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    Tuesday, April 14, 2020

    Mount & Blade Bannerlord Early Access - Patch e1.0.11, Beta Branch e1.1.0 Hotfix, FAQ, Announcements

    Mount & Blade Bannerlord Early Access - Patch e1.0.11, Beta Branch e1.1.0 Hotfix, FAQ, Announcements


    Bannerlord Early Access - Patch e1.0.11, Beta Branch e1.1.0 Hotfix, FAQ, Announcements

    Posted: 13 Apr 2020 12:01 PM PDT

    Greetings, Peasants.

    CURRENT PATCH: e1.0.11


    Thread History

    Link to Thread I

    Link to Thread II

    Link to Thread III

    Link to Thread IV

    Link to Thread V


    Version History

    Patch: e1.0.11 - 13-04-2020

    Patch e1.0.10 - 10-04-2020

    Patch e1.0.9 - 09-04-2020

    Patch e1.0.8 - 08-04-2020

    Patch e1.0.7 - 07-04-2020

    Patch e1.0.6 - 06-04-2020

    Patch e1.0.5 - 04-04-2020

    Patch e1.0.4 - 03-04-2020

    Patch e1.0.3 - 02-04-2020

    Patch e1.0.2 - 01-04-2020

    Patch e1.0.1 - 31-03-2020

    Taleworlds forum bug reporting thread


    FAQ

    • Where do I see my smithing stamina?

    This is visible on your portrait on the bottom left, hovering over it in the smithing menu displays your stamina.

    • Companions have smithing skill sometimes, how do I use this?

    Clicking the portrait mentioned above allows you to swap between characters!

    • Why is settlement production negative and how do I improve it?

    Settlement loyalty (morale) affects production, though it doesn't show in tooltip. Remove your governor if they have the -2 to culture, have the daily default Festival and Games with nothing in the construction queue. Build fairgrounds when production is positive.

    • Why can't I upgrade my footmen into cavalry, it says I need a horse but I have plenty of sumpter horses and mules!

    Pack animals like these do not count as "horses" for this purpose.

    • But I have these big warhorses and it still doesn't work!

    Warhorses count as a class of their own, they are used to upgrade heavy cav so you can't use them to make light cav from footmen.

    • How do I assemble a caravan?

    Talk to an artisan in a city, these will be named characters, in dialogue you can pay them 15k to build a caravan and send it out, led by one of your companions.

    • How do I dissolve a caravan?

    This is done through the clan screen (L-Key), the caravan is visible among your clan's parties.

    • Is there any way for me to quickly gain influence?

    If you're flush with cash, you can recruit large amounts of troops and donate these to allied factions or cities.

    • When will the game leave early access?

    TW has said the EA may last around a year's time, though this is subject to change.

    • Will the game be released on consoles?

    Yes, though the release date for this is still unknown.

    • I'm having issues playing the game, but my 1050/1060/1070/1080 clears the minimum required specs!

    These GPUs have been reported not to work well with the game at the moment, updating your drivers may help, though if you are suffering severe issues consider waiting for a patch/driver update and sending TW any crash reports you can.

    • How do I mod the game?

    As unified, official modding tools have not yet been released, it's best to consult online guides and #mnb-mods for help with this issue.

    • What does the "enable death" option do?

    With this option enabled NPCs may die in combat or be executed by lords, you yourself will not die in battle but you are still at risk of execution.

    • Why am I moving so slowly on the campaign map?

    This may be due to several things: if your inventory contains too many live animals then you will incur a "herd" speed penalty. If your party consists solely of (slow) footmen then purchasing non-pack horses will allow them to mount up outside of combat to improve speed. Carrying items, troops, or prisoners over their respective limits will slow you down severely.

    • What are the pack animals and is there a difference between them?

    The mule, camel and sumpter horse are the dedicated pack animals of the game, the sumpter horse allows you to move faster on the campaign map than the mule.

    • How do I improve my party's morale?

    Winning battles and having a large variety of food are the simplest ways of accomplishing this.

    • How do I improve X skill?

