Buildings.
I am really enjoying the larger variety of buildings in the game. I am unsure if you intend to continue to add new ones but I would fully support that, with them emblems it also makes it possible to to do dedicated investment in an area if you are willing to pay the 6 emblems pers building to have it instantly completed for free.
I've built the improvement system so that adding new ones isn't much of a burden (the core stuff, not the actual effect) so I'm always interested in hearing folks ideas for new improvements. One aspect I want to expand the improvement system with is a system for "leveled improvements" where add-ons can be added to an improvement or they can have their current effect increased.
New Troops.
I was not a massive fan of the new troop system originally however with your new method of being able to level them up twice I think it is a great balance. It does also stop people taking the lowest level troops and growing them into a high end tire 7 units which in effect would just not happen. So big ups on that. I also appreciate the work that has gone into the idea of unique troops, the need to carefully select a faction based on what your play style and also make best use of where to get the troops you like is something I enjoy.
A lot of folks have expressed this and I'm glad that the recruitment framework is beginning to show its capability. Everyone can thank Barnolo for continually insisting that some form of hybrid system be implemented back when v0.15 (where recruitment switched) was still being developed. It takes a lot more work than one might think as there is a lot of code-related assigning of stats for troops in the mod than there is in Native, but it's definitely worth it.
I am unsure if this is a bag or if it has already been reported, but when you level up a veteran troops it loses the veteran status and shows up as a peasant recruit again. I have noticed this a number of times.
I apparently missed some of the troop upgrades and flagging them as recruits. I'll be making a full pass over them again before v0.23's release to ensure that anything tier 5+ is flagged as a veteran resource.
Prisoner Caravans.
I am not sure if it is just me but I have found that prisoners caravans are a great source of an instant army. What is more, attacking a prisoner caravan does not appear to give you a relationship penalty with the owner faction. So if I am short of troops, I can just go hand out near the salt mine, knock over a caravan or two and just like that I have an army with plenty of veterans and T4 units. Is this the way they are meant to be? If not then this is a bad that will require amending, maybe a -5 or -10 relationship when you attack a caravan.
Interesting strategy. It was intended to an extent, but there was supposed to be reprecussions with the faction that owned the caravan. It seems I left that out and need to implement it. How's the cash gains from the caravans? If you attack them
after they drop off their prisoners you should gain any cash they earned which means that you're also depriving that fief's lord from gaining that income.
Import and Export of Characters.
I am unsure how many of you use this function, but I have limited playing time so I really enjoy this function and makes it more enjoyable not to have to start from scratch every time I want to try something new. However I have noticed that when I started a new game, used the 'collect companions in the same place' function, recruited them all and then imported my own and companions from my previous game (same version, same computer, same day) that I started getting experience from the training skill. Like what you used to get in Floris at midnight, 'You have finished your days training, 100 exp' type of thing. Not that I mind, but I figure it is a left over or something in the import files.
I haven't decided yet what to do about the old training skill. I may yet re-implement it and make the current mod-based trainer skill into something else now that there are hybrid trees showing up.
One small plea, can you please make the faction troops a priority as that will make the game much more playable while the other features come online.
This is kind of a mixed bag. We have the generous help of a few players working to design each faction so that we can get this part of the mod done. This is important as it leaves me available to correct bugs and implement newer features that require coding. Once the initial designs are complete then a period of fine-tuning goes in to get the initial troops set where we want them before I create the upgrades and add in the coding to support their prerequisites / abilities. One thing we're trying to do with each faction is give them some of their own unique abilities to further improve their flavor as well.
Right now the Vaegirs are mostly done and will come with v0.23. The Khergits & Nords are in progress and should hopefully come with v0.24. Sarranids and Silverstag's custom faction will be the final ones in v0.25. Item balancing is now back in progress and will probably filter into available releases as item types are ready.
I would like to recognize these folks for their help and remind everyone without their work to build on several other non-troop related improvements (garrison recruiting, emblems, item commissioning, etc..) wouldn't have come about as Dawg and I would have had to focus solely this aspect of production.
Swadia, Nords - Leifdin
Vaegirs, Khergits - Huillam
Item Balancing - Diessa & Bankoleva
H. said:
I finally had some more time to play the current Silverstag build, I love it.
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So to the whole team working on this, keep up the good work, looking forward to playing the next installment and especially the item commissioning function.
Thanks for taking the time to give feedback. It is always a boost to my own enthusiasm for the project. I just wish I had the time to fully support it right now, but that time will return in mid-May once my work schedule again permits it.