EvilSquid
Recruit

Basically what the subject says.
I take it no one has noticed because, let's face it, recruiting from farmsteads is something most people don't bother with except maybe when first starting out (and even then, villages are a better option); however they can be useful if you want a bunch of farmers to turn into hornmen or something.
Other "special" places refresh recruits every 24 hours or so - this includes refugees in monasteries, berserkers in hofs, etc.
Each farmstead however only allows recruiting of excess farmhands one time each per game - after that, no more recruits forever from that farmstead.
I suspect this could be due to the fact that farmsteads are missing update/refresh code for recruits in module_simple_triggers - the 24 hour trigger that starts with "#updating refugees in monasteries" seems to update everything else except farmsteads...
Note that cattle and goods update fine - it's just the recruits that don't.
I take it no one has noticed because, let's face it, recruiting from farmsteads is something most people don't bother with except maybe when first starting out (and even then, villages are a better option); however they can be useful if you want a bunch of farmers to turn into hornmen or something.
Other "special" places refresh recruits every 24 hours or so - this includes refugees in monasteries, berserkers in hofs, etc.
Each farmstead however only allows recruiting of excess farmhands one time each per game - after that, no more recruits forever from that farmstead.
I suspect this could be due to the fact that farmsteads are missing update/refresh code for recruits in module_simple_triggers - the 24 hour trigger that starts with "#updating refugees in monasteries" seems to update everything else except farmsteads...
Note that cattle and goods update fine - it's just the recruits that don't.
