Farmers trade with player only.įinally, prisoners really are in prison while visiting by the player. Manhunters take prisoners and able to sell them to the player, and able to sell them to the town in exchange for experience. Their number can be up to 70, and then they start to disappear and they are replaced by new ones. Secondly, prisoners are used in mines and affect the quantity and price of available iron in the city. If a faction is not hostile to the player and if his persuasion skill more than 3, then they can join the player for free. They are of two kinds: POWs belonging to their original factions, and bandits. In the forest - forest bandits appear, in winter forest - taiga bandits appear, in the mountains - mountain bandits and so on.įirst, there are ones who escaped from prison, from a particular prison, so they really are deducted from the prison, and did not just appear out of predetermined spawn points. And territory origin affects their members. Their numbers affected by the degree of depletion of the village. The player has the choice to terminate the contract or to wait for better times when his services will be paid in full.Ģ) All bandits appear in various places, not far from the poorest villages in each culture at the moment. If faction leader hasn't enough money, he pays as much as can pay, but he doesn't remain in debt to the player. If you have a separate party companion, it's paid separately as a separate line in the budget. The higher level the player and his reputation, the greater cost his services. For example, Swadians have Swadian Baron (after Knight).ġ) If any faction is at war, the player can become a mercenary. Every faction has one more troop's rank, "superheroes". For example, Rhodocks have more green, Swadians black and white. More appropriate and balanced parameters. Troops have different and more appropriate weapons and other. ![]() If player owns any town with ore mine, he can manually fill its "garrison" - prisoners-workers and prison guards. The more number of workers, the more outcome, the more iron producing at home centers (towns), the less price of iron. When it becomes too much prisoners in home centers, some of them "go working" at mines. There are prison guards and prisoners in there. You may encounter with him and give orders.Ībility to go to the nearest friendly town and wait there in castle.Ībility to go to the nearest friendly castle and wait there.Ģ) Several ore mines which "produce" iron at its home centers (towns). (For example, you may give him all your infantry.) Then you may encounter with him and exchange troops. When morale becomes too low, 0 you may assign him commander of auxiliary party. Morale changesĭepending on the outcome of battles and sieges. version1.5-.Įach lord's party gets morale from the beginning, depending on renown. Player's captives are without weapons and head armor during a talk. Each faction uses certain kind of ship in merchant transit.įor example: caravans use galleys if travelling from sarranid port. Fixed a bug where a prisoner does not appear in prison, if the city has only 1 stack of prisoners. And some other settlements coordinates changed. Sargoth with port moved to river delta. More sea raiders defending at once during attack their landing by the player. Completely separated sea raider landings AI to prevent possible bugs. Some fixes in sea raider landing system. Implemented to separate companion mode, instead of "commander". Companion's "honorific word" ("captain", "sir" and others) Hiring recruits in the nearest village by separate companion. Player may choose who will not participate in battle. Some fixes in NPC cavalry recruit system. Improved separate companion's dialogue. More appropriate map icons of deserters. "Go to the marketplace" menu includes talk with Guild Master. Brief budget report now reflects current level of expenditures. Player charisma, persuasion and some random luck. Probability to hire deserters now depends on Now each AI battle outcome on the map depends on terrain and quantity and quality of mounted troops. Fixes in hiring recruits by separate companion. New mercenary contract end condition: ended if faction is not at war. ![]() Castle meeting with separate companion from menu. Separate companion's ability retreat to friendly center after his defeat on the global map. Arrows, bolts and weapons lost in battle not restored in the inventory. (NOTE: should we have the same after victory?) Now bolts and arrows that used in battleĪre not restored after defeat. Fixed bolt and arrows restoration after retreat. It works with 1.153, but not fully supported.
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