Bannerlord works but only if you are the faction leaderBannerlord (steward skill) still does not work as of 1.07
The movement bonus for the Scout perk (+1% at day, +2% at night) works for me. It is shown in the tooltip for movement speed....nothing map speed related works...
Sadly have to agree with most. But maybe not 90%.90% of the perks do nothing, the only perks I have confirmed 100% work at all is the first 2 points in 1 handed and 2 handed weapons, I've extensively been testing perks on multiple saves and the vast majority of them do absolutely nothing.
A few of the perks half work, like they function but they don't fully work, raise the meek is a good example the way it distributes experience across your party (the first unit of each stack) it's basically wasted points/time currently.
NO cultural bonus works either, nothing map speed related works, aserais caravan and trading doesn't work, empires siege perk doesn't work and vlandia is maybe the only one that might work but I doubt it if none of the others do and it's most likely a placebo effect when it feels like your troops level quicker.
I'm worried about this. Can someone confirm Governor perks can't be used by the main character?(5) Drill Master: It says (Governor), but since you can't declare yourself governor of a fief, this perk does...nothing?
I'm worried about this. Can someone confirm Governor perks can't be used by the main character?
ice breaker worked for me when I had it a few patches agom it's just random
Ice Breaker - I have had this one work quite a few times, though rare and with long chains of to relation increase to be seen. The RNG on this feels like less than the 10% claimed by the perk's description, but I wasn't really keeping track of how often it popped up. I should note that this random relationship gain also happened with the notables as well, not just Lords.
Merry Men - I have seen the option to recruit, but I am unsure if it has to do with this perk since I do not have said perk. I do get bandits asking to join me rather than me slaughtering every group I come across. I have had this option with all bandit types, and it appears to be about as common as Ice Breaker. Took me a while to find one as an example, but here are the options I get (This group happened to be the mountain variety):
Edit: Side note - Choosing the justice option can sometimes have the bandits surrender instead of fight back.
- Very well. You may join us. But I'll be keeping an eye on you lot.
- You think I'm, daft? I'm not trusting you an inch.
- No, justice demands you pay for your crimes.
- Never mind.
Efficient Coal Maker - Can confirm that the text of the perk does not match the option while smithing, but I believe it is the perk that has the incorrect working. Going from 2:1 to 2:3 seems a bit of a steep jump. 3:2 is more reasonable.
Man-at-Arms - I was in the perfect position to check this one. I had four fiefs and was about to besiege a castle, which as the only noble in my kingdom would default to me. Better yet, I had just attained access to this perk!. I checked my party size stats, 338, before taking the perk and after, still 338. Okay, let's take that castle. Siege won, I checked my party max again...339! Not the +5 I was led to believe from the perk, so we'll check a bit deeper. The +1 was attributed to my quartermaster role, not to the Man-at-Arms perk. So this one is definitely not functioning.
On Ice-Breaker - I think the RNG is buggered, I've seen it happen once or twice now, but its seems abysmally low.
For Merry Men - in 1.0.9 they upped the chance of bandits surrendering but, personally, I haven't seen either one fire.
Efficient Coal Maker - I thought this was fixed in a patch? Maybe I was mistaken.
Yikes on the Man-At-Arms ones!
Updated OP!
Being a Kingdom ruler doesn't change anything. Tested.Riding 75: Squires, does not increase party size as Vassal, Merc or Loner. Not tested as ruler.