Mount & Blade Rhen Far, Far Away - Star Wars Galactic Campaign |
- Rhen Far, Far Away - Star Wars Galactic Campaign
- Bannerlord Early Access - Mainline 1.4.2 & Beta Branch 1.4.3 Patch Notes
- “Quick someone close the box”
- I hate this game sometimes
- Professional hiding spot
- Patch released. Cannot play before tomorrow
- I didn't believe my eyes when I saw him vibing in the Amprela tavern.
- I'll do anything to protect my city
- Army of nearly 700 abandons siege on my town for merchant caravan....
- Bannerlord: To increase world map party speed, does each of my foot soldiers need a horse?
- Badass immersive troop idea
- What do you think the best Warband faction is?
- Getting captured
- The last compwtitor when you killed their horse
- Question About Bandits
- I'm losing people due to "low morale". My party morale is 33, so what is considered low morale in M&B Warband?
- I give up on AWOIAF, which version of ACOK to download?
- How do I duel for a lady?
- New game renown in 1.4.3 beta
- Highest moral fibre?
- Nice Patch
- [Warband Xbox] I've conquered all the lands, but Arwa remains?
- What faction do you like?
Rhen Far, Far Away - Star Wars Galactic Campaign Posted: 26 Jul 2020 05:47 PM PDT The siege of Kashyyyk has shattered any Imperial dreams of a quick and decisive counter insurgency against the rebellion. Dropped in from the sky, The stormtroopers stood no chance against the dug in rebel alliance, who with wookie assistance easily dispatched of the landing forces. Issuing a full evacuation of the planet following multiple botched landings, a brave division under the command of General Fencock successfully held the line against the overwhelming rebel force, allowing enough time for the rest of the Imperial force to evacuate before succumbing to the relentless counter attack. Now the rebels hope to capitalize on this momentum, activating the recon forces conducting sabotage operations on Rhen Var to go on the offensive, green lighting full on assaults against the numerous installations on the icy planet. Surely there will be valuable information about the ultimate Imperial weapon, the Death Star. In Meta TermsWelcome to the second Galactic Campaign! This event will see the Rebels attacking the Imperial planet of Rhen Var in a series of battles. The event will be fought on an assortment of battle maps. The first team to win 2 out of the 3 maps will emerge victorious. If the rebellion can seize control of the stations scattered throughout Rhen Var, they will encircle Imperial forces and take the planet. /u/Count_Delinard will be leading the Rebel insurgency, and REPLACE THIS will be leading the Imperial defense. A marshal will be appointed if either cannot attend. To join the event, just join the server! There are no sign-ups required, and while it is recommended to join voice chat for bants and vague tactics, it isn't required. Getting Involved in the Campaign Be sure to join our community Discord, where you'll be able to proclaim your allegiance to the Rebellion or Empire, which will allow you to plan your strikes against the opposing faction with fellow members. Subsequent planets will be attacked based on voting happening on our community Discord. Be sure to join and select a faction role to decide the course of the war for the galaxy. Feel free to leave any questions you have in the comments. Server Info
Donating to the Galactic Campaign The Galactic Campaign server is the same used for the Calradic Campaign, Mod Night, and all other associated events provided by the /r/mountandblade subreddit, ran entirely on a donation basis as we have for nearly five years. We have a Patreon that you can put in a monthly or one time amount to contribute. There are multiple reward tiers with more coming, and with a larger pool of money we can prepare for the expected high server costs of Bannerlord (custom servers when lol). [link] [comments] | ||
Bannerlord Early Access - Mainline 1.4.2 & Beta Branch 1.4.3 Patch Notes Posted: 27 Jul 2020 04:05 AM PDT Greetings, Peasants.CURRENT MAINLINE PATCH: e1.4.2CURRENT BETA BRANCH: e1.4.3Welcome to the patch thread, we make these threads to save us another pin space for other things. Taleworlds forum bug reporting threadMount and Blade DiscordLink to wiki - Previous patches and threads insideMainVersions Native: e1.4.2 SandboxCore: e1.4.2 Sandbox: e1.4.2 Storymode: e1.4.2 CustomBattle: e1.4.2 Latest Changes:-Fixed a crash related to annexation decisions initiated by the AI. -Fixed a crash related to kingdom strength calculations. -Some localisation related fixes. -Fixed a bug that prevented leave punishments from applying to parties. -VAC banned players will now see a different login error. -Fixed a possible cause of player names not being shown on Bannerlord friend list. Please report to us if you still encounter this issue. -Bannerlord friend list will now be loaded upon login. -Fixed a Captain mode bug that prevented additional armour perks from applying to AI troops. Previous Beta Hotfixes:11/06/20 -A crash caused by a stillborn child was resolved. -A problem with being unable to name a twin has been fixed. 