El Capitan
Sergeant at Arms
Being able to promote companions into nobles is massive. Nice one TW.
That's a big enough feature in my view. Makes me want to start a new campaignBesides the clan promotion and bug fixes was there something else to this update?
Looks cool, wish you could equip the crowns in your civilian outfit.
The new helmet for those that are interested ^
This is definitely an issue for existing games.This will be fun to test out, but already see an issue with when the player wants to a take new fief to make a new clan (from companions) but is unable to own the fief do to "the game"'s election system and forced to give fiefs to already existing clans.
@Dejan can you explain a little more this new system?What I understand is that now enemies will not cross each other without fighting just because they were ordered to go to a specific position.
- A system that approximates local superiority has now been implemented.
- This helps AI agents to distinguish a nearby lone enemy that they can kill from a group of enemies. They can then choose to fight or move towards their assigned tactical position in hopes of better odds.
- A minor random element was also introduced that slightly influences decision scores.
We see that during siege for exemple, when you are alone on the wall and a group of enemy just pass aside you just like if you were not existing.
Now they will evaluate the odds and attack you (or any other lone ennemy).
Though I may be wrong and also I'm wondering about about the "minor random element"...
Is this what you are talking about?
The Darkhan is an infantry with javs, so it made no sense they had higher bow than javs. The other changes have no impact on balance. I wouldn't call these a buff. Did i miss something?Other
- Glaive weapons used in Khuzait tournaments now deal blunt damage.
- 'Khuzait Darkhan' now has 60 Bow Skill Level and 80 Throwing Skill Level (previously 80 Bow and 60 Throwing).
- Removed the non-civilian weapon 'Heavy Flanged Mace' from Khuzait noble civilian equipment sets.
The changes were made (in part) to improve such situations. There may still be cases, though, where an AI agent prioritizes their tactical goal over a nearby, lone enemy.What I understand is that now enemies will not cross each other without fighting just because they were ordered to go to a specific position.
We see that during siege for exemple, when you are alone on the wall and a group of enemy just pass aside you just like if you were not existing.
Now they will evaluate the odds and attack you (or any other lone ennemy).
It should make agents act less robotic. Having said that, it only slightly influences decision scores, meaning that the variation will still be among high scores and logical rather than "random".Though I may be wrong and also I'm wondering about about the "minor random element"...
It's related to combat agent AI in the missions.I was thinking it was related to the campaing map, but now i have no clue
There's no hard limit, yes. But you need money, influence and a settlement to give to a companion. The last condition is quite significant and should not make it particularly easy to create an unlimited amount of clans. You could in theory make them a noble, expel them and conquer their settlement and then repeat the process but it's quite tedious - and would provide little benefit for the player.@Dejan Also can we just make infinite clans now? I assume once a companion becomes a noble it frees up another companion spot so you can just keep recruiting companions and turning them into clans.
"That's where you're wrong, kiddo."You could in theory make them a noble, expel them and conquer their settlement and then repeat the process but it's quite tedious - and would provide little benefit for the player.
Great point, that is a good constraint. Also you probably run into the issue @Ananda_The_Destroyer brought up where once you have 3 vassal clans you basically stop appearing in the vote for new fiefs. So my guess is after 3 companion clans it gets much harder to make more.There's no hard limit, yes. But you need money, influence and a settlement to give to a companion. The last condition is quite significant and should not make it particularly easy to create an unlimited amount of clans.
You could in theory make them a noble, expel them and conquer their settlement and then repeat the process but it's quite tedious - and would provide little benefit for the player.
You know what's an anti cavalry infantry?Is this what you are talking about?
The Darkhan is an infantry with javs, so it made no sense they had higher bow than javs. The other changes have no impact on balance. I wouldn't call these a buff. Did i miss something?
That's actually really easy to change in the xml file. Hopefully there will be more civilian stuff in future though.Looks cool, wish you could equip the crowns in your civilian outfit.
What I understand is that now enemies will not cross each other without fighting just because they were ordered to go to a specific position.
- A system that approximates local superiority has now been implemented.
- This helps AI agents to distinguish a nearby lone enemy that they can kill from a group of enemies. They can then choose to fight or move towards their assigned tactical position in hopes of better odds.
- A minor random element was also introduced that slightly influences decision scores.
We see that during siege for exemple, when you are alone on the wall and a group of enemy just pass aside you just like if you were not existing.
Now they will evaluate the odds and attack you (or any other lone ennemy).
Though I may be wrong and also I'm wondering about about the "minor random element"...
+1Underwhelming? It's a solid update for such a short period since the last one!