Missing Content

Post all missing content what you think should be added in future, like animations and such.
Don’t post bugs here.

NPCs are missing very important dialogue options.
Villagers townsman beggars Woodcuters blacksmithers and others should have Unique Dialogues that can help player to understand more about it or give useful information about activities, locations, people, traders and much more.

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I’ve noticed, or at least I think I have… that weapons bounce off stone walls, much in the same way they collide with armor. This is awesome but I think we need to consider the ways weapons react to unarmored opponents. I feel like their should be a “sinking” mechanic for weapons against unarmored enemies. For example if you perform a thrust against the midsection of an unarmored enemy that happens to be the killing blow… your weapon should sink into the target and not bounce off like a stick. This should include animations to yank the sword out and the animations should improve as you get stronger… something like that

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Merging my original post by OP’s request :

In addition of my bug report here, I thought about some improvements (most of them had certainly been discussed over, and maybe in development/fixing right now ^^).

Visual improvements (suggestions)

  • Eyes and gaze : Eyes should look very shiny. I know there was other games that got issues with that, lighting not precise enough to finely render those details, but in any case, eyeballs/cornea are reflecting light, even the slightest one in the dark night ; any distant light (torch, moon, water reflection) will reflect on cornea.
    As such, human eyes are constantly jittering around, even when staring at something/one : it will massively improve immersive factor to introduce some randome jittering of eyes, characters gaze switching slightly to different parts (eyes, chin, shoulders…) when talking to Henry.
    For a simple improvement, you could get eyelids to blink more naturally…

  • Head moves : I noticed sitting people never turn their head to talk to Henry : some animation is missing, or it’s an artificial limitation of neck twisting to avoid ugly deformation (managed to see one in the prologue cutscene on Henry’s Neck) ? Either case, quality will vastly increase allowing NPC to naturally look at Henry (avoid the extreme “all town is constantly gazing on you” effect :stuck_out_tongue: ).

  • NPC/animals animations/reactions : There could be some more walking/bumping/ranting animations added to get more “lifelike” cities.
    Wilderness could use some improvement as well with fleeing/jumping animations (steep angles and quick direction changes without bumping into each other, pack behavior with more synchronized fleet vectors, etc.).
    EDIT : Hunted animals needs to get some “heard something and freeze all ears out” animations, as well as “wounded and trying to escape” ones, for instance a deer should try to run away when got hit in the leg by one arrow, with limp(ing?) behavior (before falling from exhaustion ?). Game animals should flee farther from trouble, especially deers (rabbits too but they already are hard to hit so… idk). Wild animals are very easy frightened by any disturbance in general, and to be able to hunt them efficiently, Henry should have some furtivity levels, wears near from 0 noise gear, in addition with discrete colors, to no cause them to see him and instantly flee from dozen meters away.
    Chikens need to flee too, you almost could invert sheep/chicken behaviors :p.

  • Blood/mud/weather : the game immersion will be massively improved with better handling of blood (on corpses mainly, including Henry’s parents at the beginning, but on each slain bandit as well). Looks like there is no real dynamic decals for blood/mud ; all the wear and tears of gear/clothing seems to be static and hard-coded on textures ; lighter in calculations, not great for immersion, especially with such a dense and dramatic atmosphere…
    Weather (rain mainly) effects on faces and clothes could also use some refinement ; the rather simple shader is not very convincing, right at the start when awoken by Sir Robard on the walkway, no one got their hair wet, and rainy shaders on clothing is not very convincing.
    The best could be to add nVidia Hairworks like The Witcher 3 did great, but it’s a big thing IMO, in development terms. Nonethelesse we will be very happy to see it ingame ! :wink:

  • Back gear spacing : I saw shields and other gear in the back of characters being overly spaced out, to accomodate wearing quiver, bow and halberds ; infortunately it’s not very good looking when only the shield is worn, and could use two “levels” of spacing for shields, one near the body when shield only, the other as now.

  • Covering hood on/off for Henry : I saw last time bandits with black and white hood, with hood over the head ; apparently Henry is never wearing the hood like this, but let it down over his shoulders. I wish to be able to set the hood position on/off (button in the inventory maybe ?), to get another full-head covering piece of gear. Also, it could slightly improve Visibility (easier to hide our face), in exchange for the same amount lost to Conspicuousness (hidden face is not often friendly to others), and it looks cooler, especially when hunting :wink:

Gameplay Improvements (suggestions)

  • Lockpicking : fine, hard at first but doable after some use, and mouse sensivity reduction. However, you should include a setting to automatically reduce mouse sensivity when lockpicking (we could set this in game settings maybe). It could use some “sectoring marks” to help a bit (I installed a mod to to that, and it works fine so far). I saw you planned to patch this mechanics, so no further comment here (1.2.2).

