Mount & Blade: Warband
Lords of Calradia
Bugs & Suggestions
Suggestions


  • Stop Lords from changing factions, or at least allow it to be possible somewhere in settings.
  • Allow villages to have garrisons? As well as villages to be able to be taken separately from a town (only if there is a nearly castle or town)
  • I'd like to see some sort of marriage with claimants, making them useful per say to possibly be able to take over a faction instead of having to create on. Like I'd love to be 'King of Swadia'
  • I'd love to see more stuff with the king and his family, maybe being able to marry their children and possibly have an event where you have a chance to kill the king and become the new king - either the king dies or he declares war on you.
  • Also on top of that, the spouses should have the co-existing titles (baroness, countess, duchess, queen & empress).
  • Perhaps allow a custom tree for player made kingdoms for more uniqueness?
  • Generally more missions, poems & the like, give me spice. I'm happy to help script some in, add me if you're interested.
  • When a pretender takes control you can also reinstate the former monarch.
  • You can marry companions that have been knighted.
  • Formal unions of kingdoms. (if a kingdom is considerably weakened the king will swear vassalage to a larger force in exchange for protection)
  • You can have a daughter with your wife so you can marry her with a lord and improve relations with him.
  • Kings have crowns when inside a town/castle - maybe even the possibility of adding armour with crowns on such.
  • Would be cool if like bannerlord you can have armour outfit & passive clothing outfit - and allow the buying of clothing. Maybe make some clothing of the lords a bit better too.
  • At a feast you can poison a lord, which will incapacitate him for a while. this can be a quest.





    I think it would be cool if you have a title given to you for what you own. So:-
    • Owns nothing - not a noble (without banner) - Captain Kyle Beachamp
    • Owns nothing but is a vassal or a noble without tied to a kingdom - Lord Kyle Beachamp
    • Owns a village - Baron Kyle Beachamp
    • Owns a castle - Count Kyle Beachamp
    • Owns a town - Duke Kyle Beachamp
    • Has their own kingdom - King Kyle Beachamp
    • Owns all of Calradia - Emperor Kyle Beachamp (or perhaps a certain amount of land, like half of calradia)




    Bugs

    • Something I've seen is that newly weds get the title of countess but already existing wives don't.
    • The bandit issue needs sorting ASAP - literally only a couple hours in and you can see groups of 40-50 bandits, and they sometimes roam around in 2 or 3 parties so you could potentially face anything from 50-200 bandits, and it is well, stressful.
    • Sometimes castle and town sieges are locked into 'taking the castle' where a spam of text keeps displaying that 'X kingdom has taken X castle from X kingdom' - the spam can go on for anywhere from 5 - 30 minutes. The castle has no garrison when the kingdom takes such - it just gets stuck with the said fief transferring into the besieging kingdom.
    • You don't gain right to rule when you make peace with a kingdom.
    • Mercenaries don't run off to fight random bandits, that gets annoying fast.
    • Changing of the court is bugged - just doesn't allow it to happen, just says you don't have the required materials.
แก้ไขล่าสุดโดย Captain Obvious; 2 เม.ย. 2019 @ 10: 46am
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กำลังแสดง 46-60 จาก 315 ความเห็น
โพสต์ดั้งเดิมโดย JJDrakken:
Possible bug. I sent my child to broker a truce, It's been 2 months. He's yet to return.

Edit: Yup. Waited, till I was finally conquered & kicked out my last castle(Only had a castle/town). Didn't bother defending, wanted to see if he would return then. But didn't. Waited for 3 months before that.

So as of now, don't send your kid as an Diplomat. (Had him go to University, was going be my smoother talker/engineer/Archer.

I'm pretty sure vlad said that child dialogue isn't complete so not to send them on missions
There's a mod that allows players to design their own troop trees. I have made Mongol light and heavy mounted archers up to Byzantine Kataphactos.

In other games I have been able to make a companion a lord, and if female, marry her. This mod hasn't given me that option, could you please add it?
แก้ไขล่าสุดโดย Snowtiger; 23 ก.ค. 2018 @ 11: 13am
I found some bugs in the mod : the first bug was that i recruited bunduk and jeremus , and after i restarted the game they renamed , bunduk renamed into rofl and jeremus renamed into firentis.The second bug is that when i went to talk with king harlaus my screen freezed and i had to restart the game , also when i found the camps my game chat started going wild saying that i lost troops and money but my troops were still here and my money went down from 4000 to 13 :/ can you please fix those in the new update ? ty if you read this peace out.
probulaty the update as it is not save compatible
I know this has been sort of mentioned as a Suggestion already but I want to add some new aspects to it. In regards to the ability to improve fiefs prosperity. It would be nice if you could through your own funds in the empire management tab or whatever invest directly to repair damage from a war or boost the rate at which a town gains higher levels of prosperity, outside of other influences such as having caravans making it to local towns etc.

