Version 1.5.0 New Prosperity modifier unsolved issues on villages / towns break the prosperity mechanic

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aG3NTo

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In version 1.5.0 the new prosperity mechanics apply a negative modifier if there are unsolved issues in the villages or in the town, however, as only the player resolves these issues, every other town or village that the player does neglect, will soon have a prosperity of 0. That should not be the goal of the mechanic.

If you apply it only to the fiefs that the player owns, it would make sense, as the player is the one that is interacting with issues after all.

OR if you apply a buff to resolved issues for X days.

But right now, prosperity is spiraling downwards.

If this is intended, then please explain the relation of NPCs and prosperity.

Thanks.
 
由板主最后编辑:
Thank you for reporting this. We are aware of this problem. We are working on a more elegant solution which will require some design work. Hopefully, this will be a non-issue soon enough.
 
Thank you for reporting this. We are aware of this problem. We are working on a more elegant solution which will require some design work. Hopefully, this will be a non-issue soon enough.

Also: If villages are looted, they are still apply debuffs to the Towns they are connected to. Which means you cannot even solve the issue until the looted status has gone away.

It is an interesting feature, to actually do quests for your villages so they can prosper. But right now, it just collapses the games prosperity.

Thanks for fixing this.
 
Got the same problem here. The mechanic seems broken, with 2 towns, the only thing that i can do, is to run around and do quest. Otherwise my towns quickly loose 2-4 prosperity. And the rate that these quest /issues spawns seem to be a huge problem too. Towns with 2 villages, quickly get 2-3 issues a day. With this, it's impossible to do anything else.
 
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