Beta Patch Notes e1.4.1

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I'm just wondering where I can pinpoint all the changes done to Bannerlord right now. Just downloaded about 12+ GB and I normally always keep the game auto-updating. Would be nice to get some clarification or the right thread.
 
This is going to be a very lengthy post which will cover numerous topics, but it is my hope to provide useful information and ideas to not only the developers but the community at large. I apologize in advance if this post reply would be better-served in a different section of the forum, but I felt it to be best here since I am currently using the beta branch. I have taken the time to read through each post on this thread, so I am quite aware of what is happening at the current time of writing. I would appreciate feedback of any constructive kind, so let's get started.

-Introduction-

I am on my first play-through, am currently at level 23 on day 1664, and I am playing on the easiest difficulty with a little over 200 hours. I have played through the story and formed my own kingdom and am now clan tier 6. I have a single mod, which is the Defection Overhaul mod that prevents vassals from leaving the kingdom randomly and instead creates a reputation-based system for doing so. I will spend a bit of time discussing this mod and my settings; if this is not of interest to you, skip to the Moving On portion.

I have found this mod to be absolutely essential, as without it the vassals would leave the kingdom and take their fiefs with them. Since it is essentially impossible to give yourself every fiefdom to yourself, this posed an enormous problem, hence using this mod. To the developers, please be aware that in its current state, it is impossible to build an empire which is lasting without this. It is worth following this mod's logic, and I will summarize my settings here. I believe these to be "fair" settings for defection. In recruiting vassals, they (more often than not) come from factions which you are or have been at war with at some point, and they generally do not like you. As such, all vassal relations are at minimum some negative value based on their honor. Here are the settings that I use and believe are a good base-line. I have had just one lord leave due to poor reputation with their clan.

Player's Kingdom - Minimum Leader Relation with Player
Defection: -50
Leave: -30
Leave as Mercenary: -40

These are the base-line relations (Honor 0). I believe that defection to another faction should take significantly less reputation than simply leaving, and paid mercenaries should leave less often than non-paid others.

Advanced Settings (Honor-specific)
Defection - Deceitful (Honor -2): -30
Defection - Devious (Honor -1): -40
Defection - Honest (Honor 1): -60
Defection - Honorable (Honor 2): -70
Leave - Deceitful (Honor -2): -10
Leave - Devious (Honor -1): -20
Leave - Honest (Honor 1): -40
Leave - Honorable (Honor 2): -50
Leave as Mercenary - Deceitful (Honor -2): -20
Leave as Mercenary - Devious (Honor -1): -30
Leave as Mercenary - Honest (Honor 1): -50
Leave as Mercenary - Honorable (Honor 2): -60

In case this is slightly confusing, the formula for each of these is this:

Defection, Leave, Leave as Mercenary = Base - 10*Honor

(Ex. 1: for Deceitful defection, it is -50 - 10(-2) = -30)
(Ex. 2: for Honorable leave, it is -30 - 10(2) = -50)
____________________________

-Moving on-

With the mod discussion out of the way, I would now like to turn attention to core game-play. With the latest beta patch, I have noticed far greater stability in the level of faction chaos in terms of war-mongering. Prior to the beta, I was constantly fighting battles. On easy, this is doable, but on realistic I cannot imagine this being sustainable. It took quite a bit of time, but finally
the three empires were destroyed
and all that were left were the Vlandians (Strength 23,000), the Khuzait (Strength 11,000), and my own kingdom (Strength 8,000). These numbers are before the latest beta patch of beta e1.4.1 hotfix on 30/05/20. I am unsure of the corresponding strengths after the beta branch was applied; however just before applying the beta, I had noticed these (rough) changes: Vlandians (Strength 15,000 --> Strength 45,000), Khuzait (Strength 10,000 --> Strength 30,000), and my own kingdom (Strength 15,000 --> Strength 45,000). As you can see, all strengths went up by roughly a factor of three. I am unsure of the exact values, but these are close approximations.

