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Faerie Fortune
Nov 14, 2004



What is Mount and Blade: Warband?

I'm lazy, so here's a synopsis from the wiki pages!

quote:

Mount & Blade: Warband is the stand-alone expansion pack to the action role-playing video game Mount & Blade. First announced in January 2009, the game was developed by the Turkish company TaleWorlds Entertainment and was published by Paradox Interactive on March 30, 2010.The game is available as a direct download from the TaleWorlds website, through the Steam digital distribution software, or as a DVD with required online activation. macOS and Linux versions were released on July 10, 2014 through Steam.

Warband expands on the original game by introducing a sixth faction (The Sarranid Sultanate), increasing political options, adding the ability for the player to start their own faction, and incorporating multiplayer modes. Reviews of the game were generally favourable, with the addition of multiplayer praised. The game places a focus on the horse-mounted combat and giving orders to one's warband in the field, such as telling archers to hold a position or infantry to use blunt weapons.

No really, what?
Mount and Blade: Warband is hard to explain to people really. I generally start off my pitch with "Did you ever play Frontier Elite 2? Its that, but on a horse" and that tends to do the trick. Its an open-world action RPG where you are dumped into the world as a mercenary with some money, some armour and a horse and told "go do what you want". Its a hard sell because there's no plot, no overarching story quest, none of that. All the goals you have are the ones you set for yourself and its up to you how you get there. Luckily, this LP is starting with a goal so there's at least some direction happening!

What's our goal then?
Our goal is to become Queen of Calradia. Its a lot of work, and requires taking over each and every faction in the game, which in itself is hard to do. We're starting form the very bottom, as a lone woman with a horse and a few soldiers. After we've done that, we need to unite them and install ourselves as queen of the world.

Okay, so how is this LP going to work?
We've got a long road ahead of us, LP subforum. But with the power of friendship and believing in each other, I know we can do it.

This isn't your normal LP, where I play and you guys get to make the decisions. I have played through the introduction quest and left our character sat outside of a major city. As we speak, this save file is in the hands of another person who will play the game for one week real time and continue where I left off. They will post their updates while the next person in the list plays and records their segment and so on. We're essentially building a kingdom by committee, going down a list of people until we have reached our goal!

Neat! What do I need to join in?
First of all, you need the game. We are playing with no mods whatsoever, to make it more compatible between computers and players so you don't need anything beyond that really. Any level of skill and knowledge of the game is welcome, the second post in this thread is dedicated to keeping you up to speed! You will also need a means of recording an update -- updates can be in whatever form you choose. I went for video because that's what I'm used to but you can choose screenshots if you like, a hybrid of the two, or some kind of new, experimental LP experience. Whatever you're comfortable with!

As an aside: We are not going with mods because of potential compatability issues, however if you have messed with your vanilla .ini file with TweakMB or something along those lines, I won't tell you to change it. People have different playstyles and have to tweak different things to make it bearable (those loving cows) and I'm already putting you through vanilla M&B, I won't force my settings on you. Just keep it reasonable and not too cheaty and we won't say any more about it!

How long do I have?
You will have one week real time to record your gameplay. During this time you can record as much as you like, although remember that you only have another week to actually make your updates once its your turn so try to keep it reasonable! After that two weeks, the save file is sent back to me for archival and then on to the next person!

To keep things moving smoothly and to not have to wait months between players, people will post the updates from their session during the week that the next player is playing. This is also why the save file is being sent to me for archival, so that if someone flakes out on their turn, there's still an up to date save file for me to send to the next person, to keep things moving.

How do I get the save file?
The save file is already in the hands of the first person on the list, however when they've completed their week long tour, it'll be sent back to me. I will then send it to the next person on the list either through PM if they have them, or through another medium of their choice.

How do I get onto the list?
Just post in the thread stating your intentions! If you have PMs you don't need to do anything else as I'll contact you with the savefile when its time. If you don't, don't worry. I set up a Discord server to make this less of a logistical nightmare!

I don't want to make any updates but I'd like to play along.
I will be posting the most recent save file as a link in the thread too so that those who want to play along but who aren't confident in making updates or who don't have the facilities to can still play along! Feel free to talk about what happened in "your" game but remember that only the people on The List are allowed to make the official updates that will end up in the OP. Consider observer playthroughs as alternate timelines!

Now, without further ado..



The List will be posted in the order that people sign up. The dates (that are in European format so dd/mm/yy) represent when you will have the save file, to make it easy to figure out when/if you will have the time to make and post your updates!

Faerie Fortune
Iron Chitlin (4/4/17 - 11/4/17)
Danaru (11/4/17 - 18/4/17)
CirclMastr (18/4/17 - 25/4/17)
grimlock_master (25/4/17 - 2/5/17)
Blind Sally (2/5/17 - 9/5/17)
Fizzicist (9/5/17 - 16/5/17)
Miki (16/5/17 - 23/5/17)
HerpicleOmnicron5 (23/5/17 - 30/5/17)
UZworm (30/5/17 - 6/6/17)
nine-gear crow (6/6/17 - 13/6/17)
Herr Tog (13/6/17 - 20/6/17)
krisslanza (20/6/17 - 27/6/17)
ZiegeDame (27/6/17 - 4/7/17)
Werewhale (4/7/17 - 11/7/17)



Video Playlist

Faerie Fortune
Update 01 - Character Creation
Update 02 - In Which Mistakes Are Already Being Made
Update 03 - Progress

Iron Chitlin
Update 04 - Tournaments, Quests, and Bad Gameplay
Update 05 - A Day Full Of Failure

Danaru
Update 06 - The Shame Hat
Update 07 - Technically Winning
Update 08 - Dick Maths!

CirclMastr
Update 09
Update 10
Update 11
Update 12
Update 13
Update 14
Update 15
Update 16
Update 17
Update 18
Update 19
Update 20
Update 21
Update 22

grimlock_master
An MS Paint Update By Grimlock Master

Blind Sally
Mountain Blade: Warband - Update 23 - Blind Jeannie the Bandit Queen, Part 1
An MS Paint Update by Blind Sally

Fizzicist
Update 24 - Everything Is Fine

Save File
Each save file will be labelled by the date it was uploaded, and who was the last person to have it. To have it in your game, extract the .sav file into Documents/M&Blade Warband Savegames/Native -- you may need to rename it if you already have a save in that folder!

Savefile for 4/4/2017 - Faerie Fortune
Savefile for 11/4/2017 - Iron Chitlin
Savefile for 18/4/2017 - Danaru
Savefile for 25/4/2017 - CirclMastr
Savefile for 2/5/2017 - grimlock_master
Savefile for 9/5/2017 - Blind Sally
Savefile for 16/5/17 - Fizzicist

Faerie Fortune fucked around with this message at 11:58 on Jul 4, 2017

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Faerie Fortune
Nov 14, 2004

The Information Repository

If any kind posters post any mechanics pointers and such for our prospective commanders, it'll all go here for future reference!

(The faction information in Fae's original post comes from the Mount and Blade Wikia)

Joanne's Stats
Faerie Fortune - Joanne D'Arc
Iron Chitlin - Lady Baja of Blastington
Danaru - Liquid Joanne
CirclMastr - gently caress Dick Tree
grimlock_master - Juana de Arco
Blind Sally - Blind Jeannie

Factions and Such


Kingdom of Swadia
Kingdom of Swadia Troop Tree

quote:

As a starting point, the Kingdom of Swadia is profitable as it is close to all of the other factions. This means that you can easily venture into any other nation and buy goods, then return and sell them in any Swadian town. Swadian lands are relatively safe for trade routes, with the most common bandits being weak Forest Bandits and occasional Mountain Bandits near the river at the frontier with the Kingdom of Rhodoks. The downside of starting in Swadia is that it has no specially priced goods of its own.

Strengths
- Excellent shock and heavy cavalry.
- Reliable heavy infantry.
- Strong at defense and offense.

Weaknesses
- Unreliable crossbowmen.
- Very limited anti-cavalry infantry.
- Expensive troops.

The Kingdom of Swadia is similar to the Kingdom of Vaegirs, as both factions have almost identical troop progression. Swadian armies are usually more expensive to support than those of the Vaegirs, and are usually not as strong in numbers.

At the beginning of the Native Campaign, the Kingdom of Swadia is the strongest faction in the game, although its central starting position means that it is usually tied up with wars on numerous fronts. The eastern town of Dhirim is likely to be regularly taken by neighboring factions.

Swadian melee troops prefer to wield swords, heavy maces, and voulges. Swadians also use crossbowmen instead of archers, yet it seems the bow is a common Swadian weapon among its forest bandits, arena fighters and hunters.

Swadian Knights are the most powerful cavalry units in the game, rivaled only by Sarranid Mamlukes. Swadian troops rely mainly on the strength of their Knights to power through all enemy formations.

