*Sito e perks aggiornati alla versione Beta e1.7.0*
1.7.0 Update
Dec 21, 2021, 4:32 AM
Finally, the end is near: No unimplemented perk effects, and only 3 bugs that I know of. We're getting close. As usual, if you encounter any perks that don't work as you expect, let me know in feedback. Sometimes I miss things.
Bug Fixes/Changes/Implementations:
1.7.0 Update
Dec 21, 2021, 4:32 AM
Finally, the end is near: No unimplemented perk effects, and only 3 bugs that I know of. We're getting close. As usual, if you encounter any perks that don't work as you expect, let me know in feedback. Sometimes I miss things.
Bug Fixes/Changes/Implementations:
- The entire Charm tree has been overhauled and implemented.
- One Handed: Corps-a-corps description corrected to Party Leader
- Two Handed: Baptised in Blood primary effect implemented (XP for party on 2H kills)
- Bow: Bulls Eye primary effect implemented (more ranged unit XP)
- Smithing: Experienced Smith and Steel Maker 3 now check if an item is actually good before giving relationship
- Smithing: Experienced Smith now correctly only gives a 10% chance for a fine weapon
- Smithing: Master Smith now correctly only gives a 10% chance for a masterwork weapon
- Smithing: Legendary Smith chance of legendary item is no longer capped at 50% and continues to increase with level
- Scouting: Keen Sight primary effect implemented (reduce sight penalty in forests)
- Scouting: Vanguard secondary effect fixed (increase simulated sally out damage)
- Roguery: In Best Light primary effect implemented (extra troops from forced notables)
- Roguery: Partners in Crime primary effect implemented (bandit parties always offer to join you)
- Roguery: One of the Family primary effect (bonus vigor/control) fixed to only apply to bandit troops
- Trade: Villager Connections renamed to Mercenary Connections
- Trade: Mercenary Connections secondary effect implemented (reduces wages of mercenary units)
- Trade: Self Made Man primary effect implemented (reduces barter penalty)
- Steward: Efficient Campaigner primary effect implemented (More food loot from raids)
- Steward: Logistician fixed to correctly calculate number of mounts
- Steward: Urban Developer has renamed to Master of Planning
- Steward: Master of Planning primary effect implemented (Reduce food consumed while sieging)
- Medicine: Siege Medic secondary effect implemented (Chance of no casualties when a siege engine is destroyed)
- Medicine: Health Advice secondary effect implemented (Wounded troops do not decrease morale in battles)
- Medicine: Battle Hardened secondary effect implmented (Chance of no casualties when siege defense equipment is destroyed for defenders)
- Engineering: Battlements primary effect implemented (Start siege camps with +1 pre-built ballista)
- Engineering: Metallurgy primary effect implemented (Looted equipment less likely to be in bad condition)
- Medicine: Health Advice secondary effect does not use the party leader's perk if there isn't an assigned surgeon (most perks do)
- Charm: Self Promoter secondary effect will not function due to a bug
- Charm: Tribute primary effect will not function due to a bug