|
With the impending leveling changes, I might actually use some of the clan roles. With the way it is now, I want to get skills in everything so I can level more. I never let my companions be in charge of poo poo.
|
# ¿ Jun 21, 2020 14:00 |
|
|
# ¿ May 19, 2024 23:38 |
|
Mesadoram posted:I am not sure why, but this picture makes me feel very uncomfortable... I would install this as a mod.
|
# ¿ Aug 23, 2020 02:40 |
|
There are some excellent mods out there that help with tournaments being more rewarding, including ones that let you set thresholds for reward value or even use a predetermined equipment list, but I don't know how well they're keeping up with patches. Last time I looked into them (1.3ish) they were pretty far behind. The best one used to be called Tournament XPerience but the dev keeps changing the name.
|
# ¿ Aug 26, 2020 06:11 |
|
redreader posted:based on what we know about the company, will this game be improved a lot over the next couple of years? People here and elsewhere were really hoped about this on release but the thread hasn't moved much and I checked the steam page a few times and it didn't look like they're putting out patches fast. To your latter points: Most people in the thread who got in on the ground floor have put in their first hundred hours or so and are now in the cycle of wait a few patches, play a little to see what's new, wait a few more patches, etc. The main reason for this I suspect is that the devs are actually patching fast enough that it feels worth it to wait a bit and let the systems mature and the mods develop before plunging in on another run. Here's the last 10 patch dates: Sep 4 Sep 2 Aug 26 Aug 25 Aug 24 Aug 21 Aug 20 Aug 19 Aug 18 Aug 14 Compared to previous titles, this is extremely fast. While not all of those are earthshattering content updates, they are definitely making progress. The combat, especially the troop management stuff during combat, was excellent on release and has already been improved multiple times. The kingdom management, economy, and quest stuff is all varying degrees of playable but problematic. The character sheets and skill trees were released with a lot of placeholders that are gradually being filled in. Various mods help with these things, but it can be annoying when your favorite modder takes a break from staying on top of patches when you want to try new features.
|
# ¿ Sep 7, 2020 13:30 |
|
There's an historical accuracy argument to keep it this way, but it does make early tournaments a lot more reliant on player skill. I'd actually prefer that they keep it as is but just fix the unavailability of good armor for the player. Still hoping we get armor smithing some day, but more RPish options like doing quests or spending influence to get armor from factions would work as well if they don't want to just include the good poo poo in the marketplace.
|
# ¿ Sep 9, 2020 13:20 |
|
punishedkissinger posted:Does executing enemies actually hurt their war effort? Fewer lords who can instantly respawn with 30+ troops and magically charge back up to 100+ in a few days. Caveat - I haven't played in 4ish patches, but I assume that this hasn't changed much.
|
# ¿ Sep 30, 2020 15:07 |
|
Prisoner recruitment morale penalty incoming, but they'll add offsetting skills. At least it's a lot easier to stock your army's larder with every possible type of food in this version!
|
# ¿ Oct 27, 2020 21:02 |
|
Ravenfood posted:As does recruiting random nobles from random villages but never towns. But yeah, I agree overall, but what was nice about the bandit route, besides the general ease of it, was that it reduced a lot of the randomness from the equation. I'd take a slow, reliable way to get some noble units any day. There's a ton of mods to Warband that made noble generation sensible and part of mid-endgame kingdom building. Why they aren't using any of them is baffling.
|
# ¿ Nov 22, 2020 03:22 |
|
Iymarra posted:So, looking at wikis isn't helping - I'm trying to find a one handed polearm for use whilst mounted up, something with decent swing/length so that I can use bow/arrow and polearm/shield Honestly, on all my mounted archer characters I go bow, two quivers, and swingy 2H polearm. I might swap to sword and shield for a siege or something but it's not necessary in open combat.
|
# ¿ Jan 27, 2021 16:49 |
|
They are actually updating fast enough that it's hard for modders to keep up because most updates still break mods. It's not that I want them to go slower, but I am looking forward to when it's Good Enough to have fewer, more substantive patches so that the mod scene can get healthier again. I have actively avoided going back to Warband because I have largely managed to get used to the new game's combat feel and (especially) troop controls, but I have a hankerin' for some full conversion mods.
