Beta Patch Notes e1.4.2

正在查看此主题的用户

状态
不接受进一步回复。
Same. I cannot rely on caravan and workshop as in 1.3 patch. Caravan get around 500 and workshop around 50+. Only selling loot is the most reliable source of income in this patch. Now, passive income is not enough to pay daily cost.
It helps if you have 2 sources of the raw material your workshop needs nearby. In Epicrotea it's really profitable to build a Smithy for instance and it will make you 300+ per day if you also manage to clear the area from bandits so that the villagers can trade with the town uninterrupted. Doesn't seem to apply to the tannery though as there is a city in the north with 2 villages supplying hides but the Tannery there never grows much beyond 50 per day income


Okay, so there's something of a gold duplicating exploit with caravans right now because of the apparent bug where the gold that you exchange with your caravan when buying and selling items is not kept or lost by the caravan. If you sell items, including loot, to your caravan you get to keep all of the money that you gain during the transaction, but your caravan's gold reverts back to the previous amount it had once you hit done. Well, your caravan will now go sell those same items during its trading runs. Since this gold is eventually transfered to you as profits, you're essentially double dipping on all item sales over time. You can easily get your caravan up to some pretty high income levels if you sell medium value equipment to them. Seems to work best with high trade skill companions.

Caravan-Exploit.png
That is awesome, hope it doesn't get fixed any time soon.

Please taleworlds, in the name of quality of life, don't fix this within a month or 2. passive income is important, Smithing javelins, waiting in town, smithing more javelins, waiting in town, smithing more javelins, waiting in town, selling the javelins when you are about to reach the point where you won't be able to pay your troops wages, roaming around a bit hunting looters for smeltable goods and then getting back to smithing javelins, waiting in town, smithing more javelins, waiting in town, smithing more javelins, waiting in town, selling the javelins when you are about to reach the point where you won't be able to pay your troops wages, roaming around a bit hunting looters for smeltable goods rinse and repeat is really not fun
 
最后编辑:
There is another way, you can just buy 3 smithies - Marunath, Epicrotea and Saneopa/Varnovapol. They will bring you around 1000 denars every single day. Not so buffed like tanneries before but it is enough :smile:
 
There is another way, you can just buy 3 smithies - Marunath, Epicrotea and Saneopa/Varnovapol. They will bring you around 1000 denars every single day. Not so buffed like tanneries before but it is enough :smile:
My Smith makes about 50 denars a day in Marunath And there no war around the town for over 150 in game days so there are plenty of caravans, villagers, parties trading in the town. I'm pretty sure it's RNGeeee
 
Can we give all 2h weapons the ability to cleave trough multiple opponents. I find it weird that this is only for axes and nod swords and maces.
Two-handed axes cut and are heavy. Two-handed swords do cut but aren't as heavy. Maces don't cut, even though they do crush through blocks. Cleaving for all weapons regardless would be better off in mods.
 
Two-handed axes cut and are heavy. Two-handed swords do cut but aren't as heavy. Maces don't cut, even though they do crush through blocks. Cleaving for all weapons regardless would be better off in mods.
Two handed swords can be heavy as well. The one i carry is 1.8 in weight and 140 in length. By your logic my sword should be classified as a heavy weapon thus it should be able to cut trough opponents.

All two handed weapons should be able to cleave in my opinion, or at least the cleave mechanic should be a passive for those weapons that are a certain weight and length. I mean come on, look at zweihanders - a huge example of a sword but there you go.
 
I'm really not enjoying the economy on the last few patches.

Starting a new game, I'm a year into it and having trouble supporting my limited party of about 18 men, 12 elites. If I don't hunt down one or two parties of looters every day I get dangerously close to running out of money. In fact, I've won about 15 tournaments and selling the gear is the main way I've been able to stay afloat. I can make a small profit on trade goods but the travel time and cost of my party makes it about a wash. The price adjusts too quickly on the goods too so I can't make a large profit on any one product.