    In your character screen, every skill when hovered over displays a section showing the ways used to train it.

    • How do I raise my charm? It's not very clear…

    Bartering with lords through the "I have a proposal" option, capturing and releasing them, and bribing keep guards. Raising a lord's opinion from you also yields Charm XP.

    • How do I find X noble?

    Press 'N' to open the encyclopedia and find the desired lord, their latest reported location is displayed in the top right.

    • Can I change my character's or my banner's looks mid-game?

    Yes! Just press V and you go into the character creator menu or press B to edit your banner.

    • How do I get to know details more about a settlement?

    Simply right click on the label above the settlement, this takes you to its encyclopedia page.

    • How do I equip my companions with new equipment?

    In the inventory screen, press the arrows at the middle top of the screen to navigate to the companions in your party.

    • How do I assign a companion to a clan role, and what skills are used for them?

    To do this talk to a companion outside of a town through the party screen and talk to them about giving them a role.

    Surgeon: Medicine

    Quartermaster: Steward

    Scout: Scout

    Engineer: Engineer

    • How do I get new parts for smithing?

    You can get both part blueprints and materials from smelting down captured weapons.

    • How do I make money?

    Currently the most effective ways of earning money are completing quests, selling prisoners, and manual trading. Two very effective resources to trade are furs and silver ore, though the economy is dynamic, and this may change in your game.

    • How do I buy a workshop?

    "Walk around" in a town, and by holding Alt find a location marked "workshop", there you can buy a workshop for 15k by talking to the workers.

    • How do I gain Influence?

    Influence is best earned in service to a kingdom, either as a mercenary or as a vassal.

    • A new patch is out but my launcher displays an old number, what gives?

    The main file off which the launcher run is often not updated in these hotfix-like early updates, check the mods tab of your launcher to display the versions of your game modules.

    • When resuming my save file my game tells me something about a module mismatch, what is going on?

    It's likely that a patch has been released since you last played the game, you can simply press yes and load up the save, if your save is unplayable with the newest patch it's best to simply start a new game, as trying to maintain a single save throughout Early Access is unfeasible.

    • Where can I find the patch notes?

    When new patch notes are released, we put these in a pinned post as soon as we can.

    • X Kingdom is completely dominating all the others in my game, what is happening?

    If your save file stems from an early patch, it is likely that this kingdom profited from the workshop glitches that existed at the time, causing them to have near-unlimited funds. Starting a new save is the best way to "fix" this. If your save stems from a later patch, it's likely to simply be the result of inherent balancing issues with an Early Access game.

    • Where do I see my smithing stamina?

    This is visible on your portrait on the bottom left, hovering over it in the smithing menu displays your stamina.

    • Companions have smithing skill sometimes, how do I use this?

    Clicking the portrait mentioned above allows you to swap between characters!

    • Why is settlement prosperity so low and how do I improve it?

    Settlement loyalty (morale) affects production, though it doesn't show in tooltip. Remove your governor if they have the -2 to culture, have the daily default Festival and Games with nothing in the construction queue. Build fairgrounds when production is positive.

    • Why can't I upgrade my footmen into cavalry, it says I need a horse but I have plenty of sumpter horses and mules!

    Pack animals like these do not count as "horses" for this purpose.

    • But I have these big warhorses and it still doesn't work!

    Warhorses count as a class of their own, they are used to upgrade heavy cav so you can't use them to make light cav from footmen.

    • How do I assemble a caravan?

    Talk to an artisan in a city, these will be named characters, in dialogue you can pay them 15k to build a caravan and send it out, led by one of your companions.

    • How do I dissolve a caravan?

    This is done through the clan screen (L-Key), the caravan is visible among your clan's parties.

    • Is there any way for me to quickly gain influence?

    If you're flush with cash, you can recruit large amounts of troops and donate these to allied factions or cities. Another way of earning influence is joining a starving army with food, you may end up sharing it with starving parties for a lot of influence.

    • How do I marry a character?