09/06/20 -Three perks (chink in the armor, show of strength and generous rations) were causing negative troop prices. This is fixed. -Fixed an issue that caused players to become stuck in the defection persuasion conversation. -Fixed a crash that occurred when Needs Help with Looter quest ended. -Fixed an issue that caused automated kingdom decisions for player mercenaries. -Fixed an issue with combat tips and raise the meek perks relating to a miscalculated passive XP gain. -Fixed and balanced an inflation issue with item prices. 05/06/20 -Fixed an issue that caused a crash when the player participated in war and peace decisions. Initial Beta ChangelogBetaVersions Native: e1.4.3 SandboxCore: e1.4.3 Sandbox: e1.4.3 Storymode: e1.4.3 CustomBattle: e1.4.3 SingleplayerCrashes -Fixed a crash that happened upon leaving villages. -Fixed a crash that occurred when entering some of the hideouts. -Fixed a bug that caused the game to crash when the main hero's troops retreated while the main hero was wounded in Radagos' Hideout. -Fixed a crash that happened when the rogue hero is killed in Notable Wants Daughter Found Quest. -Fixed a crash that happened when the main hero was executed because of crime rating. -Fixed a crash that occurred when a player successfully persuaded a hero to join his/her kingdom while sieging the related hero's settlement. -Fixed a crash that occurred when asking tavern keepers for available issues. -Fixed a crash which happened on exiting the game. -Fixed a crash that happened when the game could not parse a bad translation text. -Fixed a problem that caused crashes while ticking on the campaign map. -Fixed a crash that occurred during marriage barter. -Fixed a crash that happened at the start of the conspiracy quest. Performance -Reduced memory usage of large settlement scenes by optimizing the memory footprint of game entities. -General CPU memory usage improvements for missions/scenes. For one of our currently most demanding scenes (Balgrad), which is very crowded, this meant a reduction of 100-150mb. -UI memory usage was reduced on the campaign map. UI binding system performance improvements were made. -Optimized weapon mesh loading behavior for campaign party icons in order to prevent FPS drop spikes. -Sword parts have been optimized for better performance during crafting. Save & Load -Fixed a bug that caused troop formations to reset after saving and loading the game. -Fixed a bug that caused settlement characters to not to spawn after Saving and loading while waiting in a settlement. -Fixed a bug that skips the first clan income after loading the game. Localisation --Chinese localisation improvements -Punctuation fixes, spelling corrections and other localisation updates Art -Navmesh edits for better ai movement in the bazaar area of aserait_town_c. -Navmesh edits for better ai movement on ladders for sturgia_castle_003. -Improvements on empire keep models and scenes. -Added new ultra-short afro hair. -Fixed some visuals issues in weapon crafting pieces. -Sestadeim Castle now has a castle scene. -Added new Sturgian armor set; Northern Lamellar Vest / Northern Short Lamellar Vest -Fixed a physics issue with falling down and getting stuck near some of the walls -Visual quality and performance improvements on trees. -Added 3 new old looking Sturgian shields -Fixed Northern Sloven Leather armor's clipping problems Campaign Map -Pathfinding and navmesh fixes in the world map. -Army member icons now make a movement animation while relocating during events, instead of floating. -World Map icon textures/models/materials were improved. UI --Changes -New conversation screen on the campaign map -This will allow players to open conversations on the campaign map with other parties much faster and without a loading screen. -Implemented cheering -Players can now cheer with the key "O". A click will play the first cheer animation whereas holding "O" will open a cheer wheel with 4 animations in place. This is a feature in progress and will be implemented for MP with more features in future patches. -Custom Battle Improvements -Now the "Select a Map" text disappears on editable area focus and all maps are visible on dropdown upon area selection -Now siege machines slots are selected by default so players can start siege maps right away with pre-selected siege engines -Wall state options are now "Solid", "Single Breached" and "Dual Breached" instead of the previous "100", "50" and "0" -Some minor text changes and bug fixes -Now equipment of units in the encyclopedia is inspectable by hovering over their respective icons in their encyclopedia page. -Added map event (Battle and Raid) sound events. -The legend of the SP Scoreboard is always visible now for easier reading. Legend header will still be visible after the legend header is scrolled out of frame. -Right side circle map notifications will open their respective screens with the featured item selected by default. e.g clicking on the newborn notification will open the clan screen with the newborn hero selected by default. -Added missing One-Handed, Polearm, Leadership