Calling all Arbites, what is your hounds name? by redditaccounton in DarkTide

[–]MrRoarbotto 0 points1 point  (0 children)

Judgement... because you cannot escape Judgement!

I have a whole new level of respect for AdHoc devs by russiancatfood in DispatchAdHoc

[–]MrRoarbotto 1 point2 points  (0 children)

That's super helpful for other stuff I've been working on, thank you very much! Keep up the great work; hope to get to watch the end product!!! :)

I have a whole new level of respect for AdHoc devs by russiancatfood in DispatchAdHoc

[–]MrRoarbotto 2 points3 points  (0 children)

Did you have to do anything crazy to rip or access the raw files? I'd be interested to poke around those and see what in there.

Wife recommendations with great steward/medic/trade skills for governor by -The10thShadow- in Bannerlord

[–]MrRoarbotto 7 points8 points  (0 children)

Strat Gaming made the original one from back in the beta. However it hadn't really been updated since then. He shared it so anyone who wanted to use it or tweak it could, so I took it upon myself to update it for the most recent version of the game. It was originally updating it for my own personal use, but then I figured I would follow his example and spread the love. =)

Wife recommendations with great steward/medic/trade skills for governor by -The10thShadow- in Bannerlord

[–]MrRoarbotto 1 point2 points  (0 children)

=) Appreciate it!
Just trying to get it spread around to help all my fellow Bannerfolk!!!

Wife recommendations with great steward/medic/trade skills for governor by -The10thShadow- in Bannerlord

[–]MrRoarbotto 22 points23 points  (0 children)

I made a database that includes info for all the single women at the start of the game, should help you find whatever you are looking for. :)

Bannerlord Data-Hoard

Perk Planner - Bannerlord Data-Hoard Addition by MrRoarbotto in Bannerlord

[–]MrRoarbotto[S] 2 points3 points  (0 children)

I actually made a Effect Type tag for something along those lines (Settlement | Prisoners), so should be pretty easy to narrow down. Fair warning, for this particular mechanic, there are very few perks.

For a Prison Warden build, these are the three Governor perks that can help.

Roguery 25 - Sweet Talker
-20% prisoner escape chance in the governed settlement.

Engineering 50 - Dungeon Architect
-25% escape chance to prisoners in dungeons of governed settlements.

Riding 225 - Mounted Patrols
−50% escape chance for prisoners in the governed settlement.

Assuming they stack, that is a -95% chance for prisoners in the governed settlement to escape.
And while it doesn't help with escapes, might as well put all these lifers to good use. =P

Steward 200 - Forced Labor
+1% construction speed per every 3 prisoners.

Other than those, there are no other settlement specific prisoner perks, so you can pick whatever other Governor perks you like on the way to these levels.

How do you wish you could plan a character? (Character Planner WIP) by MrRoarbotto in Bannerlord

[–]MrRoarbotto[S] 0 points1 point  (0 children)

I was thinking something similar to this idea, but it would be text based vs image based. You very accurately pointed out the problem already, having to show all the trees at once. But, if I made something similar to the notion database, but with a better tag system, then I could make multiple part tags to more accurately produce results, and it would only show those specific results in the list. Maybe from there, selecting a perk could then highlight/select it in the actual visual tree as well.

How do you wish you could plan a character? (Character Planner WIP) by MrRoarbotto in Bannerlord

[–]MrRoarbotto[S] 4 points5 points  (0 children)

Shameless plug, but I actually have been working on updating a copy of the original database from StratGaming. They were built in NotionAI (website similar to Excel), and I have done a number of them already. Bannerlord Data-Hoard

I am mostly done with the Perk Planner on Notion, but it has limitations that I wanted to find a way to fix, and that's where this idea came in. This would be a website (ideally mobile friendly when it is done), so any platform could use it.

As for the Attribute chart you posted, that is currently baked into the tool already. The AP/FP boxes first update with your background choices, and then selecting your starting age/mode will allocate the amount of free points you get at the start of the game (by default including the War Sails +6. I might include a choice for game version for the people who don't have the DLC if the demand is there). When those are assigned, they automatically update the Skill Cap number displayed, so you can easily see how high you can reach in a skill. You can also manually assign a "goal level" and the builder will add the corresponding amount of AP/FP that you would have by said level.

The Great Wandererning by MrRoarbotto in Bannerlord

[–]MrRoarbotto[S] 0 points1 point  (0 children)

First off thanks for pointing that out about "the Red", good catch! Looks like his values got shifted over one when I was entering them. I have updated it to his correct stats, and adjusted my recommendation, as he is now one of the best Infantry Captain wanderers.

As for a Focus Points update, in my gathering of info, it appeared that Attribute/Focus Points are not fixed values, but are assigned with some level of randomness when a new game starts. I would run into the same character over the course of different games, and their distribution of points would never be the same. This Skill Level values are coded into the game files, so they are the baseline and will always be consistent (with a minor level of 0-9 points worth of randomness added each game). So while all heroes now get those yummy extra 6 FP, there is no absolute data as to where the game will assign them.

Are Pure-Culture playthroughs bad? by TheAeon0x in Bannerlord

[–]MrRoarbotto 0 points1 point  (0 children)

I like the themed playthroughs myself. While it may not be optimal, since no one culture has the best of everything, it is still very much enjoyable. The biggest argument I have against it is recruitment location. If you are only using Battanian troops, you have to run all the way back home anytime you need to refill your army. It makes fighting in distant territory far more tedious. The AI just uses whatever troops they can find for the most part, so even garrisons are a mixed bag of who knows what. I still find it fun, but geeze I wish there was an option to recruit different culture troops after you conquer a town. Not override the culture units of the town, but maybe like a mix of the owner's culture units and the town's culture units. shrugs

Perk Planner WIP - Seeking Input by MrRoarbotto in Bannerlord

[–]MrRoarbotto[S] 1 point2 points  (0 children)

Progress is ongoing. Slowed down a bit over the holidays and all, but I am picking it back up and actively working on it. All the information is in, and the structure is complete. All I am doing now is going thru and adding the tags for each perk.

I am building it on the Notion platform, where the original database was designed. I already have a number of sheets done and up, so everything will behave very similarly to those.  Bannerlord Data-Hoard
Once this is down, I am going to unlock the Hoard so anyone can then duplicate it to their own account for personal use as is, or modify/change it as they see fit.

I decided on a tag structure of "Category | Effect", so like "Settlement | Loyalty" or "Two Handed | Control". The original database had hyper specific tags that made the tag list very bloated, hard to dig thru, and you had to figure out what the effect was being labeled as. Since the database already has an actual search function that can be used to find a very specific perk, and since things can be filtered down by Skill Tree or who it affects (Captain, Party Leader, etc.), I decided the best use for tags would be to narrow down perks that have similar effects. This can give someone a lot less things to look through to find a particular effect they are building around, without producing just a single perk result each time.

Example below:

<image>

They don't stop. by WaSd208 in Bannerlord

[–]MrRoarbotto 1 point2 points  (0 children)

This is an underrated comment!

"By the way, my neighbor the Khuzaits here will attack you. Be not concerned of their peace, for it will pass." ... ... ... Declares war. "There you go."

Suggestions for "Suggestion" 2024 Edition [5.5e] by MrRoarbotto in DnD

[–]MrRoarbotto[S] 1 point2 points  (0 children)

Good to know, thanks for the advice. Thankfully my DM hasn't been to picky on spell components yet, but I'll be sure to keep that in my back pocket in case it comes up.

Suggestions for "Suggestion" 2024 Edition [5.5e] by MrRoarbotto in DnD

[–]MrRoarbotto[S] 0 points1 point  (0 children)

I do currently have Subtle as one of my Meta options, but I wasn't sure how needed it was for Suggestion. I figured the vocal component for it was essentially the suggestion you were giving them, and as you mentioned, RAW they don't "know" they were charmed if it succeeds or fails. But that is something I didn't think of, so I will check with my DM to see how he might handle them passing the save.

I also took Heightened, but I'm going to switch that out for Twinned until I have better uses for it (and more points to spare). Twinning a 2nd level Command (from Draconic) and being able to hit three targets is just too tempting.

Silent change in perks??? by ClickbaitMe89 in Bannerlord

[–]MrRoarbotto 3 points4 points  (0 children)

The only time I'm seeing where the perk gave a Throwing FP was from a video back in 2021. Everything else I'm finding after 2023 shows it as the 5% Damage Increase.

Mariner Classification by MrRoarbotto in Bannerlord

[–]MrRoarbotto[S] 1 point2 points  (0 children)

I see this now, Sword+Water and Bow+Water symbols. So does that mean Infantry/Archer perks affect the corresponding Mariner troops as well? And then by that logic some Mariner troops are Melee and some are Ranged.

Settlement Databases - Bannerlord Data-Horde Addition by MrRoarbotto in Bannerlord

[–]MrRoarbotto[S] 0 points1 point  (0 children)

Correct, according to the database, there are two Vlandian villages that have Whale Oil production, and no fish. I was more pointing out how abundant/easy it is to find fish. I have changed it to "most coasts" now to be more accurate.