|
# ¿ Jan 30, 2021 21:33 |
|
Liquid Communism posted:Grumpy right now, something about this update has me crashing every time I open the encyclopedia. I'm having fun with a 1.60 game, but I did discover that doing any of the Rival Gangs town quests made my saves unloadable. Not a big loss, those quests are kinda fun because you actually fight in your civilian clothes but it's not like it's ruining my experience to not do them.
|
# ¿ Jul 2, 2021 13:12 |
|
Jakabite posted:For some reason my game isn’t updating to 1.6 even if I verify local files on Steam. Help Just to rule out the simplest potential issue, you've selected the 1.60 beta in the game properties in your Steam Library right? Note, when you start 1.60 it will still have a splash screen about the 1.59 notes - look in the bottom left corner of the launcher for the correct version numbers (e.1.6.0.273005).
|
# ¿ Jul 3, 2021 17:02 |
|
Jakabite posted:Oh yeah it’s probably this, cheers! Agreed, which is why the only mod I'm running on my latest playthrough is one that deals with this: Smith Forever 1.0.3 works on 1.60. It reduces smithing energy costs to 0. There used to be mods that were less drastic that let you regen smithing stamina while moving, but I haven't had any luck with them on this patch. https://www.nexusmods.com/mountandblade2bannerlord/mods/41?tab=files
|
# ¿ Jul 4, 2021 12:54 |
|
Gyoru posted:All the misc patch mods were rolled into Kaoses Tweaks including crafting changes (disabling energy/changing regen rates) Nice, thanks!
|
# ¿ Jul 4, 2021 13:41 |
|
Genghis Cohen posted:Is there any current mod to remove smithing stamina (and/or to unlock all parts)? It's amazing how unfun and poorly implemented a mechanic it is right now. First of all you can barely get anything done without waiting in town, which is the opposite of what you want to do. Even worse, it doesn't display the stamina bar unless you stop waiting and go in the smithy! You can't even see your progress on the one thing you're waiting for?! Gyoru posted:All the misc patch mods were rolled into Kaoses Tweaks including crafting changes (disabling energy/changing regen rates) This lets you, among other things, get unlimited smithing energy and unlock all the parts.
|
# ¿ Jul 9, 2021 13:43 |
|
Enjoy posted:I think it's a function of experience gain. So smelting the expensive javelins and two-handers gives parts quicker. Yep, once you've got funding, the fastest way to skill smithing and unlock parts is to make and then smelt the highest price stuff you've got.
|
# ¿ Jul 9, 2021 18:02 |
|
There's also some policies that help with loyalty though good luck passing any of them if you're not running your own kingdom. https://mountandblade2bannerlord.wiki.fextralife.com/Kingdom+Management
|
# ¿ Jul 10, 2021 00:37 |
|
It depends what you're doing for money. Not all economic gameplay loops are viable for supporting big, elite armies at this point. Otherwise, elite troops are pretty much always worth it if you can afford them. They absolutely will trash lower tier units even with a numbers disadvantage. Really, just smith your way through the early/mid game and you can have whatever troops you want. Makes taking cities and starting workshops to get more sustainable income a lot easier too.
|
# ¿ Dec 25, 2021 15:07 |
|
About 15 hours in to a 1.70 beta run and it's feeling pretty good. Running Kaoses tweaks (https://www.nexusmods.com/mountandblade2bannerlord/mods/3503) with XP gain, skill/stat points per level, tournament bets, smithing stamina regen, party size, and influence/relationship gain all healthily bumped to make it less grindy. As someone who has played the base game to total victory a few times already, it's great for a quick transition to mid game and feeling more powerful more quickly on a new playthrough. I also jacked up looter armies to be 4x normal size per multiple poster recommendations and it makes training up an independent army much easier without being at war. Recent changes feel good, including sieges, in-context scenes, and pre-battle positioning. I do wish the pre-battle positioning allowed more flexibility in how far forward you could place your troops - perhaps this is something that could scale off tactics skill or some kind of perk.