perk icons -The culture of a settlement can now be viewed on the settlement's encyclopedia page. -Updated Thamaskene steel image in crafting Fixes -Fixed the hyperlink in the name of the conversed character in the conversation screen. -Fixed baby heroes being visible as children in encyclopedia pages and the clan screen. -Fixed a vertical placement error in the campaign options popup -Fixed a bug that caused babies and children to have visuals in Encyclopedia and Clan screen -Encyclopedia page for children no longer shows enemies/allies Battles and Sieges -Adjustments to the hideout encounter. -The player now has 2 options to enter a hideout. Either simply charging in, which will select his highest level troops for the mission, or to manage his roster from a party screen. -Bandit counts in the mission were balanced. -Bandits that do not fight in the duel can be taken as prisoners. -An auto-blocking option was added for single player. Character Development System -Added a new system for XP sharing, where after a battle a portion of upgrade XP earned by troops will be distributed to the rest of the party. -Character levels now depend on raw experience collected from skills rather than skill level increases. Overall this should make it easier to focus on a particular set of skills. -Some of the calculations of perks were wrong because primary and secondary increment types were not divided. This was fixed. -Skill effects were not applied to non-hero agents. This was fixed. -Added 10 new athletics perks for the campaign side and prepared the UI for the combat/mission perks. -Added 7 new riding perks for the campaign side and prepared the UI for the combat/mission perks. -Fixed bugs for the perks Confidence and Public Talker. -Fixed a bug with the wholesaler and appraiser perks. Profits should now be marked. Clan and Party -Adjust clan members to make sure each clan has a number of combatants appropriate to its tier (at least 1 combatant for tiers 1 and 2, 2 for 3 and 4, 3 for 5 and 6). Combatants are characters that are reasonably skilled for leading parties, etc. -Fixed an issue that prevented the player from naming one of their children if they had twins. -Parties that fled from players in the mission battle should now also try to escape from the main party on the campaign map. -Fixed an issue with marrying a hero with a party that caused the spouse to be stuck in a neutral party. The hero should now be added to the player clan while the other clan's party will disband. -Fixed a bug that enabled players to create parties with heroes that are on the run from their captors. -Cultural home settlements are properly assigned at the beginning of the game. The general home settlement selection algorithm was improved. The (non-party) hero wandering algorithm was also improved. -Fixed a bug that caused home settlements to not update upon marriage -Fixed a bug that caused some home settlements to be set wrong if a family member was in a different clan -Skill and trait generation for children was improved. Problems with excessively low or high skilled offspring should be resolved. -Face and body properties selection for children was improved. -Fixed an issue that caused children to be born in the wrong settlement. Armies -Fixed a bug that allowed mercenaries to create armies. Kingdoms and Diplomacy -Adjustments to the War and Peace evaluations. -Fixed a bug that caused the player party to be teleported after a successful siege barter. -It is now more difficult for lords to defect: Even when they have no settlements, lords will typically not defect if they have a good amount of money. This means that the money they have affects their desire for defection. The player now also gains relation after a lord joins his kingdom via the defection barter and the defecting lord loses relation with his old king as well. -Fixed and enabled the succession kingdom decision that triggers on royal death for the player and AI. -Fixed a bug that led context dependent barterables to have no effect. -Fixed a bug that caused a wrong dialogue variable to appear while trying to convince an enemy lord to join the player's faction. -Fixed a bug that caused the voting system to ignore player participation in some decisions. -Sturgian default party template strength increased to better match with other factions. -Added a notification for resolved kingdom decisions that the player didn't vote in. -Fixed a bug that caused diplomatic stances to be removed for a kingdom when one of its clans was removed. -Fixed a bug that caused heroes that are in related kingdoms settlements to not to be captured or released after peace or war declaration. -Reduced the duratıon of the no-attack/safe passage barter. -Fixed an issue with persuasion that caused failures to trigger instead of critical failures. -The king's chances of being a candidate for and winning ownership of a newly captured settlement were reduced a bit. Economy and Trade -Fixed a bug that caused a mismatch between town project bonus descriptions and their actual effect on the town. Settlement Actions (Town, Village, Castle