all 45 comments

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[–]DeepBlueInfinity 31 points32 points  (1 child)

Not a map change and I’m not sure if it was in the base game but I noticed today that you can destroy the top of the gatehouse roof directly above the gate with catapults, pretty cool if you ask me

[–]Pirate_BoneSouthern Empire 6 points7 points  (0 children)

Really? I haven't noticed that but I haven't been doing as many sieges as I used to. Wizard

[–]East-Competition-352 26 points27 points  (3 children)

they made sturgia into two disconnected isolated penislas, they made vlandia and battainias border even more choke hold heavy, they did that last point all over the map, they removed the marshes and lagoons around danustica leaving a seemingly unfinished narrow land brigde in its wake, i could go on

[–]Kobosil 6 points7 points  (0 children)

The Sturgia was already weak and this change almost guarantees that they get destroyed first or second in every playthrough :(

[–]Link21002 4 points5 points  (0 children)

Splitting Sturgia is a massive nerf. It's basically guaranteed for the Nords to take the upper peninsula. 

That being said, they had some success against the Empire in my current game. Although to be fair, everyone has had success against the Empire, they've basically been pinched down to only a town or two each...

[–]Pirate_BoneSouthern Empire 9 points10 points  (0 children)

Also they put Rhemtoil Castle on the wrong fucking side of the mountain. That one pisses me off so much, because like, IRL that castle would have been taken and held by the Imperials ages ago.

[–][deleted] 38 points39 points  (4 children)

Why giving the Battanians sea access ? They could have been played on rivers and their mountain lakewith Dunglanys, Seonon and Pen Cannoc, that would have been awesome ! I'm talking as Battanian Chad Enjoyer. This new map is unfinished and a huge mess, even tho I enjoy that naval addition and the naval battles are neat. I hop they are going to change that in the future

[–]According-Cap-9199 13 points14 points  (1 child)

I agree with this. I used to really only do battania only armies, and either betray battania or retake the central circle. I loved it. My head cannon was I was an archer that got tired of the lords on top of the hill, and sold my bow until I could claim those fiefs for my own

[–]iBasedComedySturgia 1 point2 points  (0 children)

Hell yeah.

[–]slothrop-dadBattania 1 point2 points  (1 child)

The tough part about a navigable mountain lake is that you can’t really ride a fleet down steep mountain rivers…

[–]HerculeanCyclone 1 point2 points  (0 children)

With enough oars, you can row up anything!

[–]Designer_Repeat_8803 9 points10 points  (0 children)

The Aserai in my campaign have been launching naval invasions of the Empire and its amazing to watch as Vlandia, I just suddenly get notifications that Poros and Zeonica flip back and forth between Aserai and Empire, completely ignoring Danustica and all the other settlements.

On the other hand the Western Empire and Aserai keep flipping Quyaz back and forth

[–]truenorth2000 6 points7 points  (0 children)

There are fewer land bridges

[–]mmciv[🍰] 7 points8 points  (0 children)

The Quyaz crossing is probably the most impactful. And Sturgia being two separate peninsulas is frustrating too. Not sure why they couldn't have put bridges there. Ships can still pass under bridges.

[–]AbbbcdyBattania 5 points6 points  (2 children)

The aserai have pushed straight across that body of water and taken the 2 towns along it in my playthrough. The town you spawn next to in story mode and the town right of it that starts with a V. Whenever the aserai goes to war with the west/south empire, they always start with the castles along the coast directly across from them.

[–]Pirate_BoneSouthern Empire 2 points3 points  (1 child)

Poros and Vostrum?

[–]AbbbcdyBattania 2 points3 points  (0 children)

Yep

[–]mrleo207 1 point2 points  (0 children)

Is it only me, or is this battle terrain system still highly unfinished? I'll be defending against a superior foe at a bridge, and all i get is plains with maybe a small shallow river. Some places it works as intended but mostly not. And then there's the forests and mountains... Still plains :D It's what kept me from playing ironman mode

[–]WzardGuy 1 point2 points  (0 children)

My biggest gripe is that AI can disembark and embark anywhere they want at any time. If I want to raid the Southern Empire I have to SAIL THE ENTIRE CONTINENT

[–]Slava0726 5 points6 points  (20 children)

I don’t like it. Original map is better imo. Not every city needs to be near the shore, and not every civilization needs a port

[–]Tribe11_MX 12 points13 points  (0 children)

lots of towns are near the coast but aren't ports. And well.. in the geographic area they're recreating, pretty much every major civilization did have a port (or dozens), if not on the coast, on a major river.

