What else remains to be explained?

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Interesting, I had long forgotten about that.

The main thing I'm pondering is how many traits can a character have? And if they have multiple do they have to have one of each trait?

Besides I didn't really mind the trait system from Nova Aetas, it reminded me a lot of Crusader Kings II among some other games and personally I think that the mod has a lot of good features in it. The fief improvement for towns (and in general) is one of my favourite parts of the mod.

Now to answer Terco's question: Maybe, much like in CK II I found the random trait system to be a little annoying. I know a lot of players like that sort of thing but it can be kind of game ruining at times. Let's just say I've had more than a couple of games go south very quickly due to bad traits. Some players love that stuff, others (like me) rage quit.

But despite my tales of woe I still like the general idea and I'm not entirely opposed against it. The idea sounds fine to me and I just hope that it will be dealt with properly.

Also I get most of the other traits but Generosity and Disloyality seem like a bit of a weird match up to me. Why not something like Generosity/Selfishness? or Loyality/Disloyality? or even Generosity/Meanness?
 
Oh wow, I had missed that list of personality traits. Thank you, Terco. This looks fantastic. Personality traits as opposing pairs was exactly what I imagined (having played the pen and paper RPG "Pendragon" where it was done just like that).

Lord Engineer 说:
[...]
Also I get most of the other traits but Generosity and Disloyality seem like a bit of a weird match up to me. Why not something like Generosity/Selfishness? or Loyality/Disloyality? or even Generosity/Meanness?

It does seem strange. Originally "generous" meant "of noble birth", so maybe they intend it to mean "fulfilling your noble obligations". The opposite, to neglect your feudal duties, would certainly be disloyal.
Or it is used specifically to show how you reward your troops, where giving them less than they are due is an act of disloyalty.

Some other traits could also confront us with medieval notions of virtue that we might not share. Such as caution being the contrast to valour. Does that mean that caution is considered cowardly? Is it then valorous to be rash and careless?
 
I hope there is no hard limit on how many skills or traits we can get, i hope it just becomes increasingly harder to get them the more you have. And traits should propably be lost in some cases, like you would loose loyal trait if you betray someone.

 
More on combat, animations, swing manipulation, hitboxes, overall melee mechanics for us MP players pls.
 
Another example of "traits" in legacy devblog 13 - PC Weekending (link):

[...]Our enemy, Ecarand, a Vlandian vassal, has a cautious personality. The personalities of characters in the game are defined by their traits, which are earned in a variety of ways and determine how characters react, are reacted to and can affect their behaviour.

The battle we engage in demonstrates how some of that behaviour translates to the battlefield. Ecarand, as the defender, takes position on the high ground and waits for us to act. Since the onus is on us to attack, as the aggressors, he is happy to hold the hill. However, some lords may choose to play aggressive, even as the defender. In the demo, Ecarand roundly trounces a group of our archers but only charges in when recognises that vulnerability.
[...]

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We have been informed about "kingdom management", however since 2015 we have been waiting for an informative "update" regarding settlement management.
Gjv4mt9.jpg
5M2Uehn.jpg
If you'll excuse me, I'll add it to the list.
 
Special NPC services

PC Gamer interview April 06, 2017 (link)
[...]Getting to know an important NPC doesn’t just confer a recruitment bonus. Later in the game, your friends will offer extra services. “For example,” says Yavuz, “if you need to kidnap someone, that will be much easier if you have some friendly NPCs in the town. They open up opportunities for mischief.” The service is based on the type of NPC you befriend. “Merchant NPCs give you an advantage in trading. A gang leader can give you advantages in ‘special operations’,” Yavuz says.[...]

Dynamic Quests Dev Blog 07/09/17

[...]“I think I like the randomness of the world the most. There are factions, nobles and notables, relations between them, settlements with different specialities... All of these aspects change from game to game and we cannot know exactly where players will be and what they will face in that kind of unstructured gameplay. For example, our common quests are dynamically created by the current state of the world. This means that we don’t just spawn in characters or create the conditions for a quest, but rather that the game looks to see what is currently happening and offers a mission based on what is available.”[...]
 