and Hideout) -Some raid logs were added twice. This was fixed and raid logs are more informative now. Quests & Issues -Added the new quest LandLord needs Manual Laborers -A new main storyline quest named "Rescue Your Family" was added to the game. --Extortion by Deserter Updates & Fixes -The chance for the deserter party to be spawned too far away from the player (because of path blockers like mountains, rivers etc.) was significantly reduced. -The prosperity reward for finishing the quest successfully will now be applied correctly to the village's town or castle. -The journal will now correctly show the number of troops sent for the companion solution assuming the player has chosen this option. -The player can no longer pick troops below Tier 2 when forming the party for the companion solution. -Fixed a bug which let the player take this quest when the player faction was at war with the quest giver's faction. -Encyclopedia page now correctly displays the quest giver's entry if the player right clicks on the quest giver's party icon. -Quest giver's defence party can no longer be controlled by the player. They will join the ambush battle to defeat deserters but they will be under the command of the quest giver. -Fixed a number of dialogue texts. --Gang Leader Needs Weapons Updates & Fixes -Players will no longer be able to get the quest if they are the owner of the quest settlement. -Fixed a bug that allowed players to try persuasion multiple times with Save & Load. --Training for Retainers Issue Quest Updates -Reward gold amount increased. -Required skill minimum amounts increased for the alternative solution. -Required troop count for alternative solution adjusted. -Return duration for alternative solution increased. -Issue/Quest time limit increased. -Issue's prosperity effect no longer exists. -5 relation and 10 power added to the issue owner as a reward for the alternative solution. -Borrowed troop count in quest adjusted. -Once the player clan becomes enemies with the quest giver's kingdom, quest cancels. -Quest success does not affect the issue settlement's militia anymore. -Keeping all of the borrowed troops decreases the main hero's honour by 10. Issue/Quest conditions adjusted. -Required grain amount was increased for the Headman Needs Grain Seed quest. -Fixed a bug that caused a wrong dialogue option to appear while talking to the quest giver NPC in the Needs Help with Looters quest. -Players can no longer persuade child nobles in the Company of Trouble quest. -Fixed a bug that caused the Family Feud quest NPC to change clans. -Fixed a problem with Lord Needs Horses quest which caused the battle encounter menu to pop up once the player completed the quest through dialogue. -Minor Faction Heros will no longer give Lord Needs Horses quest. Fixed a bug that causes target quest NPC to be duplicated in Lady/Lord Wants Rival Captured quest. -Destroying Looter parties will also be counted as quest progress in Needs Help With Brigands quest. -Fixed a bug that changed the location of Radagos' hideout to another hideout. Conversations & Encounters -Fixed a bug that caused the lord's hall guards to act like hireable mercenaries. -Fixed a bug that caused ally party heroes to act like enemies when the player encounters an enemy and tries to talk to the allied army member. -Fixed a bug that allowed players to talk to notables via the "Request a meeting with someone" button. -Fixed a bug when calculating the difficulty of a persuasion option. -Fixed a bug that caused the wrong encyclopedia page to open upon clicking the name of the conversed character in conversation -Fixed a bug that caused dialogue problems when the player asked an NPC to find another NPC in tavern missions. -Fixed an issue that caused players to get stuck in conversations when they tried to talk to wanderers in settlements that were owned by the player's map faction. Other -Troop Updates & Fixes -Faction Troops now use a greater variety of weaponry. -Mercenary Cavalry Units now uses spears. -Mercenary units now possess proper skill points and are in correct unit groups -Mercenary Guard and Mercenary Cavalry have slightly better weaponry. -Sturgian Brigand, Hardened Brigand and Horse Raider units now also have spears. -Basic Level 6 Units of Factions units now have a chance to carry and use Tier 2 weapons. -Battanian Oathsworn now use javelins. -Battanian Scouts changed their horses to Battanian Ones. -Aserai Mameluke Regular and Aserai Youth now count as Cavalry units. -Mameluke Heavy Cavalry now uses a different bow. -Aserai Tribal Horsemen now have javelins. -Khuzait Torguuds now carry swords in addition to their original weaponry. -Khuzait Darkhan units carry better javelins. -Khan's Guards now also carry one-handed maces. -Khuzait Spear Infantry now uses Throwable Spears. -Levy Crossbowmen now counts as a ranged unit (as they should). -Fixed a bug that caused a notification that tells the player their relation with themselves decreased. -Fixed a bug that caused settlement healing effects to not work. -Fixed a bug that caused lords not to move when they were asked for a