• Breaking News

    Thursday, May 21, 2020

    Mount & Blade King Derthert > You

    Mount & Blade King Derthert > You


    King Derthert > You

    Posted: 20 May 2020 10:40 PM PDT

    This underwater forest exists in the Southwest of the map. Atlantis DLC when.

    Posted: 20 May 2020 11:25 PM PDT

    Announcement from Mount & Blade's official Facebook page

    Posted: 21 May 2020 09:19 AM PDT

    Found in documents

    Posted: 20 May 2020 11:32 AM PDT

    Gordon Ramsay in Bannerlord... Sorry lmao

    Posted: 21 May 2020 03:33 AM PDT

    200 players from 16 different clans clash in a massive phalanx standoff! Warband at its finest.

    Posted: 20 May 2020 08:24 PM PDT

    1st attempt at psychological warfare ever recorded (circa 1086)

    Posted: 21 May 2020 01:05 AM PDT

    Is it just me, or do the cheaper shields look better (left) than the more expensive shields (right)? I've always picked the decorated oval shield because of how good it looks

    Posted: 21 May 2020 06:26 AM PDT

    Therapist: Butter Raiders aren't real. They can't hurt you. Butter Raiders:

    Posted: 20 May 2020 05:03 PM PDT

    Having a good mount should mean as much as having a good blade.

    Posted: 21 May 2020 02:16 AM PDT

    Recent and interesting developer posts on the official forums - Part III

    Posted: 20 May 2020 04:17 PM PDT

    There has been a decent amount of communication this week. Let's catch up with the developers.

    Since not all of you are on the game's official forums or have time to sift through comments, I've decided to compile recent and interesting information posted there. Please feel free to comment with other posts that you may have found.

    • Since 1.4.1, we no longer have 25 days of truce between factions when they make peace. TaleWorlds is now working on a new truce system for factions. This new system is supposed to work as following: the losing faction will pay a daily amount of money to the winning faction. As soon as the truce is broken, the payments will stop. This means that the winning faction will have to consider what is most beneficial: the daily income or war. [source] [source]
    • Though this is not certain, the new truce system will likely be implemented in the next 3~7 days. [source]
    • After the new truce is introduced, the economy of the game will likely be checked and balanced by the developers. The reason for this is that the daily payments can potentially make the paying faction go bankrupt, while the receiving faction will likely have more money to hire more mercenaries and better troops. As you can imagine, this situation could aggravate snowballing. [source]
    • One of the potential upsides of this new truce system is that it might open new and interesting possibilities for more complex diplomacy. As of right now, war and peace declarations are random, but through the development of the new truce system and further developments in diplomacy, these declarations will make more sense. [source]
    • Version 1.4.1 has, on average, about three times more concurrent wars than versions 1.3 and 1.4.0. This is due to the changes in the war and peace declaration system mentioned above. Problems such as snowballing and food shortages are currently being aggravated by the frequency of wars. Until everything has been balanced, we are likely to experience some other side effects of the implementation of the new diplomatic features. [source] [source]
    • Sometimes parties that are closer to a settlement that is being besieged ignore the siege and do not help with its defense. Currently the AI might choose to ignore the siege because a more valuable settlement is being attacked or because it interprets that other parties are already defending it, even if those parties are much further away and could take a few days to get to the siege. Another reason for the AI to ignore a settlement that is being besieged is that it calculates that there are already enough defenders either moving to defend or currently defending the settlement. However, in some situations, more numbers can contribute to a more effective defense, and this is currently not being taken into account by the AI. Tweaks are being made to the AI behavior to address all these problems. [source] [source] [source]
    • Version 1.4.1 has a bug that makes AI armies less adaptable to surrounding events and opportunities for action. This has been fixed and will be likely implemented in the next version of the game. [source]
    • AI lords currently have a passive experience gain to their troops. Though the developer couldn't tell how high that experience gain currently is, it will likely be adjusted when more perks that involve passive experience gain have been properly introduced to the game. This AI "cheat" is in the game so lords can have more varied troops instead of armies of recruits. [source]
    • Implementing ruling through marriage is not currently part of TaleWorlds' development goals (sorry Southern Empire simps). [source]
    • Children not having skill points and being unable to get any when they grow up has been fixed internally. The fix will be implemented in the game in a future patch. [source]
    • Some perks will provide passive experience. Auto-resolve is still being tweaked. The crafting system will be tweaked. Player hideouts are not in the current plans of development. Death by old age and succession are in a rudimentary and buggy state, but they are being fixed. Currently there are no plans to implement an option to turn off aging/death by old age. [source]

    That's all for now.

    Previous thread.

    submitted by /u/somebadfeelings
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    I feel like I need as rousing speech for this

    Posted: 20 May 2020 08:22 PM PDT

    The purpose of castles in Bannerlord (history/gameplay suggestions/discussion)

    Posted: 21 May 2020 07:31 AM PDT

    So this is a thread I've been thinking about making for a while but I figured I'd make a quick and dirty version and see if there are people interested in discussing it before I spend hours making a giant post that nobody ever sees.


    Castles IRL*

    *with a lot of simplifying

    Castles were not just places to turtle when an enemy army came onto your land.

    Castles were more like modern Forward Operating Bases, they were fortified centers of operations, patrols would be dispatched from them, forces would be stationed there for deployment elsewhere.

    They were used to control the surrounding countryside and its farms and villages maintaining control over them from invaders and despite internal uprisings/rebellions.

