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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 III

There has been a decent amount of communication this week. Let's catch up with the developers.

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.

  • Since 1.4.1, we no longer have 25 days of truce between factions when they make peace. TaleWorlds is now working on a new truce system for factions. This new system is supposed to work as following: the losing faction will pay a daily amount of money to the winning faction. As soon as the truce is broken, the payments will stop. This means that the winning faction will have to consider what is most beneficial: the daily income or war. [source] [source]
  • Though this is not certain, the new truce system will likely be implemented in the next 3~7 days. [source]
  • After the new truce is introduced, the economy of the game will likely be checked and balanced by the developers. The reason for this is that the daily payments can potentially make the paying faction go bankrupt, while the receiving faction will likely have more money to hire more mercenaries and better troops. As you can imagine, this situation could aggravate snowballing. [source]
  • One of the potential upsides of this new truce system is that it might open new and interesting possibilities for more complex diplomacy. As of right now, war and peace declarations are random, but through the development of the new truce system and further developments in diplomacy, these declarations will make more sense. [source]
  • Version 1.4.1 has, on average, about three times more concurrent wars than versions 1.3 and 1.4.0. This is due to the changes in the war and peace declaration system mentioned above. Problems such as snowballing and food shortages are currently being aggravated by the frequency of wars. Until everything has been balanced, we are likely to experience some other side effects of the implementation of the new diplomatic features. [source] [source]
  • Sometimes parties that are closer to a settlement that is being besieged ignore the siege and do not help with its defense. Currently the AI might choose to ignore the siege because a more valuable settlement is being attacked or because it interprets that other parties are already defending it, even if those parties are much further away and could take a few days to get to the siege. Another reason for the AI to ignore a settlement that is being besieged is that it calculates that there are already enough defenders either moving to defend or currently defending the settlement. However, in some situations, more numbers can contribute to a more effective defense, and this is currently not being taken into account by the AI. Tweaks are being made to the AI behavior to address all these problems. [source] [source] [source]
  • Version 1.4.1 has a bug that makes AI armies less adaptable to surrounding events and opportunities for action. This has been fixed and will be likely implemented in the next version of the game. [source]
  • AI lords currently have a passive experience gain to their troops. Though the developer couldn't tell how high that experience gain currently is, it will likely be adjusted when more perks that involve passive experience gain have been properly introduced to the game. This AI "cheat" is in the game so lords can have more varied troops instead of armies of recruits. [source]
  • Implementing ruling through marriage is not currently part of TaleWorlds' development goals (sorry Southern Empire simps). [source]
  • Children not having skill points and being unable to get any when they grow up has been fixed internally. The fix will be implemented in the game in a future patch. [source]
  • Some perks will provide passive experience. Auto-resolve is still being tweaked. The crafting system will be tweaked. Player hideouts are not in the current plans of development. Death by old age and succession are in a rudimentary and buggy state, but they are being fixed. Currently there are no plans to implement an option to turn off aging/death by old age. [source]

That's all for now.

Previous thread.



Submitted May 20, 2020 at 07:17PM by somebadfeelings https://ift.tt/3cRt0Ef

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