    Courtship is established through a response following the "I have something to discuss" dialogue option, after successful courtship through speech checks the character's liege must be convinced, after which you'll be married.

    • How do I get a child?

    Simply spending time with your spouse either in a settlement or party will eventually result in one.

    • I have children but when do they grow up?

    This takes 18 ingame years.

    • What is the point of adult children then?

    These can be used as companions past the cap the tavern wanderers use up, and if your character dies you can continue to play as one of your children.

    • I created my own kingdom but I'm having X issue!

    As a blanket statement, player kingdom creation is simply not fully supported in the game as it is, if you are facing significant issues with making or dealing with your own kingdom, it's because of that. We do not recommend creating your own kingdom at this time.

    • I've seen people be much more agile on horses than I am, what's the secret?

    By double-tapping your forward or backwards key you can spur your horse to speed up or slow down a lot quicker.

    • How do I make one of those cool banners I keep seeing?

    You can go to https://bannerlord.party/banner/ to make a banner there, then copy the code and paste it into your banner editing screen ingame.

    • X Perk seems to not be working, what's the problem?

    A lot of perks in the game are currently nonfunctional, we'll be adding a list of said perks here as soon as we confirm which ones work or not.

    • Do prisoners become recruitable when kept in castle dungeons?

    Yes they do.

    • How do I access this beta, then?

    Right click on your game in steam, go to "properties", then navigate to the "betas" tab and select e1.1.0

    submitted by /u/Mephistopholees
    [link] [comments]

    Apologies for what you're about to see...

    Posted: 14 Apr 2020 05:01 AM PDT

    As prophesied

    Posted: 14 Apr 2020 07:30 AM PDT

    Glorious Cataphract

    Posted: 14 Apr 2020 04:13 AM PDT

    After seeing these faction leader aesthetics, I can't wait to see TW finishing this beautiful game.

    Posted: 14 Apr 2020 12:12 AM PDT

    Bannerlord needs the ability to conspire to and declare a revolt against a policy or the ruler like CK II

    Posted: 14 Apr 2020 03:42 AM PDT

    Derhert has amassed massive amounts of influence. He votes in his favour for everything, even if the council is against it. He's done it with fiefs too. In any real kingdom, his lieges would be piiiissed off at what a dick he is.

    He just passed through Sacred Majesty. I said fuck this bastard, found Rhaega's army (who we are at war with), left the kingdom with my fiefs and went over to declare allegiance to her.

    Now I lost my influence (only a 1000 tho), pissed off all my Vlandian friends, and am sandwiched between their territory. I would've preferred to stay within the Kingdom but convince my friends to rebel against him.

    Also we need ways to drive a wedge between characters, like trying to make the King impopular so that you have more support because in the end the King always ends up as buddies with everyone since he exerts a lot of influence in any decision.

    Or just, fuck it, a revolt to make yourself the King if the King is impopular enough. Would add a lot more weight to politics in the game. It would also force the King to exert a lot of influence to try and prevent uprisings

    submitted by /u/FredHamptonRIP2
    [link] [comments]

    Just wanna share 3 things I recently learned.

    Posted: 13 Apr 2020 02:59 PM PDT

    I found our lord and savior

    Posted: 14 Apr 2020 07:10 AM PDT

    When your bow level is too high.

    Posted: 14 Apr 2020 05:36 AM PDT

    It annoys me that lords won't adjust their paths a little to help a fellow lord.

    Posted: 13 Apr 2020 09:02 PM PDT

    �� All Bannerlord wanderers/companions

    Posted: 14 Apr 2020 03:58 AM PDT

    👥 All Bannerlord wanderers/companions

    ⚠️ ANNOUNCEMENT

    While editing my previous post, I bumped against the 40,000 characters limit, which was unknown to me. I decided to take the following course of action: to avoid encountering the character limit again, I split the wanderers/companions and marriage prospects post into 2 separate ones, with "Bannerlord" in the title for SEO reasons. Furthermore, instead of maintaining posts for each branch, the active posts will be dedicated to the beta branch, with a snapshot of the main branch values accessible for download if pertinent.

