Devs Explain Siege Problems, New Perk Designs & More (Discussion #2) - Mount & Blade II: Bannerlord
Part 1 - https://youtu.be/U3i1Q3ZAy6o
FULL SCRIPT:
Developers speaking on new changes in development and coming soon Part 2:
So someone on Reddit made a post highlighting what developers of the game said on their forum, i read through it and i am hear to give my summary and thoughts of what was said.
Link to original reddit post - https://bit.ly/3gcmU3y
Here we go:
- AI lords problems with sieging and defending
Devs made a very good visual representation of how AI lords calculate what
they will do next, either going to besiege or going to defend a town or
castle.
Basically to explain this simply, the AI lords put the following into an
equation and once everything is calculated, the AI lords choose the
higher value fief to go to:
- powerScore determines how much total defenders are at a fief and going
to a fief to see if that particular fief has enough defense.
- distanceScore determines how far the AI lord is from the fief
- settlementImportanceScore determines which fief is more important, towns
tend to be more important than castles.
- The other 3 in the box seem to be constant as of right now
- Food is also accounted for and how effective your party size will be
to the defense. If you have 1K troops and only 100 extra troops are needed,
then your 1K troops are being ineffective in that scenario
All this gets multiplied up and it gives the AI lords a number and it seems
the higher number gets chosen and that action of defending or attacking is
then chosen.
Devs state that they are looking to up neededDefencesMax which will make
more AI lords come to aid a fief because in the calculations we saw before,
neededDefencesMax has to do with how much defenders are need to successfully
win.
Also they are thinking of lowering settlementImportanceScore which has to
do with how important the AI lords see a fief, like stated before, towns
will be always more important than castles.
Devs also stated that they fixed a problem where once an AI lord starts
besieging, they will stick to it even if a high value fief is being
attacked and they can stop it. Now they will go defend more accurately
when needed.
Link to image in forum post - https://bit.ly/3bUbb6v
- AI lords get a daily troop XP
Devs state that AI lords need daily passive XP so their armies become more
diverse and not just full of recruits. Also this might change in the future
when more perks are reworked and implemented
- Marrying should unite your clan and your spouses clan together
Devs state that they are currently not working on anything marriage related,
but could be considered later on.
- Children born with 0 skill points and never receiving any
Devs stated that this is fixed and will be implemented next upcoming patch
- Auto resolve still causing high level troops to die to looters but
pressing F1-F3 in the same situation results in 0 loses
Devs state that auto resolve is always being tweaked and also some new
perks will provide your troops with more passive XP for faster leveling
- More weapon parts and crafting choices
Devs state that the crafting system is not finalized and a lot more tweaks
are expected.
- New perk designs
Devs state new perks will have 2 effects so they can overall provide better
utility for the player.
- In-game banner improvements
Devs state it is not on their todo list, but may be looked at in the future
- Player made hideouts like a viking conquest
Devs state that they are working on fixes and improvements to current
hideouts on the map, but do not plan as of now to make player hideouts
a thing.
- Pregnancy, Death and Succession
Devs state that death and succession is already built in the game, but are
bugged and should be fixed soon. Pregnancy and fertility balancing is
being discussed but it is not a high priority at the moment.
- A way for player to turn off aging and live forever
Devs state they do not plan to make that an option
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