Skip to main content

I can’t stop them!

I want kids but not at this rate! I have 6 wives and they’re always popping out babies! I even added a mod and it literally did nothing. I have no idea why I care so much. I feel like it’s gonna cause the game to crash or something after another 40 hours of this submitted by /u/Downtown_Cow5259 [link] [comments]

Will Simple QOL updates be added anytime soon?

The games in need of some major improvements but I’ve been a day one player (on console) and I just want some super simple changes. I’m not a developer so maybe it’s more complicated than I think. This post isn’t really going to be talking about big changes just some small ones that I believe would be easy to add.

Any hope we’ll get some simple QOL updates?

The ones I’m talking about are

  1. A messenger system, the AI can send us all these messages including recruiting mercenaries
  2. Being able to edit your offspring. We don’t have mods, and I like to RP as different clans. I would love the ability to press V on the keyboard and edit my kids. Honestly I’ve been rerolling for blonde hair and it takes way too long. This would save me so much time and headache as re rolling this takes hours.
  3. Being able to choose who we want our clan members to marry. Again the AI can marry whoever it wants. I’ve seen it time and time again. The confirmation menu is already the trade menu so why not add some more options
  4. Retiring our character or just straight up character switching. I’m not sure why this would be such an issue especially the former. We put days/weeks into these characters why can’t we retire them to govern a town? Only death or hermits. It kills my late game if I’m honest.

(This was already possible. I was heartbroken that the alley way got removed)

  1. Rare gear. Letting us craft it or better yet order it for a higher price. I’ll go entire playthrough without the Faris high tier armor or the jeweled helmet.

  2. A way to feed starving series. I have thousands of food but can’t feed my cities or set up caravans to feed them. It feels off.

  3. Not vital) more focus points to compensate for war sails. Also a experience multiplier would be amazing (make it a cheat)

I love this game. It’s quite possibly my favorite behind Skyrim, but some of these not being added is starting to burn me out. We don’t have mods so our gameplay is extremely limited. I love battles but I also love kingdom building

I’m hoping maybe they’ve mentioned it somewhere but I haven’t found anything. Is there anything you would add or want changed?

And just a side question, would it really be that hard to implement some of these things?

submitted by /u/Diligent-Proposal-19
[link] [comments]

Comments

Popular posts from this blog

Help with the Subreddit's new Guide! Guide is in the Description and Link in the Comments⬇️

So I got the go-ahead to write a guide for the Mods to post and pin on top of the sub and while my 3000+ hours of Bannerlord and wide experience with speedrunning this quest covers a lot, I am sure that I might have missed some neat tips and tricks. Please also tell if there if something that needs closer clarification with more text or an image. The Bannerlord's Guide to Unite the Empire Written by Octavian_Exumbra So you want to unite the Calradian Empire? Well, my child, this is no simple matter. Many great rulers have attempted to Unite the quarrelling descendants of Calradios the Great under one cause and most have failed, so steel yourself great warrior for today you... I'm just messing with you. It's actually a fairly simple process, so let's just dive right into it. New Campaign: Starting off, we're picking Empire culture. When it comes to skills, you have more liberty, but if we want to do this as effectively as possible then we're mainly focusi...

Detailed Mariner Unit Analysis/Tier List for Campaign

TL;DR Tier List. These are my personal notes and I acknowledge it is just my opinion, just posted to hopefully help others S: Imperial Naute A: Battanian Skipari, Vlandian Nauta, Nord Huscarl, B: Sturgian Reaver, Nord Berserkr, Aserai Bahriyyah, C: Corsair Chief, Nord Skjaldbrestir, Nord Chosen of the Sky-God, Sea Raider Chief D: Various Convoy Guards, Nord Ulfhedinn, F: Nord Youngling Testing is done in actual campaign as well as using custom battles and the Retinue mod to look directly at stats/equipment. General Observations: Shields are required, otherwise you get shredded by ranged attacks. Skills and ship upgrades can boost shield health massively, with some like the Nord Decorated Shield crossing 2,000 hp! I've seen Huscarls with 20+ Javelins in their unbroken shield at the end of a battle. You can assume the high tier shields will not break in battle, meaning a single high damage hit creeping through is the best means of ranged attack rather than quantity. For ra...

Optimal weapons in Smithing (Forging): a second, deeper (?), look - Blades/Heads + Guards/Banners and Accessories. Bit of a letdown

Hello everyone.It’s been one month since part 1 was released (This one https://www.reddit.com/r/Bannerlord/comments/12yqhq5/optimal_weapons_in_smithing_forging_a_first_look/ ).I’m here posting again to go forwards in the established direction from part 1.There will be a TL;DR section at the end. A little recap is in order: last time we crafted every single possible weapon in Bannerlord, but ignoring guards, pommels, grips, accessories (From now on, "Parts 2/3/4")... and only switched between different blades/heads ("Parts 1"), which I expected to determine the overall worth of the item much more than the other parts (This proved to be the case, according to today's data).Furthermore, there were no changes in size at all, so all components were crafted only in standard size. Again, I've updated the Google drive folder I've been using up until now. It contains a series of screenshots detailing the weapon's name (Which in turn is a combination of the...