Perisno Q&A + FAQ

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Frithjolf said:
How is the dodging supposed to work? What I remember from 0.7, it should allow characters with high AGI to sometimes not be hit when they should be. So I turned it on and imported a character with max AGI to test it out, enlisted myself as a freelancer to get into big battles soon, but so far I haven't noticed any change. I lose hitpoints everytime i get hit.

There is no more dodging in 0.8
 
Sajuuk333 said:
There is no more dodging in 0.8

Really?  :grin: Well, that's it, I guess. But it is a little bit confusing, because during the game start you have the option to enable/disable dodging.
 
Do Zann ever make peace with their initial enemies?  It seems like there's a point that they've been stopped initially and should start making peace instead of getting crushed inevitably by the 6 on 1 conflict.
 
I made peace with them as king only a few days after their invasion, even when all my lords were getting their asses kicked.

I have a question though, is there any ways I can get queen trisna to get rid of her title? Sorta awkward when my wife is "lady" and I have a vassal who's queen
 
I also have a question.  I noticed sometimes that I get buffs to skills like foraging and pathfinding and have no idea why (skills are green for a time then go away).  What causes this?

Also it seems certain troops will give buffs to your party.  Is there a list of which troops give which buffs somewhere?  Is there a way in the game to tell?
 
Can I attack the Zann parties like the scouts and the lords to make the Zann invasion weaker? Or if I be friendly with them (helping them with battles) would they be friendly with me when the invasion begins?
 
Hello guys, im having some trouble to raise relations with villages because the elder never gives quests since they don't need anything at the moment. I had one exception when he asked for cattle but that was it. I did a fresh module install to the latest version 2 days ago and in my current campaign i still can't get village quests. (not sure if it is related to the prosperity of the villages, as all of them are wealthy)
 
shigii said:
Hello guys, im having some trouble to raise relations with villages because the elder never gives quests since they don't need anything at the moment. I had one exception when he asked for cattle but that was it. I did a fresh module install to the latest version 2 days ago and in my current campaign i still can't get village quests. (not sure if it is related to the prosperity of the villages, as all of them are wealthy)

In my experience with any quests, whether from village elders or lords, you have to repeatedly ask for them to give you one. Don't just ask once and then leave. If you reject a quest from them, then they won't have anything. Otherwise they will have one most of the time just recheck about 10 times. I don't know why but that works for me.

Knight_Shadow said:
Can I attack the Zann parties like the scouts and the lords to make the Zann invasion weaker? Or if I be friendly with them (helping them with battles) would they be friendly with me when the invasion begins?

As to making the Zann invasion weaker, I don't believe you can do that. The special parties such as the Horde of Jin and Onishi are part of a special quest to take down the Zann after they invade, but I believe the invasion itself is inevitable. If you are not part of a faction when they invade, I am not aware as to whether they will be against you. I do know that if you are in a faction and the Zann attack, if you later leave the faction after the invasion starts you will no longer be on the bad side of the Zann.

If you're wondering about the Zann quest, talk to a traveler in a tavern. He will tell you to talk to Shi Jin because he might be the only one who knows how to stop the Zann, and Shi Jin will tell you how to do that.

azxcvbnm321 said:
I also have a question.  I noticed sometimes that I get buffs to skills like foraging and pathfinding and have no idea why (skills are green for a time then go away).  What causes this?

Also it seems certain troops will give buffs to your party.  Is there a list of which troops give which buffs somewhere?  Is there a way in the game to tell?

I believe those buffs are from the very troops that you talked about later in your comment. I could be wrong but I think that they give their buffs directly to you, and they add onto your existing skills. Here is the list of these specialist soldiers
http://perisno.wikia.com/wiki/List_of_Specialist_Soldiers
 
Among other things, that's what makes the default Perisno faction surprisingly good.

Darkforest Cavalry (maxed commoner recruits) give you a huge pathfinding bonus. Alongside the speed bonus for being cavalry units, a party of your companions + 50 Darkforest Cavalry moves VERY fast. And Great Knights let you train up full armies much faster, so while a full army of Perisno units isn't as scary as a full army of Elves, the Elves are much less expendable. Exploit this mercilessly.

AI Lords often have common units (and sometimes special ones!) that give them stat boosts as well, so don't be afraid to use your own! For example, I'm pretty sure that the Tolranian Count Rafaracus can move so damn fast because of the Tolranian Yeomen in his party. He's the reason why I had so much trouble at the start of the game trying to raid Tolranian villages, because his party is unnaturally fast for a non-cavalry party.  EDITED: Turns out AI Lords just have support stats of their own already, thanks Leo.

For another Tolranian example, the Kingsmen seem to apply a huge leadership bonus, and the Galwe Royal Engineers give you a huge Engineering bonus so they're essential for building up your towns quickly and laying siege to Siege Tower castles as quickly as you can.

