Village event bug?
The bug where uncommon events prevent village capture from adding to income. Except for the nobleman and girls event.
Village event bug?
Seconded. This has been an issue that's been ongoing now for a couple years. Heck, the last time I played (back in early March) I rolled really well for the Nobleman+Girls events and bypassed them entirely; thus, after "capturing" all the other villages on the map, I had a grand total of one (or possibly two) villages. Definitely no more than two for sure. Eh, it is what it is. Wish it was fixed but it doesn't really affect gameplay much.The bug where uncommon events prevent village capture from adding to income. Except for the nobleman and girls event.
The devs are at least thinking about it as there's a hint of it in the game. At one point, Rowan can inquire about fertility treatments with a certain someone at the Library, but it hasn't been implemented as of yet. The game will call you out on it in a rather interesting way though.so i was wondering the last time i played. will alexia actually be able to get pregnant? and will it only be by rowan?
That's what I'm remembering as well, but was curious about its current state and whether it will be ultimately cut from the game.If i am not mistaken it was pushed back until they settle other more imediate things the game needs implemented.
Anyone got latest cheats using the console commands? Ones on page 2 dont seem to work?
That's about as full a list as exists currently. Mind that there's a typo on the Alexia corruption one.all_actors[u'alexia'].coruption=X
all_actors[u'alexia''].relation=X
castle.treasury=
avatar.gold or treasury=
avatar.exp=
avatar.mp=
castle.rp=
week=
change_relation('cla_min', #)
change_relation('cliohna', #)
change_relation('skordred', #)
change_relation('draith', #)
change_relation('xzaratl', #)
all_actors[u'alexia'].flags['jezera_influence'] = #
all_actors[u'alexia'].flags['andras_influence'] = #
change_base_stat('c', #)
avatar.corruption
change_favor('jezera', #)
change_favor('andras', #);
castle.treasury=x -> set treasury amount
castle.military=x -> set military capacity
castle.tech=x -> set tech rate
castle.morale=x -> set morale (cap at 100)
castle.villages=x -> set number of Villages
castle.mines=x -> set number of Mines
From last month:That's what I'm remembering as well, but was curious about its current state and whether it will be ultimately cut from the game.
Backburner but not scrapped. We have a bunch of assets sitting around unused we want to use one day. And we still think the idea is cool.
The problem is that the scope of this game is massive and we're already facing a daunting ammount of work. The nemesis system got sidelined when we were faced with the 2018 re-tooling. When we're struggling to keep up with the current scope it's not time to expand it.
It is just you.Why does this game get so little content each update? or it is just me? just very curious. i enjoy the game and want more content. and yes i do remember the term 'beggars cant be choosers'
Did the latest release fix the village event bug?
Hello guys, can you give me in depth details on how this bug came to be? I need to replicate the conditions for it to be properly quashed.Seconded. This has been an issue that's been ongoing now for a couple years. Heck, the last time I played (back in early March) I rolled really well for the Nobleman+Girls events and bypassed them entirely; thus, after "capturing" all the other villages on the map, I had a grand total of one (or possibly two) villages. Definitely no more than two for sure. Eh, it is what it is. Wish it was fixed but it doesn't really affect gameplay much.