    Up to date as of beta e1.1.0; editing in progress, pardon my dust...

    e1.0.10 snapshottemporarily redirects to the post

    PLEASE READ THE FAQ BEFORE ASKING A QUESTION.

    The purpose of this post is to provide pertinent information about all of Bannerlord's potential companions. Efforts will be made to keep it up to date, and expand on its information.

    Currently present are the 64 wanderer templates found in spspecialcharacters.xml. Table contents are limited to the most gameplay impacting information, so some data, like traits, may be absent. Please note that due to a bug, characters have a couple more skill points scattered in some skills than listed here. This may also cause the levels to vary by 1.

    If you're looking for a specific character or skill, press ctrl+f and input what you're after to save yourself some time.

    Let me know if you notice any mistakse.

    You might also like:

    Post breakdown:

    1. Best of each
    2. Smiths, 1 templates
    3. Scouts, 11 templates
    4. Tacticians, 6 templates
    5. Rogues, 9 templates
    6. Medics, 4 templates
    7. Engineers, 4 templates
    8. Overachievers, 5 templates; wanderers with multiple non combat skills over 60, including charm, trade and stewardship
    9. Wanderers, 24 templates; wanderers with no non combat skills over 60
    10. FAQ

    Best of each

    Skill Best skill level Most skilled templates
    One handed 180 "the Golden"
    Two handed 200 "Bloodaxe", "Coalbiter", "the She-Wolf" and "the Swordsman"
    Polearm 190 "the Golden"
    Bow 185 "of the Wastes"
    Crossbow 140 "the Grizzled", "the Huntress" and "the Spicevendor"
    Throwing 150 "the Golden"
    Riding 170 "the Golden"
    Athletics 130 "Ironbelly"
    Smithing 60 "the Smith"
    Scouting 140 "of the Wastes"
    Tactics 100 "the Falcon", "the Golden" and "the Wanderer" (Aserai)
    Roguery 140 "the Prince"
    Charm 80 "Bitterdraught"
    Leadership NA NA
    Trade 100 "the Spicevendor"
    Steward 100 "the Spicevendor"
    Medicine 120 "the Scholar" (Aserai)
    Engineering 80 "the Engineer", "the Knowing" and "the Wainwright"

    Smiths

    Nickname Level Non combat skills Melee Ranged Mobility
    "the Smith" 11 60 smithing 140 two handed, 110 polearm, 90 one handed 70 athletics

    Scouts

    Nickname Level Non combat skills Melee Ranged Mobility
    "of the Wastes" 13 140 scouting 150 two handed 185 bow 110 athletics
    "of the Hills" (Vlandian) 9 120 scouting 90 one handed 120 crossbow
    "Horsethief" (Battanian) 13 100 scouting 130 polearm, 120 one handed 110 throwing 130 riding
    "the Huntress" 9 100 scouting 120 one handed 140 crossbow
    "Frostbeard" 9 80 scouting 90 two handed 135 bow 70 athletics
    "Blacktooth" 10 60 scouting 100 one handed 90 throwing 90 athletics
    "Cowthief" 9 60 scouting 90 two handed 135 bow 70 athletics
    "the Alone" 9 60 scouting 90 two handed 135 bow 70 athletics
    "the Fish" 9 60 scouting 100 one handed 90 throwing 90 athletics
    "the Ragged" 9 60 scouting 90 two handed 135 bow 70 athletics
    "the Wanderer" (Battanian) 8 60 scouting 110 polearm, 100 one handed

    Tacticians

    Nickname Level Non combat skills Melee Ranged Mobility
    "the Golden" 16 100 tactics 190 polearm, 180 one handed 150 throwing 170 riding
    "the Falcon" 13 100 tactics 130 polearm, 120 one handed 110 throwing 130 riding
    "the Silent" 14 60 tactics 140 polearm, 130 one handed, 120 two handed 130 riding, 90 athletics
    "the Brave" 12 60 tactics 110 polearm, 100 one handed, 90 two handed 110 riding, 70 athletics
    "the Lucky" 11 60 tactics 140 two handed, 110 polearm, 90 one handed 70 athletics
    "the Outcast" 9 60 tactics 90 one handed 105 bow 100 riding