  • Better noise/sight feedback : The game is somehow missing some feedback on generated noise, especially in forest ; A bandit noticed noise of my Henry sneaking (crouching and slowly moving) behind him, half-naked (around 20-30 noise), from 30 meters away, and bushes/vegetation should had given me clues about the noise I was making (“frush frush” or something similar :p)…
    In addition, (visual improvement) we could use some “peeking behind” animations for sitting/standing/leaning NPCs. It’s great to hear them shouting “hey, who is there ?”, but feels somehow unnatural without adequate “peeking” animations. Hopefuly it will come later…

  • NPCs Perception modifiers : (Note : it could already be in the game, so I’m speculating here). Humans could get some maluses from getting their eyes/ears partially covered ; all ear-covering gear should reduce their noise perception, same for obscuring helmets that impede sight with “visibility” rating (reduce their FOV maybe, dunno how it’s calculated ingame).
    Wild Animals should react more from bright colored clothes (red, blue, yellow), and less from natural colors (brown, green, black at night).
    This could translate into bonuses for Henry in those stats, regarding sneaking from living entities. It should be far easier to sneak around a fully plate-armoured knight (wich is noisy himself btw), than from a simple clothed peasant.

  • Better horse movement/handling : Our valiant mount should be able to climb/step down steep hills (obviously not very willingly), nonetheless without to much struggle like now, at least a bit better than Henry is able to.
    Also, it shall be great to be able to accompany our Horse on foot, holding it by its reins, while traveling inside town before parking it at the nearest stable. And it will be great to see other NPC doing so (nobles and guard obviously, but why not a rich merchant either ?).

  • Larger/higher interaction hitboxes : When coming to gathering herbs, there is often the case of having to croush and/or aiming to the roots to pick specific herbs, wich is not very convenient. Those things being not especially fun to gather, they could use a bit bigger hitboxes to improve ergonomics.
    The same for talking to people or grad food across a table/bench, interaction keys didnt always show as they should unless jumping on table (for instance, as soon the game start, Henry couldnt reach all apples on the table without jumping over it - mud everywhere, boo ! - ). Interaction range appears to be connected to Henry’s arm length, but he should be able to lean a bit to reach further ^^.
    Same for other collectible things (items on the floor like arrows are sometimes painful to take back).


So far it’s a big wall of text (sorry for that), full of mistakes (I’m French :p), congrats to all readers, and keeps the good job WHS, I love the dedication and result of your work !

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uping this topic

I’d really love to see all the missing things shown on the storefront screenshots.

  • where are the npcs travelling on horses?
  • where are all the carts and wagons, travelling traders being ambushed in the forest?
  • where are all the lively npcs interacting with each other and the world populating the land?
  • where are the jousts?

without further ado:

  • fishing?
  • birds and other forest animals to hunt and trap
  • meaningful food/cooking system (buffs?)
  • i am a (son of) blacksmith, i should be able to craft: blacskmithing, flatcherey, tanning, tailoring etc
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This would not make sense, a good Mac and Cheese is not giving me a Strength boost in reallife :smiley:

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Animals: Fox, Pheasant, badger,…also one predatory Animal to hunt would be great,…like Wolves!

but I see the problems emerging considering the Combat System,…how would a wolf attack, how would Henry react,…do dogs attack the player?

Birds: doves, Ravens, ducts (on water would be a great addition for immersion)
(at least for atmospheric reasons, we have a lot of nests and dovecotes, but the only Birds I saw so far are chickens)

Indeed it feels kind of unfinished since you can sharpen your blade but nothing else. Can other Weapons be handeled at the grinding wheel?

I really would love to be able to do crafting at least repairing work at the respective workshops, an interaction point at the forge with a menu would serve the purpose, like the reading system.

I would like to see crafting (atleast fletchery to make my own arrows)
polearms as regular weapon with skill bar and perks, perks for archery and fist fighting (use combos and moves from medieval ringen matrial art)
more story for Theresa
more life in world (riders, carts, woman washing the clothes in the river, etc.)
swordfight duels like we saw in trailer
Ofc I would like to see balanced combat and economy
and last… I want to know what colors use sir Radzig or what coat of arms he has and I want tabard with his CoA … I am in his service, I want to represent it! :smiley:

Horse inventory segmentation into tabs like the main character,…so annoying to search through the whole list every time.

