Mount & Blade: Warband

Mount & Blade: Warband

Medieval_Conquests
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Have suggestions? Share them here!
*** Mod Author is taking a break from mod development indefinitely. Although unfortunate, it's entirely understandable when someone gets bored from doing the same project for a long stretch of time and wants to take a break from coding, so bear in mind that your suggestion might not be looked upon. However, if the author does decide to come back, he might just work even harder seeing how much you guys appreciate the mod and have so many different suggestions for it, so keep on sharing your ideas and wishes, it just might come true. ***

~ ~#$!!!!On a side note, I'm not going to update my post any further. If you have any suggestions, just comment it down <3 (Manly ballsack)!!!!$#~ ~


This mod has great potential. It combines some of the best aspects of the medieval times to make a realistic experience for the player. Disease, natural disasters, civil war among different factions, and much more fun combat mechanics are just a few.

Sure, there are a couple of bugs, but they're sure to be straightened out soon enough. The dev has been working pretty hard on this mod, and it reflects on how fun the mod actually is.

As players who enjoy mods like these, and as a community, we surely have some suggestions that we'd like to share to the developer. It's not only our way of trying to make the mod better, as this would mean many players would like the mod even more, it's our way to let the developer know how much we appreciate his work, and how much we'd love to see some of these features implemented to his work, so that it's a lot more enjoyable.

In any case, your suggestions would really be appreciated. Have any suggestions? Just let me know in the comments below, and I'll do my best to keep the following list updated with your suggestions which I might summarise. I'd gladly give credit to the person who suggested the feature, but he needs to mention in the comments if he wants this to be done. I can be forgetful at times.

Suggestions on Features

1: Siege engines for battles as well as sieges (suggested by: Gecko)

2: Fire arrows (suggested by: broncosboss7)

3: ~~Accepted into mod~~ A feature to turn off natural disasters would be helpful, as they're annoying when they pop up
in the middle of a siege. (suggested by: Little Pitt)

4: A distinction between "Heavy" and "Light" armored troops would be helpful, as heavily armored troops would move about in a slower pace than lighter troops, and a heavily armored individual would react a bit slower than a lightly armored soldier. This would allow the player to strategize more on flanking maneuvers that which would have a large impact on how a battle plays out, aswell as add a more cultural depth to some faction's troops, as the factions have troops of varying armored to non-armored types. (suggested by: fuzzytoastpops)

5: Some troops are generic accross the entire map. Even though some troops are entirely similar, it would be nice to have a little more variety on their armor, weapon design and so on, depending on from where they were hired. This would make every soldier stand out and look like they have individuality, as their gear would also reflect the culture of where they originate from.

To quote the person who suggested this, "It would be cool to have the level of detail and uniqueness we have with british isles and baltic troops across the whole map. I wouldn't advocate unique troops for every faction, like all the italians being unique, but I think more variety wherever possible would go a long way." (suggested by: fuzzytoastpops)

6: Some factions provide patrols that move about in the map in order to defend their territories. Others simply dont, where they probably should be. (suggested by: fuzzytoastpops)

7: Variety in bandit parties. (suggested by: fuzzytoastpops)

8: A troop tree would really come in handy, as it'll allow the player to know exactly how a particular type of soldier would advance in his career, so that the player may plan his army's composition accordingly (suggested by: M'lysses)

9: Improving the tournaments and trading in cities; Tournaments should be a bit more serious as to how lords react to losing or winning and also adding a few more troops that take part in it.

