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Found 10 results

  1. Early in the PoE2 crowdfunding campaign, I made some suggestions to Feargus that he really liked. I decided to put those on here so the devs would be able to find them easily if they wanted to use them. I also ported over a few stronghold suggestions that I made for PoE that Aarik and a few other Obsidian types liked, but couldn't implement because it was too late in the life cycle of the game. Feel free to comment and add suggestions of your own. If I like them, I'll be sure to add them into this post (with due credit to you). Stronghold: Personally, I'm hoping for something two-fold - a Tortuga-like island that is your actual base and of course your ship, both of which can be upgraded. You could use the ship upgrades to gate off areas of the map you don't want players to get to (ie stronger design upgrades to negotiate stormier areas or some such thing). The island would be where you conduct the vast majority of your traditional stronghold business. Plotlines: If you do a couple of plots akin to "The Master of Caed Nua" (and I hope you are), the only real suggestion I have is this: it was way too easy for players to finish that plotline without having mustered the cool alliances that made the final battle easier and more epic. Now that you'll be crafting out stronghold plotlines right from the start, work on building them out so players most likely will have encountered and acquired such resources so they can bring them to bear. Oh, and just to throw in a shout-out to the Black Isle fundraising effort: provided we secure the funding, have the Black Isle Bastards be one of those battle resources to call upon! Player characters: Holding court was one of the most fun, "epic"-feeling elements of PoE. It was great how your party could contribute, either in dialogue or participation, to the resolution of those interludes. If you are looking to take those encounters to the next level, consider having a couple of the party characters have parts of their quests intersect with stronghold activities like this. Sidekicks: While I get that sidekicks are not full companions nor do they need the full companion treatment, I have seen some players (and admittedly I feel likewise) clamor for something beyond how they have been initially pitched. The stronghold offers a great opportunity to meet players halfway on this. There should be at least one quest/event for each companion out there in the game world, and some of those could easily be stronghold-related, be they interested visitors, quests given by the sidekicks while at the stronghold, some kind of relationship between one of your captured prisoners and a sidekick, etc., etc. Hirelings: I was always a little disappointed that I could build an ampitheater, hire a scald, and then...nothing come of it. Think of a few ways to make the stronghold interactive, particularly with a combination of hirelings and locations within. Likewise, everyone I know who has played the game enjoyed the way you could recruit folks like Korgrak or ambassadors of allies to join the hireling crew. Keep that up. For unique characters like Korgrak, think about how they could have follow-up quests in the form of stronghold events. If you do make alliances in the game, have those ambassadors weigh in on your decisions, just as a way to keep the players on their toes. It doesn't have to impact the game at all, but it'would be very cool to see other nations or groups' representatives react to your play style. Forumite Blotter hopes we'll be able to recruit our unique Caed Nua visitors, and I do, too, but I have the sneaky suspicion that Obsidian will say that Eothas soul ate everyone. In defense of my pal Korgrak, though, I'm going to say that he missed all that because he was out on the trail with the Warden of the Wilds, so he's ready to go for PoE2. ;-) Pets: Whether just in your house or around the whole base, make it so that your excess pets can be seen wandering around. And since this is a sequel, don't be afraid to consider something unexpected and cool like "sequels" to some of these pets. What if another wizard comes looking for Concelhaut's skull? What if your baby lagufaeth has grown up a bit and can now be a hireling or plays some key role if there's a lagufaeth-related questline? And just to cement his legacy as your world's Boo, there should absolutely be some kind of wild quest or stronghold event around the Miniature Giant Space Piglet. Upgrades: Build some reactivity in the world to the upgrades, where random NPCs might remark upon new base or ship features. To reinforce what I wrote in the hirelings section, have some of these upgrades make the stronghold come alive. To use the ampitheater example, Suikoden III had a