new faction/diplomacy mechanics, Perks have been completely redone (they now actually work and provide good and varied bonuses)... They also implemented certain ideas that make mods like "Fast Dialogue" redundant since what they offered is now essentially a de facto part of the game.

I'm still on the fence on whether they've fully remedied early snowballing. Western Empire seems to have gained an early lead in my game, but after a little while everyone started declaring war on them so they might be pushed back in the future.
So I should give it a go in 2022?
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,273
I finally started playing the game, 1.5.5 version. It is so fucking addicting, kind of like Civ games. Even with no turns, it has that one more turn syndrome.

I already lost twice all my troops and had to rebuild from scratch. Lucky thing is that second time I had Castles that Aserai won for me and gave me and left good garrisons inside so I took the best horse units from there :D

That second loss was hilarious. I had a huge battle that I barely won (800 vs 800) and then had a 14 (me) vs 28 battle where both teams had hundreds of wounded and I lost that one :(
I tried to get away and bribe and even managed to pass charm rolls to get the guy to change sides (but then he asked more money than I had :( ) but no luck.

I got lots of money I get by having mostly cavalry units and running down all enemy lords with smaller armies and taking all their money and loot so I was able to easily recover from losses and I easily buy all heavy horses I find.
 

vota DC

Augur
Joined
Aug 23, 2016
Messages
2,318
Started a new game in 1.5.6 beta after abstaining for almost 6 months, and I think the constant patching seems to finally bear fruit. Common bugs/crashes have been almost completely eradicated, new quests have been implemented, new faction/diplomacy mechanics, Perks have been completely redone (they now actually work and provide good and varied bonuses)... They also implemented certain ideas that make mods like "Fast Dialogue" redundant since what they offered is now essentially a de facto part of the game.

I'm still on the fence on whether they've fully remedied early snowballing. Western Empire seems to have gained an early lead in my game, but after a little while everyone started declaring war on them so they might be pushed back in the future.
So I should give it a go in 2022?
In 2022 should be good if sultan Erdogan avoid the return of Stone Age that insect people are trying to spread.

Right now It lacks
-Engineer perks
-Clear diplomacy and heir system
-Main quest that Is far from being complete
-Minor factions that are supposed to be improved since now you hire them as mercenaries but can't recruit their troops, also they don't behave as their lore ask, for example Legion and the faction that worship a former emperor as a god can join....in your crusade to eradicate the Empire!
-Peace interaction like feasts. They must fear Harlaus.....
 

Flux

Barely Literate
Joined
Jan 4, 2021
Messages
2
Started a new game in 1.5.6 beta after abstaining for almost 6 months, and I think the constant patching seems to finally bear fruit. Common bugs/crashes have been almost completely eradicated, new quests have been implemented, new faction/diplomacy mechanics, Perks have been completely redone (they now actually work and provide good and varied bonuses)... They also implemented certain ideas that make mods like "Fast Dialogue" redundant since what they offered is now essentially a de facto part of the game.

I'm still on the fence on whether they've fully remedied early snowballing. Western Empire seems to have gained an early lead in my game, but after a little while everyone started declaring war on them so they might be pushed back in the future.
So I should give it a go in 2022?
I have about 500 days in on my current playthrough and am starting to run into more frequent crashes and snowballing is still a thing. 2022 it is.
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,273
Sieges are terrible on 1.5.5. Vs Towns it is useless to build Siege towers as nobody knows how to climb well and then they slaughtered on the top. Ram takes forever to get to the doors, they break outer doors and then ignore inner ones.
vs Castles with less walls you can use siege towers as they got a ramp and AI knows how to use it.

So I break the walls for any important Siege. But AI here is retarded as well. Instead of swarming the openings they just stand back or get stuck on walls and other shit. I tried to give them all Charge or self control and nothing really changes...

And then another irritating thing. I put a lot of effort into making my army as powerful as I can and give extra soldiers to my companions that lead their own armies and I keep as free bonus troops in my army. Then when we take anything my companions leave like 1/3 of their troops in the garrisons and if I don't get that town or castle I lose those troops...
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,273
As a result of retard AI I never siege castles and towns just with my guy and my companions. I call as many other lords as I can so the casualties due to retard AI is spread around.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom