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Damn, I need to be able to leave animals :(
Maybe in a future update.
if they allowed the stationed companions to get passive xp or after x rests even 50 to respec for free or master a skill they might be worth it maybe .
Or run it as a business and set up a shop or something. if you look at it closely, it looks like it should have more functions.
I like the objectivity that is proposed, "more functions", it can be really good.
Business idea:
It is possible that you can unlock some professions, making items for the posts, mainly you could use the existing mechanics (trade missions), for the trade post.
Example:
Doing the trade missions (travel/trade luxury resources), gives you as a reward the knowledge recipe (merchant/luxury), to create the object (possible warehouse/barrels) and assign a companion in it, basically it would allow you to give and sell periodically all the luxury resources provided by the player (passively as the trunk), working as a source of additional income.
The trading posts, should have more specific mechanics based on it, so that each trading post, could sell more expensive resources than others (depending on the area), thus generating a travel motive for each trading post (accumulate resources of a type and travel to X post to refuel the corresponding goods and get a higher profit).
As a balance, each post should be more expensive to buy, as it is serious a trader per trading post, this one should receive experience periodically, as an active profession.
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(v.spanish copy/paste)
Quizá pensaron poner los animales en otro sitio, para que no este todo tan junto.
Me gusta la objetividad que se plantea, "mas funciones", puede estar realmente bien.
Idea negocios:
Es posible que pueda desbloquearse algunas profesiones, fabricando objetos para los puestos, principalmente se podría utilizar la mecánica existente (misiones de comercio), para el puesto de comercio.
Ejemplo:
Haciendo las misiones de comercio (viajar/intercambiar recursos de lujo), te da como recompensa la receta de conocimiento (mercader/lujo), para crear el objeto (posible almacén/barriles) y asignar un compañero en el, básicamente le permitiría darle y vender periódicamente todos los recursos de lujo que le proporciona el jugador (de forma pasiva como el baúl), funcionando como fuente de ingresos adicionales.
Los puestos de comercio, deberían tener mecánicas mas especificas en base a ello, por lo que cada puesto de comercio, podría vender mas caro unos recursos que otros (según la zona), de esta forma se genera un motivo de viaje para cada puesto de comercio (acumular recursos de un tipo y viajar a X puesto para repostar las mercancías correspondientes y obtener un mayor beneficio)
Como equilibrio, cada puesto debería ser mas caro de comprar, ya que es seria un comerciante por puesto de comercio, este si debería recibir experiencia periódicamente, como profesión activa.
Yea, think about it. A bunch of the mercs talk about retiring and settling down. As a merc company, wouldn't that be okay? Your mercs that want to leave can stay on in different roles. Also, you can get more mission variety by having a trade route that you must escort or something like that.
Interesting. But my issue is animals. I have several of them leveled up properly, but they take a beating in certain fights. I'm currently looking for a solid tactic in fighting in ruins.
Yea. I got the animal trainer/lover trait for my archer, so it's fine. The wolves are fast, and they have a way to restore their health. The horse is covered in armor, or as my son says, "cardboard unicorn" and the bears are beefy as all hell. As long as I keep them from catching on fire or bleeding, they are tough. I don't want my boar to die, but it looks like it will have to go soon.
Hmm, I'll need to go and look.
My two bears have massive HP. I need something for them that's 100% anti-fire/bleeding.
I "recruited" them from Jails... Yea, I understood what you meant.