As I said, the stability in the level of faction chaos has been significantly increased. Prior to the beta, I had a constant stream of 3-5 armies roaming around and doing their thing (albeit quite randomly). However, immediately after patching to beta, I noticed something which startled me a bit: All of my armies disappeared. For a few weeks in-game, this was the case. I thought something was seriously wrong, but I also noticed that the number of sieges from all factions had dropped to near-zero, and began to think maybe all army creation was bugged (perhaps due to the mod I use). Then something happened: a siege occurred in one of my cities or castles, and an army formed near it to defend. What I can say is this: it appears that armies now form in a reactionary way instead of random. Your vassals wait to form armies so that your troops can be more mobile, and they also form armies to attack fairly nearby settlements instead of whatever they choose. This did not exactly happen before applying this beta branch.

Following this post by Dean Beecham I spent two years in the game doing nothing, and I observed the exact same results. My kingdom was still standing solid. This actually blew my mind, since before this beta, my kingdom would have suffered greatly if I stepped out for even a single year, let alone two. I have to seriously commend the developers here for slowing the rate of battles and sieges down. It is great to be able to have glorious battles, but the constancy of them was getting very draining. Now I am able to actually play strategically and methodically as a kingdom ruler instead of having to run back and forth between battles, sieges, and back-caps which were all-too-frequent.

As of the writing of this post, things in my kingdom are stable for the first time. People are saying that peace declarations do not occur, but I have had them occur several times, but they are indeed rare. I must be fortunate, as I have yet to have my vassals declare war yet. Instead, I have had war simply declared on me (indeed, randomly), but the peace/war system appears to be working to an acceptable level. However, there is a serious bug with it, and I will discuss that now.
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-MAJOR BUGS-

Accepting peace while besieging a settlement:

This one has forced me to revert saves on numerous occasions. If you are besieging any settlement (and possibly raiding, though I have not had this happen) and a peace declaration appears, clicking on this and accepting the peace will cause the UI to stall out. Upon returning to the world map, the UI for settlements appears but with all text options absent on the left-hand panel. There is no option to leave, and the user must reload to a previous save before the peace offer occurs. That is a bug in itself, but it presents a larger issue: the peace offer will not likely occur again. So, if the user accepts this (rare) peace, they are out of luck if they do so while besieging a settlement. To avoid this bug, stop the siege before accepting, and everything will work as intended.

Siege towers still do not work in an optimal way:
I know this is well-documented at this point, but I want to spend some time on this. From my observations I have noticed one key thing, and that is the AI appears to be trying to use the ladder on the far right of the tower first, and then trying to use the others. I can understand this from a coder's perspective. We want to check if the "first" ladder is being used, and then proceed to use the others. The reason this causes problems is that it appears all of the AI are "ticking" at the same time as soon as a spot on the first ladder opens up, and so they all rush towards that spot, even if they were just about to get onto a new ladder. I can see a few ways to fix this, assuming this is indeed the problem, but the primary solution I have would be to lock in the AI to the next ladder once they saw the ladder is full. They are prevented from checking the previous ladders once they are locked in.

For example, suppose we have the six AI soldiers attempting to climb a ladder. At the first tick, all see the first ladder is available (all soldiers assigned 1), and would normally rush to climb it. The problem is that they would push each other out of the way. Instead, pick the closest soldier and have him/her climb it, and all remaining soldiers see the first ladder is full and will see it as full until the third ladder is also full. Now, all remaining soldiers are assigned 2 and would rush to climb the second ladder, so instead choose the closest soldier once more and give them this spot. Now the soldiers see the first two ladders are full, and the same logic is applied to allow the closest soldier to the third ladder to climb it, and the process repeats. The key here is to prevent the AI from constantly checking to see if the first ladder is occupied because that seems to be where the AI keeps piling up. Again, I don't know for certain if this is the issue, but it seems to be from close inspection and numerous sieges performed.

Formations are "bugged"
I put bugged in quotations because I can understand why the game logic is working this way, and there is a way around it. Essentially, having any cavalry in an infantry formation will cause that formation to attempt a cavalry level of spacing. This makes shield walls, etc. extremely ineffective and outright impossible. The AI will attempt to space out considerably and such formations are doomed. To avoid this bug have your troops dismount (F5 by default) before moving them into a specific formation. I have not had this method fail me since hearing about this solution from someone else (sorry, I forget who it was, but thank you random internet stranger!)

