- #Barebones.map modtools mod#
- #Barebones.map modtools skin#
- #Barebones.map modtools mods#
- #Barebones.map modtools code#
The management team is not willing to commit to any fix/overhaul that might take too much dev time. It takes a lot of time to make large changes. They engage with the community when their areas of the game are brought up during discussions. Duh, SadShogun and Beybi123 are some of these names.
There are other names that do not comment as often.NIN3 has also been quite active on the map development and feedback side. Many figures in the multiplayer scene can attest to positive changes to the multiplayer in the last few months. AVRC on the multiplayer side has been working really hard to implement community requested changes.Similarly the UI developer emreozdemir is very active and most UI suggestions are seriously considered and a lot of them have been implemented.There are dozens of threads where the users share ideas, feedback and test results. The Campaign Economy / AI developer Mexxico must have written thousands of comments on the forums and the last year has been basically a joint development process with the community.There are many comments by some devs on the forums everyday.
These ideas can't be complex because console hardware or whatever else. Basically, only small ideas can be implemented that will not take massive dev time. A lot of great ideas are being shot down by the higher ups. The problem is not lack of leadership, it's POOR leadership. We hope this letter and the discussion around it will prevent yet another respected game developer/publisher from ignoring and failing their stakeholders. We encourage any criticism, support, or whatever commentary you may have to be shared in this thread, or the complementary thread on the official forums.
#Barebones.map modtools code#
We are almost completely hamstrung when it comes to modifying and extending Bannerlord's code at a high level.
#Barebones.map modtools mods#
This is the main reason why many overhaul mods have little to no progress to show outside of importing 2D and 3D assets. In addition to neglecting our feedback, TaleWorlds has made huge decisions behind closed doors that make it nearly impossible to work on total-overhaul mods (detailed in the letter). We think it is within the interests of both the players and modders that TaleWorlds shifts their focus to polishing and fixing Bannerlord, rather than building new features on an unpolished foundation. Instead of addressing these concerns, we've seen TaleWorlds putting lots of effort into somewhat underwhelming features, and even neglecting massive issues in the native game (Siege AI, crafting exploits, etc.).
#Barebones.map modtools mod#
Nearly none of their code is documented in any form, and the mod tools are incredibly unstable.
#Barebones.map modtools skin#
Over about a year and 30 updates made to the game, we've seen little to no work done on support for custom campaign maps, custom skins (so we don't have to implement non-human skin as armor pieces like in Warband), custom skeletons (for monsters like Trolls), and countless other features critical to many mods' development.
Over the last few months (and even years), we have shared our needs and feedback with Taleworlds regarding what functionality we would need to make our mods, and for the most part that feedback has been completely ignored. We've determined that there are some serious issues with Bannerlord's code, as well as TaleWorlds' development practices in general. Over the last few months, the KoA team has been collaborating with dozens of other total-conversion mods, sharing what we know about Bannerlord mod development with each other. I'm a programmer on the Kingdoms of Arda team, and I am representing 12+ total-overhaul projects (listed at the end of the letter).