Perks Semantics

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Exactly, right now, perks are randomly put in random tiers/levels with no cohesiveness - and some perks (both A or B) both literally have no effect sometimes for the player or companion or AI.

Have all perks choices give at least a personal buff/bonus, and secondary can be governor/party leader/role/etc...

One could argue that the lack of cohesion defines the game.
 
I also wished some descriptions of what perks do or not do would be more clear.

To the "captain" problem, the title first originated in the armies and came from "capitaneus", so to say "man at the head". It could first be used for any leader of any military group, big or small. People of any rang could be the captain of a group of soldiers all the time, so it's ok in Bannerlord. That in English in more modern times the leader of a ship, the navy rang comparable to colonel and the army rang for the leader of a (usually) company are all called "captain", is a sad thing indeed, but should not irritate too much. :wink:
 
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I also wished some descriptions of what perks do or not do would be more clear.
They should do what they did with the town/castle management recently but with OOB by listing out the buffs/perks 'active' when you pick a companion to lead a unit so at least there's some learning intuition for the next go around; or to respec their perks accordingly.
 
They should do what they did with the town/castle management recently but with OOB by listing out the buffs/perks 'active' when you pick a companion to lead a unit so at least there's some learning intuition for the next go around; or to respec their perks accordingly.
There actually is a way to list which captain perks will take effect with a companion. On the pre-battle section where you set up your formations, holding Alt and hovering over a character's icon will show them.
 
Some smart guy looked at the code and said it doesn't. I trust them to not make stuff up. Can't remember which guy it was though.
That's correct that they don't stack and it's enough for one of the partners to have the perk to apply the effect.
 
That's correct that they don't stack and it's enough for one of the partners to have the perk to apply the effect.
I'm not sure if you're the correct dev to ask, but are you guys planning to finish the smithing skill tree? It's currently the only skill where most of its perks lack a secondary effect (although it's still a very powerful skill tree due to having access to perks that give free attribute points, so if you're planning on revamping smithing perks, you might want to consider moving those perks to something like 2 handed).

Also, are there any plans to standardize the 2 handed and trade skills? The former ends at lvl 250 and the latter at 300 rather than 275 for all other skills. It would also be great if we could select between perks that give +1 to workshop limit and +1 to companion limit in trade.
 
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