Perks/Attributes are mostly broken
Again, I know this is well-documented, but I have to mention it because it is so crucial. I can understand that a few of them won't work, but such a vast array of them seem to be inactive that I don't even know what to trust right now. I just assume none of them work except for the ones which clearly do. The two which are absolutely essential are being able to set up battle plans before the battle (deploy troops etc.) and being able to use any bow on horseback. I am seriously disappointed that these two do not work, but I trust that they are high on the developer's list and will leave it at that.
____________________________

-MINOR BUGS-

Siege engine icons are not showing properly
As the title suggests, not all siege engine icons display properly. Their locations can still be interacted with, however, so it is possible to build as normal.

Many chairs/benches/stools are bugged
It is often an endless loop of attempting to sit down. I have noticed this in many areas, most notably within keeps. To avoid this bug talk to a nearby NPC (repeat if this does not work immediately).

Certain in-game games are bugged
I am sure that this is documented elsewhere, but I am unable to complete a game of at least MuTorere in at least the keep in the city of Myzea. I have not tested other games or in other locations. I will do so and either update this post and/or make formal reports

Strange walking bug/glitch
This one, while hilarious, is quite strange. In at least the keep in the city of Myzea, it is possible to cause the AI to "bug out" when attempting to play a game of Mu Torere, and perhaps other games. To activate the bug, simply ask one NPC to play a game (you have to find one which will say yes), and then wait for that NPC to go and sit down at the game table. Then, tell them you're done and they will not get up and leave (some might, but I have not had them get up to leave). Now, go and find another NPC and ask them to play (again, you have to find one that will say yes). They will be unable to walk to the game table and will simply stand and orient themselves as if they were to begin to walk. Finally, tell them you are not interested in playing, and they will walk at about 300-500% speed to a different location and sit down.

____________________________

-Additional Considerations and Thoughts-

Prisoners escape far too easily

There appears to be very little difference between putting your prisoners in a dungeon or leaving them in your army. I have noticed a slight difference, but it should scale with how many of your own troops are around and how many other notable prisoners there are. For example, if there is a single noble in a dungeon of a keep with 900 defenders, there should be practically zero chance that they will escape. If there are 20 notable prisoners in that same keep, there is a higher chance any one of them can escape, but still a very low chance per day. If there is one notable prisoner in a keep with 10 defenders, there is a significant chance they will escape, but still quite low. If there are 20 notable prisoners in a keep with 10 defenders, there would be a much higher chance of escape. Any prisoner in your army should have a decent chance of escape (say 1-10% per day) during night hours, and half or a third of that during the day. The same goes for keep prisoners, but those are my basic ideas here.

Changing follower Gear/Perks/Attributes
I understand the logic behind not being able to change a follower's gear/perks/attributes while they are not near you, but it should be possible to change these things if they are in the same army as you. Dismantling an entire party just to give them better gear is not ideal and creates several logistic problems for the player.

Allow friendly parties and armies to reinforce player-owned settlements
As far as I have experienced, friendly parties and armies do not currently reinforce any of my owned settlements. It is up to me to place troops in the garrison. I am not sure if this is a bug or a feature, but it is very limiting and generally not advantageous for me to own any fiefdoms. I advise that this be altered to have the AI treat my settlements like any other NPC-owned settlement.

Force nearby parties to join your army instead of auto-engaging the enemy armies
This one has been on my list of annoyances for a while now. Essentially, if I am near an enemy army and forming an army myself, nearby friendly parties will engage the army on their own instead of simply joining the army I am making. Often times, I am forced to join the fight ASAP so that the party does not get destroyed. Usually, I am waiting on a few more parties to join to achieve an optimal success in the fight, and this sort of behavior disrupts my plans of engagement.

Slowed battles and siege rates have lead to more involved sieges
This is something I have noticed with the lower battle rates, and I am finding it to be flat-out awesome. The lower battle rates mean that there are generally fewer armies and things to go defend. This means that you as a player have time to actually give full-blown sieges. Before applying the beta branch, I had to go go go! between settlements and generally did not have time to build a full siege and shred the walls. Now, it is actually worth my time to bombard the walls and crack them. As I stated earlier, two years of doing nothing led to not much of a change in my empire, and so that alone convinced me that I had time to spend besieging settlements. What this means is that you no longer have to simply rely on battering rams, siege towers, and a group of anti-siege weaponry to protect yours during a siege; you can just break the walls and charge in with a minimal force. Before the beta, I would absolutely have to bring many more men than the defender count of a settlement, but now I am able to take a long time to break the walls down and go into a siege with an entirely different mechanic. Sure, there were times before beta when I would do this, but it takes a long time to break walls (even level 1 walls take a few days). Now, I have besieged a few settlements with just 4 trebuchets and charged in.

