Why not just take wanderers who haven't been hired?Probably we need to add new heroes to minor factions over time somehow.
Why not just take wanderers who haven't been hired?Probably we need to add new heroes to minor factions over time somehow.
+1Why not just take wanderers who haven't been hired?
Why not just take wanderers who haven't been hired?
Has this been changed? I remember a game a few month ago where new wanderers came to the game a few years after the start.They will die also by time. So we need to create new wanderers. Actually this is also needed and another problem. If you continue game from your heir there will not be wanderers most will be past away.
I love the idea of wanderers turning into mercenary lords as casualties happen.They will die also by time. So we need to create new wanderers. Actually this is also needed and another problem. If you continue game from your heir there will not be wanderers most will be past away.
Has this been changed? I remember a game a few month ago where new wanderers came to the game a few years after the start.
New wanderers have been spawning for me, about 1 per season.They will die also by time. So we need to create new wanderers. Actually this is also needed and another problem. If you continue game from your heir there will not be wanderers most will be past away.
Are you getting them every season? Or like 4 at the start of a new year? I've never been able to pin it down but it does seem like we get a new batch (definitely more than 1-2) every year.New wanderers have been spawning for me, about 1 per season.
Neither do a lot of the current minor faction members. Speaking after the skill fix, of course. They need Scouting, Tactics, Stewardship and most get over-invested into weapon skills instead.I don't think wanderers should be clan members of minority factions, they simply don't have the proper skills to run parties like the current lords do.
not formed but replenished from fight-oriented wanderers of the same culture. or conversed from useless rebels which are pointlessly loafing here and there for years...Ideally, new mercenary factions would be formed by wanderers. But I guess it's not going to happen.
So I fired up things up to check/test this and I can't tell when they are being created. ? I am definitely getting more of them though, so there are no worries about running out of companions in a super-long playthrough.Are you getting them every season? Or like 4 at the start of a new year? I've never been able to pin it down but it does seem like we get a new batch (definitely more than 1-2) every year.
???However because they all have background stories they should be limited. I have less info about this. Maybe we can add 100s of backgrounds and with a low probability new created wanderer can have same background story. If this is the case we can create new 1-2 wanderers each year.
Loaded up a playthrough that was almost 20 years (1102) in and I counted 134 companions so you are right there is an endless supply of them. Had basically 3 of every aserai companion type by that point.So I fired up things up to check/test this and I can't tell when they are being created. ? I am definitely getting more of them though, so there are no worries about running out of companions in a super-long playthrough.
Yep basically aserai and khuzaits have every type you need while the other factions companions are relatively useless when comparing similar stats.By all means, go ahead and write hundreds of backgrounds though. The companion choices are kinda limited -- and Aserai have basically the best everything, ever.
Back on topic: I do agree these Wanderers should periodically join Minor Factions, or even form their own, I know @mexxico mentioned that the Kingdom building code was pretty heavy and we likely won't see Rebels / Minor Factions start their own kingdom but that would really make it immersive and honestly temper down snowballing (unless all the new minor factions dogpiled a weakened kingdom...like they do). Another annoying piece is that all of the Minor Factions are hardcoded into wars - I sort of understand from a Lore perspective but if they can all be merc companies then hardcoding the war feels like I don't have much of a choice and I spend my time hunting and flinging javelins into them to stop my caravans from being ganked.
My apologies @mexxico - pretty sure it was early on in the Rebellion / Snowballing thread maybe it was another dev.Actually I am not owner of this decision or comment maybe another dev said that. I think rebels to create their kingdoms with very low probability make game better in most terms - I support this idea. However I am a bit far to these codes / decisions at there and do not know what are the side effects of adding a new created kingdom to map.
The wanderers are currently way too bland and boring to be concerned with their backstories possibly repeating. Please, do not limit yourselves because of such menial concerns.I need to check if this wanderer pool is limited or not. However because they all have background stories they should be limited. I have less info about this. Maybe we can add 100s of backgrounds and with a low probability new created wanderer can have same background story. If this is the case we can create new 1-2 wanderers each year.
1)Yes few hours/1/2/3 days depending on distance.Thank you for all feedbacks. Yes having a limitation per messenger or if this messenger spends a reasonable time to reach that person (like 1-2-3 days according to distance) and again spends a reasonable time to come back after dialog (additional 1-2-3 days according to distance) this can reduce exploits.
However dialogs are mostly designed like player is talking with them or there is an active party encounter (means our party and other hero's party is encountered at that moment) this can create new problems maybe need to think. Also at some dialogs where only opened if opposite leader is at settlement probably assume we are at settlement too. Otherwise we cannot speak with them. So these type of dialogs can create problem too because when they opened we will not be at that settlement and assumptions will be false.
If side effects are solved this can be a good quality of life improvement imo but maybe they can say this feature does not suit well to our sandbox world or our game is not that kind of game you should open dialog with npcs from distance, I cannot know this
+11)Yes few hours/1/2/3 days depending on distance.
2)When messenger is long distance (lord that you are reaching out to via messenger) you dont get the usual pop up in person dialogue but instead lets say for example you pay messanger or send your companion with some soldiers for protection to the lord that you want to contact via message.When the messenger/companion reaches out to that Lord/mercenary/person of interest then you wait for it to come back with an answer but instead of usual pop up of in person dialogue sceen with that Lord instead we get a pop up of messenger or companion screen when we then recieve a message via dialogue and then the letter(scroll) screen will then pop up with the message inscribed/written on that letter and letter can be stylized in old medieval way (have that old medieval look to it).
If that is way to much work then atleast minimum if you are not in person giving and recieving the message but use messengers instead then it should atleast be like wait to send and recieve the message then once messenger returns you then get a pop up on the right or middle of the screen that the letter containing the answer has been recieved and then you click on it and it will open a letter/pop up the letter where in text it is written the demands or answer of that lord that is distant from.
That should work the best for when you trying to reach distant lords but when you personaly are close to the lord or going yorself to the lord then we get that usual dialogue pop up screen where we see the Lord and do dialogues with the lord in face/personaly (what we alredy have).
Also when it comes to messanger mechanic/feature sending messangers should cost gold/denars (representing search for the needed lord and traveling expenses).Its up to you to see if the payment will be upfront/fixed price or if payment will be paid/done when the messenger finish its work and then depending on how much days it took to find the Lord and come back with an answer will determen how much player will need to pay for messengers services but if messenger is a companion then its free but you will not have companinon for day or two (depending on distance) and IF POSIBLE it would be great if you select wrong companion for the messenger work (chose grumpy warrior ) to do your message erands then you may get a hit on relation with that companion so you must wisely chose who/wich companion and at what time you will chose to send on messanger duty/mission.
Potential issues with allowing messenger:
- 1st main quest could be complete without running around the map to meet people (which is likely the intention of it)
- Would make starting defection dialogs a lot easier (wouldn't have to chase them around the map)
- Would make asking for peace in person much easier
Actually now I am examining codes which causes mercenary clans to leave their actual kingdom and I see it is happening pretty common. Probably fixing this is a must and first thing need to be done about these problems. Then I can move messenger idea to suggestion meeting if we can find solutions to side effects.
By the way I also follow these boards and I really liked this idea they throw about suggestion 2 in meeting screenshot. These are the dialogs Bannerlord really need, I can suggest it as "if caught npc says ok (if he is weak he will say "ok, you will not see me around here for a time") to this offer and if we release that npc there can be 20 days of raid cooldown for only that lord" so he will not come again raiding one of your villages (maybe if he is dishonorable he doesn't keep promise and can come again but it can be hard to tell player why he did not keep promise) :