Kingdom Two Crowns

Kingdom Two Crowns

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Jagmeister22 Jan 10, 2019 @ 10:02pm
Hermits Kidnapped-First Night
So I arrived at the 4th island with the baker and stable hermit. When I landed I noticed that I was unusally far from the camp. It was a slow start because of it, but I assumed all was well. That was until I noticed by about the 10th day that neither of my hermits made it to the camp. They must have been kidnapped on the first night. This is extremely infuriating considering it was literally night one. I'm not sure I should be punished for assuming the hermit could reach my camp by nightfall if every single one of my hunters and workers could manage. Hermit AI definitely still needs fixing. This is the second playthrough that buggy game mechanics has ruined for me.
Originally posted by Starfisher:
Hermits walk slowly, leisurely, while your warriors and workers are running to the camp. It is best if you yourself pick the hermits up and bring them to camp. You can put them down again by moving your mount quickly left-right, left-right.
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Starfisher Jan 10, 2019 @ 10:23pm 
Hermits walk slowly, leisurely, while your warriors and workers are running to the camp. It is best if you yourself pick the hermits up and bring them to camp. You can put them down again by moving your mount quickly left-right, left-right.
Dhomsn Jan 11, 2019 @ 12:32am 
You can free all of your kidnapped Hermits by destroying the Main Portal on this island.
Last edited by Dhomsn; Jan 11, 2019 @ 12:33am
IAmSquidget Jan 11, 2019 @ 12:46am 
Originally posted by Jagmeister23:
I'm not sure I should be punished for assuming the hermit could reach my camp by nightfall if every single one of my hunters and workers could manage. Hermit AI definitely still needs fixing. This is the second playthrough that buggy game mechanics has ruined for me.

Why would you assume that? If you observed them, you'd see they walk slow and never run. You need to carry them home. That's why they are the only unit you can carry.

The hermit AI doesn't need fixing and it's not buggy (at least not in this way).
Jagmeister22 Jan 12, 2019 @ 9:01pm 
Originally posted by IAmSquidget:
Originally posted by Jagmeister23:
I'm not sure I should be punished for assuming the hermit could reach my camp by nightfall if every single one of my hunters and workers could manage. Hermit AI definitely still needs fixing. This is the second playthrough that buggy game mechanics has ruined for me.

Why would you assume that? If you observed them, you'd see they walk slow and never run. You need to carry them home. That's why they are the only unit you can carry.

The hermit AI doesn't need fixing and it's not buggy (at least not in this way).

You're correct in that I shouldn't have assumed a hermit would bother running to the camp. Though, it seems justifiable that one would be led to believe a hermit would put slightly more effort into not being kidnapped. There are explainations for why they wouldn't or couldn't run to the camp, but that gets into a different level of gameplay. I shouldn't call it "buggy". It's clearly a mechanic. Still, it digresses from the rest of the logic within the game (Being: 'All AI except hermits have a run and walk feature). Barring if you add some sort of stipulation to the hermits such as 'They're elderly and therefore too weak to run.' Either way, I'm going to attempt another run keeping this in mind.
IAmSquidget Jan 13, 2019 @ 12:23am 
Lore wise, I always figured that "hermit" = not in a hurry to join civilization. :)
Last edited by IAmSquidget; Jan 13, 2019 @ 12:24am
Jagmeister22 Jan 13, 2019 @ 10:10pm 
A real delema for the hermit I suppose. Kidnapped or be around others. I have this same issue daily.
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Date Posted: Jan 10, 2019 @ 10:02pm
Posts: 6