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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]

Recent and interesting developer posts on the official forums - Part II

It's time to catch up with the developers again!

Since not all of you are on the game's official forums or have time to sift through comments, I've decided to compile recent and interesting information posted there. Please feel free to comment with other posts that you may have found.

  • Starvation in cities is a known issue and is being worked on. [source]
  • Currently, AI lords can recruit one slot ahead in a recruitment table, even if they don't have enough relations to do so. However, removing this "cheat" is planned, and will happen as soon as starting relations between lords and notables are introduced in a future update. [source]
  • AI lords always know how many recruits they can get on a village before visiting it, so you will never see a lord that is recruiting visiting a village and not getting recruits from there. [source]
  • Sturgia hasn't received major buffs yet, and probably need a few. Expect them in a future update. [source]
  • Sturgia will likely have its culture bonus reworked. Also, reasons for it currently being one of the weakest factions are under investigation. [source]
  • For sieges, the developers wanted to remove the current 20% bonus that cavalry units receive in simulations. However, due to the way that simulations are currently coded, it could generate more problems than solutions at the moment. Nonetheless, this will likely be changed in the future. [source]
  • Up until 1.2, there was a bug that prevented clans defecting from the player's faction. This has been solved in 1.3 and 1.4. However, now that this bug has been fixed, defections are happening too often and it is something that has been specially problematic in the late game. The constant defections are probably happening because when the player convinces an AI clan to join the faction, no relation is gained between the player and the clan. Also, currently players cannot give fiefs they own to newly incorporated clans. The developers are aware of these problems and will probably work on them in a few weeks. [source]
  • Related to the previous point, a good indicative that a clan won't stay in your faction for very long is how much money they ask for when joining your faction. The amount of money they ask for is calculated on the basis of the difference between their current position (regarding ownership of fiefs and relations) and the position they will be if they join your faction. So, the more expensive they are, the less likely are they to stay in your faction. As with the previous point, the developers are aware of this and will work on it. [source]
  • Artisans in towns do not offer recruits and this is intended. [source]

That's all we have for now, unless I've missed something.

Previous thread.



Submitted May 13, 2020 at 12:59PM by somebadfeelings https://ift.tt/2WTQuSp

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