Feedback
Party UI Changes: The new options are simply wonderful and will save hours in playthroughs. Being able to do a one-stop shop for upgrading units
and recruiting prisoners is one of the best QOL changes we've seen in awhile. Not too mention being able to lock troops and prisoners will save
so much time when inspecting troops of Clan Members, donating to garrisons, and dealing with random brokers.
A+ Change
Campaign Map: The resource icons next to villages are greatly appreciated in deciding where to visit, building workshops, and buying trade goods.
I also appreciate the pause menu when Saving as it does cut down on lag and is a better indicator of when I successfully save.
Notebook: More information and better filter options, Notebook is greatly improved.
Sieges: Attacker AI is greatly improved, and seeing my troops actually climb ladders and attack the gates nearly brought a tear to my eye. Seeing troops form neat lines for attacking breached walls and not simply blocking each other or sliding along the wall also brought a smile to my face. Some pathing issues remain with ladders, but Sieges are better for the most part.
Smith Orders: A neat little mechanic that has some good intrinsic value early game or periods in which the character is resting in a settlement. Any involvement with Smithing that isn't just making Javelins should be welcomed.
Smithing: UI options to hide locked items and unlearned recipes, thank you.
Quests: Have not tried the new ones, but escorting caravans and seeing them wait for me to catch up was a sight for sore eyes.
Discarding Equipment for Troop EXP:
YEAAAAAH BABY THIS IS WHAT I'M TALKING ABOUT
Seriously a great addition. This will make raising Tier 1-4 troops sooooooo much less of a chore. I appreciate the text telling me when I reach a limit on EXP earned and how much EXP is generated by discarding.
A+ change
Culture Pros/Cons: Another new change I have to praise, as adding any sort of uniqueness to cultures is what I've been waiting for. Would need to start a whole new campaign to see how much it impacts the campaign, but I welcome its inclusion.
Ironman: Ironman is always welcomed to any Grand Strategy game, but I won't be using it until Persuasion mechanics are tweaked to sort out the bugs.
Suggestions for Next Patch
Mercenaries: Companies are still serving broke Kingdoms and have no reasonable logic to how long they serve a Kingdom.
Suggestion: Hiring Mercenaries should require an upfront cost of 30,000 to 50,000 Denars and they should agree to serve for 30 days. After this period, the contract can be renegotiated or the Company will leave the Kingdom. If the Kingdom cannot afford the daily costs of a Company, they should incur a relation penalty each time they cannot pay wages.
Ransom Couriers: Couriers do not indicate which Kingdom the Prisoner belongs too.
Suggestion: Couriers will indicate to which Kingdom the prisoner belongs too.
Destroying Kingdoms: Kingdoms need to be removed from the game, there are too many cases of one Clan Kingdoms refusing peace and just harassing others.
Suggestion: Kingdoms should be removed from the game if they do not own fiefs for 60 days. Remaining Clans will join up with another Kingdom.
Decisions as King have no relation gains or decreases: Decisions made as a ruler do not have an effect on relations despite the text saying it will.
Suggestion: Determine what is causing this bug and fix it please.
Increase Influence for forming armies and maintaining cohesion: Clans have thousands of influence and nothing to spend it on. It is too easy for Kingdoms to form large armies and maintain them for long periods. Settlements defenders have no chance as just about every Kingdom can easily form multiple armies of 1500+ hordes.
Suggestion: Drastically increase the base cost of forming armies, or add incremental increases to influence costs with each member invited or cohesion boost.
Reduce Skill requirements for quests: Quests scale with Clan Tier, and quests that require 150 Trade/Tactics/Roguery are unreasonable for their demands.
Suggestion: Scale back the skill requirement for quests that require trade/leadership/scouting/tactics/roguery to 100.
Add additional methods for leveling Charm: Companions can only increase Charm by acting as Emissaries in towns, which provide measly gains. This means they will never learn reach Charm 100+ to learn the Governor skills.
Suggestion: Governors gain Charm SP as Settlement loyalty increases.
1-H/2-H/Polearm/Bow/Crossbow/Throwing trainers for companions: There needs to be a more reliable method of raising weapon skills for companions apart from combat. Quests don't really work as there is a pre-requisite skill for sending them on quests to gain desired SP.
Suggestion: A new Clan Role called Trainer, who will generate daily SP for those skills for the character and party heroes. The effectiveness and skill cap would be based on the Trainer's proficiency in those skills.
Final Thoughts
A fantastic patch, probably the best QOL in months for this game. Actually reinvigorated my desire to continue playing this game and I remain cautiously optimistic about its future.
