most of this does sound like things that should be implemented, def worth taking a look at!
- Holding shift allows you to select multiple troop groups like in Warband (am I missing something?
Looter and bandit groups will merge over time capped by the scale of the players strength, avoid uncatchable clutter on the map.
Factions that grow too large are prone to rebellion and break up to prevent steamrolling. The rebellious faction will stem from a city and will take on the Major Faction that city originally belonged to.
Accessing traders is only possible from the actual city scene and from the correct traders untill you hire a local runner for 5000g, which then unlocks the current 'trader' option in the city menu.
Removed hideouts entirely
Campaign dialog loading screens are removed entirely, all campaign map instagated dialog is now an overlay showing a 3D character just like in the encyclopedia with some preset backgrounds based on the environment.
I respectfully disagree with that bandit groups should merge according to strength. I'm personally against any enemy scaling with level due to the fact that it messes up the village interactions with nearby towns. Sure that there should spawn Bandit Hideouts that spawn looters and such, but I'm not keen on watching big 60 blobs of looters running around completely shutting down villages.Looter and bandit groups will merge over time capped by the scale of the players strength, avoid uncatchable clutter on the map.