Swadia also has some decent infantry, but not as good as Nordic infantry. Swadian infantry resembles a mix between Vaegir and Rhodok infantry. Swadia can also train crossbowmen, although their crossbowmen are outmatched by those trained by the Rhodoks.


Kingdom of Vaegirs
Kingdom of Vaegirs Troop Tree

quote:

The Vaegirs possess arguably the finest foot archers in the game, and also have several tiers of reasonably good infantry and heavy cavalry. Vaegir troops prefer using two-handed weapons for an offensive advantage against their foes, and live in the mountainous and snowy north-eastern boundaries of the map. The claimant to the throne is Prince Valdym the Bastard.

The lords of the Vaegirs in Warband are called boyars, a title for lord in several Slavic languages.

Strengths
- Superb archers and light infantry.
- Good horsemen with high maneuverability.
- Strong offensive capabilities with two-handed weapons.
- Inexpensive troops.

Weaknesses
- Poor defensive capabilities because of using two-handed weapons, instead of one-handed weapons with shields, by top-tier infantry and horsemen.
- Vulnerable to cavalry (especially heavy cavalry).

The Kingdom of Vaegirs and the Kingdom of Swadia both have very similar troop trees, although Vaegir armies are, in general, cheaper to enlist and maintain, and are more numerous as a result. They also are more horse-based, with their tier 3 melee troop being a cavalryman.

According to Lezalit, the Vaegir people do not favor discipline or an organized command hierarchy, resulting in diverse but weak troops.

However, Vaegir Marksmen are arguably the best archers in the entire game. Although not as strong in melee combat and having less health than Rhodok Sharpshooters, they are the most accurate and boast the fastest shooting rate of all long-range units in the game. Provided a superior landscape and numerical advantage, it is more than possible for Vaegir Marksmen to devastate enemy infantry with a relentless salvo.

It is also important to note that because of the Marksmen's fast shooting rate, they tend to run out of arrows relatively quickly during a battle. Therefore, it is recomended that they are ordered to hold until the enemy comes within reasonable range. Although this tactic is very effective, it could also lead to infantry casualties if the timing is poor.


Kingdom of Rhodoks
Kingdom of Rhodocks Troop Tree

quote:

The Rhodoks were once subjects of the Swadians, but successfully fought a war for independence under the military leadership of Grunwalder. The Rhodoks later built Grunwalder Castle in his honor, on the site where he fell in battle.

In Mount&Blade: Warband, unlike in the original Mount&Blade, the Rhodok lords are called counts.

Starting in the Kingdom of Rhodoks could be regrettable, as it lacks cheap special goods to be purchased and sold. The countryside is also plagued by Mountain Bandits, which can be troublesome early in the game.

Strengths
- Excellent spearmen for beating back cavalry and holding the line.
- Outstanding crossbowmen.
- Excels at defending castles and towns.

Weaknesses
- Lacking in cavalry.
- Poor offensive infantry.
- Lowest strategic maneuverability out of all factions.

The Rhodoks rely heavily on well-equipped and hardy militias, unlike the levied footsoldiers and heavily armored knights of their Swadian neighbors.

The Rhodoks are fond of the spear and the crossbow, and their armies are largely composed of spear-armed foot soldiers and professional crossbowmen, both equipped with large Board Shields to offer full protection from volleys of arrows. The top-tier of the Rhodok infantrymen are their Sergeants, armed with Glaives and Military Hammers to give them a great advantage in offensive and defensive engagements. In general, the Rhodok military tree resembles that of the Nords because of the absence of cavalry units.

Rhodok troops are mainly effective against cavalry. Melee battles don't tend to favor their infantry units, but a powerful corps of crossbowmen can soften up the enemy before an infantry charge. Rhodok units are best used in a defensive role in field battles, with infantry in front of ranged units. A corps of Sergeants and Sharpshooters in any army tends to be just fine, especially against Swadian units. Additionally, Rhodoks have more health and speed than any other faction units, and can devastate enemy armies when in the right formation. If you plan on besieging or defending any castles or cities, Rhodok units excel at this role.


Kingdom of Nords
Kingdom of Nords Troop Tree

quote:

According to Matheld, the Nords were invited by the Calradic Empire to crew their galleys, and were given land on the coast as payment for this service. After the Empire fell however, a Nord leader named Gundig Hairy-Breeks landed in Calradia to claim a supposed Nord birthright of the whole continent. Matheld makes note that this was a fabrication by the skalds and qualifies it by noting the Nords need no excuse to go to war. Gundig Hairy-Breeks would be killed attempting to attack the Rock of Rivacheg, but Nords still come to Calradia under the idea of claiming Calradia by force.