The trading could be made a bit clear on how to earn, and there should be some more options to trade in cities (suggested by:solidsnake_472)

10: ~~Accepted into mod, still being implemented~~ Some way of legally executing vassals of the player's enemy factions. It's overwhelmingly difficult in dealing with the backlash that results from executing one faction's vassals. i.e: every other faction increasingly start hating the player really quick before the player can react, resulting in unwanted wars being waged between the player and all the other factions of the world. (suggested by: Lord_Fell)

11: ~~Will be considered~~ Disease is VERY overpowered as they annihilate the morale of troops within a very short time, resulting in huge bands of soldiers abandoning the player. a nerf would be helpful. (suggested by: Lord_Fell)

12: ~~Accepted into mod~~ Javelin numbers are seemingly too much (mostly for the bandit groups) and there needs to be a lot more time for the AI to actually throw their javelins, (such as gaining balance and aiming the javelins to the targets, reloading, all of these which take a bit of time in real life, which isn't apparent in the game) This makes javelins very powerful, and thus sieges can be outright almost impossible as javelins are too much, and thrown VERY frequently, destroying shields and killing soldiers in moments. Either slowing down their throwing rate or slightly lowering their damage output would be helpful. Shields may be buffed very slightly so they are able to take one or two more javelins before breaking would also be a great adjustment.
(suggested by: Baraldus, fuzzytoastpops and Sigmar Heldenhammer)

13: Some Troops that only specialize in blunt weapons, so that the player may earn a lot of money from slave trade (suggested by: Zeros)

14: Two Handed Warhammers like https://youtu.be/wh1QDf_6Dmk (suggested by: The Black Terminator)

**The next three suggestions are from one person; MajorSmurf.**

15: Female companions, mercenaries and/or troops, as middle ages seems like a sausage fest

16: Auto leveling of troops. This would be really helpful as it would let the player's troops automatically level up when they can, depending on what the player prefers and/or if they only have ONE upgrade option available.

17: ** I ran out of ways to summarise the last suggestion as I'm tired from all the studying I've been doing for my math examinations so I'll just quote MajorSmurf here **

"Siege auto-reloaded slowed down or castle building - This is very annoying but great at the same time my suggestion is to turn this into a building you have to build at a castle to unlock this feature if you dont have it your troops run out of arrows when defending. (if not slow down the rate of getting projectiles back)"

**End of MajorSmurf's reign of tyrrany**

18: Some armor models have small portions of the body sticking out (clipping issue, I guess) sometimes near the knees for some arabic forces and other parts of the body as well. In some cases it doesn't affect the troops, but the player model instead. Moreover, armors don't have a female variant at all and it looks wierd when a female character/player wears those armors. (suggested by: Fellgarn *man I love these medieval names*)

19: Some helmets have the hair poking out of them, which is pretty pleasing as most of the game's helmets dont allow hair to be visible at all. (when a helmet is being worn) and it would be great if more of the game's helms are introduced to this visual aspect.
(suggested by: Fellgarn)

20: There is a problem regarding holding feasts that may need a fix or two (although this could have been posted in the "report bugs" thread). Quoting Fellgarn:

"Oh yes, one more thing. i once tried to hold a feast, but the lords of the faction couldnt seem to find were to go and got stuck. i dont own land, and the lord my char was married to at that time only had villages, so it should have routed them to one of the castles that owned these villages. And, like metioned by others, all the food i had stored disapeared in the few days that i was running around looking to see what the lords were up to." (suggested by: Fellgarn)

~~**The next suggestion(s) come from Captain Sobel**~~

21: **START OF SUGGESTION ~~~As there already is a Lance Recruitment System, it seems a little odd for the player to hand out cash as wages to the troops, as they're already nobles and/or commoners who may already own land and/or wealth. To fix this, the player may be able to make "fictive" fiefs.

** My brain's already scrambled from solving integrals and differentials, which gave me quite the actual headache. Other than that I can't seem to be able to summarise his points, mostly because I dont understand all that code and/or variables that he's talking about, so I'll quote him here. Surely the dev will understand what he means. **

"Everybody knows every town, castle and village is a great fief in the middle age, so and this game too. I think this fiefs devide to little fiefs. How? You need to create "fictive" fiefs. It means this fiefs doesn't appair on the map, but they are exist fiefs.

Every settlement has got a parcel value. For example Várad has got 2000 parcel. Every parcel give a random variable tax income (i.e. 1-5 denars) (It would be better to count the tax income in the future), but not every parcel is your's, i.e. in Várad 1700 parcel is your's, and your vassals (not the lords) has got 300 parcel, and 100 parcel from this can be awarded to vassal's vassal (I tell this what does it mean later).

