I cry evertimeI asked a lot about these features in the past, and Duh said that they definitely have no plans for implementing Criminal Enterprieses.
I cry evertimeI asked a lot about these features in the past, and Duh said that they definitely have no plans for implementing Criminal Enterprieses.
This game is still being played because of "damn mod fanatics" as you put it. And will be played by "damn mod fanatics" long after console kiddies and multiplayer kiddies get bored of the game.
I took 36 looters and they were absent in POW's menu during changing with villager. Sometimes works correctly sometimes not. Right after download 1.7.1It only accepts looters and bandits and I think mounted pillages and poachers (not sure), but if it's not taking them then it's a bug. It's not suppose to take any normal troops.
All of these should be in Bannerlord before release or I will refund* Lord's Hall serving as a location to easily contact people
* Feasts
* Minor Faction Bases
* Deserter + Manhunter neutral parties
* Spending money to get training in a skill
* Bandit Traps (surprise attacks in town)
* Noble Duels
* Escape fight after failing to sneak into a town
* Player-owned Criminal Enterprises in Alleys
This plus they should give one of the Tribes in Aseri curly hair and short stature.All of these should be in Bannerlord before release or I will refund
Then you can already refund because those won´t be in the game:All of these should be in Bannerlord before release or I will refund
* Minor Faction Bases
* Deserter + Manhunter neutral parties
* Bandit Traps (surprise attacks in town)
* Player-owned Criminal Enterprises in Alleys
It happened to me once or twice. Going out and in again helped resolve this, but strange one indeedI took 36 looters and they were absent in POW's menu during changing with villager. Sometimes works correctly sometimes not. Right after download 1.7.1
You know I think it happend to me too, but I though I had just goofed. Open then menu click click click, go away, oh weird I though that was enough looters, I get more, oh weird I already had looters, oh well turn em in.It happened to me once or twice. Going out and in again helped resolve this, but strange one indeed
Out of curiosity, what were minor faction bases supposed to be? Or do?Then you can already refund because those won´t be in the game:
No, they should simply remove the mercenary clans, they have no value for the game.Make minor factions great again, please.
Theyre weaker than generic faction military which adds no spice.
Make them better. Make them pokemon that i want to catch.
Bugger off m8. I love the merc groups and its historically accutate. It adds a lot of extra flavor to the game i just wish they have more value for how difficult it is to amass them.No, they should simply remove the mercenary clans, they have no value for the game.
+1 Makes no sense to have these specialized, hard to get troops be weaker that the troop tree you can get at any village.Make minor factions great again, please.
Theyre weaker than generic faction military which adds no spice.
Make them better. Make them pokemon that i want to catch.
If we were trying to make fun game, each one (or most) would have base you could enter almost like a town, an npc vendor and leader you could talk to and special quests they could give you! Raising relation would give you access to their recruits and maybe even special rewards like special gear and mounts. Maybe this specials relation ship could even give you a leg up in hiring and retaining them when you make a faction! It'd be a really fun early game activity to tour around getting in good with the minor clans!Perhaps minor faction bases was supposed to be a stronghold for all the minor factions, a place for them to stay, where players can recruit them and join them. Perhaps even, a way for them to conquer other minor faction bases, maybe even then, they'll be strong enough to conquer major factions. But I am only dreaming with ideas. Lol
It's not as negative as I remember but still. And I want good sword sisters still!I have no strong opinion on them. I don't know their original design or the reason for their removal. I can see that they may add some additional points of interest to the map (permanent point of contact, opportunity for recruitment) but may also not be straight forward to pull off in a worthwhile fashion. (Is it pure menu/dialogue interaction or would they require a new scene per location? Base game locations are still WIP. Do they serve any other purpose than what i mentioned earlier? Do kingdoms have to go after them if they are at war with the minor faction? If so, what consequences does their clearing bring with it? I'm sure some solution could be found to KISS... but well, just like capitols, that may not be what you specifically are looking for.)
Sorry to say this but I disagree with duh, seems kinda lazy, didn't attempt to solve the solution, just dumped it in the trash.If we were trying to make fun game, each one (or most) would have base you could enter almost like a town, an npc vendor and leader you could talk to and special quests they could give you! Raising relation would give you access to their recruits and maybe even special rewards like special gear and mounts. Maybe this specials relation ship could even give you a leg up in hiring and retaining them when you make a faction! It'd be a really fun early game activity to tour around getting in good with the minor clans!
But sadly this topic was one of the ones that was met with "well we could but what does that add to the game?", I can't find the topic though, but I recall the "minor clan base" being shot down like that by @Duh_TaleWorlds IIRC. And yeah, we don't just want a literal base on the map with nothing to do, we want some content to go with it! The same is true for every other fief on the map too but not having content didn't stop TW form adding them. They could just be a dot on the map and the menu with so few thing actually using the map inside.
Oh I found it after all.
It's not as negative as I remember but still. And I want good sword sisters still!
See this is what I mean, TW's need to brainstorm these ideas, and not just dumping and saying, "Is it pure menu/dialogue interaction or would they require a new scene per location?"I've always thought the mercenary clans, as corporate entities... need secretaries, notaries, scribes, payroll clerks, lawyers etc to manage their affairs. They should have support staff. At the very least, they should have an agent that acts as the link between them and their clients. This is how many late medieval professional companies would have operated.
This could just be represented in game by a single person in a particular town, like the other local notables and gang bosses. For the mercenary clans this person could be titled an Agent Notary, for the tribal clans that person could be a Tribal Ambassador or Legate. They could be situated in culturally appropriate towns, and reliably present so you don't have to chase them.
You could go to them, talk to them, and negotiate a price with them. If they were already engaged, you might also want to up the price.