After several sieges, here is my suggested build order for smaller assaulting armies (enemy build speed seems to increase with your assault capabilities being higher for some reason)

1) 2 trebuchets to crack enemy siege engines and hammer walls while the rest are building
2) battering ram
3) normal/fire catapult for fire rate and to hit walls a bit (keep in mind the trebs are doing work the whole time against both)
4) first siege tower
5) 1 trebuchet or a normal/fire catapult (I recommend a catapult since they tend to target either walls or siege engines in the actual siege)
6) final siege tower

If you lose any of these, build it back as soon as you are able. If you get approached by a sizeable army during the siege process, you can engage the assault if you are able and then ideally defend the settlement from behind the walls/sally out on your own time. TIP: Make sure you have plenty of food before assaulting any settlement so you can spend as long as you need to in the siege. Generally, the enemy will not have food or not enough to survive for very long (especially later on in lengthy wars).

**Potential End-game Spoiler**
I want to point out what I consider to be one of the largest issues in the end game, and I would like the developers to seriously consider changing this. When you defeat the three empires, each one you defeat falls in a way completely different to all other non-empire factions: their vassals go to other kingdoms instead of roaming the map endlessly. This sounds reasonable on paper, but here is the key problem: it allows the other empires to form armies more easily and readily. They essentially reap the benefits of your fighting, and all you really get are the settlements. These settlements will likely be captured by one of the very vassals which joined the opposition, making the gain moot. I propose that they simply move about just the same way as all other non-empire factions, or they choose to join your kingdom. Personally, I do not care which happens, but them just randomly joining the remaining factions creates extremely difficult situations for the player—none of which are enjoyable.
____________________________

Concluding remarks
Thank you to anyone who has either read this post in part or in whole. I apologize for anything which is unclear and/or posted in the wrong location. I know about formal bug reports, but I wanted to post here so certain things were more visible and to paint a picture of some of the larger issues in one place. This will also serve as a platform for me (and hopefully others) to make formal reports of the major and minor bugs. This is a fantastic game, even if it has some quirks and bugs. I think it says a lot about the community that so many are active on the forums. What I suggest is that we all have gratitude with the developers, and in general practice patience towards them and the community as the game develops. I understand that we have purchased a product and want and expect certain things, but we are all a part of this together, and we should all act appropriately and without any entitlement. This thread has been pretty good and very respectful until the developers took a bit of time for holidays and then a small group of people became quite vocal and toxic. We can and have been better than that, so let's be supportive of not only the developers and the game, but also encourage one another to be thoughtful and respectful as the community evolves alongside the game.


Thank you for your time and attention. I hope that you all stay in good health!
-Concomitant
A very nice read and a great test and load out on how you have put things down.. there are many things you have down i wanted to say but just did not get the time plus you wright it better than i would have. Thanks. ?
 
New campaign after the last hotfix:

- Factions start at war against only one faction and do not make peace never. Not even after +200 days.
- Not new wars have been declared in a lot of days, factions just continue fighting forever in their first war.
- I joined Northen Empire to help them against Khuzaits and everything was working ok for +30 days. Then I decided to open the kingdom panel and after this, just some few seconds later, now we are at war against 4 factions. It looks like there is a bug or something weird if you open the kingdom panel.
- Vlandia is insane as always and this faction is wrecking Sturgia without problems.
- Kings continue overriding most of decisions and getting all conquered fiefs, specially Derther.
 
New campaign after the last hotfix:

- Factions start at war against only one faction and do not make peace never. Not even after +200 days.
- Not new wars have been declared in a lot of days, factions just continue fighting forever in their first war.
- I joined Northen Empire to help them against Khuzaits and everything was working ok for +30 days. Then I decided to open the kingdom panel and after this, just some few seconds later, now we are at war against 4 factions. It looks like there is a bug or something weird if you open the kingdom panel.
- Vlandia is insane as always and this faction is wrecking Sturgia without problems.
- Kings continue overriding most of decisions and getting all conquered fiefs, specially Derther.

Yeah, this latest patch was not very productive.
 
If anyone (moderator or otherwise) could provide some information I'd be grateful...