The avaliable lances number depens on your recruiment law, like now, and the next valuables:
The parcels hos got population values (at maximum recruiment law) (i.e. in Hungary):
1 parcel = 5 commoner (levys[villages] or citizens [towns and castles])
every 3th parcel give 1 militia archer or 1 militia crossbowman or 1 militia guisarmer or 1 miltia spearman
every 4th parcel give 1 sergant milita spearman or etc.
.
.
.
every 20th parcel give 1 Senior Knight

So when you get your 1st fief, in this case Várad, you are very happy, because you have 2000 parcels, so you have 100 senior knights. I need to embitter you. You have got only 10 senior knights, because 1700 parcel is your property, so this parcel live only commoners! Ok, but you asked I can't counting : 300/20 = 10 ?! :D No, but 200/20 = 10, because 100 parcel is awarded to for uprgrade troops. In the middlage every soldiers has got own equimpent, Uncle Sam give nothing :D. So if he get more fiefs, he has got more money for better equimpment. In my version can you uprgade troops from your parcels and your vassal's parcels.
Example:
----------->Uprgade to Lesser knight (10 parcel from vassals)
Mounted sergant
----------->Uprgade to Lesser knight (10 parcel from your fief)

Senior knights and other high ranked troops only can upgrade from your fiefs because they are your richest vassals, but they can't give more then 10 parcel.
This new things can be managed in the chamberlain’s dialog:
- I want to grant parcels to my vassals.
- From Wich fief?
- Várad
- How much parcels you grant?
10
100
1000
- 100

Now you have 1600 parcel, and 400 (300 parcel are undivadeble) parcel is your vassals, and vassal’s vassal, etc. in Várad. So if you dissatisfied your new fief’s parcel allocation you can change it, and later you can recruit more lances. As king you get back parcels, but in this case you risk a revolt!
If you fear you grant to much parcels, the game warned you some times on the campaign map: „You granted your parcel’s more than 30% - 40 – 50%, etc."

If you have low money you can raise up the mercenaries to squire, so you can give parcels them too, but you deacrease your power and your’s party’s morale and your renown too! Exampe:
Uprgade to Cuman Horse Archer (200 denars), (10 parcel from your fief).
Yor party loss 5 morale
Your reknown decrease by 10.

My plan is almost ready because i don’t know what about your commoners. (Who lives on the 1700 parcel). I think the most simple idea is they are not recruitable.
I think this features make more realistic medieval wolrd. You pay wagdes only to the mercenaries. Commoners and nobles fight, beacuse the law obligate them. This features can simulate better the tribute system. This is my suggestions, I hope you like it, and I hope don’t warn off you with this difficult suggestions." ~~~ END OF SUGGESTION**

**MajorSmurf is back. Hide yo-kids, hide yo-wife**

22: A new Heir system would be very useful, as it would let a lord's son/daughter take rule of the lord's land in the case of his death. This would be a great addition as the heir taking control would also ensure a faction's "lord population" would be (more or less) balanced, as most games that have been played for a very long while would leave some factions without faction members at all/ VERY few faction members. So once a lord dies, a new one emerges in his place or grows up to become a vassal, if the father had success in his sexual endeavours. (determined by chance/some other variable)

This would also be available for the player, so that he may too have a child with his beloved wife
in the form of a dialogue choice/option. Sexy.

The children would be able to grow up into a vassal of the player's faction with maximum affection or negative affection towards the father depending on how he treated the little runt, and could be swayed to join a different faction or stay loyal to their own faction depending on how much they like their fathers and/or king (so the player has some more options to recruit vassals) (suggested by: MajorSmurf)

23: Removing the extra useless attacks for the AI would be very helpful, as it leads to some foolish decisions by the AI during combat which results in their demise. In addition, allowing the player to choose wether or not to let his men use spears or any other weapon available would be great, as some troops continue fighting with spears although they have better weapons available to them for them to use, on their backs and/or strapped to their waist/leg, in fact.