Please fix! It's becoming a real grind.
 
I'm really not enjoying the economy on the last few patches.

Starting a new game, I'm a year into it and having trouble supporting my limited party of about 18 men, 12 elites. If I don't hunt down one or two parties of looters every day I get dangerously close to running out of money. In fact, I've won about 15 tournaments and selling the gear is the main way I've been able to stay afloat. I can make a small profit on trade goods but the travel time and cost of my party makes it about a wash. The price adjusts too quickly on the goods too so I can't make a large profit on any one product.

Please fix! It's becoming a real grind.

You need to do smithing and enter the javelin based economy.
 
Lol. . .I know but I'm trying to role play here and I don't think I'd really spend alot of time in a smithy. :lol:

Of course, I probably wouldn't chase looters all day either but if they're were that many of them, maybe I would make a full time job protecting villagers.
 
I'm really not enjoying the economy on the last few patches.

Starting a new game, I'm a year into it and having trouble supporting my limited party of about 18 men, 12 elites. If I don't hunt down one or two parties of looters every day I get dangerously close to running out of money. In fact, I've won about 15 tournaments and selling the gear is the main way I've been able to stay afloat. I can make a small profit on trade goods but the travel time and cost of my party makes it about a wash. The price adjusts too quickly on the goods too so I can't make a large profit on any one product.

Please fix! It's becoming a real grind.

I can only reiterate this. The last hotfix made trading worthwhile again, although it is not as good as in 1.4.1 and older versions. Coupled with the lower income from the work shops and the bugged trade good markings it is currently very grinding to keep good troops afloat. Especially if you have companion parties running around. In my current game I am paying about 700 denars for my own troops and a companion party, while one smithy gives me about 100 denars per day. Which means I have to keep actively trading just to recompensate my daily wages. Please take a look at the recent changes again and maybe make the price margin between the goods bigger.

Btw. currently the buy prices for goods in the accompanying villages are almost always higher than the sell prices in the towns.
 
To be fair - i cannot say that in previous patches workshops and caravans made a huge difference. They definitely helped by adding some, but it wasn't like you get them and you can forget about money. Caravans' gains are not reliable by itself and they also get destroyed from time to time, making you invest again, number of owned workshops is limited by clan tier. Probably it is worse now, but it was not ideal before.

Most profitable activity is to battle: sell prisoners, lords and equipment. Not looters but real parties and armies.
 
Most profitable activity is to battle: sell prisoners, lords and equipment. Not looters but real parties and armies.

To this, I agree but for some reason I've not seen large parties of brigands other than looters this playthrough - even in the typcially reliable locations such as Rovalt/Ostican. I think noble parties are doing a much better job hunting them down or their not spawning as much.

I can't confirm but have only seen a couple of sea raider parties over 10 members, and also rarely mountain bandits and forest bandits.
 
Yeah I started a new game and even at about half capacity, I was really struggling to keep enough money coming in to stay afloat. I missed payroll a few times. Fix one thing, break two. Bannerlord is currently uninstalled to make room on SSD for other games. Just not worth it to play it at the moment. At the current pace it's going to be quite a while.
 
I'm really not enjoying the economy on the last few patches.

Starting a new game, I'm a year into it and having trouble supporting my limited party of about 18 men, 12 elites. If I don't hunt down one or two parties of looters every day I get dangerously close to running out of money. In fact, I've won about 15 tournaments and selling the gear is the main way I've been able to stay afloat. I can make a small profit on trade goods but the travel time and cost of my party makes it about a wash. The price adjusts too quickly on the goods too so I can't make a large profit on any one product.

Please fix! It's becoming a real grind.
Yep for me i think the game runs great now with factions at War the game plays so much better in all ways with this bata.apart from yep the last 2 patches have changed what you have put down. i am mid to late game. 1 town 2 castles 2 workshops my own army of 218 troops and stil -3886 each turn. i get by with smithing making and selling its the only way to keep you going. but apart from that game plays great.
 
