![]() Change and to update value/skill spend a AP in attribute. Put it in the player pointer script, because you need to activate that script for compare. Still testing this but looks good for now. V2.5: Damage multiplier and no damage to player. Added script for no arrows lost when using. And give a little bonus to enemy stamina. 5 Noble Houses and Fortified Settlements.Player pointer (HP, LP and AP points.etc)Īnd hover mouse over item to change the amount.The 3 measures are covered in more detail below: There are several factions in the game and 3 measures ( Renown, Reputation & Relations) that denote your standing and fame with Settlements and Noble Houses, which are the only factions you can have friendly interactions with (receive Contracts, trade, heal, use ports for travel, etc). Your Renown is your repute as a professional mercenary company and reflects how reliable and competent people judge you to be. The higher your Renown, the higher the reward from Contracts and the more difficult Contracts people will entrust you with, and the more resources your enemies will spend on working against you. Renown increases on successfully completing Contracts and winning battles, and decreases on failing to do so. The company starts between -100 and 200 Renown upon starting a new campaign depending on the chosen Origin. You can see your current renown at the top of the Factions & Relations window. ActionĮvery settlement has their own Relations bar on the same screen that displays Renown and Reputation. All settlements start with the bar at Neutral. (lowers prices for buyable items on markets and increases prices for items that the player wants to sell) The player can increase and decrease the Relation to each settlement by doing certain Actions. Relations trend towards 50 and these minute shifts in Relations take place at dawn of each day. Their Relation score is essentially the Relation with the Noble House in question which is used to determine prices.īuying a Drink for the Patrons in the Tavern (applies to both decay and gain, so a settlement at Hostile(0) will take roughly 40 days to reach Threatening(10))įortified settlements (Fortified Manor/Castle/Stronghold) are fully affiliated with their Noble House and do not have separate Relations bar unlike non-fortified settlements. Non-Fortified Settlements Villages and the bigger towns are a collective term for all human civilian settlements that are located across the world map. Villages are mostly inhabited by farmers, hunters, local craftsmen and small time traders. The people of the villages usually live off the surrounding land and by selling their produce and wares on bigger markets in nearby villages or towns. In case of an urgent threat normal townsfolk are gathered hastily and equipped with whatever weapons and armor are available. These ad-hoc militia forces are not trained soldiers and lack equipment and combat experience. Nevertheless, they will fight fiercely to protect what little they have and to protect those dear to them. Militia forces can be gathered when a hostile party is sighted close to a settlement and disbanded again after the threat disappeared. Local leaders will attempt to hire mercenaries for protection so the player will often find work around these settlements. The main role for these settlements (Village Hall/Town Hall/City Hall) is to trade with the player, provide new recruits and offer contracts. As of the full release version 1.1, all human settlements are now aligned with a noble house. Independent, unaligned settlements which were present in Early Access builds, no longer exist. From time to time these settlements spawn caravans who trade goods with the other towns or villages. If hostile troops raid a village or town, a group of militia soldiers spawn, ready to defend their homes and families. A settlement with a higher prosperity rating will offer more and better equipment.Ī prosperous settlement might have a militia captain, an experienced veteran who provides them with a morale bonus.Every caravan that safely arrives at a settlement increases it's prosperity rating.Each town and village has a prosperity rating.A rich town can field more militia than a poor town.These militias are often nothing more than poorly armed farmers and may require aid from the player.
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