
He means in the world map - not inside the city scene! There are so many things that can be implemented further with this addition, but it remains to be seen.We can already do this by pressing alt when we're in the town scene regardless of us being there beforehand. Or am I misunderstanding what you said?
It's from a save started in the current non-beta version, and then continued after updating to beta. I'm not selecting both of the perks, they were just both already selected. I doubt it's relevant but my trade skill was at 179.Could you elaborate on your issue with getting both perks? Is this from an old save or a new game?

I think they're pretty great. A good addition that provides an option for a bandit playthrough, makes Roguery companions actually useful to players, gives a bit more reason to actually go into towns, makes the Mercy personality trait of companions actually relevant, makes your civilian outfit more important, gives the player a source of bandit troops...Is there more planned with the alleys? I mean it´s a nice feature but somehow very shallow if I´m not missing anything:
- you have a fight and take over
- you get some denars (75-130 denars for me, was still raising slowly) and can recruit some bandits (0-3 for me)
- you get some criminal rating which can be totally ignored
- you get some easy fights every now and then to defend your alley to keep it
- easy way to level roquery for companions
The end!
I mean, it does add something, but that´s really not that much overall or is there more stuff we can do with the alleys we control?
What about an option to tell our thugs that they should decrease security/loyalty in the town? Stuff like this?
How? There's no progression to it. Are you going to call making a caravan a "caravan play through", you buy a workshop is it a workshop build on a workshop playthrough? If you want to praise it fine, but this is silly.A good addition that provides an option for a bandit playthrough

Pretty much this. This isn't even banditry even, you can be a lord and have these gangs and you know, Lords don't care. The problem with how taleworlds adds mechanics is that they are isolated from the rest of the mechanics working in the game.How? There's no progression to it. Are you going to call making a caravan a "caravan play through", you buy a workshop is it a workshop build on a workshop playthrough? If you want to praise it fine, but this is silly.
I mean, it does technically loosely interact with other game mechanics: as a lord or ruler, we lose half our crime rating in influence per day. If we have over 30 crime, we can't enter towns (and maybe castles as well?) freely, and if we have over 60 crime (and not a lord of said faction), the faction declares war on us. Of course, there's kinda the gaping issue of us naturally losing 1 crime rating per day (1.5 as a vassal/ruler) while alleyways only generate 0.5/day. So to reach positive crime rating generation, we need to control at least 3 alleyways as a commoner or 4 as a lord in towns of the same faction, and to face any consequences, we need to wait at least 60 in game days. So yeah, it technically interacts with the game if we want to be pedantic. Of course, if any player rubs 2 braincells together and decides to have 1 less alleyway (or have 1-2 in a different faction), the system gets outsmarted.Pretty much this. This isn't even banditry even, you can be a lord and have these gangs and you know, Lords don't care. The problem with how taleworlds adds mechanics is that they are isolated from the rest of the mechanics working in the game.
For a world to be alive every mechanic needs to interact with each other. Say you're a gang leader, then characters depending on their traits treat you differently= gangs + character traits interact, but this of course doesn't happen.