In the 2-handed perks -- both in the old, replaced perks and the new replacement perks -- there are options to increase the chance for 2h weapons to knock down an opponent. Yet try as I might, I cannot actually knock down an opponent. I've tried axes, swords, and even a 2h mace... all to no avail. The closest I've ever come to knocking someone down, was hitting someone hard enough with a 2h axe to dismount him and send him flying backwards (but not dead!).

So are all 2h weapons supposed to have a chance to knock over opponents, as the perks implied? And if so, is there a formula for the % chance?
 
Sadly, mod authors are not rushing to fix their mods due to the hotfix (a couple did). And I don't blame them. This has to be getting old and I would imagine they dread patches. TW just seems to have no community awareness. Yeah, I know playing mods with EA games is tricky, but this game is unplayable without mods if you want it to be enjoyable and not feel like you paid to be a TW employee. I've currently got 3 different saves on three different builds and only one works, kind of. I wonder how many people are actually testing 1.41, because it's a mess even when you can get it to load.

/rant off
 
TaleWorlds and you take into account the changes that are made to the multiplayer in the understanding of the conditions of ping? As the owner of ping 100 -120, I feel that the fight in multiplayer has become even less responsive to my actions since version 1.4.
 
Expecting mods to keep updated during early access is asking a lot. Just saying.

I don't use any mods. No point in using them in early access.
 
I really enjoyed your post, I think the most important point is this one in my opinion.

I have stopped playing because there is no point, the more your conquer, the more enemies you have to face, ending up having Zerg Lords everywhere, impossible to catch and that just harass you all the time, whereas you took some sweet time defeating their kingdoms in the first place.

When a kingdom is defeated, TaleWorlds needs to come up with something better than having the same ennemy going to another player's enemy. It's endless....
Thank you, I am glad that my post resonated with you. I highlighted this point in-particular because I noticed a huge increase in the enemy's ability to form armies and large parties after defeating the empires. It is possible to get those vassals to come to your side, however, but they promptly leave just like all others. As mexxico states below, they are revamping this, but we will have to be patient and see how the system is tweaked.

Thanks for this great and well organised feedback. Will will work on making defection harder after player recruit vassals, other auto npc defections already working fine however if player persuades vassals lords change sides unnatural means that you pay lots of gold to override its defection score. I also examined how that mod solve the problem, our solution probably will be different. We decided on several different solutions already they will be implemented soon. After high ratio of fortification starvation problem I will deal with this defection problem.
You are quite welcome! Thank you for taking the time to respond. I will wait to hear more about these changes. If you have additional time, I am curious what your thoughts are on some of my other points.

A very nice read and a great test and load out on how you have put things down.. there are many things you have down i wanted to say but just did not get the time plus you wright it better than i would have. Thanks. ?
Thanks! When I came across your post about spending two years being inactive, it made me curious. It provided me with a great sense of peace-of-mind knowing that things didn't immediately fall apart anymore. Thanks for reading and responding!
 
I have been playing more after the last hotfix and war/peace declarations are currently a mess. It is like if AI just declares wars around player now. If you join a faction as vassal, everyone hate this faction and same happens if you join as mercenary and open the kingdom panel. Other factions just keep fighting forever their initial war and no not make new peace/war declarations if there is no player interference.

It is even worse than before, seriously, the diplomacy is getting worse after every patch. I do not want to be that guy but 1.4.1 is literally unplayable now. Diplomacy is too broken.

TW, please put all your efforts on this because it is by far the most relevant issue we have currently.
 
Yeah, my own kingdom has four permanent wars at the moment. No point in truce because they break it right away.

Right now, I have 5 clans under me and I think I am losing control over my own kingdom. They are making own decisions and so.

So, I just sit back in my own fiefs and simply defend my core land.
 
I have been playing more after the last hotfix and war/peace declarations are a mess currently. It is like if AI just declares wars around player now. If you join a faction as vassal, everyone hate this faction and same happens if you join as mercenary and open the kingdom panel.

It is even worse than before, seriously, the diplomacy is getting worse after every patch. I do not want to be that Guy but 1.4.1 is literally unplayable now. Diplomacy is too broken.

This is indeed the case - whichever faction you join as a vassal will immediately go on a warpath/get dogpiled by every other faction (seemingly up to 4 wars; if a fifth breaks out, the player-aligned faction typically finds support for one peace treaty). Other factions do not interact with each other: they stick to their starting conditions of war with a single other faction.

