This is the exact reason that Warhammer TW made the chaos invasion optional, but also added the option to make it harder. Keep in mind, that most people don't like magically spawning armies out of no-where. The mechanic would be alright if they spawned in different locations but always being in the same spot makes it a really crap mechanic. Bandits already have a harder time than any other faction because of their crap units, now they have to keep an entire army up there to prevent looters. What about bandits? Because of the bandit rework, commandries with more counties are the most favorable meaning those two are basically a must for any bandit campaign. Most people I have seen crying about this mechanic are people that consolidated the "easy" lands of the west (which should be a nightmare to hold precisely because of nomad incursions) Yes well Ma Teng was the easiest faction and probably the most boring in the game until now. Either corruption, settlement factors, character factors, spy protection. It needs to be addressed and it needs to have some sort of a factor that causes it, which can be maintained by the player. But right now they are a bugged unavoidable mechanic that keeps respawning full-stack armies every turn. It would be a fun feature if it was something I had to actually micro-manage, same as I had to with families in TWRome II. If Looters were a rare event tied to corruption or faction status, that could happen in the game and could actually be wiped out and stay wiped out, I'd be alright with that. Looters on the other hand don't have any sort of factor that triggers them, nor do they have a cooldown period after they're defeated. And after I beat them, there was a 20 turn cooldown in which another Civil War couldn't trigger back to back. I had fun maintaining balance between the families in my faction. Luckily the mechanic itself got improved drastically afterwards and actually was made into a fun feature. In case nobody remembers, people hated the Civil War in TWRome II a lot, because it was a non-avoidable BS mechanic that took half of your territory and spawned insane amounts of full-stack armies out of thin air. They respawn immediately a turn after they're defeated. That is what the issue here is with Looters. And on and on it goes non-stop infinitely. Looters is the only thing i have to fight year after year, stack after stackįor those who obviously do not understand the core of the issue here, imagine if in Total War Rome II the Civil War would trigger and after you won it, another one would trigger immediately the next turn after. 2K A Total War Saga: Thrones of Britannia.848 A Total War Saga: Fall of the Samurai.Objectives This quest has no journal objectives. Journal entry This quest has no journal entry. When this happens, you won't be able to attack as they'll be treated as "friendly". Say it's none of your business and walk away, and they'll attack each other until one group is left alive.All 7 will then try to attack you and you get 10 after killing them. Insult them by saying you see several monsters (meaning them).You can approach them and they'll tell you to go away. Apparently they both had a hand in killing off the remaining residents but want all the loot for their own group. In this case, the lone survivor will be hostile.Īt the village of Toderas you'll overhear two groups arguing over who gets to loot the bodies. Note: if you ignore this group and pass through, after some time has passed you can return to find them all dead except one. Killing off the necrophages will gain you 10 and the peasants will be friendly towards you. However, if you approach with your weapons sheathed, they'll engage in an initially gruff manner no matter how you answer until four alghouls appear and they'll suddenly need your help. Approaching with your weapons out will make them hostile when you get close enough. This group can be found at Codgers' Quarry. You can interact with them and ask them what they're doing, which will engage a fight, if you do so, killing the looters will gain you 10 . Expect five infantry, and three horsemen. Woodland Gang: The wooded path east of Heatherton, and northeast of the Wolven Glade.
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