Party UI Changes: The new options are simply wonderful and will save hours in playthroughs. Being able to do a one-stop shop for upgrading units
and recruiting prisoners is one of the best QOL changes we've seen in awhile. Not too mention being able to lock troops and prisoners will save
so much time when inspecting troops of Clan Members, donating to garrisons, and dealing with random brokers.
A+ Change
Campaign Map: The resource icons next to villages are greatly appreciated in deciding where to visit, building workshops, and buying trade goods.
I also appreciate the pause menu when Saving as it does cut down on lag and is a better indicator of when I successfully save.
Notebook: More information and better filter options, Notebook is greatly improved.
Sieges: Attacker AI is greatly improved, and seeing my troops actually climb ladders and attack the gates nearly brought a tear to my eye. Seeing troops form neat lines for attacking breached walls and not simply blocking each other or sliding along the wall also brought a smile to my face. Some pathing issues remain with ladders, but Sieges are better for the most part.
Smith Orders: A neat little mechanic that has some good intrinsic value early game or periods in which the character is resting in a settlement. Any involvement with Smithing that isn't just making Javelins should be welcomed.
Smithing: UI options to hide locked items and unlearned recipes, thank you.
Quests: Have not tried the new ones, but escorting caravans and seeing them wait for me to catch up was a sight for sore eyes.
Discarding Equipment for Troop EXP:
YEAAAAAH BABY THIS IS WHAT I'M TALKING ABOUT
Seriously a great addition. This will make raising Tier 1-4 troops sooooooo much less of a chore. I appreciate the text telling me when I reach a limit on EXP earned and how much EXP is generated by discarding.
A+ change
Culture Pros/Cons: Another new change I have to praise, as adding any sort of uniqueness to cultures is what I've been waiting for. Would need to start a whole new campaign to see how much it impacts the campaign, but I welcome its inclusion.
Ironman: Ironman is always welcomed to any Grand Strategy game, but I won't be using it until Persuasion mechanics are tweaked to sort out the bugs.
Suggestions for Next Patch
Mercenaries: Companies are still serving broke Kingdoms and have no reasonable logic to how long they serve a Kingdom.
Suggestion: Hiring Mercenaries should require an upfront cost of 30,000 to 50,000 Denars and they should agree to serve for 30 days. After this period, the contract can be renegotiated or the Company will leave the Kingdom. If the Kingdom cannot afford the daily costs of a Company, they should incur a relation penalty each time they cannot pay wages.
Ransom Couriers: Couriers do not indicate which Kingdom the Prisoner belongs too.
Suggestion: Couriers will indicate to which Kingdom the prisoner belongs too.
Destroying Kingdoms: Kingdoms need to be removed from the game, there are too many cases of one Clan Kingdoms refusing peace and just harassing others.
Suggestion: Kingdoms should be removed from the game if they do not own fiefs for 60 days. Remaining Clans will join up with another Kingdom.
Decisions as King have no relation gains or decreases: Decisions made as a ruler do not have an effect on relations despite the text saying it will.
Suggestion: Determine what is causing this bug and fix it please.
Increase Influence for forming armies and maintaining cohesion: Clans have thousands of influence and nothing to spend it on. It is too easy for Kingdoms to form large armies and maintain them for long periods. Settlements defenders have no chance as just about every Kingdom can easily form multiple armies of 1500+ hordes.
Suggestion: Drastically increase the base cost of forming armies, or add incremental increases to influence costs with each member invited or cohesion boost.
Reduce Skill requirements for quests: Quests scale with Clan Tier, and quests that require 150 Trade/Tactics/Roguery are unreasonable for their demands.
Suggestion: Scale back the skill requirement for quests that require trade/leadership/scouting/tactics/roguery to 100.
Add additional methods for leveling Charm: Companions can only increase Charm by acting as Emissaries in towns, which provide measly gains. This means they will never learn reach Charm 100+ to learn the Governor skills.
Suggestion: Governors gain Charm SP as Settlement loyalty increases.
1-H/2-H/Polearm/Bow/Crossbow/Throwing trainers for companions: There needs to be a more reliable method of raising weapon skills for companions apart from combat. Quests don't really work as there is a pre-requisite skill for sending them on quests to gain desired SP.
Suggestion: A new Clan Role called Trainer, who will generate daily SP for those skills for the character and party heroes. The effectiveness and skill cap would be based on the Trainer's proficiency in those skills.
Final Thoughts
A fantastic patch, probably the best QOL in months for this game. Actually reinvigorated my desire to continue playing this game and I remain cautiously optimistic about its future.