I agree with Dabos, this is the most urgent issue facing 1.4.1. It single-handedly blocks any prospect of a merge into main branch.
 
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Thank you, I am glad that my post resonated with you. I highlighted this point in-particular because I noticed a huge increase in the enemy's ability to form armies and large parties after defeating the empires. It is possible to get those vassals to come to your side, however, but they promptly leave just like all others. As mexxico states below, they are revamping this, but we will have to be patient and see how the system is tweaked.
Per mexxico's post here, it seems vassals will defect at a greater rate if the clan leader has low relations with the player. So if you get your relationship with a clan high before convincing them to join you they will likely stick around longer. You also won't have to pay them any money in the barter window to join you. The game doesn't communicate this information to you, so most people are probably unaware that relations affect those things and try to brute force clans into joining them to poor success. Settlement distribution is also taken into account.
Actually you are right there is big problems in these issues and it ruins late game experiences and I also reported situation to related people and adviced several fixes. When you persuade a clan (+ make a payment at barter in some cases) and transfer this clan to your kingdom nearly no variable change other than convinced clan's kingdom. For example if clan leader hate you (-50 relation) he still hate you after changing faction. If clan have no settlements still they have no settlements. So defection score in game did not change even you convince them. If that clan want X amount of money to join your kingdom and if this X is huge this shows actually that clan does not want to join you because of relation difference or situation of settlement distributions. Even you convince them in barter when auto-defection mechanisms run in daily ticks (which also have randoms so when this happen is a bit random) this clan will leave you. To prevent this I suggested giving huge relation boosts after you convince lords and enabling player to give any of his settlements to other clans but they are not applied yet. I reported these problems and marked as "very important" but because they are late game mechanics they said this problem can wait a couple of weeks more. But in any case they will fix it.

For now to avoid losing clans have good relations with them and be sure they have enough settlements especially if their settlements are inner lands of your territory (not in borders) they do not defect easily.
 
One way to stop landless clans to leave is save & reload. This seems to reset the timer.

Once landed, they will not leave unless your kingdom is on verge of total collapse in which case his departure won't mean much.
 
And i am just sitting here not playing the game waiting for the new patch so i can enjoy not being at war with everyone
 
Agree on war & peace subject.

It's nice to be able to propose truce as a vassal, but friendly clans do not support it. Why would they want to fight 4 factions?

Before voting system was introduced - rulers had decided this and there had been a chance to get random truce. So peace was inevitable in a way, we just needed to hold for a bit. Now it is endless wars.
 
It is not just about endless wars, it is about that now war/peace declarations go around the player which I find wrong. All kingdoms should be able to interact with other indifferently if player is involved or not.

I hope that this is just a bug and not a design decision.
 
I see a lot of complain about last hotfix but i don't see any Bug report on Customer Support forum exept one from @Lesbosisles, can the people who spotted/have issue do it so this is on top of the list when they come back to work tomorrow ? (Can't play currently otherwise i would do it)

<3
 
This is indeed the case - whichever faction you join as a vassal will immediately go on a warpath/get dogpiled by every other faction (seemingly up to 4 wars; if a fifth breaks out, the player-aligned faction typically finds support for one peace treaty). Other factions do not interact with each other: they stick to their starting conditions of war with a single other faction.

I agree with Dabos, this is the most urgent issue facing 1.4.1. It single-handedly blocks any prospect of a merge into main branch.
New campaign after the last hotfix:

- Factions start at war against only one faction and do not make peace never. Not even after +200 days.
- Not new wars have been declared in a lot of days, factions just continue fighting forever in their first war.
- I joined Northen Empire to help them against Khuzaits and everything was working ok for +30 days. Then I decided to open the kingdom panel and after this, just some few seconds later, now we are at war against 4 factions. It looks like there is a bug or something weird if you open the kingdom panel.
- Vlandia is insane as always and this faction is wrecking Sturgia without problems.
- Kings continue overriding most of decisions and getting all conquered fiefs, specially Derther.
Wow this seems like a lazy, mean or bizzarro version or my suggestion that the AI should be restrained/conservative in it's wars until the player intervenes,
I of course mean until the player provokes additional wars or makes their own faction disproportionately powerful, not simply being in a faction or bugging around in the menus.
Hopefully this is an attempt to get something like this working...... or it could be an unintentional side effect of adding a bush or something...
 
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