24: Ability for the player to start his/her own rebellion that'll let him/her to disrupt a faction and split it up (suggested by: Some C(u)nt)

25: Ability to escape captors


Last edited by ManicMillennial; 27 May, 2017 @ 8:40am
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Showing 1-15 of 73 comments
Pitt 2 Oct, 2016 @ 2:00pm 
It'd be nice to have some kind of feature to turn off natural disasters. It's really annoying when a snowstorm pops up out of nowhere in the middle of a siege.
fuzzytoastpops 2 Oct, 2016 @ 3:48pm 
First just want to say how great it is that you guys picked up 1257. An absolutley huge mod that almost died into obscurity from lack of maintenance. 1257 is, by far, my favourite Warband mod. All the new features added by the new team are phenomenal, there is a ton of gameplay depth that has been created. I haven't played too much so far, but I gather it's 1257 AD as we know it, but with a ton of new mechanic. Here's my suggestions

1. Something from viking conquest that was really cool is the distinction between heavy and light infantry. In VC, heavy armour and shields have a negative effect on movement speed. You could run up on heavily armoured guys with a group of unarmoured skirmishers and get a few hits in before running off unharmed, without horses. You could use quick moving light troops to flank an enemy while your heavy infantry engages directly. This is something that was very simple but added lots of depth to battles in VC. This is, of course, also more representative of a medieval battlefield IRL. And as some factions field light troops more than others, it would add a cultural feel to the way armies of different nations fight.

2. You guys could expand the cultural element of the factions. Everything in this mod is exactly as the original devs left it as far as troops and cultures go. Polish and Hungarian forces would be a bit different from German and French forces IRL, but all four are identical (genereic "euro") right now. It would be cool to have the level of detail and uniqueness we have with british isles and baltic troops across the whole map. I wouldn't advocate unique troops for every faction, like all the italians being unique, but I think more variety wherever possible would go a long way.

3. Balance Patrol armies. Some factions produce patrolling armies without a lord and others don't. Huge advantage to some factions as these armies are free to join battles. I think the factions that do have them were almost chosen at random, it doesn't make too much sense to me. Give all the factions the same advantage.

4. Another cool thing in VC is the variety of bandit parties there are. Make some more cool regional bandits.

I also think there could be more towns around south Hungary and central England, but the overworld map is laggy enough. anyway, this is it for now
Last edited by fuzzytoastpops; 2 Oct, 2016 @ 3:50pm
HappyJoLucky 2 Oct, 2016 @ 7:01pm 
A troop tree would be helpful when trying to build a specific army and need to know what type of troops your working towards
Philippus 8 Oct, 2016 @ 3:38am 
I have some suggestion for you. The mod is potential wonderful, but some things can be improved. For example you can improve the tournament: make it more difficult and more haunted by nobles and normal soldier or seargent soldier.


I wish it was improved also the trading of personal business in the town, isn't lot of clear on how earn. Thanks for the work however
Lord_Fell 9 Oct, 2016 @ 4:26pm 
Suggestions

How To "legaly" Exacute a king I ve been playing this mod for a good week or 2 now (mostly monarch and prince) So i ve been pissing off kingdoms by Exacuting Kings who have been a drag for my King/kingdom.so a how to Legaly Exacute a king with out pissing off other would be grand

2 Lower the Diesease rate Jesus christ Dysentry Killed my moral From Excelent to Low And them ALLLL 160 Russian Soldiers in my party just up and left like WTF so just a sugestion but lower that please
Feudal 9 Oct, 2016 @ 8:31pm 
Yeah I have a great suggestion.