This predisposition to war also factored into the rise of its current leader, King Ragnar, and the disinheritance of the claimant Lethwin Far-Seeker. The king before Ragnar and Lethwin's father, King Hakrim, had Lethwin sent abroad to learn academic arts believing that the Nords needed to be more than warriors. Ragnar disagreed and when Lethwin was shipwrecked on his way home to claim his throne, Ragnar took the throne for himself.

According to both Marnid and Deshavi, the Nords also grow flax in abundance to send to Sargoth. There, it is weaved into Linen which Marnid claims was not something produced in Calradia.

In Mount&Blade: Warband, unlike in the original Mount&Blade, the Nord lords are called jarls.

Strengths
- Excellent heavy infantry.
- Superb offensive capabilities.
- Reliable at defending (with heavy infantry).
- Archers that can defend themselves in melee.

Weaknesses
- Complete absence of cavalry.
- Average archers.
- Vulnerable to heavy cavalry.

The Kingdom of Nords is, in military terms, an infantry-based civilization. They boast the most powerful heavy shock infantry, whose main tactic is to throw a volley of axes or javelins at their targets before charging in to melee. They are somewhat vulnerable to armies with shock cavalry, as the men on foot cannot keep up with them. On the other hand, Nords are completely equipped to fight on foot and make for excellent castle besiegers, breaking shields and splitting heads with their axes as they go. They also make great castle defenders, forming a nearly impenetrable shield wall on the ramparts.

Nord armies rely on the strength of their infantry. Nord Huscarls are arguably the best infantry unit in the game. Since they do not rely on cavalry, their armies are excellent at both attacking and defending castles. They also have a branch of archers, but they are not as focused as there are only a few tiers in that unit line.


Khergit Khanate
Khergit Troop Tree

quote:

In contrast to the lush heartlands of Calradia, the great steppes to the south are a vast region of dry grassland. With harsh weather and little resources of wood or ore, the one thing found in abundance here are the herds of horses that live both in the wild and domestically. It is in this arid waste that one can find the Khergits, a semi-nomadic race of hunters and horsemen who, much like their Steppe Horses, are lean, hardy, swift, and temperamental.

According to Baheshtur, the Khergits were originally from the cold steppes beyond the mountains, possibly to the east of Calradia. Although they had previously been involved in trading, raiding, settling, and hiring themselves as mercenaries to the Calradians, they did not move to their current region of the map in force until their original homeland was invaded by the Great Horde. This event drove the Khergits to move into the place they now call home, at the time held by the Vaegirs.

Starting in Khergit territory is not advised, as Steppe Bandits are both numerous and dangerous foes for new players. It is better to begin in a more peaceful area and gather a secure, relatively experienced party before moving into the steppes.

In Mount&Blade: Warband, unlike in the original Mount&Blade, the Khergit lords are called noyans.

Strengths
- Superb horse archers.
- Good heavy cavalry.
- Hit-and-run tactics dominate the steppes and open plains.
- Superb ranged weaponry.
- Best strategic maneuverability out of all factions.

Weaknesses
- Almost complete absence of infantry.
- Devastated when defending castles or towns.
- Nearly powerless when unhorsed and when not moving.

It is important to note that apart from the Khergit Tribesman, Khergit troops are completely focused on cavalry (there is a very small chance that even a Tribesman could have a horse). This not only makes for very quick battles against infantry focused factions like the Nords, often resulting in the cavalry storming and surrounding the enemy spawn point, but will make Khergit-only parties travel much faster than other armies.

The Khergits are masters of the open field, and should be used mostly with this purpose in mind. Their horses need even terrain to reach full speeds, and due to lack of armor they are easy to kill if they cannot use their speed and mobility advantage. When using the Khergits, you should attempt to lure your enemies out of their fortress and ride them down in the open. When attacking Khergits, you are best off fighting them inside a fortress, or besieging them. Don’t forget to bring large, arrow-proof shields when facing Khergit archers. Once their main line in a fortress is broken, Khergits are easy to defeat and they are essentially powerless to stop heavy infantry from taking a castle or town.


Sarranid Sultanate
Sarranid Sultanate Troop Tree

quote:

The Sarranid Sultanate is a new faction introduced in Mount&Blade: Warband, located in the southern deserts of Calradia. It is led by Sultan Hakim, while the claimant to the throne is Arwa the Pearled One. Sarranid lords are called emirs, an Arab title for a ruler.