Also, I'd like to see an easier way to manage lords in a large empires. As there is a literal cap when being king on how many vassals you can have as when you take a holding and give it to a lord, many will become upset. It would be nice if you could give money or other forms of recompence to make them happy. Perhaps a title system like CK2 that gives buffs to your vassals and lasts for a a few weeks to a month or something, like designating Lord ralf as the Master of Horse increasing cavalry replenishment in all his holdings and making it cheaper for him to recruit, or a Master of the Commerce, increasing holding prosperity growth by 20% or something.
Hey Vlad I don't actually own the game on this account so I can't comment in the comments but i'll leave my suggestions here. Loving the mod by the way, by far the most enjoyable i've played.



#1 The Vaegir Warlords ( And masters ) sometimes spawn with a polearm which can only thrust ( because of their sheild it can also do a downward swing when it has no shield ) and it makes them completely useless in close combat and is very frustrating because of how easy it is for them to be defeated by even one unit that is of a lower quality. It would be great if they could be given a two handed weapon to replace the polearm such as a or a Poleaxe/War Axe ( no shield ) that they can swing so they can defeat enemys that are walking up to them in close range Or just give them a sword like the heavy bastard sword.

#2 Swadia doesn't have a mercenary camp and because of this they get destroyed by the other factions. Maybe some more heavy cav like the Geroian mercs but in swadian armour. ( I know that they sometimes get the balion mercenaries from the rhodok area but most of the time it spawns deep inside the territory ( as it should ) and they cant use it. So in conclusion plz give swadia some Mercenaries.

#3 The Jumne mercenary camp spawns far too close and too far into the territory of the vaegirs this leads to Boyar Meriga having a army of Jumne and charnye mercenaries and the Nords typically never get any mercenaries I'd reccomend moving it from around the mazen/rivercheg area to the fearichen area so that the nords can use it too.

#4 Considering how over powered the rhodoks are can the mountain bandits get a buff too, though they do have some mountain men it is usually a 50 - 1 ratio with normal bandits in fur as the fifty. Maybe add 10 or twenty captains. And as a higher upgrade from captions a cheif? Similar to the slaver cheif maybe a cav unit?

#5 Not really as game important but, with this mod its easier to have considerably large armies and there is a huge impact on morale so can you make it so ale and wine and dates give some morale and become edible, seen this in other mods and it makes a huge difference.

#6 Last but not least similar to number 3 can we move the Siri camp closer to durquba as it is not being utilsed fully by the sarrinids it is typically too far away from the usual moving patterns of the lords and they do not go to it, moving it closer to durquba will help balance out the merc camps as right now its pretty biased to the Vaegirs and Rhodoks.

Cheers m8 for the fantastic mod looking foward to the updates hope my suggestions help and/or get implemented.
แก้ไขล่าสุดโดย BantaBot; 10 ส.ค. 2018 @ 7: 03pm
Strawman  [ผู้พัฒนา] 11 ส.ค. 2018 @ 6: 13pm 
@scott I'm adding fief upgrades and morale boost options in the next couple of updates, I'm merging the mod with diplomacy right now.
Strawman  [ผู้พัฒนา] 11 ส.ค. 2018 @ 6: 15pm 
@panda, thanks for the feedback, I will move the camps around, I didn't realize how much the mercs would change the course of the wars as I haven't been able to complete a long or even medium playthrough of the mod yet.
And like I told scott I will be adding different ways to boost morale.
Slave trading kinda needs a buff. I rarely ever seem to find one except in the nordic areas. Would be cool to see some implementaion.

additional suggestions:

- Add roaming slave traders on map and dialogue to sell prisoners.
- These traders can be hostile not noble or possibly hostile areas
Could we see a new update soon?
Please Devs Make The Khergit Village Tech Tree infantry not have the Nomad as its best calls because the nomad sucks its better to keep the Infantry and get other cavalry Because in the stepes after a battle against abndits you can get alot of horses and most of my arm is made out of horsemen and Infantry
Just please make the Nomad Hvae some kind of Better armour or Weapon Because well it just a abd unit
แก้ไขล่าสุดโดย Edv|s; 14 ส.ค. 2018 @ 6: 47pm
And I found out there aren't any Prisons in some sarranid castles When i killed a Prison guard and tried going to the prison it wasn't the prison he was guarding it was an arena Please fix i want to finnish that mission.
Strawman  [ผู้พัฒนา] 16 ส.ค. 2018 @ 2: 27pm 
@Captain Obvious I have finished merging the mod with diplomacy adding fief upgrades, and noble units, I just have a ton of OSP items to add and then I'll add the next update.
Strawman  [ผู้พัฒนา] 16 ส.ค. 2018 @ 2: 29pm 
@Edvjs The prison error is from native not sure why is happens, I'll look into the Nomad, the troop trees are not finished or balanced yet so you are bound to find some that are under or over powered.
And maybe add some Archers on foot for the Khegits ? Instead of Dart Throwers or make a new Troop Witch can become an archer or a dart Thrower This is a suggestion. (Im just suggesting you choose if you want to add archer units to Khegit for the villager Unit tree not the castle nor town troop trees for khrgit).
แก้ไขล่าสุดโดย Edv|s; 17 ส.ค. 2018 @ 4: 38am
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กำลังแสดง 46-60 จาก 315 ความเห็น
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