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From Grenzelhoft with Love #1367
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From Grenzelhoft with Love #1367
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my incompetent ass fucked something up, I'll see if I can find out what |
Can you also give the Grenzelhofts the Mercenary Key? The Desert Riders get it, but the Grenzelhofts don't for some reason. |
They now have the key. |
This is powercreep to the extreme. Plate and the best polearm for starter mercs is too much. If driders are as you say way too good, then nerf them instead of turning mercenaries into plated dudes with the highest tier polearm weapon when they were envisioned to be funny landschnects to add flavour to mercs, who are supposed to be weaker than the men-at-arms. This would make mercs better than men at arms. Also grenzelhoft aren't supposed to start with the mercenary key because they are outside mercenaries and don't spawn in the city, as opposed to the desert riders who in every map are the only local merc guild. Grenzels aren't supposed to get a key. |
Hard no, this will make Grenzels basically adventurers 2.0 fragging role This is powercreep |
This PR defies the original Grenzelhoft merc theme. Plate armor and a lucerne? Weird slop. |
Grenzs are full every round they are very popular, I’d say giving them SLIGHTLY better stats OR starting armor is fair, but giving them Plate, Heavy armor skill and a unique weapon on top of buffing stats is way too far. |
About The Pull Request
Gives Grenzelhofts stats, armor, and a weapon to make them more competitive with the mechanically superior Desert Riders.
Why It's Good For The Game
Desert Riders start with better stats, armor, and have among the best swords available in the game. By making Grenzelhofts have their own unique specialization just like the Desert Riders do, more tailored to heavy armor and the use of a unique and deadly polearm, it makes them more likely to be able to compete for contracts, or in battle. This also gives a reason to hire Grenzelhofts as opposed to relying on one's one MAA if you're of the kingly persuasion.