I'd like to know more about what types of peace time activities are in the game.

At some point in every warband playthrough the sissies at the top will make peace and stop all the glorious carnage. In warband you could ride around, wait in your castle or find a tournament ( but mainly wait in your castle). There wasn't really anything to do outside of fighting.

So I wanted to know what activities, if any, you could do during peace time. As a powerful Lord I wouldn't want to do those small menial quests like chase down bandits. Hopefully there will be challenging feif management or intricate kingdom politics to keep players occupied.

I'd like taleworlds to elaborate.
 
How NPC's and their relations with the player work in conjunction with the Perma-Death / heir system.

As I understand it, the idea is that there is perma-death in this, mitigated by having heirs or siblings that can pick up the torch should you die. Perhaps this is incorrect or not fully supported by available information, in which case, feel free to correct me.

However, assuming that is correct, how does the world function around it? The game begins with several comparatively well-developed rulers vying for power across the world stage, each of whom stands for something more meaningful than the total domination of one color on the map. Can these people die out entirely before you have a character capable of taking part in their antics? Is there a time jump between the death of the protagonist and the coming of age of the successor, and if so, does the world change in that time? Can you lose NPC contacts to time or across generations of characters? How are the characters generated as the game progresses kept distinct from those who came before?

*Edit* While I'm at it, if death can be permanent for the player, and the player can execute lords (supposedly), can NPCs, be it community leaders, lords, or rulers kill each other?
 
Terco_Viejo 说:
We have been informed about "kingdom management", however since 2015 we have been waiting for an informative "update" regarding settlement management.
Gjv4mt9.jpg
5M2Uehn.jpg
If you'll excuse me, I'll add it to the list.

These menus look really good. It's a shame they've ditched the castle building feature!
 
Adding to the list:
Caravans and market stimulation policies (HUMMAN, fingers crossed  :shifty:)


Dev Blog 13/12/18

[...]If you are not really into fighting, you can play more like a trader than a warrior, establishing productive enterprises, sending out caravans and proposing kingdom policies that support merchants etc. [...]
 
The latest Dev blog did shed some light on the event system. It seems that major occurrences are tracked and influence a characters personality traits, which are relevant for persuasion. That may not be everything, but I'd say this tells us enough to know what it's about, while not spoiling too much either, so I'm satisfied for now.
 
Personally, I wouldn't care if they didn't explain anything more.  Once the game is released, all will become clear soon enough.
 
Stabby boi 说:
More on combat, animations, swing manipulation, hitboxes, overall melee mechanics for us MP players pls.

This is what I'm most interested in learning more about as well.
 
I want to know what kind of effect the 'child' system will have on a female char if they get married. In warband getting married as a girl was very useful for the garrison..... but in warband it might come at a price.
 
I still feel that the political features and plotting and intrigues are not clear enough
 
I add the new siege tactics and settlement issues to the list (link)

I should mention that we recently made some changes to our siege preparation. Previously, a player who besieged a castle had to select what they wanted to build from a number of engines, one by one. Recently, however, we introduced a new tactics feature. Now, the player will select one of the siege tactics available and will get a preloaded waiting list for siege engines that are useful to the selected tactic. The player will be able to start the bombardment as soon as any machine is finished and will be able to start damaging the defences of the town/castle even before starting the siege mission (battle). The tactic can be changed at any point during the waiting time, based on the defender’s tactic, or any other events occurring in the world at that moment.”

“We are currently working on something we call settlement issues. They represent conflicts in a settlement between NPCs, or general problems that may arise. These events will pop up randomly during the game and they will affect the properties of a settlement (prosperity, morale, etc.).

The player will have to find a solution to that problem in a specific timeframe using whatever means they can. Issues may lead to different quests or may encourage players to make changes to their current management style.”
 
Interesting about the new way to do sieges. And personally I think they've yet to touch on the final form of the minor factions.
 
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