    Rogues

    Nickname Level Non combat skills Melee Ranged Mobility
    "the Prince" 12 140 roguery 130 one handed 110 throwing 110 athletics
    "the Hyena" 11 100 roguery 170 polearm, 160 one handed
    "the Leopardess" 10 100 roguery 100 one handed 90 throwing 90 athletics
    "the Butcher" 10 60 roguery 130 one handed 110 throwing 110 athletics
    "the Shark" 10 60 roguery 130 one handed 110 throwing 110 athletics
    "Longknife" 9 60 roguery 100 one handed 90 throwing 90 athletics
    "the Mad" 9 60 roguery 100 one handed 90 throwing 90 athletics
    "the Robber" 9 60 roguery 100 one handed 90 throwing 90 athletics
    "the Accursed" 9 60 roguery 90 two handed 135 bow 70 athletics

    Medics

    Nickname Level Non combat skills Melee Ranged Mobility
    "the Scholar" (Aserai) 10 120 medicine 100 one handed 90 throwing 90 athletics
    "the Healer" 9 80 medicine, 40 scouting 70 one handed 70 throwing 70 athletics
    "the Surgeon" 8 80 medicine 70 one handed 70 throwing 70 athletics
    "Willowbark" 8 60 medicine, 20 scouting 70 one handed 70 throwing 70 athletics

    Engineers

    Nickname Level Non combat skills Melee Ranged Mobility
    "the Wainwright" 9 80 engineering 60 one handed 70 throwing 90 riding
    "the Engineer" 8 80 engineering 90 one handed 120 crossbow
    "the Knowing" 7 80 engineering 60 one handed 100 crossbow
    "the Scholar" (Imperial) 7 60 engineering 70 one handed 70 throwing 70 athletics

    Overachievers

    Nickname Level Non combat skills Melee Ranged Mobility
    "the Wanderer" (Aserai) 14 100 tactics, 80 scouting 130 polearm, 120 one handed 110 throwing 130 riding
    "the Black" (Vlandian) 13 120 roguery, 80 scouting 120 two handed 160 bow 90 athletics
    "the Swift" 13 100 roguery, 80 trade, 80 steward 90 two handed 135 bow 70 athletics
    "Bitterdraught" 10 80 charm, 60 medicine, 40 trade, 40 steward 70 one handed 70 throwing 70 athletics
    "the Spicevendor" 11 100 trade, 100 steward 120 one handed 140 crossbow

    Wanderers

    Nickname Level Non combat skills Melee Ranged Mobility
    "Ironbelly" 11 30 tactics 160 one handed 130 throwing 130 athletics
    "the Wronged" (Battanian) 9 130 one handed 110 throwing 110 athletics
    "the Hawk" 9 120 one handed 130 bow 120 riding
    "the Grizzled" 8 30 tactics 120 one handed 140 crossbow
    "the Black" (Imperial) 8 40 roguery 100 one handed 90 throwing 90 athletics
    "the Grey Falcon" 10 40 scouting, 40 tactics 90 one handed 105 bow 100 riding
    "of the Hills" (Imperial) 9 40 scouting, 20 roguery 90 two handed 135 bow 70 athletics
    "the Fatherless" 8 90 one handed 105 bow 100 riding
    "the Wronged" (Imperial) 7 40 roguery 90 one handed 120 crossbow
    "Bloodaxe" 14 30 tactics 200 two handed, 170 polearm, 150 one handed 110 athletics
    "Coalbiter" 14 200 two handed, 170 polearm, 150 one handed 110 athletics
    "the She-Wolf" 14 20 tactics 200 two handed, 170 polearm, 150 one handed 110 athletics
    "the Swordsman" 14 200 two handed, 170 polearm, 150 one handed 110 athletics
    "the Bull" 13 40 tactics 170 two handed, 140 polearm, 120 one handed 90 athletics
    "Breakskull" 12 170 two handed, 140 polearm, 120 one handed 90 athletics
    "the Red" 12 170 two handed, 140 polearm, 120 one handed 90 athletics
    "the Shieldmaiden" 12 170 two handed, 140 polearm, 120 one handed 90 athletics
    "Barrelchest" 10 140 two handed, 110 polearm, 90 one handed 70 athletics
    "Ironeye" 9 30 tactics 170 polearm, 160 one handed
    "the Boar" 9 30 tactics 170 polearm, 160 one handed
    "the Loud" 14 40 tactics 140 polearm, 130 one handed, 120 two handed 130 riding, 90 athletics
    "Fairhair" 7 140 polearm, 130 one handed
    "the Wronged" (Vlandian) 12 130 polearm, 120 one handed 110 throwing 130 riding
    "the Wanderer" (Imperial) 6 110 polearm, 100 one handed