Decrease the ♥♥♥♥♥♥♥ javalins that bandits have. I swear every time I face off a bandit party I get peppered by javalins that do more damage than a car going into you. A good shield can only withstand maybe one javalin before it's just GONE. It's bloody annoying.
Baraldus 10 Oct, 2016 @ 12:06pm 
Either reduce the attack speed to javelins by half at least, or reduce their damage. its incredibly annoying how bots can throw 2-3 javelins in a row in 3-4 seconds and completely wreck and opponent, no matter how good their armor is. Throwing javelins in real life requires time for target adquiring, as well as for bringing your arm into throwing stance, not to mention "reloading", which takes far more time than what happends in-game.
fuzzytoastpops 10 Oct, 2016 @ 6:30pm 
Originally posted by Baraldus:
Either reduce the attack speed to javelins by half at least, or reduce their damage. its incredibly annoying how bots can throw 2-3 javelins in a row in 3-4 seconds and completely wreck and opponent, no matter how good their armor is. Throwing javelins in real life requires time for target adquiring, as well as for bringing your arm into throwing stance, not to mention "reloading", which takes far more time than what happends in-game.

Agreed. In sieges, javelins are an exceptional nightmare since the besieged forces have their missiles replenished as soon as they run out.

I like the idea of slowing down their rate of fire instead of just reducing their damage, keeps things fun.
Faycal#6941  [developer] 11 Oct, 2016 @ 12:23am 
#3 next patch
#12 next patch
#10 partially implemented
#11 declined
Morale values for disasters depend on the disaster, if you are in the middle east for instance, sandstorms are way more damaging to your morale, you only lose about 10 morale points in the iberian areas under normal storms, compared to 30 for sandstorms.

Unless you are talking about dysentry and diseases...in the other hand, those may need some tweaking.
Last edited by Faycal#6941; 11 Oct, 2016 @ 12:35am
Lord_Fell 11 Oct, 2016 @ 6:23am 
Dystentry n that
Zeros 11 Oct, 2016 @ 11:03am 
Please make troops that have only blunt weapons. It's very usefull when you want to earn some money from slave trade
The Great Julius 12 Oct, 2016 @ 10:52am 
We need War hammers 2handed ones like this https://www.youtube.com/watch?v=wh1QDf_6Dmk that would be nice!
MajorSmurf 12 Oct, 2016 @ 4:10pm 
So before i start thank you for making anno domini 1257 shine again.It was always my favourite but it was very lacking compared to other mods and you've put alot of great little spins making it greater than before but enough praise onto suggestions:

1) female companions/troops/mercenaries - This is something i would like to have added now i understand this mod is designed to be europe back in the day but it feels wierd that the whole world is just male warriors.

2) Auto-leveling of troops - This is something ive wanted in almost all M&B mods its very annoying when you have a large variety of troops and having to scroll through troops when they only have one leveling option. (not sure if this is possible but your are the modder not me :3)

3) Siege auto-reloaded slowed down or castle building - This is very annoying but great at the same time my suggestion is to turn this into a building you have to build at a castle to unlock this feature if you dont have it your troops run out of arrows when defending. (if not slow down the rate of getting projectiles back)

You can happily give me credit if you like any of these ideas if not throw these in the bin and ill come with more (brain stopped working at this point) *thumbs up*
Fellgarn 13 Oct, 2016 @ 11:06am 
I have noticed a bunch of things that are problems, or i just have a problem with, but most of those have already been metioned. there is one bug though that bugs me alot and thats the fact that most armors, helms and boots dont have a female model to switch to, they are only male, and therefor look really weird on women. I have checked quiet a few different armors and a few boots and helms now, and it seems most of the ones implemented by this mod is male texture only.
on a side note, i really like the kettle helm and that footman helm that shows your hair sticking out a bit, since that seems much more relistic then all of your hair being hiden by a helm. Of course i dont expect it from all of them, like full helmswould show hair, but id love to see a bit more of that sort of thing worked in. Also small parts of the models do show skin poking through were armor should cover for female helms.
Oh yes, one more thing. i once tried to hold a feast, but the lords of the faction couldnt seem to find were to go and got stuck. i dont own land, and the lord my char was married to at that time only had villages, so it should have routed them to one of the castles that owned these villages. And, like metioned by others, all the food i had stored disapeared in the few days that i was running around looking to see what the lords were up to.

