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EDIT: in my late game, after ended the main storyline, I joined Northumbria faction and conquer Noregr, Danmark and half of England (from Alban to Gwynedd).
At this point is impossible to me to continue to invade the South because of rebellions started everytime on my cities o allied cities by reborn factions I destroy dozen of time in my gameplay.
Is there a way to prevent this happen?
Hello Jab,
Keeping vassals happy should prevent rebellions, this includes settlements. The new patch will balance this better.
One of the issues we attempted to address was the creation of "zombie kingdoms." One thing we found was that lords in prison were not getting their faction membership updated when their faction was defeated, so when they escaped and spawned armies, it created an unintended game state. Now (according to the test that was requested for this issue, VC-3916) "lords of defeated factions that then escape (average two weeks from the player party, one month from random prison)... should always form an army for an active kingdom." We've requested that TW put the patch out on beta first, and would be happy to receive any corroboration of our testers' approval.
This fix could only be applied to the game going forward. The player will still have to redefeat zombie kingdoms and armies in the field, but no new ones from lords not on the map when their faction is defeated should form.
The source code should be updated right after the patch is released.
Download INFOs here:
https://twitter.com/BrytenwaldaTeam/status/1618665239654051841
Mmm... Better for me to start improving relations with my vassals... You that have seen my save know what I mean...
By the way, have you by chance took a look also at that problem involving lords being too slow to the point they would interrupt many of their goals? I'm afraid that this issue would be hard to address as it would mean to alter the balance around speed factors.
To sum up, with bigger kingdoms, lords will end by having more fiefs, hence more troops, thus becoming very slow. In addition, a bigger kingdom means usually bigger distances when going to a feast, to court a lady or to join a campaign. Lastly, bandits keep spawning as usual (I've discovered that on hard settings some of their parties are bigger and a slower, but this doesn't really have an impact on the problem): lords immediately try to follow outlaw parties, then switch to another one more near, and repeat this until it's time for them to change their current objective. This really creates a static situation where most of the kingdom activites get skipped and most of the villages are everyday pray of the deserters faction (which, without any other kingdom left, will spawn priests, farmers and women, sometimes still with a bandit leader).
I know it would be hard work in finding a solution without altering too much the balance between party speeds... Maybe reducing the max number of troops that lords can have in their party and, to counter this, adding more soldiers to the garrisons of their settlemens the more fiefs they have?
I tried to improve lords speed using the Save Game Editor but it's a factor way too linked to the party size and, while with hundreds of soldiers they would still be very slow, they would get insanely quick with a small warband, so I guess this canno be the solution.
A last idea would be to make so that, instead of adding to the number of troops, the more fiefs are owned the better the troops a lord's party will have, possibly with more cavalry (which should have a less party speed penality, if I recall). However I'm afraid that this is hardcoded in a way that the quality of troops is semi-permanent and would be hard to dynamically change on a number-of-owned-fiefs basis.
Thanks again for your interest and it's a great pleasure even just to speak about this wonderful world you've created!
Hello Hektor,
Thank you for your kind words. I will forward your comments to my colleague who has reviewed the incidents reported by you.
Our policy has been to address things that just aren't working like the end-game problems you also reported.
The lord thing affects how Warband works and game balance, however, we're going to take a look at it and see if it can be improved in any way.
Just a quick question: does your update affects earlier saved games? Because when I loaded that famous save I've found some very weird things concerning lords (and their families) who previously left the realm.
Thanks again for everything!
Hello Hektor,
I agree about the beginning :), however, we like to revise all the feedback.
Could you detail what weird things? Thank you.
https://drive.google.com/file/d/1JBVtvvFTk4Y0k-hqfJsE9oGEPGqa2FGp/view?usp=share_link
2. Ladies linked to the lords who previously left the realm don't show the "has left the realm" description too, instead they figure as they are vassals of "*Player Name* of the Outlaws", as shown here:
https://drive.google.com/file/d/1OJv09l80wO5GwKUO05WBCRcYbWHTnJ9f/view?usp=share_link
3. Lords that were still within a defeated "ghost" kingdom joined the last remaining faction now, but this is bugged: they aren't found in the capital lord's hall, instead they can be found (not always) on the map, with a party standing still with just them as single troop, as shown here:
https://drive.google.com/file/d/1v3f66ZONdw5pCzvlRyYGY9V8pBgx-gYW/view?usp=share_link
3a. When approached, if player doesn't grant them the vassallage request, they don't do anything, and this can be done repeatedly. If they are granted the status of vassals, instead, they answer in this way:
https://drive.google.com/file/d/1vXHJjGYyim3uU0o4155VL1GaiA17ea-u/view?usp=share_link
3b. They become effectively vassals and, if they are later expelled, their family members will remain listed as "vassals of *Player name* of the *Player Kingdom name*":
https://drive.google.com/file/d/1Kn23KY2vRP3gO7AbLGODYqIAklLcJrhy/view?usp=share_link
3c. While above mentioned lords will be then listed as vassals of "*player name* of the Outlaws" as shown here:
https://drive.google.com/file/d/1sOucWRRas8-LbQKzJszGvkRB-mZjumlS/view?usp=share_link
The adventurers ai package given to everyone who falls into that faction seems to work now.
Thank you so much, Hektor.
We will check all this out.
Hi Hektor,
We are revising the different points.
3 and 3a issue, they respond to situations imposed by Warband limits. The lords that can be displayed in the hall are limited and there is a problem when there are many lords from the defeated realms, which overwhelm the halls. It was decided to give priority to the usual lords, allowing the presence of the others in a more casual way.
These same lords, when defeated or excluded, can find themselves on the field alone and disoriented. It was left as an acceptable solution.