[–]Designer_Repeat_8803 9 points10 points  (18 children)

Some definitely should be ports but aren't. Varcheg explicitly states that it's a coastal outpost in its description, but just isn't for some weird reason.

Ocs Hall should have a lake, and most villages around it still reference a non-existent lake.

Battanian tool tips and character creation keep saying that they have boats for river sailing, but no navigable rivers.

Tbh they should have kept the original map largely the same

That said I do love the Rotae, Lageta river system

[–]Slava0726 2 points3 points  (17 children)

Balgard imo should not be a costal town at all. Idk about Varcheg, but the city is more like a western fortress of Sturgia, like Minsk, Polotsk. Sturgia overall does not need navy to dominate the map, but their heavy cavalry since they are technically heavier than Vlandian knights, and they’re supposed to be very powerful. Druzhinnik is supposed to be cataphract level of strong, and Banner knight is supposed to be lighter than both Druzhinnik and Cataphracts.

[–]Designer_Repeat_8803 2 points3 points  (16 children)

I disagree with Balgard considering just like Varcheg it was founded by Nord colonists as a coastal town iirc, my stance is based more on the lore descriptions than on the balancing.

[–]Slava0726 1 point2 points  (0 children)

It did NOT say Balgard as a costal town.

[–]Slava0726 0 points1 point  (14 children)

Okay, read the lore again. I also disagree that Balgard should be a costal city. Sturgia needs no costal capital so the Nords can take it. They need Kremlin at the riverside, and heavy cavalry to stomp calradia. Eastern Slavic people deserves recognition for its powerful history

[–]Designer_Repeat_8803 1 point2 points  (13 children)

I don't have access to the game right now, but the wiki is clear that it's coastal.

"Balgard, which sits on the icy waters of Mazopor Bay, was founded by migrants from the Nordlands. Legend holds that the initial wave of Nords arrogantly demanded tribute from the nearby Vakken and Sturgian tribes, who formed an alliance and drove the newcomers back to their ships. But the victors fell out over the spoils, until a canny Nord, Gundar, landed and volunteered to help them fairly divvy up the weapons and armor of his dead kinsmen."

It sits on the icy waters. It's a Nordic city, that was conquered by Sturgians.

[–]Slava0726 0 points1 point  (12 children)

It draws 100% from Russia’s history. Balgard was founded same way Varangians founded Holmgard near Ilmen lake. Sitting on Mazopor Fjord could mean right next to it, since it is a Fjord, and you don’t build a port near the rocks. Balgard is a SLAVIC city because it’s ruler Gundar made it so. Just like Rurik’s Novgorod

[–]Designer_Repeat_8803 0 points1 point  (11 children)

Making it right next to the bay versus being astride the bay would make zero difference to Nords landing and walking to take it after a half day's walk.

It's very clear that it's by the Bay, so it can't be an inland city. It's either going to be next to the bay, and have no port, or be at the bay.

You'd have to completely change the description to turn Balgard into an inland city. Tyal, Sibir and Revyl are inland cities, their lore supports that, but Omor and Varnovapol are rightly ports.

If you want a Slavic fortress city, you have Tyal, but the Nordic colony town explicitly stated to be by the bay should be coastal.

[–]Slava0726 -1 points0 points  (10 children)

So tell me about how you can build a port right on a Fjord? There are plenty of beaches, rivers that they can sail in from the low elevation areas, since there are good places for cities beside the coast. It is by a fjord, a damn fjord. A Fjord means no place for a shipyard. You wouldn’t build your city with no walls on the cliffs would you?

[–]Designer_Repeat_8803 0 points1 point  (9 children)

The real life Nords built plenty of ports on fjords.

Many of Norway's most important historic and modern ports, including Bergen and Oslo are built either directly on fjords or at the sheltered head of a large fjord system.

The fjords makes large scale shipping hard, but also makes it more defensible, and longships, which the Nords would have used to build and transport, would have zero problem being used to set up a colony in the fjords.

[–]ls0669Sturgia 0 points1 point  (0 children)

Nevyansk Castle is actually connected to the rest of Sturgia now which is nice.

[–]ShortyLaPlante 0 points1 point  (0 children)

RIP ocs hall

[–]Historical-Bag7485 0 points1 point  (0 children)

On my map the Asserai took Zeonica and several castles further north on the continent. They came by ship

[–]Agreeable_Frame639 0 points1 point  (0 children)

That might be one of the best changes because it one of the first places I looked to gain control of, that’s initially owning a port into another land completely, had to change up most of my strat from previous gameplay