Mount & Blade II: Bannerlord

Mount & Blade II: Bannerlord

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jorvinn Apr 6, 2020 @ 7:50pm
Story quest: Why would you? Workshops: Why no info?
There is simply no good reason to go through with the pro/anti-imperial story arc. Yet, at least.

It doesn´t reward you anything.. other than a timer to your mayhaps demise - it would be another matter if you got a few big renown boosts and/or a gold "stipend" from your benefactor from finishing those quests.. all in all you are stuck with repeatedly ganking Looters to pay the bills until you luck out on snatching a castle from a dying faction.. often at a time where one other faction has swallowed up the entire frigging map, and scooped any viable vassals.. so all you become is another target for their 1-2 900ish toon armies and become a red stain on the floor of your shiny new fief from the get go... and this is _beside_ surviving the 200-300 dudes the faction you stole the castle from sends to get it back.

Funding your army with workshops is hardly possible post patch - you are limited to too few of them per clan tier and I have yet to see any of my prospective (post patch) workshops get much higher than 134ish gold per day - most of them top out at 75gp - and you have no way to configure or help by stacking raw materials or the like - like you could in Warband(Floris Evolved), or have your own notary to crunch the numbers. You just get a flat sum of gold, no explanation about shortages, attacked caravans or anything.. you just have to pray to rngesus gold comes your way.

Your companion´s parties are about as useful as a poopy flavored lollypop until you make your own kingdom, you do not gain influence as a un-vassalized clan and thus you have no way of directing your dudes - and sans kingdom cannot form an army with them. Being in a siege for your first fief, and knowing you just need 30 more dudes to take the damn thing, and see your dude ride past you rather than help out is irksome.. and their battles do not seem to gain your clan any renown.. all they seem to do is cost you more upkeep. Poopy.. flavored.. lolly-pops..

Hopefully this feature will be fleshed out in the future.. and armies lose cohesion much too slow, going through 3 sieges and 2 large field battles without having to top up the meter.?. tsk tsk tsk.

So first impression.. land grabs are too easy and too frequent for the factions, by the time you finally reach tier 3, let alone tier 4.. there is simply nothing you can do to win. It´s just dudes that spawn outside their "home" - now an enemy city - and get snatched up or plain disappear.. so you cannot even speak to them to try to convince them to join your kingdom. If the defeated lords gravitated towards safe havens and villages they can replenish their troops from.. then they would be easier to find.. or more to the point.. you _could_ find them.

Maintaining a 700+ army for any amount of time should cost an arm and a leg, influence wise. It would limit how often the other factions can amass armies that no Town garrison/militia could ever hope to stop.
Date Posted: Apr 6, 2020 @ 7:50pm
Posts: 0