Ah, yeah, the first ones were reported on steam just a couple of days ago.
And the second ones work fine in my WIP version of 1.0. Strange, I must have fixed them already...
Sure, I'll try. Just need to remember to track it before a battle and test it out. I'll keep a lookout when I engage single parties. For group parties it would be too hard to track. Once I remember to check for and capture a case with screenshots before and after, I'll upload here and will have a save/stats report ready if needed.
On a side note: My current playthrough has a lot of diplomacy. It's to the point that a single war declaration would lead to a cascade of 11 to follow. This is given
. While it is incredibly interesting, it is highly unnatural for the game and diverts too much attention towards diplomacy just to have a war against one faction without being overrun by so many others at bad odds.
From the perspective of Elintor, they ended up from having 2 wars (vs Tolrania and Sut) to waging war against a total of 8 factions, out of 14 possible. World war Perisno is nothing I've seen around notes, so is it a unique low-chance development or the new standard? Just being a Tolranian lord to preserve their lands before the Zann invasion, I found they've been easily beaten without my help just because of a maintained alliance with Maccavia and the two factions constantly sandwiching the poor reds. I believe the previous versions (if anything has changed) were much more balanced, where alliances would be temporary and almost never long enough to lead to coordinated wars. Perhaps a check on renegotiating friendly terms is in order?
Update: found an almost defeated lord with a large prisoner train for me to test out my observations and the companion experiment:
Picture pre-battle:
Maths:
Relationship with Eagle minor faction: -15
Player level: 31
Persuasion: 7
Eagle retainer lvl : 26
Knight of the eagle lvl: 42
Demon worshipper lvl: 25
Result: I should be able to recruit all knights of the Eagle any any eagle troops below them.
Yet:
Picture post-battle with companions:
Post-battle without companions:
Character sheet:
Renown:
Game version:1.174
Results: Didn't get as many Eagle pilgrims as were in the prisoner train, without companions- 1 eagle retainer disappeared. In both cases, demon units would disappear, notably less without companions.
Let me know if you need more input. The losses are potential neutral party recruits and profits.
3rd point: If Bakhal giants are defeated and since their lords refuse to serve puny humans, why don't they seek service under the Sut? Shame to disable lords like that... Is this intended? I feel like it's not, hence why I write this here.
Was the disappearing prisoners bug looked into? I didn't receive a reply for quite a while and dropped my playthrough back in 2018 as my strategy was effectively ruined due to what appears as meaningless hardship. Would test it in the new version, as I am starting a new playthrough, but will take time. Until then I hope I get some feedback. Will update once I test it again.
P.S. I am sure I will appreciate the calmer diplomacy that I also expressed as a side note in this post back then. Thank you!
Dammit.
I apologize for I don't remember reading that post at all so I must have missed it.
Diplomacy - I have no idea why it started to happen but iirc it calmed down a bit eventually.
Prisoners - also no idea, the code looks alright.
But in any case I don't see how it can be a big issue, a reason to abandon a playthrough, since there are tons of troops and money in Perisno so minus 1 here and there are a tiny loss. People make money in millions and post screenshots like this one.
Bakhal and Sut hate each other guts. If they're defeated, they're defeated, they have nowhere to go as no-one likes them and they don't like anyone either (except for the player if he happens to be a giant and runs a giants kingdom).
I imagine you have a lot on your plate, so wouldn't expect you to see everything. My prisoner-based strategy is to fill skill-boosting specialists through captured enemies, which means I'd hunt for exact prisoners, not caring so much for overall prisoner pool size. I've extremely rarely seen paries in the thousands in my playthroughs over the years, so the screenshot is not of something I've lived through. Given this subjectivity, I wouldn't rely on prisoner pool fertility as a justification to ignore the impossibility of this party-build tactic.
The 50% K.O. rate and prisoner recruitment restrictions introduced in 0.9 effectively destroy the effectiveness of capturing troops by directly attacking their parties. I get the measures weren't aimed at that, but the effect to this strategy is purely destructive.
The only alternative is to rescue captured prisoners, which this (what I assume is a bug either in the game or the mod) discounts.
So attacking a party with (e.g)13 desired prisoners and getting (e.g)5, with the more direct tactic rendered impossible, it takes a magnitude of more effort to maintain skilled troops from varying cultures if I am to wage frequent wars, that simply gets me stuck having to focus almost exclusively on this.
P.S. with the 100% K.O. tweak you kindly provided, I no longer would be significantly affected by this, as I have an alternative now. Once more, thank you!
New notes:
Bug 1: Removing the tracking bonus on mounts and specialist troops is fine, but should be updated in the game for mounts. I overlooked that change, so only realized the change after searching in the board before posting just now.
Bug 2: On Meadbrewer quest, at the point where you find the contact in a random town. If there is an active large bounty tavern quest, the random questgiver says: "Ha! Just got the message. This problem decided patrol" - and no further quest is started, while the last one is completed, killing this quest. There should be a warning or a chance to take the quest form that person once the tavern quest is completed. Also the dialog should be fixed, as what I quoted means nothing. Minor additional bug: The "Beehouse" location upon entry says "You enter the salt mine"- no mention of a salt mine in the quest. Nor a "Beehouse", IIRC (could be wrong on this last part).
(Made this a new post to avoid double post, yet to notify about the additions.)
Having an issue with the horse "Black Heavy Charger" purchased via the mystic merchant. Hostile infantry and cavalry can stand in/under/on the same location as it while ridden by the player character if they approach from the sides (possibly because its taller than other horses?)
Have also been having companions occasionally holding overhead swings for remainder of battle with "Iron War Axe". Seems to only trigger when they are mounted however being dismounted, hit, and/or knocked down doesn't break them out of it. They also don't appear to switch back to using their "Dwarven Crossbow", but I cant say if that is due to swing lockup or ammo count.
Having an issue, the biggest prisoner managment is 22? I have prisoner managment on 10. I even tried export/import character with all stats max and still 22. Does anyone know something about this?
Having an issue, the biggest prisoner managment is 22? I have prisoner managment on 10. I even tried export/import character with all stats max and still 22. Does anyone know something about this?
Having an issue, the biggest prisoner managment is 22? I have prisoner managment on 10. I even tried export/import character with all stats max and still 22. Does anyone know something about this?
Having an issue, the biggest prisoner managment is 22? I have prisoner managment on 10. I even tried export/import character with all stats max and still 22. Does anyone know something about this?
I don't know if this is working as intended, but in version 0.99 if you let an enemy lord go after a battle, you increase your relations twice (instead of +5 you get +10)
Also there is something off with the kill counter, it says I killed 221 enemies in a battle I fight against 5 deserters.
I don't know if this is working as intended, but in version 0.99 if you let an enemy lord go after a battle, you increase your relations twice (instead of +5 you get +10)
It's intended.
The first bonus is standard one, the second one is personality-based one (moved here from another section of the game - when you would meet the lord later and he would thank you for letting him go).
I always found having to manually farm the second part annoying, so now that relationship bonus is "collected" automatically.
Only bad lords will play nice at the moment of release and ridicule you later.