    FAQ

    • For any question about spawns, refer to u/kriffin's explanation of wanderer spawning mechanics.
    • What does X skill/role do?
      You can easily figure this out by accessing the character tab and looking at the description of a skill's passives and perks. Some require the character to be assigned a role, such as scout or surgeon, while others require them to be leading the party. Some merely require them to be in your party to take effect.
    • The encyclopedia says that I can find a wanderer in X town, but he's not there...
      Location information for wanderers you have never met is based on rumors, and isn't reliable.
    • I found a wanderer, but he doesn't have the same skills as in your tables...
      Some wanderers have identical nicknames but different cultures and skills; in which case, culture is indicated in parentheses to differentiate them.
    • Why haven't you listed traits?
      It appears they don't do much yet.
    • Why haven't you listed attributes and focus points?
      It appears they're randomly distributed.
    submitted by /u/Escapeware
    [link] [comments]

    It’s nice to have your craftsmanship be appreciated

    Posted: 14 Apr 2020 06:37 AM PDT

    Sorry young one, you were born in the wrong family.

    Posted: 13 Apr 2020 04:48 PM PDT

    How can I let Taleworlds know the Vlandian Sergeant’s Athletics and Riding skill are mixed up?

    Posted: 13 Apr 2020 11:20 PM PDT

    Can someone tell Rhagaea to stop simping on me. I even voted for Joron

    Posted: 14 Apr 2020 04:56 AM PDT

    I love the stupidity that breaks the tense moments.

    Posted: 14 Apr 2020 03:27 AM PDT

    [Suggestion] Bandit hideouts - revamp suggestion

    Posted: 14 Apr 2020 03:13 AM PDT

    Do we like the current bandit hideout mechanics?

    Personally I never liked them. I did not like them in M&B Warband, but I do get why they were there. They added a feature, it was a new game, the mechanics were unproven and so it remained.

    What I do not understand is why they copy/pasted it from Warband and into Bannerlord without any changes at all. Now we see mods added where you can attack the hideouts with as many troops as you want, or set a limit yourself on how many you can bring.

    A couple reasons why I don't like the way the Bandit Hideouts are implemented:

    1. Fighting 25++ Mountain Bandits with bows or Sea Raiders with javs using only 8-10 random guys from your troop is not fun at all. Especially not if your guys (and yourself) don't have shields. Basically gatekeeping 2H playstyle.
    2. There is really no stealth mechanics in this game so why have a feature that supposedly relies on stealth (ambush)? You can get close to enemies if you crouch, but your soldiers won't crouch and get spotted straightaway anyways.
    3. The rewards for clearing them is rather meh. Sometimes you get a decent item, but you are better off doing other stuff anyways.
    4. They frequently pop up as quests in villages which means I simply end up not doing village quests because, well, I dislike the bandit hideout mechanics that much.

    Here's my suggestion on how to revamp them into something more useful and more aligned with the game (i.e. no stealth mechanics).