stronghold feature where you build a theater and stage plays. Two of those plays were based on events from the first two games. In the case of a game like this, you could easily port over player choices (or settings) from PoE that tell a PoE story that reflects the player's experiences. Stuff like that. Forum user DigitalCrack reminded me of an idea that others want: a class-specific add-on. My suggestion there is to choose one area of the stronghold and have any class specific design slotted in there. Also have it accompanied by a hireling (who doesn't count against the # you can hire) and have at least one quest, even if it's just a "choose your own adventure" type, associated with it. Forum user Algroth suggested the idea that some upgrades have variants that allow you to really customize the stronghold. Items: This was the part that Feargus most liked. Over the course of PoE, I acquired some legendary weapons, armors, and grimoires. However, they sat in boxes and on shelves, meaningless. Have it so that certain items add to your prestige and/or security. Make it so that possessing unique items or books might trigger quest lines (a family wants a heirloom sword you found) and stronghold events (a scholar wants to study that orb you discovered). There can be a museum where you display certain items. The library can highlight certain books that you possess. Events: While I envision the island as having 90% of stronghold-related events, you can still surprise with some ship-based ones. Perhaps a treasonous crewman can be made to walk the plank! Plus, I would be remiss if I didn't suggest that one of the events be a ghost ship encounter. Would also suggest one of the sidekicks come from it. ) One pie in the sky idea I had: if it isn't too huge an issue, you could implement a "multiplayer lite" option. Namely, have players be able to send a messenger to another player. This will trigger a unique one-off quest, again even something as simple as the Choose Your Own Adventure style, that the player receiving the messenger could resolve and send back. Nothing more than that, but a fun way to share in the journey with friends without having to build a full MP architecture. Another benefit of doing this is that it builds out the community: people would come here to look for folks to connect with the get the mission and hopefully stick around and participate. One thing referenced by others below and that I've definitely heard feedback on: people want more out of the prisoners, be they interactions in the dungeons, trials, or events. That was a popular feature especially in the early PoE build that showed how deep the stronghold might go, so it's definitely a place where you should look to expand. Forumite Kirk raises a good point that for events like attacks on the stronghold and the Battle of Yenwood, the PCs not in your party were nowhere to be found. Something to consider addressing for similar sequences in Part 2. Economics: Forumite Tanos and others have mentioned that the economics of Caed Nua were a bit wonky and that the new stronghold should have a better system, ideally with player choice and opportunity to drive economic success. Forumite Fardragon suggested that if ships are involved in the stronghold calculus, that they could be used in goods trading.
  2. When I go to the inn in gilded vale and hire a adventurer, I can pick from a level 1-5 adventurer.... I pick a level 5 and they are still only a level 1 character. why??? please help
  3. The stronghold is a nice idea, but honestly it feels incomplete or even rushed. This post might be somewhat spoilerific to people who want to discover what the stronghold offers on their own first. A few suggestions I would make on the stronghold. Some of them minor, others major and could be part of an expansion. 1) I find it very strange that I have my own city which is completely devoid of life. As we repair things, add more NPCs to the stronghold. I should see guards standing by the gates and villagers walking around the city. The closer I get to full repairs, the more populated my city gets. These NPCs don't need to have any unique dialogue so it shouldn't be too much work to add them. When I build the forum I should see people there talking to one another. When I build the training center, I should see guards there training. Seriously this breaks immersion. Who is building all of my structures? Why would any of the visitors (good or bad) want to come visit my stronghold just to sit alone in the keep? Basically now I'm forced imagine that my stronghold is a city with people that I just can't see in the game for whatever reason. 