Mount & Blade II: Bannerlord

Mount & Blade II: Bannerlord

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Hide outs, immortal and only fools attack them
This is the impression i'm getting, no matter how many times you destroy a Hide out, it returns a short while later. And the only fool destroying them is the player, no NPC even tries ! If you ignore them, local settlements get massive negative penalties.

Repetitive and boring , please fix.
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Showing 1-15 of 27 comments
Multifaced (Banned) Apr 8 @ 4:58am 
2
The penalties are immediate too, as soon as it spawns it is identified for the penalty

what should happen is that over time as the bandits actually cause problems to the villages and local militias and mercs hired to deal with them

then it should increase the negative values as they grow in power

and it should also take longer for them to build back up

there were so many potential ways that these mechanics could be developed to be more interesting with linked quests both to help the bandits or to undermine their efforts

but nothing was done in so many years, it is essentially the same thing that existed in warband

There are mods that already have slings in the game for long time, the devs are only excited to put slings in now, that sums up the way things are for this game

A mod from warband had ship combat and invasions of towns by ship in the vikings mod. That was over 10 years ago. These guys couldn't even get this into the game at release.

Attacking hideouts is something you do for a little loot and some experience for your character and some troops. Or to acquire some of their bandits into your party.

That isn't completely a waste, but it's simple and straightforward.

There is a mod where governors solve issues, but only your governors, they will deal with these problems around your towns.
Fool here, I guess. Cheers :steammocking:

For me clearing hideouts is easy relations with notables, and good for levelling those few low tier troops who struggle to contribute to battles alongside a mass of Khans Guard or w/e. They are especially useful if you are not playing the standard "join faction do war get profit" game, and playing factionless for some time.

The penalties imposed by them are debatable, but the hideouts themselves are fine IMO.
Well

It is universally agreed upon that hideouts and bandits are all kinds of aweful; when you are some form of ruler.

Just as it is universally agreed upon that there is not enough of them and that they should be bigger; when you are not a ruler (and want to farm them)!

That said, they could remove the night only condition though. That is annoying.
Bandit Hideouts are very useful. Good loot in the early game, and when I am training troops for a village notable and one or two just won't level up I take them to a bandit hideout with me. They either die or level up which completes the quest.
Mettle Apr 8 @ 10:14am 
"Governors Handle Issues" mod can take care of these annoyances. its on the workshop.
Originally posted by LostScout:
Bandit Hideouts are very useful. Good loot in the early game, and when I am training troops for a village notable and one or two just won't level up I take them to a bandit hideout with me. They either die or level up which completes the quest.

Especially if you look at the surrounding villages. One will generally have a mission to take out the base and another for taking out bandit groups (taking out the base counts for this as well). 3500+ gold, and a load of Charm experience at the beginning of the game.
Ruffio Apr 8 @ 12:27pm 
Originally posted by steventirey:
Originally posted by LostScout:
Bandit Hideouts are very useful. Good loot in the early game, and when I am training troops for a village notable and one or two just won't level up I take them to a bandit hideout with me. They either die or level up which completes the quest.

Especially if you look at the surrounding villages. One will generally have a mission to take out the base and another for taking out bandit groups (taking out the base counts for this as well). 3500+ gold, and a load of Charm experience at the beginning of the game.

You could get a triple out of it if nearby town have a kidnapped quest as well.
Originally posted by Multifaced:
The penalties are immediate too, as soon as it spawns it is identified for the penalty

what should happen is that over time as the bandits actually cause problems to the villages and local militias and mercs hired to deal with them

then it should increase the negative values as they grow in power

and it should also take longer for them to build back up

there were so many potential ways that these mechanics could be developed to be more interesting with linked quests both to help the bandits or to undermine their efforts

but nothing was done in so many years, it is essentially the same thing that existed in warband

There are mods that already have slings in the game for long time, the devs are only excited to put slings in now, that sums up the way things are for this game

A mod from warband had ship combat and invasions of towns by ship in the vikings mod. That was over 10 years ago. These guys couldn't even get this into the game at release.

Attacking hideouts is something you do for a little loot and some experience for your character and some troops. Or to acquire some of their bandits into your party.

That isn't completely a waste, but it's simple and straightforward.

There is a mod where governors solve issues, but only your governors, they will deal with these problems around your towns.

and there definitely needs a good gap between destruction and establishment of a new hideout, atm it is far too short. I wish there was a setting that could be adjusted.

And how many times do I move through a area, to see it over run by bandits because NPC Lords DO NOT attack Hideouts ! Game breaking.
Last edited by SJWs R TRAITORS; Apr 8 @ 5:04pm
But like ... Bandit camps are really good for levelling your companions skills up . Just get a party of just companions, arm them half decent , then charge command after entering a bandit camp and just chill while your companions level up. It's great.
There is at least one mod that helps with hideouts[www.nexusmods.com].

It allows you to attack at any time, and bring more troops if you want (not needed, but it does mean you can level up more troops at once). It is supposed to allow changes to the number of enemies in a hideout as well (haven't tried this part). You can also send troop to clear the hideout as with an autoresolve, instead of having to load in and clear them.

It is supposed to make it so NPC lords cans see hideouts, reveal hideouts for you, and attack them. However, this part doesn't seem to work.
Last edited by steventirey; Apr 8 @ 7:45pm
Ok, I get it now, you need repetitive, annoying Hide outs so NPC towns lose Security and eventually Revolt ! Ugggg !
Zef Apr 10 @ 12:10am 
Originally posted by Mettle:
"Governors Handle Issues" mod can take care of these annoyances. its on the workshop.

But then you need to use up valuable companion slots or start adding yet another mod(s) on top to increase your companion pop.

The whole bandit lair system is just stupid, and the time it takes for a cleared bandit lair to appear back isn't realistic in any way or form.

It wouldn't be so much of an issue if they didn't directly affect your town's/castle security and so also it's loyalty leading to possible rebellions.
Last edited by Zef; Apr 10 @ 12:13am
󠀡󠀡 Apr 10 @ 12:25am 
oh look, another troll thread
Originally posted by 󠀡󠀡:
oh look, another troll thread

Not trolling, just pointing out any repetitive, boring game play.
waryorx Apr 10 @ 2:58am 
there is a mod called "goverment handle issues" i think. your goverment will deal with hideout in your towns in few days in this mods so be sure to look at it
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