Compare stats: Items stats directly not indirectly through the character stats. Also for Horse equipment.

Actual compare able values for horse equipment.
Different Sattels, fine, hunting,…the only thing i know is that the heavier the sattle the less i can carry with it.
is it just the pricier the better? Its so cryptic.

stat comparison, good god that is painfully missing

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This is what i want to see added, even if i have to pay for it that is.

Your own castle/stable which you defend/maintain
Mercenaries/knights and peasant companions to form your own party(should have an upkeep for each member)
Crafting system that allows you to forge your own weapons and armor(should take a long time to progress in levels)
More enemy types than just bandits, mercenaries should be common in that era.
Trading
Sandbox continous play where you can become king and recruit your own men, i think the game has a much bigger potential than using that beautiful content for a one play through story mode.

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Hi all,
I would add more order options to list. Especially for armor. There are so many types of different armor in this game. Just a armor tab isn’t enough in my opinion.
So, for example sub tabs for helmets, Shoes, Gloves, etc.

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they say it will be done

what exactly?

sub tabs for armor in the iventory

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Did they? That would be real great. Good to know.
Thanks for sharing this :wink:

My suggestion on some content:

1- Spear: can use with one hand for shield and spear. (Portugese still has many men arm with spear and shield in late 15th century)

2- Crossbow, why this deadly weapon is missing in the game?

3- Mace-and-chain (a.k.a morning star) , well Skyrim failed to introducting this guy along with spear for Skyrim because they focus on ESO.

4- Polearm: the current polearm can be used in game are halberd and glaive, but we can’t carry them around the town, city because the guard react as if we are drawing weapon. This should be fix, and add skill, perk for polearm. Also, polearms should be divide to 3 cataglogs:

  • A. Edge-polearm: halberd, glaive, fauchard, bardiche, vougle, bill, etc…
  • B. Pointed-polearm: pike, awlpike, lance (lance for cavalry charge will be cool)
  • C. Rigged-polearm: two-hand flail (this guy hit hard)
  1. Horse body armor: turn your horse into a cataphract-type warhorse : )).

  2. Hired mercenary: I found some of these guys as wayfarer but not in any friend or foe army!? Some of them should be hired as companions for help you killed freaking strong Bandit leader at early game.

  3. Stronger, Smarter AI: In the mid-late of game, they’re weak to compare to Henry, and they polite enought for not attack you as the same time. They should be better than current version, then, we need hire a swordman to protect your back : ).

  4. They’re not all BANDIT: all foes in the game are all “bandit”?? Regardless they serve for enemy lord or low-class bandit is hired for money, to crestless knights with heavy armor but in game, they’re all bandit!? They should be named properly, ex: bandit (for real bandit only), mercenary, archer, militia, hedge/crestless/lordless knight, etc… with different skill as crestless knight should be instant strong.

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I agree with points 1 2 3 and 4. About hired mercenary… if we want to stay loyal to history you shouldnt have enough money to afford hire the mercenary and if yes, you should pay him every few days, not only once. (in 1420 a Sir from southern bohemia pay for his 10 mercenaries 3600 groschen every month + food and repairs of their equipment - there is in journal of this guy, he should became a priest so he was literated).

I agree with stronger and smarter AI. About bandits… there were lords who became bandits and had a base in their own castle and had their own guys. (for example there was sir John of Smojno in eastern Bohemia… he was bandit knight with his own castle and soldiers. He was hanged by emperor Charles IV.) I agree the bandits should be properly named tough.

Yeah, since I say mercenary, I don’t mean some companion like other game like Skyrm, just hire them for some hard mission where one man army is very risky. They’re skill but also costly.

Many of lord, knight did banditry, but not mean they’re all called bandit like common low brigand. Also, the bandit lord like sir John of Smojno is called Robber Baron in medieval era, also in game, this title is mention many time. The rouge knight who also become bandit, but still a knight, should be name properly. Also, in late game, there is an small army of a Lord try to flanking the trebuchet, they should be named properly as an army of a lord, not also bandit.

absolutely agree… I didnt know the title for robber baron, probably because I play the game in czech :smiley: Thank for the info. It would be great to have a possibility to hire the mercenary for hard mission, but there could be nice if you could pay him not only for fighting but pay him repairs and healer as well if he would be injured. It would be great fo immersion.

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