Warband style: A set of pre-built undying companions with non-RNG starting stats
Bannerlord style: A set of RNG companions that can die with RNG starting stats.
Why is using the system for the former bad for the latter? Well ...
If the RNG Gods don't favor you, you have a bunch of companions you don't want. It encourages save scumming or restarting the beginning of the game because the game is long and having a dud companion list is a real nuisance. Then, if a companion dies, this can repeat itself with long stages where the lack of a specific type of companion until another is generated leaves you without, say, a proper engineer or whatever. On top of that, the companion pool has a limit, and can be polluted by finding daughters. This encourages doing gamy things like avoiding that quest specifically, and actively trying to get companions to die, which with the low percentage of death situation is a real pain.
What is a possible solution? Simple!
Wanderers don't enter a static, capped pool until you recruit them. We get two pools instead: an RNG pool that regenerates randomly every week(or maybe month)(daughters rescued end up here until recruited!), the static pool is ONLY companions you've recruited at some point. This allows the player to also keep some companions from the RNG pool around by recruiting them and kicking them. Wanderers, true to their description, just wander away at some point if we don't like them enough to recruit them within a certain time frame. This ensures the player will never be indefinitely stuck with bad options (unless they intentionally recruit tons of bad companions). This also makes checking taverns a bit more interesting, because you can keep an eye out for good companions.
Bannerlord style: A set of RNG companions that can die with RNG starting stats.
Why is using the system for the former bad for the latter? Well ...
If the RNG Gods don't favor you, you have a bunch of companions you don't want. It encourages save scumming or restarting the beginning of the game because the game is long and having a dud companion list is a real nuisance. Then, if a companion dies, this can repeat itself with long stages where the lack of a specific type of companion until another is generated leaves you without, say, a proper engineer or whatever. On top of that, the companion pool has a limit, and can be polluted by finding daughters. This encourages doing gamy things like avoiding that quest specifically, and actively trying to get companions to die, which with the low percentage of death situation is a real pain.
What is a possible solution? Simple!
Wanderers don't enter a static, capped pool until you recruit them. We get two pools instead: an RNG pool that regenerates randomly every week(or maybe month)(daughters rescued end up here until recruited!), the static pool is ONLY companions you've recruited at some point. This allows the player to also keep some companions from the RNG pool around by recruiting them and kicking them. Wanderers, true to their description, just wander away at some point if we don't like them enough to recruit them within a certain time frame. This ensures the player will never be indefinitely stuck with bad options (unless they intentionally recruit tons of bad companions). This also makes checking taverns a bit more interesting, because you can keep an eye out for good companions.
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