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So what's the point of alleys now that sneaking missions exist?

I just came back to the game after a year hiatus, and I'm thrilled they finally actually added mechanics rather than just doing endless bug and balance patches that somehow break every mod with every patch. I discovered the sneaking tutorial, and then found out that basically every stealth kill or every other stealth kill gives a level of roguery. (5 focus points) now I'm wondering what's the point of alleys anymore. They were never particularly good, but at least there was an argument to be made that they increased roguery. But now that I can just go farm hideout stealth missions, earn way more money, keep my companions in my party, and not gain crime in the process, I'm wondering what purpose alleys serve anymore? (Alley income should be ×10 imo) submitted by /u/forfor [link] [comments]

Lords of Calradia 0.8

0.8 has been released.

Fixes some bugs.

Makes AI Lords pay the same wages to troops that the player has to. They pay a lot less in native.

Prisoner wagon bug fixed.

Wages for troops reworked. Less to upgrade more for upkeep.

You can now demolish your refuge.

Outlaw Knight party that recruits bandit parties across the map.

Can directly buy thief gear from village bandit leader to increase subterfuge and make it more plausible to steal from Lords. Thieving is kind of tough right now.

blacksmiths up to 10 help you craft items faster.

Disgruntled pop is a little easier to manage. Higher levy/ prefecture and good prosperity can really minimize it.

Bandits dont spawn as often from disgruntled pop making it more possible to eradicate bandits in certain areas.

Made a bunch of other changes that I can't remember.

If you haven't tried it, give it a go to make the wait easier:)



Submitted January 27, 2020 at 01:28PM by Capisimo11 https://ift.tt/3aOBhbu

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