Damned Registrations
Furry Weeaboo Nazi Nihilist
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- Feb 24, 2007
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I would imagine they're piercing an 1/8th inch thick piece of balsa wood and continuing 8 inches past it.
Dev Blog #83: Enemy Factions
With work on the last big update now on the way, let’s take a look at what we’re going to do with enemy factions on the worldmap in order to make the world more interesting and dynamic, and how it’ll affect you as the player.
Enemy Factions
Enhancing the presence of factions for a more dynamic world is one of the goals of the upcoming update, and this includes enemy factions. Previously, enemy locations, like bandit camps, just got different banners assigned randomly, which then were also used by any parties created by that location, and that was it. Now, we’re going to introduce actual independent sub-factions, like orc clans and goblin states, which occupy territories on the worldmap and seek to expand them.
Orcs, goblins, bandits and undead each received half a dozen or more new banners on par in quality with the new mercenary banners introduced not long ago. You’ll be able to see by those banners on the worldmap where a faction holds power much like you currently do with noble houses. Take a look below to see a very strong orc faction fond of grates in the southern part, smaller goblin and orc factions bordering them, and a strong goblin faction to the north.
Factions are most active near their territory – sending out patrols, hunting or raiding parties, and actively defending their territory against intruders. While this was somewhat the case before already, it now also applies to contracts. In previous versions we often had to spawn locations and enemies all around the world artificially as part of contracts, just to give you enough to do. With a steadily increasing number of different contracts, however, we can now go back to having contracts appear when there is actually a specific threat in the vicinity, safe in the knowledge that there’ll always be some kind of work to be found.
For example, settlements bordering orc territory are now much more likely to require your help in fighting off orcs, and conversely, destroying that single orc camp near a town will erase that threat, and thereby the need for contracts against orcs, for good. Or at least until other orcs make their way into this part of the world. If you prefer to stay clear of orcs for now, you’re advised to just travel to a different part of the land where orcs have less of a foothold. Of course, those orcs may then expand their territory and grow stronger while you’re not there to keep them in check.
To underline further that you’ll be fighting not just randomly spawned parties, but parties actually belonging to factions and doing their part in helping theirs to expand, the combat engage screen now shows banners of all enemy factions involved in a battle in full detail on the right, and your own banner, as well as the banners of all allies taking part in the battle, to the left.
How much - if any - of a possibility is there for enemy factions to take over or outright destroy human settlements?
How much - if any - of a possibility is there for enemy factions to take over or outright destroy human settlements?
And vice versa? Lets say that we helped some territory a lot. Can they actually start eredicating the foe themselves, eventually leading to utter destruction of a monster faction?
seems a bit weird to have bandits fighting under one banner.
Orcs, goblins, bandits and undead each received half a dozen or more new banners on par in quality with the new mercenary banners introduced not long ago. You’ll be able to see by those banners on the worldmap where a faction holds power much like you currently do with noble houses. Take a look below to see a very strong orc faction fond of grates in the southern part, smaller goblin and orc factions bordering them, and a strong goblin faction to the north.
seems a bit weird to have bandits fighting under one banner.
seems a bit weird to have bandits fighting under one banner.
There are multiple instances of peasant&bandit uprisings in history. The famous peasant wars on the territory of the Holy Roman Empire. *Colour* Turban revolts in China. And many, many more including those history has forgotten.
No. But it will be on release.
Is this game the single greatest thing mankind has ever invented?
seems a bit weird to have bandits fighting under one banner.
There are multiple instances of peasant&bandit uprisings in history. The famous peasant wars on the territory of the Holy Roman Empire. *Colour* Turban revolts in China. And many, many more including those history has forgotten.
peasants =/= bandits
it was just a small nitpick though, in general I approve of factions
I believe rapsdjff has stated that their goal is to provide more of a narrative / story arc to follow, if you're interested. That means you could be fighting for more than just wages to keep a crew going in perpetuity.I suppose whether or not wiping out a faction is of actual benefit to your Band o' Bros would depend on whether or not independent lairs still spawn because if they didn't such actions would lead your band to obsolescence. Less lairs to raid > less money after all > running around looking for contracts to meet your daily wages.
It's very much a possibility as part of one of the greater evil endgame crises.How much - if any - of a possibility is there for enemy factions to take over or outright destroy human settlements?
They're not fighting under one banner; the fact that there are now multiple sub-factions with banners of their own is the very point of the dev blog.seems a bit weird to have bandits fighting under one banner.
Indeed. Some of the new bandit banners also imply that people hoisting them are, or were at some point, in fact a faction rebelling against a specific noble house.Peasant rebellions also had a tendency to devolve into banditry.
It's a nithing pole