Slow down there tiger. You're putting words in my mouth. I said it provides "an option for a bandit play through" a.k.a. a source of bandit troops and Roguery skill gain and something to do, if the player is looking to progress through the game roleplaying as a criminal. I did not say it provides complete progression, just additional options.How? There's no progression to it. Are you going to call making a caravan a "caravan play through", you buy a workshop is it a workshop build on a workshop playthrough? If you want to praise it fine, but this is silly.
But if you use a companion in an alley they can't be used as a governor, or spend time levelling up combat skills in your party, or be used as another clan party or noble, correct? So if you have limited clan numbers, then putting a companion into that role is not such a small investment.I honestly think that 3% is too much. Owning alleyways is ironically the safest passive income in the game. It requires a very little (but kinda specific) "investment" of a companion that has a neutral or negative mercy trait with 30+ Roguery and at least 5 troops. In total, it requires approx 300 denars (and a bit of game information) for the companion + 100 denars for recruiting 5 recruits at 20 denars each from the town equaling 400 denars total. Our alleyway has no cost, not even the companion and the recruits' daily wages.
The only "risk" of owning an alleyway is the occasional defence event. If we lose the alleyway we don't actually lose the companion (though they might have a small chance of dying, I have no idea), just the troops we put in, which in my example would be 100 denars. The quality of the troops we put in doesn't even matter that much, since the alleyway automatically generates bandit troops (whose type depends on either the area or the culture of the town) and thugs over time for free. Nothing happens if the player character gets knocked out by thugs when trying to take over an alleyway either, we just have to wait a bit to recover our health (although there is a very tiny chance of dying).
This is going to be very sloppy napkin math, so apologies in advance: From my very very basic research, an alleyway had a defence event roughly twice every in game year. If we say that an alleyway will only be controlled 40 in-game days without player interaction (This includes the 5 days on average that we have to respond), and that players will own alleyways in towns with an average prosperity of 4k (this is a low estimate that I'm giving for easy maths' sake), the revenue from alleyways would be 4000*0.02*40= 80*40 = 3200 denars. Assuming that this is the first alleyway we acquired and therefore we had to pay 300 denars for the upfront cost of hiring a companion, our total investment is 400 denars. This makes our profit 2800 denars for the very little risk of losing 5 recruits we hired 2 minutes before capturing said alleyway. If we increased the rate of revenue by 50%, we would have a profit of 4800 - 400 = 4400 denars. It's still not a groundbreaking amount of money by any means, but it has almost no risk. With 80 denars per day, we break even after the alley's 5th day. If you actually think about it, alleyways have beyond ridiculous return on investment. If we want to only make up our investment for the recruits in 1 day, we only need to go to a town with 5k prosperity, which is easily doable in day 1.
Sorry for writing such a long comment and thank you for coming to my TED talk.
I did later on add that there is also the opportunity cost, though if we are at the stage where we have the money to field another party we don't really need a hideout (as other ways of companion levelling are kinda poopoo unless we grind it in bandit hideouts)But if you use a companion in an alley they can't be used as a governor, or spend time levelling up combat skills in your party, or be used as another clan party or noble, correct? So if you have limited clan numbers, then putting a companion into that role is not such a small investment.

Closer look that seems to be the case, but how are the values attributed? I can have +2 Relation with a fellow Honest Notable, but then like -3 Relation with a Dishonest Notable.Trait mismatch.
Might have had to do with cheat mode being on. I got lucky yesterday, just 1 crash I think if that.Strange, been playing for good 4 hours for 2 days in a row, had not a single crash...
That would be a fair compromise if you ask me. You have to be somewhat sociable and talk to other Lords/Notables to establish a diplomatic channel. I think the real pickle is how do you create a messenger system that isn't basically the same as visiting/talking? Diplomacy mod is better than nothing, but there should be some acknowledgement it's a messenger speaking, rather than you possessing them.I think that now we have fog of war, allowing messengers for NPC's we have already met should be introduced.

The game doesn't seem run alongside MSVS debugger in 1.1.0. This will make the game near impossible to do any kind of good mod if not fixed. System.AccessViolationException: 'Attempted to read or write protected memory. This is often an indication that other memory is corrupt.'
How? There's no progression to it. Are you going to call making a caravan a "caravan play through", you buy a workshop is it a workshop build on a workshop playthrough? If you want to praise it fine, but this is silly.
Yea, 0-3 if you visit the town, a random bandit fight gives me more prisoners."an option for a bandit play through" a.k.a. a source of bandit troops


I noticed it too. It seems to get down to under 600 total on both sides before any are added. Something is defiantly off.anyone knows why i do get reinforcements in a siege attack while the maximum battle size wasnt even reached? Maximum battle size is 1000 and battle was 487 vs 430. i dont get it. i want to talk to the manager.
Bug report:
- When forcing notables to give recruits only level one recruits are given irrespective of if the village is connected to a castle (where noble recruits are usually expected). Also those recruits will be of the culture of the faction that owns the village. So if vlandia conquers a battanian castle, the troops given when forcing notables to give recruits are vlandian recruits (despite having to fight battanian militiamen to get the troops). I doubt this is the intended behavior