Caravans are giving me a good amount of money and sometimes I have got +1000 daily from one of my caravans, but most of the times I get 300-600. I find the current income from caravans ok to be honest.

Concerning workshops, I have found some of them giving a good amount of money like Smithy in Seonon (250-300 daily). And I am now getting +100 from most of my workshops but I am still getting 50 from some others. I think the workshops have been just slightly overnerfed, but the current situation is much better IMO and makes more sense.

I just hope that equipment costs get fixed because the do not make sense at all currently, especially high tier equipment which is insanely inflated.
I sent the devs a message, the prices of good with the last patch helped a bit, but if you notice like grain it is 7-11 most everywhere, like most trade goods there isn't a huge gap in pricing so it needs an adjustment and our caravans and workshops are based on making profit so hopefully they will adjust it again soon. I am working on my trader now and want to show a pic of my inventory from not being able to make a good profit causing me to have thousands of each item that I can't get rid of for a good profit unless a town gets sieged which doesn't happen much now that the AI target castles first.

If the pricing is just spread apart just a little bit more the caravans and workshops will be good for passive income.
Example, Askar 3 villages supply it with grain, grain is at 7 to buy, I get a brewery there, only 1 I got rid of the second, and it can't make 100 a day, that makes no sense since I buy all the cheap beer there driving up the price.
 
最后编辑:
Hey guys I have a question for the ones playing the current beta.
Do you know how the election for a fief system works? Because in my current campaign (year 1099) I'm playing as a vassal of the khuzait, I have 2 castles but i'm not elegible for any new fief election even if I conquered it with an army I raised. (My clan level is 4)

Just wandering if its just happening in my gameplay or if anyone has the same problem
 
If Its annoying You, then try Diplomacy Fixes mod, there is an option to keep your conquered fief instead of a vote determining the owner :smile:
 
All the crying about passive income, meanwhile I'm a single clan with 4 towns, 5 castles, a million denars and I'm not even killing anyone this time.
No smithing shenanigans either. I want caravans and workshops to be improved, but honestly I want them to do things other then empty money making. I want warhorse production and caravans to bring me food and warhorses!

Hey guys I have a question for the ones playing the current beta.
Do you know how the election for a fief system works? Because in my current campaign (year 1099) I'm playing as a vassal of the khuzait, I have 2 castles but i'm not elegible for any new fief election even if I conquered it with an army I raised. (My clan level is 4)

Just wandering if its just happening in my gameplay or if anyone has the same problem
You need have a fief in proximity to the newly taken fief for lords to want to give it to you. Can you not even try to vote for yourself on the election? If you have decent influence and can't 'try' to vote for yourself, I don't know, unless maybe if it's too far away the game doesn't let you? I hate it because no matter what the ruler can just take stuff. I passed all the policies to undermine the ruler but they still gobbled all the towns.
 
All the crying about passive income, meanwhile I'm a single clan with 4 towns, 5 castles, a million denars and I'm not even killing anyone this time.
No smithing shenanigans either. I want caravans and workshops to be improved, but honestly I want them to do things other then empty money making. I want warhorse production and caravans to bring me food and warhorses!

Did you get that far on a fresh campaign with the latest beta? I have a long term campaign too, the changes are much more dramatic when starting fresh.
 
Hey guys I have a question for the ones playing the current beta.
Do you know how the election for a fief system works? Because in my current campaign (year 1099) I'm playing as a vassal of the khuzait, I have 2 castles but i'm not elegible for any new fief election even if I conquered it with an army I raised. (My clan level is 4)

Just wandering if its just happening in my gameplay or if anyone has the same problem
Looks like you appear as election candidate until you have 2 fiefs and then never again.

Apart from mods Trade skill 225 might help that allows to buy castles.
 
状态
不接受进一步回复。
后退
顶部 底部