    They were also constructed in strategic locations, river crossings, mountain passes, crossroads etc and acted to secure and dominate those areas, especially roads and trade routes.

    Castles were not just placed willy nilly, a huge amount of thought and planning went into where to place one.

    That being said that does not mean building a castle took multiple lifetimes, in fact there are many types of fortification that were field expedient (like the roman legionary camp fortifications) or built for the purpose of fighting an existing castle!

    https://en.wikipedia.org/wiki/Counter-castle

    Even on the defensive, castles were not passive boltholes for nobles.

    Castles and the troops within them become a knife in the back of an invader, if bypassed the castle can send raids against the supply lines and rear areas of the invading army, and leaving a force to screen the castle won't stop a breakout unless it is a decently sized, and in that case the castle is still tying up a significant portion of the enemies manpower just to keep it out of the fight.

    The enemy has to either storm the castle or siege it with enough men to stop the castle just sallying out and slaughtering the besiegers when convenient and sending out raiding parties to attack the main invader's supply chain.


    Right now in the game castles are... um... not really any of the above.

    They're placed seemingly at random, they don't exert any real area of control, there aren't really supply lines in this game (or roads for that matter...), just death stacks of thousands of men carrying all the food they need with them somehow and there are no consequences for bypassing castles as they march deep into enemy lands.

    Now I know that this is a game, not a simulation and its a game very much in progress to boot, but I'm sure we can go a little deeper into portraying one of the most iconic symbols of the medieval period and making them more important in the gameplay.


    TL;DR: Castles aren't just randomly placed panic rooms but super important strategic locations that control and influence the surrounding areas.

    Anyways, how do you guys think castles could be better represented in the game?

    submitted by /u/SmokeyUnicycle
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    My wife Zoana apparently underwent mitosis and divided into 2 Zoanas, because I seem to have one as a companion in my army and the other as my clan party leader.

    Posted: 21 May 2020 04:35 AM PDT

    Bandit Subfactions and In-fighting

    Posted: 21 May 2020 08:00 AM PDT

    Bandits should have their own faction system that works at a lower tier than what the kingdoms have. It'd give more character to their existence, they'd keep their own numbers down, and give interesting events if one manages to accumulate power and actually threatens a castle or town.

    This would also allow for an easy source of quests in the form of bounties, with the player being requested to hunt down specific groups who are found in their own territory (which the AI should be made extremely reluctant to leave, even while chased since they'd be attacked in a rival territory).

    Player could also interact with the bandit leaders, making deals or threats, joining bands or taking one over for yourself. It would go far for roleplay, as well as being a new avenue for ascension to making your own faction.

    submitted by /u/Lesurous
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    Testudo Formation vs 500 Archers (Overhead Shield Wall Mod)

    Posted: 21 May 2020 02:40 AM PDT

    I fear a crash to desktop is imminent...

    Posted: 21 May 2020 06:51 AM PDT

    ''I am going to roleplay and make sure my sturgian character looks as badass as possible'' One marriage later:

    Posted: 21 May 2020 01:42 AM PDT

    Peasants keep spawning in my garrison, causing high tier troops to desert.

    Posted: 21 May 2020 07:13 AM PDT

    Over 200 peasants will fill my castle up in 3-5 days. Is this a bug? Any fixes?

    submitted by /u/neighborhoodman323
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    Got a bit of a pest problem

    Posted: 21 May 2020 04:41 AM PDT

    I won't be able to stop again

    Posted: 21 May 2020 10:36 AM PDT

    Instead of spawning more and more small groups of looters/bandits just have the groups get larger in size if they go unchecked?

    Posted: 20 May 2020 11:18 AM PDT

    It may have been said before, but it would be nice if instead of just getting more and more small groups of 5-20 man groups of bandits that those groups just got bigger in size. After early game it stops being fun chasing around many small groups to level your troops, the fights are lop sided and boring but they feel necessary for troop leveling. It would be way more fun for a large scale battle and just get all the farming out of the way in a few fights rather than 30-40.

    submitted by /u/MagicManBill99
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    In 1.4.1 I Resurrected a Defunct Kingdom. It's Been Interesting.

    Posted: 21 May 2020 03:06 AM PDT

    So, on day 469 I went and visiting Lucon. His empire was pretty pathetic, his only war against the also defunct Battanians, and he was holed up in Praven without any fiefs.

    I immediately pledged my undying loyalty...

    ... and then almost immediately thereafter Lucon declared war on the Aserai. Our power levels were somewhat different extremes but I'm up for a challenge (and I had no influence to veto) so I went and took a castle and didn't garrison it since Lucon rewarded it to himself. Then things started heating up and I captured Iyakis and got it rewarded to myself since I had all the influence (Lucon tried to get to his castle but failed and got captured about the same time as his castle got captured too).

    Since then (it's now day 652) it's been pretty sweet. Lucon can't gain any influence because, well, I'm not in his army and the rest of the empire can't really fight. For whatever reason no one declares war on us and I can declare war and peace by using my massive piles of influence. I haven't taken any more settlements yet, figure to test out what happens if 'we' try to expand but right now building up a doom stack in peace.

    Anyway, not sure if this is a bug or a feature, but it's been pretty nice basically taking over an empire on a lark and then being below the radar (somehow?!?) of all the other empires so I can raise Leadership and mess around.

    Bonus picture of Lucon trying to venture out into the world and immediately getting ganked by Looters.

    submitted by /u/Rafi89
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