Keep up the wonderful work,
~Fellgarn

PS- i nvr noticed javelins being an issue, but then again i dont use a shield and im ussually mounted on open battlefields or use my men as shields as i charge into a seige. That is, if i charge into battle. I ussually play with archery, lancing or swords, so if im equiped with a bow, well i guess you get the picture.
Last edited by Fellgarn; 13 Oct, 2016 @ 11:15am
Captain Sobel 14 Oct, 2016 @ 6:05am 
Hi!

I have 2 suggestions, witch related each other: a new fief granting system and a new lance recruiment system.

When i play Anno Domini 1257 first time, i was very happy when i saw the lance recruiment system, but I dissapointed a little, because I need to pay wadges and upgrades, despite of my soldiers are noblemans and commoners, and not mercenaries. I know this is a compromise. It would be very difficult make a lote of fiefs on the map, which can be granting to the troops, but i have got an idea.
Everybody knows every town, castle and village is a great fief in the middle age, so and this game too. I think this fiefs devide to little fiefs. How? You need to create "fictive" fiefs. It means this fiefs doesn't appair on the map, but they are exist fiefs. Every settlement has got a parcel value. For example Várad has got 2000 parcel. Every parcel give a random variable tax income (i.e. 1-5 denars) (It would be better to count the tax income in the future), but not every parcel is your's, i.e. in Várad 1700 parcel is your's, and your vassals (not the lords) has got 300 parcel, and 100 parcel from this can be awarded to vassal's vassal ( I tell this what does it mean later).
The avaliable lances number depens on your recruiment law, like now, and the next valuables:
The parcels hos got population values (at maximum recruiment law) (i.e. in Hungary):
1 parcel = 5 commoner (levys[villages] or citizens [towns and castles])
every 3th parcel give 1 militia archer or 1 militia crossbowman or 1 militia guisarmer or 1 miltia spearman
every 4th parcel give 1 sergant milita spearman or etc.
.
.
.
every 20th parcel give 1 Senior Knight

So when you get your 1st fief, in this case Várad, you are very happy, because you have 2000 parcels, so you have 100 senior knights. I need to embitter you. You have got only 10 senior knights, because 1700 parcel is your property, so this parcel live only commoners! Ok, but you asked I can't counting : 300/20 = 10 ?! :D No, but 200/20 = 10, because 100 parcel is awarded to for uprgrade troops. In the middlage every soldiers has got own equimpent, Uncle Sam give nothing :D. So if he get more fiefs, he has got more money for better equimpment. In my version can you uprgade troops from your parcels and your vassal's parcels.
Example:
----------->Uprgade to Lesser knight (10 parcel from vassals)
Mounted sergant
----------->Uprgade to Lesser knight (10 parcel from your fief)

Senior knights and other high ranked troops only can upgrade from your fiefs because they are your richest vassals, but they can't give more then 10 parcel.
This new things can be managed in the chamberlain’s dialog:
- I want to grant parcels to my vassals.
- From Wich fief?
- Várad
- How much parcels you grant?
10
100
1000
- 100
Now you have 1600 parcel, and 400 (300 parcel are undivadeble) parcel is your vassals, and vassal’s vassal, etc. in Várad. So if you dissatisfied your new fief’s parcel allocation you can change it, and later you can recruit more lances. As king you get back parcels, but in this case you risk a revolt!
If you fear you grant to much parcels, the game warned you some times on the campaign map: „You granted your parcel’s more than 30% - 40 – 50%, etc."
If you have low money you can raise up the mercenaries to squire, so you can give parcels them too, but you deacrease your power and your’s party’s morale and your renown too! Exampe:
Uprgade to Cuman Horse Archer (200 denars), (10 parcel from your fief).
Yor party loss 5 morale
Your reknown decrease by 10.
My plan is almost ready because i don’t know what about your commoners. (Who lives on the 1700 parcel). I think the most simple idea is they are not recruitable.
I think this features make more realistic medieval wolrd. You pay wagdes only to the mercenaries. Commoners and nobles fight, beacuse the law obligate them. This features can simulate better the tribute system. This is my suggestions, I hope you like it, and I hope don’t warn off you with this difficult suggestions.
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