2) Allow resting from the stronghold button when anywhere on the stronghold map. Having to walk into my house and then again to the 2nd floor is tedious and pointless. I should be able to enter the stronghold map, build something, rest right there, and then leave without needing to walk to the house for the 100th time. 3) There needs to be more rewards for investing the time, money, and effort into building the stronghold. Currently you get very little return for sinking so much cash into the repairs. After completing the stronghold I was very underwhelmed with the result. The money from taxes is minimal and will take forever to cover the costs of repairs. The advertised incentive for the stronghold is earning income, but it fails miserably at that goal. If we aren't building it for the tax income, than there should be other incentives. Going back to (1), it would be cool if some unique NPCs starting showing up after you do a lot of repairs. These NPCs could be quest givers or even add a new party member whom you can only get when you fully repair the stronghold. Another cool way to do it could be to have a unique hireling who randomly appears after a certain prestige who if you hire and then go talk to offers you a quest or becomes a party member. Right now the stronghold is more of a liability than anything else because I have to run back and take care of bandit attacks from time to time. 4) The prisoner system doesn't make sense. The gold rewards are very small. Its much better to just kill the guy and loot him for any unique gear he might have than to put him in jail. Also it seems like a lot of people are having trouble with prisoners escaping even with high security. Maybe this feature is bugged? At minimum, it would be good if there was at least a little more transparency with how the prisoner thing is supposed to work. A long form text description for each upgrade would go a long way here. 5) The merchants don't really offer too much value. One option could be to upgrade the merchants via quests and/or additional repairs to improve trade routes etc.. With the end result being that each merchant will sell some unique powerful loot at the end, making your investment in the stronghold all the more worthwhile. 6) Other RPGs with strongholds allowed the player to recruit NPCs from the world to live in their stronghold. Examples from the SNES era include JRPGs like Breath of Fire 2 and Secret of the Stars. This provides yet another incentive. Build the stronghold and then you can go out and get people to come live there, offering further benefits in terms of additional quests, merchants, prestige, security, etc..
  4. I have a bug within my game. When I enter my Stronghold Keep, all of the NPCs inside (Hirelings, guests, merchant) are immediately hostile against my hero & party and will attack on sight, forcing me to kill them all. I suspect this is because one of them died in my last stronghold defense manual resolve. I cannot directly confirm that because after I completed that resolve I did not enter the keep again until many hours (and a full game chapter) later. This is incredibly annoying, prevents access to the merchant, and results in a loss of Stronghold prestige when I am forced to murder the guests. I am posting a link to my save file and output log (in zip file) that can be used to reproduce this behavior. I wanted to attach this file directly to this post, but it tells me the file is too big (500KB limit). https://onedrive.live.com/redir?resid=71FCD6481273473!4632&authkey=!AKkhismE_mPzW60&ithint=file%2czip The patch level of my game is v1.0.3.0526 (steam). I have used the forum search feature and found a couple other posts describing this behavior, but without any save files uploaded. Also, nobody has responded to those posts since 3/31. https://forums.obsidian.net/topic/72987-stronghold-hirelings-bug/?hl=stronghold https://forums.obsidian.net/topic/73709-guards-at-stronghold-turned-traitor/?hl=stronghold I found a similar but slightly different post at: https://forums.obsidian.net/topic/74067-my-companions-auto-attacks-friendly-hirelings-in-the-stronghold/?hl=stronghold
  5. Resolving Stronghold attacks through manual combat is not a good idea if you have guest hirelings. First bug Hirelings don't regenerate between manual combats and they can't be healed before combat. It is a huge problem to lose 3 guest hireling because the game does not indicate if their death is permanent. There is no way I can rescue them all, it's an attack from the Vithrack. The game should also hint in Stronghold - Status which hirelings are killed during manual combat or let us transform a guest hireling to a permanent hireling for a huge price or let us heal them in the hirelings controls for money Second bug After Fellow of St. Weidwen (guest) and Dunryd Psiod (guest) both died in manual combat they are still standing in my Stronghold. The hireling list do not mention them.