    • First thing I'd like to see changed is the name itself. Rather than "Bandit Hideout" lets call it "Bandit Lair". Reason for that will become clear below.
    • Instead of an ambush attack and stealth thing I suggest we change this to be a mini-siege / battle. Basically a baby-brother to the actual castle and city sieges. A sort of simplified siege mechanic which will allow the players (especially new ones) to experience a soft introduction to siege mechanics and how attacking a fortified position works.
    • The Bandit Lair will be a simplified version of the regular sieges and as such the Bandit Lair will have:
      • a simple makeshift wooden wall, perhaps in a semi-circle around the entrance to a cave so it protects and encloses the cave itself.
      • a gate in the wall that can be breached to get inside.
      • an inner gate at the entrance of the cave to break down for the final attack.
    • The wall will have a simple gate that can be beaten down by your troops and 2 or 3 ladders that can be raised to climb over the walls. Could also have something like a battering ram that is carried by your troops (basically just a large piece of lumber carried by 4 or 6 guys) instead of the large, wheeled battering ram you build in regular sieges.
    • Once you breach the gate or get over the walls you have one final barrier; a gate that leads into the bandit cave itself. Break down this gate and you have a final stand against the bandits inside, including the bandit boss (simply because I love that there is a "miniboss" in the Bandit Hideouts, which is one of the things they got right with it).
    • Outside of the walls there could still be the same small campfires and such, and some scattered bandits you encounter as you move forward towards the lair itself, which allows for the player to do some troop management by sending some men to deal with the small camps while main force pushes forward.

    So why Bandit Lair "mini-sieges"?

    First off, having this mini-siege feature rather than the stealth mechanic is more aligned with what you will be doing in the game later on. This way you are getting a softer learning curve towards the actual sieges and know a bit better what to expect.

    Secondly, this would also allow you to have some fun using just your own army. Especially in the early stages of the game when you can't command enough troops to besiege a castle or city and you don't have enough influence to form an army these Bandit Lairs would still let you have some fun using your own warband, as well as doing something different from just regular field battles and chasing down looters.

    Thirdly, depending on how / if they are adding more fleshed out criminal / banditry features in the game (e.g. the Roguery skills, the gang leaders in the cities et.c.), these Bandit Lairs could become a small base of operations that you could capture and hold. Then adding your own troops bandits as garrison guards to look after the stolen procured trade goods you stash in the Lair. This could even extend to an illegal goods gameplay where items stolen from caravans or villagers would be "marked" and thus not able to sell on regular market, so you'd have to use the gang leaders to fence your goods.

    So this is some of the stuff I could think off while sitting here in these quarantine days where I'm supposed to work from home, but I'd rather share this suggestion with you all.

    What do you think?

    Would this be a fun way to revamp the Bandit Hideouts? Any other suggestions/alterations?

    Also I would like to add, as a final note in case the above suggestion is over the top;

    Bandit Lairs could also be a new / extended feature. Leave Bandit Hideouts are they are today, but reduce the max number of enemy troops that are inside of them and also change it so they are not all exclusively Robin Hood and his band of merry archers but add some mixed in melee bandits there. Then you'd still do the regular stealth attack with a few men, but it would be less painful to go there.

    The Bandit Lairs would be "upgraded" Bandit Hideouts. If a hideout is left alone for too long it will continue to grow as more and more bandit groups roam the area as well as the groups getting bigger. Eventually you get a Bandit Lair somewhere in the area to clear out.

    submitted by /u/Ghroznak
    [link] [comments]

    Oh the AI

    Posted: 13 Apr 2020 09:19 AM PDT

    New Promo Screenshot (fan made)

    Posted: 14 Apr 2020 04:40 AM PDT

    Caladog needs you to stop simping.

    Posted: 14 Apr 2020 05:59 AM PDT

    Those rare moments..

    Posted: 13 Apr 2020 06:32 PM PDT

    My berserker had a mid-battle crisis

    Posted: 14 Apr 2020 06:23 AM PDT

    �� All Bannerlord marriage prospects

    Posted: 14 Apr 2020 04:30 AM PDT

    💍 All Bannerlord marriage prospects

    Up to date as of beta e1.1.0 ; editing in progress, pardon my dust...