These bonuses seem to be cumulative and apply directly to you. For example, I have 6 Elintoran Master Scouts, and I have 10+4 Pathfinding... but I never put any points in Pathfinding, and my Attributes are 30 STR, 30 AGI, 16 INT and 28 CHA. Those points in Pathfinding are all from special units giving me bonuses. That's how good they are.  EDITED: Turns out they're giving me the +3 bonus, but I have other Pathfinder units adding to that total apparently.

To protect special units that can't be easily replaced and are bad at combat, I have "Support Units" assigned to my 5 key, and I place them right at the bottom of my party, and tell them to retreat in field battles. Darkforest Cavalry are easy to train and decent fighters so I don't put them in this category, but units that I DO put in this category are otherwise weak units with incredible skill utility, such as;

- Elintoran Master Scouts (Tracking 7, Pathfinding 7, Spotting 7)
- Galwe Royal Engineers (Engineer 8! [decent crossbowmen, but too valuable to lose. Also have Tactics 10, bonus doesn't apply though.])
- Draharan Herbalists (Wound Treatment 6, Surgery 6, First Aid 6 [not actually weak but too valuable to lose])
- Gehorsod Helend (Wound Treatment 8, Surgery 8, First Aid 8 [very strong Falconian horse archer, but insane medic capability. Must protect at all costs])

-

The point of all this, is that troops are now more than just a combination of their Weapons Proficiency, Attributes, combat skills and weapons/armour. If any unit has 6 or more in a support skill, that's something to take close note of.

Leadership units such as Tolranian Kingsmen, Geldarin Dukes and Perisno Champions  Perisno Holy Champions (among many others) will form a key part of keeping increasingly large armies together. When you become a King and get the party size bonus, you'll still be limited by morale! Leadership troops alleviate this problem and provide considerable morale bonuses to the whole party.

Trainer units such as the Perisno Great Knight, Reich Dragonritters, Falcon Renweards and Hakkon Imperial Knights also help you level up your party much faster, so if you woke up in a cold sweat at night muttering "I don't have enough Crimson Rangers yet" in your delirious stupor, you can use these units to help you train up full armies in a speedy fashion.
 
If you want to see more of these units, go to http://perisno.wikia.com/wiki/List_of_Specialist_Soldiers to see the (as far as I'm aware) full list of units with special bonuses.

Also, if you need cash fast, don't forget that the Elite Bounty Hunter has 8 Prisoner Management and will vastly increase your Prisoner storage. It never hurts to have these guys in your party. Try to keep them safe if you can though, I prefer to keep them somewhere towards the middle of the party stack so they show up when I'm hunting bandits, but aren't in the first wave when I'm sieging castles.
 
Talinoth said:
AI Lords often have common units (and sometimes special ones!) that give them stat boosts as well, so don't be afraid to use your own! For example, I'm pretty sure that the Tolranian Count Rafaracus can move so damn fast because of the Tolranian Yeomen in his party. He's the reason why I had so much trouble at the start of the game trying to raid Tolranian villages, because his party is unnaturally fast for a non-cavalry party.
Lords don't benefit from items with bonus stats and from expert troops.
First, it would be hard to balance and, second, it would be too much.
E.g., Tharlaithion is already an excellent scout, he doesn't need any more bonuses from his troops.
And so is Rafaracus with his small party and pathfinding 8.

Talinoth said:
I have 6 Elintoran Master Scouts, and I have 10+4 Pathfinding...
6 EMSs can only give +3 to pathfinding. You gotta have some other soldiers and/or unique mounts (like a wyvern).

Talinoth said:
Leadership units such as [..] Perisno Champions
Holy Champions.
Regular Perisno Champions are just engineers.  :smile:
 
That system in Perisno is based on points.
Currently it's 1 for villages, 3 for castles, 5 for towns.

8 or more points => any lords whose relation with you is >= 90, will not mind.
6 or more points => any martial, goodnatured and upstanding lords whose relation with you is >= 90, will not mind.
Also 6 or more points => cunning, martial, goodnatured and upstanding lords will not mind unless they actively hate another lord.

For the upcoming patch it was redone though, to be slightly more flexible.
 
So the upkeep on Player Mercenaries gets very high (1k+). Am I trying to figure out how is calculation done. It's not a total cost of equipment divided by some number since getting cheaper arrows lowers the cost much more the cost a lot even though arrows cost almost nothing. So my guess is multiplication of different costs. But that is inconsistent also, for example in "very heavy bodyarmor" having Golden Elven Scaled armor (costs 37k - total upkeep 1164) costs less to upkeep than Fountain Guard Amor (costs 26k - total upkeep 1200). Could you guys help me figure this out?
 
1k for a single unit? If I recall correctly that happens when you assign one of the mercs something they're "not supposed to have" like for example giving the dismounted knight a bow and arrow or the archer a mount. I'm not too sure though
 
peenerz said:
1k for a single unit? If I recall correctly that happens when you assign one of the mercs something they're "not supposed to have" like for example giving the dismounted knight a bow and arrow or the archer a mount.

This.
Archers are the only ones who are supposed to use bows/crossbows.
Infantry and cavalry can only use melee and throwing weapons.

Jeffy29, don't create new threads just to ask simple questions.
 
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