board game. -Fixed a bug that stopped lords from moving when they were asked for a board game. -Characters would not properly show their age / look younger in missions. This was fixed. -Fixed an issue that caused crashes in tournaments for mods that added new cultures to the game. -Fixed a bug that prevented child nobles from spawning in the lord's hall. -Fixed a bug that caused child heroes to be added to tournaments as participants. -Hideouts will no longer give the settlement healing boost to parties. -Fixed a bug that caused wanderers to spawn in the same position in taverns. -Fixed a bug that causes some horses to have the same colours. -Editor UX cleanup for modding tools -Asset override systems for the modding tools -Modding support for sound system. -Internal Refactoring and code cleanup. MultiplayerArt -Added better barriers to some points that go outside of the map for mp_tdm_map_001. Animation -Fixed a common issue of seeing lances in the couched state in clients although it is already pulled up. Design & Balance -Voulge chain attack speed reduced. -Vlandia Knight - Bastard Axe one-handed use fixed. -Crush throughs are more likely to happen with 2handed maces Crush throughs with couched lances don't happen in multiplayer Game Modes -Siege servers now stop accepting players after a morale threshold. Also fixed changing stats of players when a game ends while they were loading. This happened rarely on Siege servers. Other - Miscellaneous -Matchmaker now balances teams after arranging a match. -Factions and maps are now distributed uniformly between game types instead of globally. -You can now leave MP games without punishment if you haven't spawned during the game. -Fixed an issue causing starting gold not to be 120 when joining the spectator team before a combatant team Server & Network -Fixed a bug that caused an infinite wait screen when trying to join an ending custom game. -Fixed a condition where a player can start a kick action without letting other clients be notified, thus making it invisible to other clients. -Fixed many cases of disconnects from Lobby. Failed actions will now be reverted and an information text regarding those will be shown on the chat screen. -Fixed an issue causing the visual count on quivers sometimes not updating on clients. -Fixed custom servers waiting abnormally long after ending normally. -Fixed a client crash at the Lobby -Fixed a crash in mp matches with the aserai faction active BothCrash -Fixed a crash that occurs during mission loading. Performance -Cloth simulation now uses fewer CPU resources. Animations -Removed given velocities to riders falling backwards from mounts which causes an unnatural movement. -Fixed wrong movement animations on users while rotating a siege machine. -Shield hit inverse kinematics improvement. -Replaced placeholder animations with motion-capture animations for death by fire/explosion. -Replaced placeholder animations with motion-capture animations for death by arrow/back direction/shoulder & back. Combat -Fixed a flaw in the weapon-wielding logic that allowed wielding weapons while mounted that are supposed to be disallowed. -Active combat actions of an agent no longer get locked while giving an order or using an object/machine. -Third-person camera height formula is adjusted so that the character covers less space on the screen when the camera is very close to it, allowing a better view while fighting. -Two-handed weapons can now crush through a block on overswing attacks. -Crush through was printing two different damages, it's fixed. Other -Implemented the first-person camera movement behaviour while mounted option, which actually did not change anything before. -Fixed a bug where some throwable weapons disappear after the attached agent dies. Known Issues[link] [comments] | ||
Posted: 27 Jul 2020 01:10 AM PDT
| ||
Posted: 26 Jul 2020 08:37 PM PDT
| ||
Posted: 27 Jul 2020 08:35 AM PDT
| ||
Patch released. Cannot play before tomorrow Posted: 27 Jul 2020 04:38 AM PDT
| ||
I didn't believe my eyes when I saw him vibing in the Amprela tavern. Posted: 27 Jul 2020 09:36 AM PDT
| ||
I'll do anything to protect my city Posted: 27 Jul 2020 09:23 AM PDT
| ||
Army of nearly 700 abandons siege on my town for merchant caravan.... Posted: 26 Jul 2020 07:38 PM PDT
| ||
Bannerlord: To increase world map party speed, does each of my foot soldiers need a horse? Posted: 27 Jul 2020 08:41 AM PDT | ||
Posted: 27 Jul 2020 06:56 AM PDT Could they make a troop that walks around on the battlefield, playing the drums? Shit that'd be so badass dude and you would make inspirational speeches to the beat of the drums and then when you tell all your troops to charge the drums beat faster. stuff like this would make the game so much cooler imo. [link] [comments] | ||
What do you think the best Warband faction is? Posted: 26 Jul 2020 10:44 PM PDT I mean like overall, not just because you only like swadian knights or only like rhodok sharpshooters. Which one, if you consider the faction as a whole, is the greatest? (in ur opinion) EDIT: this does NOT mean which is ur favorite, I wanna know which one you think is subjectively the best [link] [comments] | ||