|
# ¿ Jan 6, 2022 21:36 |
|
As someone with thousands of hours of M&B combat, I don't want to just drop and walk out, but if you're struggling in a duel with a bandit chief, turn on auto block direction, turn down difficulty, or just do some arena brawls to help get a better feel for blocking and timing swings. Focus on blocking and then striking after successful blocks. Chamber blocking, fancy footwork, high end gear, and big character stats/skills are not needed to 1v1 any of the AI in this game.
|
# ¿ Jan 12, 2022 20:18 |
|
JerikTelorian posted:One thing I really wish the game had was some sort of Homestead/Lair for nonaffiliated characters where you could get bonuses akin to a settlement. It would be neat to play as an unaffiliated Trader or Merc into the late game but the lack of holdings makes it hard to save troops for later or stow equipment; or assign one of your lieutenants to train up peons. Would love to see a feature that let you kit out a bandit lair as a base of operations, whether you were using it as a law-abiding merc or a raider yourself. Multiple warband mods had things like this. MikeCrotch posted:Maybe I just need to spend time in the arena yeah - I think my main annoyances were that the sea raider boss seems way, way harder than the other bandit bosses, and the inordinate amount of time you lose if you gently caress up that one fight. That actually makes more sense if you're fighting habits from Warband but definitely makes me think you just need to spend more time whacking dudes in the arena etc. to get your habits adjusted. I agree that weapons feel shorter in general and that the improved and more natural looking swing animations especially from horseback have different timing and feeling than Warband, but I've gotten pretty used to it (I've also avoided going back to Warband because I know I'll have to relearn both games again). I also don't think foot combat is nearly as big of an issue, but there's still some differences, like learning to take advantage of the repeated swing follow-through animations. EDIT: Also, try bringing a harder hitting piercing or blunt weapon to the sea raider chief fight. They don't get impacted by armor dmg reduction as much. Two-handed cutting weapons (swords/axes/polearms) work fine too - I'm a big fan of axes because overhead swings damage through blocks and you can cleave multiple shitters at a time. aparmenideanmonad fucked around with this message at 23:36 on Jan 12, 2022 |
# ¿ Jan 12, 2022 23:29 |
|
Ravenfood posted:Two-handed axes do indeed cleave. It's their main advantage compared to polearms' reach and two-handed swords' (general) reach, speed, and stab. Yeah, the stock 2H axes aren't great, but you can make some nice ones for super cheap. This is a T3 head on a T4 long handle with a successful masterwork roll: Base stats should be something like this, ~170 difficulty
|
# ¿ Jan 13, 2022 22:19 |
|
Just like warband, there's not much need for a mod manager for bannerlord. Put the individual mod folders inside (steam default) C:\Program Files (x86)\Steam\steamapps\common\Mount & Blade II Bannerlord\Modules and then you can enable/disable them and specify launch order in the regular game launcher. The only issue you'll run into is needing to unblock the DLL files in the mods, which you can do manually or with something like this: https://www.nexusmods.com/mountandblade2bannerlord/mods/397
|
# ¿ Jan 17, 2022 13:46 |
|
ZombyDog posted:My issue is I'm a serial restarter and I hate the glacial grinding so I'll happily use Kaoses tweaks updated to take the pain away. My 1.70 playthrough was much more enjoyable with most things (XP, skill/attribute points, influence, smithing stamina gain, etc.) bumped to ~2-3x their normal rate.
|
# ¿ Jan 28, 2022 13:59 |
|
Genghis Cohen posted:Thank you all for the very helpful advice. I really want to use those mods, but I am a little intimidated by how it seems to work for bannerlord. The text on Nexusmods seems to say I need to download a separate launcher, then (for Kaoses tweaks specifically) download about 8 other mods in a specific order? This seems likely to go wrong. aparmenideanmonad posted:Just like warband, there's not much need for a mod manager for bannerlord. Put the individual mod folders inside (steam default) C:\Program Files (x86)\Steam\steamapps\common\Mount & Blade II Bannerlord\Modules and then you can enable/disable them and specify launch order in the regular game launcher.
