Beta Patch Notes e1.5.5

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Does it require starting a new game? Mine had started all the way from 1.4.x versions. Currently one of my first owning town Amprella only has 3 notables, all the gang leaders are gone, and I'm 2300 days into the game. Thanks!
A version or two - probably around 1.5.0 - 1.5.2 - had problems not respawning lost notables. Not sure that would linger on through multiple versions, though - but I suppose depends how much game time you've had in the versions since then.
 
Steppe bandit tree eventually upgrades to Khan's guard tree. In my Khuzait games I used to always clear steppe bandit hideouts with tournament arrows and have an army of only Steppe raiders that I could then upgrade to the Khan's guard.

I have to admit that I only reached disciplinarian perk when using the export character mod cheat but that is because of my playstyle, if you don't join a faction as a noble you can't form armies and thus can only level leadership from having 75 morale at least and that is super slow.


Do bandit troops still transform into their noble counterparts when garrisoned in castles?

if not, time to sell my prisoners and place all my bandit troops in a specific group and have them all suicide charge, at least I'll level medicine a bit that way


They convert into foot troops, e.g. Fian Champs, Billmen etc. I didnt get any Sea Raider Chiefs or Highwaymen to upgrade in castles.

I play an old playthrough though that i have loaded up in 1.5.5 . i see the upgrade ready sign on highwaymen too.

I wish they would just use more advanced bandits which needs some sort of roguery tree.

You wont get tier 5 or 6 troops, no matter how long you wait.
 
They convert into foot troops, e.g. Fian Champs, Billmen etc. I didnt get any Sea Raider Chiefs or Highwaymen to upgrade in castles.

Steppe Bandit Raiders are unique because they ride actual warhorses, so they will upgrade into nobles just fine via garrison. Tested and confirmed myself in 1.5.5.
 
Steppe Bandit Raiders are unique because they ride actual warhorses, so they will upgrade into nobles just fine via garrison. Tested and confirmed myself in 1.5.5.
Whoa whoa whoa, the garrison still works for upgrading bandits in 1.5.5? TW wtf?
You get rid of Disciplinary but leave that? I mean it's okay but is it intentional?
 
I've had an issue with my brother, npc. He was captured and then released. He is located in a town, but I can't see him or access him in the town. I saw a note in the news scroll that he won the tournament in the town; so he must be there. I'm trying to remote set him up in a party and it says that he is busy with a quest.
 
Can we have the "recruit all" button from villages be a full horizontal line/bar covering the entire length of the recruitment screen? It's honestly in such an awkward spot.. going with the mouse all over to the right and then below and to the left to confirm... small details but still important
 
Anyone else notice that they changed the Medicine 25 perk to instantly restore 30% of your health after each battle?
 
I'm just glad the game runs smooth for once. No more freezing after opening/closing the menus let alone after clicking anywhere on the campaign map.
Also the new range update is in right? I found horse archery for be doable for the first time at the beginning of the game instead of waiting forever to level up my bow skill to make it more doable. I can finally take on hordes of looters on my own.
 
I'm just glad the game runs smooth for once. No more freezing after opening/closing the menus let alone after clicking anywhere on the campaign map.
Yeah, but since the game saves each time you leave any settlement, I get a micro lag every time it saves. IMO, the save after leaving a settlement must be optional, like in Skyrim.
 
Yeah, but since the game saves each time you leave any settlement, I get a micro lag every time it saves. IMO, the save after leaving a settlement must be optional, like in Skyrim.

You can set the autosave interval to Disabled by going all the way to the left. I'm assuming that the post battle/settlement exit saving is the timed autosave just waiting for the right moment though.
VwzTxZ9.png
 
You can set the autosave interval to Disabled by going all the way to the left. I'm assuming that the post battle/settlement exit saving is the timed autosave just waiting for the right moment though.
VwzTxZ9.png
But won't it completely disable autosave? I'd only like to disable it for settlement leaving.
 
As average I meant of course. Workshop profits changes day by day. Any of workshop’s profit should not be more than 500 as average. You can check its profit for one year to understand what is its average profit.

Just wondering, what are your plans to offer "level ups" to Workshops?

I think that if Workshops give higher profit, perhaps they should do so once the employees reach a certain skill level from experience and if the player pays capital costs (to upgrade equipment and perhaps for additional worker training).

In return, then maybe the profits could be higher.


Eh this one was definitely an exploit, just sucks we lose it before they implement a proper solution to the reason we used the exploit (chasing our companions/family around the map as they teleport from town to town for tournaments if just waiting around).

People wouldn't care about disciplinarian perk if we actually had decent ways to recruit noble troops. Right now there just aren't enough Landowners in villages that can reach the proper power level to spawn them. We've even seen suggestions like letting castles/towns spawn noble troops

To be honest, I think this may not be as bad an idea as it seems.

Nobles would be more likely than not to live in the keep of a castle or town.



Well boys RIP to the governor teleporting trick. Seems that you only have the choice to assign someone as governor if they are in your party. This is going to make rounding up your captured companions really annoying now. We need some way to recall them now

The solution may be that if a Town gets a new governor, maybe that companion should get on their horse and start riding to the Town they were assigned. That way the player can assign out of party governors.
 
最后编辑:
Just wanna check since i haven´t seen them before "Mounted Ransacker". Is this a new Troop applied to the Quest "Caravan Ambush"?

JK3vP3b.jpg



And again a funny thing: They are not bandits. I cant give them to notables who have the quest "x need labourers.
 
最后编辑:
Just wanna check since i haven´t seen them before "Mounted Ransacker". Is this a new Troop applied to the Quest "Caravan Ambush"?

JK3vP3b.jpg



And again a funny thing: They are not bandits. I cant give them to notables who have the quest "x need labourers.
Those guys remind me of something out of the Scum and Villainy mod. Better check that up.
 
Smithing / Efficient charcoal maker - was this changed from 3 hardwood > 2 charcoal to 2 HW > 3 charcoal? Maybe my memory serves me not well but I think it was 3 to 2 charcoal...
 
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