    PLEASE READ THE FAQ BEFORE ASKING A QUESTION.

    The purpose of this post is to provide pertinent information about all of Bannerlord's marriageable maidens and suitors. Efforts will be made to keep it up to date, and expand on its information.

    Currently present are all 24 marriageable maidens, with suitors to follow soonTM. Table contents are limited to the most gameplay impacting information, so some data, like traits, may be absent. Please note that due to a bug, characters have a couple more skill points scattered in some skills than listed here. This may also cause the levels to vary by 1.

    If you're looking for a specific character or skill, press ctrl+f and input what you're after to save yourself some time.

    Let me know if you notice any mistakse.

    You might also like:

    Post breakdown:

    1. Best of each
    2. Trained maidens, 8 choices; maidens with combat skills
    3. Maidens, 16 choices
    4. FAQ

    Best of each

    Skill Best skill level Most skilled maidens
    One handed 210 Arwa
    Two handed 190 Arwa
    Polearm 220 Arwa
    Bow 155 Arwa and Phaea
    Crossbow 120 Abagai, Liena, Silvind and Svana
    Throwing 170 Arwa
    Riding 210 Arwa
    Athletics 130 Arwa
    Smithing NA NA
    Scouting NA NA
    Tactics 160 Liena
    Roguery NA NA
    Charm 160 Wythuin
    Leadership NA NA
    Trade 140 Sora
    Steward 160 Sora
    Medicine NA NA
    Engineering NA NA

    Trained maidens

    Name F Lvl Tactics Steward Trade Charm Melee Ranged Mobility
    Liena V 24 160 110 120 80 180/180/180 150/120/120 140/120
    Yana K 20 140 100 120 60 120/120/120 100/80/80 100/80
    Arwa A 25 120 100 40 140 210/190/220 155/100/170 210/130
    Phaea WE 21 120 90 80 80 150/120/140 155/90/90 160/90
    Silvind V 24 100 120 80 140 180/180/180 150/120/120 140/120
    Svana S 23 100 90 80 80 180/180/180 150/120/120 140/120
    Ira SE 23 100 80 20 120 180/160/190 130/80/150 190/110
    Abagai K 22 100 60 20 80 180/180/180 150/120/120 140/120

    To prevent table clipping, some columns were shortened to abbreviations

    Maidens

    Name Starting faction Level Steward Trade Charm Riding
    Sora Northern Empire 11 160 140 60 90
    Wythuin Battania 12 140 120 160 90
    Panalea Northern Empire 11 140 120 120 90
    Elys Vlandia 11 120 100 140 90
    Asela Vlandia 10 120 100 120 90
    Chalia Northern Empire 10 120 100 100 90
    Zoana Northern Empire 10 120 100 80 90
    Mina Western Empire 10 100 80 140 90
    Alijin Khuzait 10 100 80 120 90
    Anidha Aserai 9 100 80 80 90
    Helea Southern Empire 9 100 80 80 90
    Debana Southern Empire 8 100 80 60 90
    Idrun Sturgia 8 100 80 60 90
    Manan Aserai 8 60 40 140 90
    Alynneth Battania 7 60 40 100 90
    Bolat Khuzait 2 20 20 90

    FAQ

    • What does X skill/role do?
      You can easily figure this out by accessing the character tab and looking at the description of a skill's passives and perks. Some require the character to be assigned a role, such as scout or surgeon, while others require them to be leading the party. Some merely require them to be in your party to take effect.
    • Why haven't you listed traits?
      It appears they don't do much yet.
    • Why haven't you listed attributes and focus points?
      It appears they're randomly distributed.
    submitted by /u/Escapeware
    [link] [comments]

    Khuzait horde riding the steppe

    Posted: 14 Apr 2020 04:02 AM PDT

    Rather die in glory then like a coward trapped in a tower

    Posted: 13 Apr 2020 09:51 PM PDT

    Vlandians, amiright?

    Posted: 13 Apr 2020 12:52 PM PDT

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