Posted: 26 Jul 2020 11:50 PM PDT So I lost a battle in Bannerlord and got myself captured. I found myself completely demotivated and shut the game off. Here's my question: Do you typically start a new game when that happens or do you rebuild? [link] [comments] | ||
The last compwtitor when you killed their horse Posted: 27 Jul 2020 02:29 AM PDT
| ||
Posted: 27 Jul 2020 08:18 AM PDT Hey guys, i haven't touched the game since early May due to the lack of random bandit enemies on the map making it difficult to grow my army in the early game. Was this issue ever addressed? Early game bandits were a huge source of the enjoyment I got out of Warband. [link] [comments] | ||
Posted: 27 Jul 2020 05:18 AM PDT You'd think everything above zero is not low morale, but it seems I'm wrong. I'm wondering how high it needs to be to avoid losing more party members. [link] [comments] | ||
I give up on AWOIAF, which version of ACOK to download? Posted: 27 Jul 2020 04:30 AM PDT I give up on AWOIAF. I've built up 8 enterprises while trading but I just can't do it anymore. It's the most boring mod I've ever played. Too bad, the dev' is awesome and there are so many features, but I play warband to fight. This mod best way to make money is trading, which in my honest opinion, is the same as cheating for money, since the route is super safe. Why even trade? Why don't just enable cheats and give urself some money? Maybe if I've done that I might still have some will in me to play. I really wanted to like this mod and I can't believe I've put myself through Idk how many hours of trading thinking it will get better once I have a good economic base. Anyway, which version of ACOK is the best currently?? Heard it's built on Floris so no trading which is already a big plus for me but the mod has been getting worst with updates. [link] [comments] | ||
Posted: 27 Jul 2020 10:07 AM PDT I'm trynna marry a lady in Warband and her dad says there's another dude who is a better catch and won't let me. My relationship with the dad is 50 and my relationship with the girl is 26 so this is the really the only thing holding me back. I've heard that I can duel the others lord for the lady but I don't know how, does he have to challenge me? If so is there any risk of them just getting married before I get the chance? Any advice would be helpful thanks. [link] [comments] | ||
Posted: 27 Jul 2020 09:54 AM PDT Has anyone started a new game in 1.4.3 beta? I created a new character with the +20 renown choice but it starts with 0 renown. This is repeatable. I submitted a bug report but wanted to know if anyone here ahs the same problem. [link] [comments] | ||
Posted: 26 Jul 2020 10:59 PM PDT Trying to marry a lady in Warband, she says she will only marry a lord with the highest moral fibre, does this mean I have to increase my honour? If so, then how high should it be? Mine is only at 6 right now. [link] [comments] | ||
Posted: 27 Jul 2020 09:10 AM PDT
| ||
[Warband Xbox] I've conquered all the lands, but Arwa remains? Posted: 27 Jul 2020 05:18 AM PDT I've done it. After 1,700 days going from an unimportant mercenary captain to ruler of the restored Calradian Empire, I've conquered all the villages and all the towns, and have sent some lords into exile while many others have been damned to live the rest of their days in the Imperial dungeons. But despite my efforts Arwa the Pearled One, who I helped usurp Sultan Hakim (after a failed rebellion against the Vaegirs) before leaving for my own conquest as she left me no power or wealth, is still out there. She still has about four or five emirs roaming in parties of 1 raiding villages and escaping before I or any of my lords can reach them, and even when I do they just escape. I've tried accepting their ransoms and freeing the other captured emirs in hopes that this would be enough for them to call it quits, but this just releases more single-member parties out there doing banditry in my Empire, and somewhere out there Arwa is hiding. None of the raids shows her name, just the emirs, so I'm guessing she's maybe hiding in an Imperial village or town if that's possible? The only solution I've found is to use a cheat code to reveal all parties in the realm, but obviously being on Xbox this isn't an option for me. I tried waiting at first and nothing happened so I abandoned the game for a few months, but I came back on today because I'm trying to boost my Gamer Score and I really want the conquered achievement or whatever it's called. Any help or if anyone can relate is greatly appreciated. Keep on churning butter my guys [link] [comments] | ||
Posted: 27 Jul 2020 04:54 AM PDT I like the nords and I married Lady Aesa. Also how far did you get playing as a woman , people say its harder but I'm not sure. [link] [comments] |
You are subscribed to email updates from Its Harvesting Season. To stop receiving these emails, you may unsubscribe now. | Email delivery powered by Google |
Google, 1600 Amphitheatre Parkway, Mountain View, CA 94043, United States |
No comments:
Post a Comment