|
# ¿ Jan 28, 2022 18:23 |
|
Yep - most of the time the game version support will be noted on the Nexus mod page. That (and maybe a quick cruise of the comments) will let you know if the mod will work better than anything the launcher says. Sometimes old versions of mods work just fine too - just depends if the game devs have updated anything that breaks them.
|
# ¿ Jan 28, 2022 20:47 |
|
It's a lot easier to complete those now if you have the perks that let you trash gear for troop XP, especially if you have a companion/garrison to temporarily dump all your other troops over to.
|
# ¿ Jan 31, 2022 22:53 |
|
Shear Modulus posted:How much experience do 50k denar swords give when you let your troops eat them? I looked last time I played and it was only 300xp, so I would bet it's capped at that.
|
# ¿ Feb 1, 2022 00:39 |
|
If you are sufficiently lucky/ninja-like you can get up a ladder and down to the main gate and open it from the inside.
|
# ¿ Feb 2, 2022 14:57 |
|
This is an amusing article: a quick NPC lord perspective on what it's like to live in the same world as the PC playing on easy difficulty. https://www.pcgamer.com/the-existential-horror-of-playing-mount-and-blade-2-on-easy-mode/
|
# ¿ Apr 19, 2022 00:55 |
|
Chef Boyardeez Nuts posted:Gonna do a gimmick black flag run where I execute any lord I capture. Fair warning, it's hard to go back to playing normally after doing this. Yeah your lord relations will be garbage but that doesn't matter if you kill all the lords!
|
# ¿ May 19, 2022 20:28 |
|
wilderthanmild posted:how is babby formed? How girl get pragnent?
|
# ¿ May 20, 2022 17:54 |
|
Glass of Milk posted:Wasn't there a mod that combined Bannerlord with Crusader Kings 3? Lots of Warband mods have this feature including the aforementioned PoP, so that's likely the best place to look for it in this game as well. I first encountered it in Native Expansion with the dark knight invasion. I'm hoping someone replicates that style of mod for bannerlord -light fixes, QOL stuff, and just a bit of content to add mid and endgame stuff to do.
|
# ¿ Jun 5, 2022 18:21 |
|
Start blacksmithing.
|
# ¿ Jun 24, 2022 22:11 |
|
Camrath posted:Goddamit, in my current run I’ve ended up as a Vlandian cultured vassal to Caladog and the Battanians, and this is getting super old. They keep launching wars, getting nowhere and then making peace under crippling tribute conditions. Meanwhile because of the culture penalty my loyalty levels in my single fief are so low that I can’t even build anything. Get a Bat culture companion and make them governor. Or cut your losses, eat the relationship penalty, join the Vlandians, and murder the Battanians.
|
# ¿ Jul 2, 2022 13:28 |
|
M&B mods have never been hard to deal with for an even slightly competent PC user, just throw another folder in the mod directory and make sure the files are unlocked. But I hope this helps less savvy folks enjoy the joys of mods.
|
# ¿ Oct 15, 2022 15:41 |
|
Cup Runneth Over posted:If anyone actually tries it, please report back on what it's like. I've literally never heard anyone show actual gameplay or talk about how it actually plays or if it's balanced or even functional. I'm going to check it out this weekend - the required open source armory mod download being 6GB and me limited to the free nexus account rate of 1.5MB/s makes this a bit of a chore.
|
# ¿ Jan 20, 2023 19:14 |
|
|
# ¿ May 19, 2024 23:38 |
|
Pennywise the Frown posted:edit: wait you mentioned companion parties. I've only ever had one party of my 4 captains for each inf/arch/cav/horse archers (me). I never looked into making other parties. Can you control them directly and move the around like your own? I've never looked into it.
|
# ¿ Feb 18, 2024 01:20 |