When attacking hideouts, players first have to deselect all the suggested troop selections, which seem to ALWAYS be cavalry troops. This is extremely annoying. My preference would be for selected troops for attacking hideouts to be persisted, but at the very least start with no troops...
BTW, while this is far from an ideal solution, I installed 1.6.3 and loaded the game, got married, then switched back to 1.6.4. We'll see if this breaks anything else, but so far so good.
Also encountering the same. When talking with the head of the clan, select the option to complete the marriage, opens barter screen, but there is no option to marry. On the flip side, I've brought my charm skill up by over 100 points in about 30 seconds.
Agreed, it's far to easy to go a decade in this game with few of your stats budging close to 100. Makes you wonder why those perks past 200 even exist.... in the event they even work at the moment.
Wouldn't the lack of a roadmap mean you COULDN'T assume anything since you literally have no idea what the plan is? Do you envision they need your approval to implement said roadmap? C'mon buddy.
Mind boggling how the in house testing and whatnot have not thought about this before. This struck me as lacking after 1-2 hours of gameplay, im at almost 100 hours now, and boy, ive wasted quite some time NOT playing the actual game because im scrolling around my god damn party screen looking for units...sigh
Let's pump the brakes there. Not thought of/not yet implemented are two very different things. Agree that it's a hassle. More support here means more likely this gets implemented!
I would like to see the time it will take to travel to my target destination. This could possibly be via a hover on the campaign map or another statistic in the lower right panel. Preferably, this would be calculated by party speed, taking into account the day/night cycle, terrain on the...
I'm all for constructive suggestions. If I'm a dev working on this game though most of this is not helpful. Much of it is just inability to use the mechanics within the game.
The money I earn from my fiefs and the battle loot has me rolling in cash, so their ransom is pointless.
Great, so you're rolling in cash. Then don't take prisoners if you don't want anymore cash
Potential suggestion - Increase ransom fees for prisoners
They escape way too fast/often to make holding them in your party to prevent them rejoining battle a legitimate option
Yes, prisoners can escape. Which means don't just hold on to them indefinitely.
Potential suggestion - Decrease chance for prisoner escape
I don't get the option of refusing ransoms. further compounding the above
Not sure I follow this...if you don't want to ransom them, then don't?
I can't talk to them in the dungeon and try and make them see the error of their ways
Fair. Suggestion is to allow conversations with prisoners with some options, such as negotiating their release or join user faction
When I grossly out number them, they're all "hey, I don't want to fight", but I get nothing from this.
Armies of lords don't currently seem to surrender, but looters and bandits surrender all the time.
Potential suggestion - Outnumbered faction armies can surrender
I can't convince non-family heads to break away from their clan.
Yes you can, just not after they are captured. See note above
I can't let them go after the initial capture for some bonus relation
So don't capture them and get the relation bonus after the battle? If you're just going to let them go anyway why wouldn't you do this? The only reason I could see would be to keep them off the battlefield for a few days, which given how quickly the respawn with troops anyways I don't see this as very important
Potential suggestion - release post-capture increases relation/charm (same as if released after battle)
Potential suggestion - Increase time for released lords to raise an army
I can't take the women as my concubine(s)
I like this, but there is not really a mechanic in the game outside of marriage that would relate to this.
Potential suggestion - Add concept of indentured servitude for minor faction companions
Nobles aren't worth much in negotiating for peace
There already is a section on the Barter screen to exchange prisoners, but I haven't seen it work yet
Potential suggestion - Allow captured prisoners to be used as bargaining chips during barter
You forgot that you can also trade them in for influence, which is an extremely valuable way to earn influence early in the game. Instead of complaining, maybe try creating a thread that offers suggestions for improving it?
I see you reply to multiple thread saying everyone should shut up because this is early access..................
OK, if we ALL shut up, and only you can provide feed back, then Taleworlds would only think that this patch is great,
every mistake they make is good job.
I dunno. I don't think people should shut up. But, I think people should temper their complaints and take into account that it is EA and it will not always work the way it will in the end. People on both ends get way to excited about each release and need to chill. Voice your reservations in the proper forums, provide suggestions on what can be improved/what needs to be fixed, and, most importantly, RELAX. It will get where it needs to go. Throwing a tantrum is neither constructive or worth the devs time to address.
After selecting a companion to use for smithing, make that selection persist so that each time I return to the Smithing screen that companion is already selected. This way I don't have to re-select them each day :)
Thanks.
I have not had that experience. Leading an army seems to gain points remarkably quick. But, keep in mind that is not spending the influence to start an army and 5 turns later let it disband. It's building that army and taking over castles/towns and defeating armies. I hit 250 pretty easily.
I imagine this has already been suggested but couldn't find a related thread in this forum. I would like to be able to see some metrics and politics across all factions. This includes (in my prioritized order):
Global politics (diplomacy) - who is at war with who and, when this is...
Unless I'm missing it, this doesn't seem to be happening today. And I think it should! Relation is gained if killing bandits which are engaged with villagers, but I don't see any gain for killing nearby bandits. It can be a small amount, tenths or hundredths per unit even. But, in addition...
I'd like to be able to quickly switch banners on or off (toggle) without having to go into the Options menu each time to do it. This only saves a few steps, but they add up over time.
Thanks.
Currently if the max units on the battlefield is exceeded the user has no way to select which of their units will be deployed. Instead, they are randomly chosen. This can lead to issues, such as having significantly more/less archers at the beginning of a siege than what you may desire. I'd...
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