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You need to pay the troops when in the upper right corner, under your number of crowns, a warning appears "You will have to pay money to mercenaries." If you do not pay, they will have a debuff fortunately. During the shoeing, click on "pay" and a "green" check mark will appear. The check mark does not mean "bird" but a sign.
Picking locks - navigate by the sound in the headphones and by how high the master key has risen. Make short clicks with the mouse.
There should always be -- shackles (chains for prisoners" ropes - at least 5. Iron -- min 6. Climbing hooks 1-2. Food, money and alcohol. Wood 1-10. Salt 10 -20. Carrying capacity reserve. It is better to carry horseshoes, so that in case of overload, you can exchange them for saddlebags. A supply of medicines and repair kits is required, depending on the size of the squad. Chests sometimes contain useful items, and sometimes useless. For breaking into a chest, your "thief" gets experience. This experience is valuable, the moment will come and you will dream of chests, even absolutely empty ones.
One thing though: Is there any way to lockpick without audio cues? Any kind of accessibility option for bad hearing?
Actually...it gets harder. Chests will have two, then three bars to unlock up from one, and the correct area to lockpick will become more narrow.
I do it without sound on all the time. The closer you are to the correct spot for the lockpick, the further you can push the lockpick without it getting stuck. So you can use this as a test to find out where the spot likely is. You can efficiently use process of elimination to find it.
This all reads in a lot of words, but it doesn't take long to get used to once you try it a few times. It's fairly intuitive after a few goes at it. And trust me, it takes far longer to read the instructions that it does to do it - I can bang out a lock in about 10-30 seconds depending on how many bars the lock has.
Refer to the lockpicking images in this guide: https://steamcommunity.com/sharedfiles/filedetails/?id=3046544883
You can see a blue circle with four lines to mark equidistant positions along the lock. If you imagine a compass, the positions are SW, NW, NE, and SE. Try to push the lockpick in at each of those four positions and pay attention to which one allows you to push the lockpick in furthest before it gets stuck - the correct position will be closest to that one.
Let's say, for example, that you find that NW allows you to push the lockpick in the furthest. Check the surrounding cardinal directions - W and N - to see which one allows you to push the lockpick further than the other. If W allows you to go further, than you know the correct position is between NW and W. If N allows you to go further, than you know the correct position is between NW and N.
Let's assume that, between the two cardinals, N allowed you to push the lockpick in further. Starting from NW, slowly inch toward N, testing how far you can push the lockpick as you go. You'll inevitably find the correct spot along the way.
If you test all four starting positions - SW, NW, NE, and SE - and none of them seem to allow the lockpick to push further than the others, then that means the correct position will be one of the three available cardinal directions - W, N, E - or otherwise very close to one of them, so try them next.
I am confused by the comment about shoeing the pony. I put the shoe on the pony's back but there is no option to shoe it offered after that. Or is that done at the stable?
Edit: I went back to the stable but there is no option there for putting the horseshoes on the pony, with or without green bird arrow.
As for horseshoes, I wouldn't worry about it, just use the saddlebags. They are there for the carry weight, and the 3% bonus is pretty trivial. At pony level 12 you can pick a trait that gives them extra inventory slots, so you can use both the bags and horseshoe if you want at that point. There are a bunch of different animal items though, I don't know if there's something better at that point.