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Although with my mod, you probably had enough money to pay off the debt.
I've been having fun testing the bounty system with a modified Freedom Seekers start (I started in the Holy Nation territory instead of walking there). Guards actually aren't quick to apprehend characters with a bounty on their head. When I get some more cats, I'll experiment with the pay bounty function.
The Shek don't mind a drug dealer in their mist? I thought that bounty was at the Notorious level.
Here's the video
For the Tech Hunters faction, every member has almost a 1/3 chance of being Scorchlander, Greenlander, or Shek, and a marginal however possible chance (5% approximately) of being a Hiver or Skeleton.
I'm reasonably sure that the Liasons should appear at any waystation, as the game doesn't actually differentiate between any of the waystations. They're all actually just one town that appears in several locations, at least from a modding standpoint.
I was able to confirm that the Liasons are not unique, thus one should appear at every waystation, and there should be one per waystation. Are you using other mods that add more characters to waystations/bars? They can add up after a while, forcing some characters into unusual places.
Note: Your Mercenary Liason might not be a Scorchlander. Hope that helps!
The other liasons are at the waystations (usually in the bar, but they probably walk around a bit). I made sure to put one liason at each waystation (these are the more generic liasons, they're identical)
Another mechanic I'm considering, tying into the above and adding to the existing bounty system, is that the player loses reputation each week with their employer, to the point that if they're doing nothing, they eventually lose the ally status and might even be branded enemies upon contract completion. It shouldn't be too brutal, probably like a -5 or -10 each week. It should be fine because the relation loss only triggers when the player gets paid. If you are on the cusp of losing ally status, just don't collect the money until you've improved relations.
For example, you take up a mercenary contract for Swabia. This helps them because Rhodok has to calculate one more noble when deciding whether or not Swabia is weak enough to declare war against, or Swabia is too strong to defeat any further in their current war. You basically are a noble during the contract, yet the Ruler doesn't have to share any of the gains of conquest with you, which is the real benefit to them. When balancing settlements to nobles, you don't count, which makes their life much easier.
New version implements a Mercenary Liason in each Waystation that should give a pretty standard Mount & Blade mercenary experience: You agree to ally with a faction with their enemies being your enemies, and each week you can either continue and collect a paycheck of 5000 or free yourself from the contract with relations all being reset via the plus/minus of relations dialog.
either way just though i'd mention it as when you mentiond like mount and blade i was more thinking of how mercs work in viking conuest.
In fact, some versions of Mount & Blade did in fact omit the correction to faction relations, meaning that once you took a contract to help Swabia versus Rhodoks, you would be hostile to Rhodoks post-contract. It got fixed, because mercenary wages generally weren't worth that much.
Personally, I think that what the factions are paying for is the declaration of war by the player faction versus their enemies. Just because the player later decides they don't want to be at war with, for example, the United Cities, Trader's Guild, and Slave Traders, does not obligate those factions to declare peace with the player. They don't care that the player was just a mercenary. You declare war on them, they hunt you down till you pay them off.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2323711314