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Now, stealth already exists in Bannerlord, but it could be improved upon. My idea is a complete overhaul to the system and how it handles stealth in general, instead of armies constantly moving for days, they might take short breaks, set up camps, and move after, BUT if you're able to come across and enemy camp, you could be given the opportunity to ambush it or attack at night. HOW THE BATTLE WORKS: If you choose to ambush during the night, you can pick a small formation of assassin type units and tell them to follow you, you'll crouch through the bushes, and use the "Heavy Arrow" to kill the guards before they alert anyone else, Heavy arrows have a shorter range, but hardly make any noise and doesn't wizz through the air like a normal arrow might. Once killing the guards work, you can either choose to ambush now, or send your men over the walls using hooks to open the gate from the inside, and sending your men into charging, maybe even firing some fire arrows in as well to alert the enemies, making them tired, shocked awake, and attacked all at the same time. Although you may lose a bit of reputation for this seemingly cowardly act, it could win you a lot of battles. FEATURES: New formation "Stealth Stay" FIELD BATTLE IMPROVEMENTS: The AI would clump together formations into one vision radius, if a formation is spotted in said radius, it will be targeted, but if you have a formation hiding in the forest, or behind a hill, they will not be detected, and will be ignored until noticed. This way you could lure an army of 500 men into a 200 men shield wall, then have 300 Archer and Calvary units ambush from behind and completely sandwhich the enemy with ease. BUT the enemy can also do this if you're taking the offensive, but they still run the chance of failing that scouting trip, which can give you an advantage and strike them down in a quick ambush. STEALTH UNITS / PERKS: Assassins will be specialized in stealth, being both skilled archers and close melee units, although lacking any shields or heavy armor. They're great for ambushing Camps or Castles but may not perform as well in an open field battle. Assassin companions will lower the chance of failure, and possibly get you better assassins which you can find in taverns. Each country will have their own perks. Vlandia will have a big morale shock to the enemy and make some of them run away after revealing their positions, Battanians will have heightened stealth in forests with a shorter detection radius, sturgians will be better in snow, Khuzaits will have quieter arrows and horses, Aserai will walk faster in the sand, and the Empires will have better scouting chances. Let me know what you guys think about this, I think it's pretty cool. [link] [comments] |
I love PoP and think it's the best thing since Sliced Person, but the early game is bloody brutal, especially if you're used to kicking ass and taking names in M&B vanilla. So I wanted to write an early game guide to share my experience and hopefully help someone else get into the mod without as much agony as I (and many others) experienced. Character Creation - Questions When you start character creation, the game hits you with a bunch of background story questions. My advice is to answer these however you like, building the backstory for your character that interests you and helps get you into the story. However , these questions have serious impacts on the game, most critically whether you can create Knights of the Griffon chapters with just money, and something called the Rumor Interval which sounds irrelevant but is the most important thing ever . For a deep read on the subject see the wiki https://pop3.fandom.com/wiki/Character_Creation Or for a quick "Just...

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