  6. My Stronghold was attacked by Drakes and some Xaurips, including a Priest. I'm not entirely sure what happened during the chaotic fight but afterwards, my hirelings were hostile to me, possibly because I hit them with a spell by accident or because something converted them. The problem is that now all hirelings are hostile forever, no matter what I do, except one who shouldn't even exist (I killed him during the fight, yet there he is inside the main hall). Dismissing and reaquiring hirelings doesn't help and some of them don't dissapear anyway: Any new people I hire are instantly and permanently hostile, attacking me on sight in my own stronghold. Saving and reloading doesn't help, resting doesn't help and changing location doesn't help (eg. to the nearby woods and back), so it appears this permanently breaks hirelings in my game. Thankfully, I'm the paranoid type in these games, so I have a save just before the fight where everything should be working and a save where all of them are hostile. Save before the fight: https://www.dropbox.com/s/c4cgud8ntjqcroi/d568948bddf24835b65e37d10c27b33c%2017644051%20Brighthollow.savegame?dl=0 Save after the fight: https://www.dropbox.com/s/e5y1f6zk8myphvf/d568948bddf24835b65e37d10c27b33c%2017808932%20CaedNua.savegame?dl=0 I suspect that hirelings are either counted as a faction you cannot otherwise interact with or a single unit, so attacking one will permanently aggro all of them, even ones you haven't hired. System specs shouldn't really matter on this one, I wonder if someone out there is willing to attempt to replicate it (eg. fireball a hireling or something)?
  7. Description: I can't dismiss hirelings from my stronghold. They don't have any status (e.g. "unpaid") and the hirelings menu only shows "hire" as an option. I also already recruited 8 in total, so I can't get new hirelings anymore. I tried to work around this by killing those I don't need, but that doesn't work. It would still pop up as 8/8 recruited and the hirelings I killed would simpy respawn when the area is reloaded. They do cost me money though and hirelings which were supposed to only stay for a limited time frame are now there permanently. Steps to Reproduce the Issue: I have no idea how to reproduce this bug. I hired 8 people pretty early in the game and didn't pay much attention for a long time. When a checked back much later into the game to dismiss some of them, the UI was stuck this way. Important Files: screenshot In my case, I hired the last three fighters.
  8. So I'm trying to understand how to best use the stronghold. There are some issues that have come up though: 1. Bandits take nearly as much as I earn through taxes even though I have much higher security than prestige. How are the bandits so effective if I have sky-high security? This means that I'll earn something like 50 copper. Camping just once is more expensive than this, and what's worse is that when I subtract the cost of hirelings, I'm losing quite a bit of money. 2. It seems that hirelings are paid per day, but taxes are earned per turn. This means that you can never generate infinite wealth, but you can LOSE infinite wealth. Is that really true? I do like the stronghold, don't get me wrong, but so far all it does is cost me money. A lot of money. I understand that you can get resting bonuses, sure, but for the thousands I spend upgrading the stronghold, I'm sure I could have gotten a full game's worth of resting bonuses from inns. What am I missing here? PS: If it had generated taxes per day, it would have made sense. Sure some nutty people could have gained infinite wealth, but does that really matter?
  9. Hi.I have cipher aoe(int) bug and also stronghold hirelings currently unpaid bug.I noticed in game journal there are dates on the side in every addendum and update.But dates are imposibble.There are like 15.someting.16678 or 27.someting.1584.Game shows corret date in UI but not in the journal.I am asking people having smiliar issues to me look in-game date in the journal.It might be connected if people have these bugs also have crazy years in-game journal.
  10. Hello.In stronghold screen when i click hirelings menu it says under every hireling "currently unpaid" despite having plenty of coin .after i fire them then rehire them text dissapears.But if i quit the game and then load the same save,it says "currently unpaid" again.Also guest hirelings dissapears for good if i fire them but their bonuses stays.Not sure about the last part when i fire a regular hireling stronghold's prestige and security drops but when i fire a guest hireling there is no change.So either their bonuses doesnt apply or stack even after i dissmis them.Secondly after my companions return from off screen adventures text in the stronghold screen suggest there are some rewards in the treasury but it is always empty.Sorry for english it is not my first language.
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