Shadows of Forbidden Gods

Shadows of Forbidden Gods

The Robber Baron
6 Comments
sewnutty Aug 9 @ 6:24pm 
Sadly i keep having my mercs charge headfirst into the largest nation on the map and suiciding themselves. DX
Vice  [author] Mar 26 @ 3:51pm 
Thanks for the idea, Myrdred (is that name from Myth 2?). I've also been told about the idea of having the Mercenary Companies set up a base somewhere, maybe as a modifier or actual location, perhaps limited to castles. But I'm still not 100% sure on how to flesh out Banditry/Mercenary Companies without also making the agent too complicated.

I think you are right that castles are a bit uninteresting atm!
Shippledough Mar 26 @ 2:33pm 
This is a great idea to flesh out Banditry.

One thing I always thought about is how interesting minor settlements are: Farms leverage famine, and holy sites leverage shadow and power. But castles... do nothing. I think if you want to work this idea in, you could allow the robber to maybe do something interesting with castles. Sort of like the Countess but for castles? Turning an infiltrated castle into a real headquarters, maybe that's where you can buff the mercenaries, or get a boost to laying low. Just some ideas :)
Vice  [author] Mar 23 @ 9:59am 
Mod updated to v1.1, should now work without DLC. Also made a few minor adjustments, visit Change Notes to read up on this.
Vice  [author] Mar 22 @ 3:44pm 
Caution: The mod appears to be bugged in 1.1 (not 2.0) due to a function which relies on DLC content. Please await a fix if you do not play on 2.0.
SnickeringSnaussages Mar 21 @ 9:31am 
Finally, something like this has been lacking for a while. There was a good attempt made with the Bandits and Crime mod, but it was a bit jank. Can't wait to get back to SoFG to try this out in the future.