Is it just me or does the companion happiness deteriorate pretty quick? if i stay for 3 or 4 days in a city it goes down to 30 and 20. I ve got
1. Caio
2. Egil
3. Brunhild
4. Donnchadh
5. Morgant
6. Bodo
7. Reginhard
8. Clovis
9. Ceawlin
10. Solveig
11. Asbjorn
12. Helgi
13. Ailchu
14. Agathinos
15. Beda
first it startet with reginald, everyone else was happy, after he left ist was helgi, after him Agathinos and clovis. They are all going down insanly fast. Troop Moral is pretty high but i have to defeat at least 3 mobs a day to keep the shaky ones at bay, but as i said, if i pause in a city for a couple days they go all down, and at least 1 will leave.
i know that, my problem is, this configuration should be stable. It worked in my other savegames. The strange part is, even if there a likes and dislikes, the overall moral shouldnt drop that fast, when the whole party is confident at 99 moral and the shaky ones at 50 they shouldnt drop down to 60-70, and the shaky ones down to 20-30 if we rest for 2 - 3 days in a city.
Looks like you've simply taken way too many. There are only so many you can keep happy. Check this thread for some of the largest manageable parties people've found:
I had previously only played the storyline through but I've found new interest in VC with the reforged open beta and yesterday I decided to have a look at the sandbox mode.
Naturally I wanted to have stable party listings aswell for VC so today I had a look at the forum and found this thread.
I just took Ivan Khan's relationship matrix (great work! - hopefully I didn't add any typos) and fed it to my old program (which had produced the Brytenwalda stable party listings).
There is of course no guarantee that the morale system works the same as in bw, but here is the output anyway (terminology and methods as in my old Brytenwalda thread (http://forums.taleworlds.com/index.php/topic,183844.0.html) ):
Bodo
Asbjorn
Brunhild
Clovis
Ceawlin
Solveig
Dwywei
It works because Bodo and Solveig each have at least one other party member they like to counteract their dislike of eachother.
Unfortunately with the new adventuring system for companions that leave you kind of need to plan it out because they won't just chill at taverns anymore letting you try different combos. I actually don't care for the feature for this reason.
Unfortunately with the new adventuring system for companions that leave you kind of need to plan it out because they won't just chill at taverns anymore letting you try different combos. I actually don't care for the feature for this reason.
1) Companions you have not met yet have 0% chance of becoming a adventurer (so no worry about not finding them fast enough)
2) There are four conditions (with different %):
- retired (he was a companion and after many moons he/she told you it was time to go home. They retire. They will eventually change their minds and go back to taverns).
- quit (bad morale)
- rejected twice (you said no to them twice in a row). It will reset in a few days.
- Dismissed: you told the companion to go away
Note that a old companion may or may not become a adventurer, but in the end it is up to you and how you treated them.
Unfortunately with the new adventuring system for companions that leave you kind of need to plan it out because they won't just chill at taverns anymore letting you try different combos. I actually don't care for the feature for this reason.
1) Companions you have not met yet have 0% chance of becoming a adventurer (so no worry about not finding them fast enough)
2) There are four conditions (with different %):
- retired (he was a companion and after many moons he/she told you it was time to go home. They retire. They will eventually change their minds and go back to taverns).
- quit (bad morale)
- rejected twice (you said no to them twice in a row). It will reset in a few days.
- Dismissed: you told the companion to go away
Note that a old companion may or may not become a adventurer, but in the end it is up to you and how you treated them.
All of the companions I've dismissed(which gives them -15 relationship) shortly after have become adventurers. So if I were to not configure my party carefully using info from other players, I could pretty quickly end up losing one that I might eventually want in my final party.
It's a non-issue for me now that I have a set party but I could just see it being an irritation and a cause for a game restart for players who don't know who they can/can't have in a party successfully.