4 Are those values rounded? If so, could be just a rounding issue.
33.3 + 33.3 + 33.4 = 33 + 33 + 33 = 99
33.6 + 33.6 + 32.8 = 34 + 34 + 33 = 101
4 Are those values rounded? If so, could be just a rounding issue.
33.3 + 33.3 + 33.4 = 33 + 33 + 33 = 99
33.6 + 33.6 + 32.8 = 34 + 34 + 33 = 101
I'm no longer an active dev, but I'd say "no" anyway. Perisno is not an OSP mod.
6 - that is not "diminishing returns". It is not what this term means.
Plus people should really stop seeing that as a penalty. It's the other way around: +1 is standard, while +2 is an extra bonus for the first 3 uses. Most mods don't even have that.
Why on Earth would you publicly post a guide to accessing a cheat menu that you were going to complain about in the first place?
This cheat menu is for developers, not for you. And no-one forces you to use it, so it doesn't need to be disabled.
And it was made hidden (there are no visible signs of it existing) for a purpose. But thanks for telling everyone how they can use it.
There is literally not a single person who's a part of both teams.
There is a mod option (camp => game settings) that was added by request and it automatically reassigns troops to most relevant divisions.
It should be disabled by default though.
Craftable armor is fully completed.
My guess is it's invisible because somebody didn't read the red warning at the top left corner of the crafting screen when crafting boots or gloves.
I doesn't matter how modern your PC is, crashes are caused by an unfortunate (and rather unclear) mixture of large mod size, engine errors, game settings and drivers/hardware.
If none of these tips works, welp, can't do anything about it as the only "solution" is to start deleting items, troops and factions (which personally I'm not gonna do since anti-ctd measures work - or are even redundant - for most people and the crashes are not that frequent anyway):
Forums.taleworlds.com
Yes.
But as was mentioned in the changelog, you need to enable it in mod settings (in camp) first.
Perisno main thread on the forum (the link is in the file's description) => "useful stuff" section => "if giants can't be hit" subsection.
Yes, it's in the main thread ("useful stuff" section, "if giants can't be hit" subsection) the link to which you can find in the file's description.
Bug fixes, minor tweaks/improvements.
From my Discord messages:
"- now you can see the speed of shields from the crafting menu, also it fixes the missing entry point in Lisgal for nervous man, buffs most bows that can't be used on horseback and tweaks the assessment formula of custom troops
- more tweaking of custom troops' assessment formula. Also the quality of the last tier custom troops is now capped at 150%, not 120%
- fixed infantry ignoring "hold fire" order in field fights, added "can knock down" to descriptions of weapons that can do that, unblocked some items that used to be unavailable for hired troops (like TTL throwing weapons)
- reduced the STR requirements of heavy custom armor (can now be equipped by hired knights), disabled some useless notifications (about small no-one-cares-about minor factions spawns like all sorts of rogue mercs that "started to ravage the outskirts of X"), accelerated lords' decision making on the matters of state"
In what situation can you possibly need to chase enemy infantry?
Perisno doesn't have routing, enemies (except for horse archers) always run towards you.
Infantry is faster because it's a part of their training and life. Athletics skill alone is insufficient to reflect the difference between troops who spend hundreds of hours moving on foot and troops who spend hundreds of hours sitting in the saddle.
"tedious
/ˈtiːdɪəs/
too long, slow, or dull; tiresome or monotonous."
How can FASTER infantry possibly be "too long, slow, or dull; tiresome or monotonous"?
It's not "sprinting", why does everyone call it sprinting...
Professional infantry simply has 30% higher movement speed.
And as an important balance feature that has ~0 impact on technical performance it can't be disabled.
That's why AG quests were disabled by default...they're bugged and unless its creator returns to fix them, they'll stay that way, sorry (I've seen that code and I'm not touching it with a 5-meter spear).
The idea is good but mod development is pretty much over.
There will be some hotfixes/patches, minor changes, but nothing big.
If I had a dollar every time someone wanted a new faction, I would be a millionaire.;)
But no, we're not adding any more factions.
I sent your message to our scener, now it's up to him because I don't edit scenes.
As for your household guards - I tweaked multiple upkeep-related things, It could be any of them.
Wages were changed in one of hotfixes. Since archers became more intelligent now they were made more expensive.
Building extra acres => oversaturating the market => losses. This feature has always worked like that in any mods (unless their creators specifically edited the original design).
As for the number of acres changing on its own - I'll test it in my game.
Ah, so you did prepare, that's good.
With 4 towns it's strange you don't have lords longing to join you.
No, fiefs can't be unassigned.
Perisno has 3 ways to recruit vassals: Native one, Diplomacy one and mine. The first 2 are unchanged and I never bothered to check the exact conditions (maybe they can be found somewhere on the internet), so personally I mostly rely on mine in my games ("Can I persuade you to join my cause?"). It's heavily based on RtR, renown, honor, your relationship with another lord, the lord's relationship with his current liege, total number of unassigned fiefs in your kingdom, strength ratio of the kingdoms, your level, the lord's level, your persuasion, your leadership, tactics and weapon mastery (the last 2 matter for martial lords). The exact weights differ based on the lord's personality.
Also 6 lords can never be persuaded this way: Oskar, Gereon, Grasullah, Khalil, Trisna, Hakkon III.
You mean the number of acres you own changed on its own?
Sounds like a bug since it definitely isn't supposed to happen...
Can you take some screenshots and post them in Perisno discord?
Like in any mod, you have to be prepared for starting your own kingdom.
And it's not just about relationship. A lord from a prospering faction where he owns several fiefs, likes the king and has plenty of friends has no reasons to join your little rogue kingdom.
Target lords from weakened, crumbling factions.
Also it's usually recommended to be a vassal first for some time, to get at least 3-4 garrisoned towns/castles and only then rebel. This way your faction will be more attractive to potential vassals.
Also as a king you can hire a mercenary company, and even a couple of good companions turned into lords (e.g. Aracanus, Marcus, Tamaris) can help a lot.
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