Strengths
- Good skirmishers.
- Excellent archers.
- Powerful heavy cavalry, rivalling the knights of Swadia.

Weaknesses
- Weak infantry.
- Archers that are weak in melee.
- Yields one of the poorest elite infantry troops in the game.

The starting position for the player is difficult, as many bandits roam the deserts outside of villages and towns. When you can, leave the area and come back with a large force if you want to attempt to drive out the bandits. Most of their units are relatively weak, excluding some of the higher tier archers and cavalry.

The Sarranids use units and tactics that seem to be a blend between those of the Swadians and Vaegirs, giving them more versatility. The top-tier Sarranid cavalry unit, the Sarranid Mamluke, is on a par with the Swadian Knight as the toughest horsemen in the game while Sarranid infantry and archers are tactically closer to Vaegir military units, although they are generally more heavily armored and bear heavier shields than Vaegir troops. Their weakness lies in a lack of specialization arising from this blending. While their archers are relatively tough in melee, they are not as devastating in their main role as archers. Similarly, their infantry have throwing weapons, but lack staying power in melee combat, and their horsemen are slightly less well-armored than their Swadian counterparts (but still quite powerful) and carry more blunt weapons to capture prisoners.

Used well, the Sarranids are a formidable force, but it is hard to squeeze a significant amount of damage out of the archers during a siege because they quickly exhaust their ammunition. Sarranid Master Archers are a hedged bet. They are better in melee combat, and thus a good backup when things go awry, but less effective compared to other ranged troops when things go according to plan. Ultimately, Master Archers may not be capable of clinching victory against powerful enemy forces. Mamlukes rule the open desert and their blunt weapons will help them pay their recruitment costs and salaries by capturing prisoners, but their expensive horses are of no use when besieging a town or castle. Sarranid infantry might score a few kills with throwing weapons, but when you need them to hold the line they simply may not be capable of holding their own against other factions' infantry in a direct clash.

The Sarranid territory is mostly open desert, making battles very favorable for cavalry and archers. Unlike the Khergits, their cavalry are melee only and have no bows, making them less versatile. However, their mounted knights (Mamlukes) are some of the strongest in the game, rivaling Swadian Knights.

Their infantry are considered the weakest in the game when compared to the other factions, and they are not as heavily armed as similar units in other kingdoms. However, they are reliable in large numbers and can be very useful if supported.

Sarranid archers use bows and jarids rather than crossbows, and while they can out-shoot Nord Veteran Archers, they are outclassed by Vaegir Marksmen. They have a very fast rate of fire, which allows a small number of troops to lay down an impressive volley in a short amount of time. But, Sarranid archers are not always reliable because of their low damage and poor accuracy, made worse when they spawn with jarids instead of bows.

Faerie Fortune fucked around with this message at 19:43 on May 10, 2017

Faerie Fortune
Nov 14, 2004

The List has been updated, thank you for enlisting!

Faerie Fortune
Nov 14, 2004

MiddleOne posted:

2 weeks feels like a ridiculously long time although I guess the jury isn't out yet on how many updates that would actually be in the end.

Some people don't have a lot of free time to post updates due to work/family/etc, so this is to give them a lot of time to work with!

Faerie Fortune
Nov 14, 2004

List updated with the names and dates for all signups so far!

Faerie Fortune
Nov 14, 2004

Okay, after discussion with Iron Chitlin, the unlucky fucker who got to be first on the list, we have concluded that two weeks is probably an excessive amount of time to have the save file, even if you have work/family commitments that mean you have less time for LPs.

So the time people have the game will be reduced to a week which means that the dates have also changed a bit. It also means people only have a week to post their updates which might be a little tight for some folks but it'll keep things moving I promise. With the new dates in mind, if you want to be moved up or down the list let me know!

Faerie Fortune
Nov 14, 2004

I'll be honest, I didn't think I'd get more than a couple of signups :v: I'll work on a spreadsheet later this afternoon to make things a little easier though

Faerie Fortune
Nov 14, 2004

It wouldn't be a Fae LP if there wasn't gross incompetence/tech issues/just plain bad luck right from the start!

The List has been updated and reworked, let me know if you want to be moved around further!

Faerie Fortune
Nov 14, 2004

The List has been updated and uhhh....corrected because I hosed up the dates somehow :ohdear: but don't worry, it is no longer incorrect!

Also a reminder that we have a Discord server (click here to join) for our commanders and observers, just to make communication between folks a little easier!

Also, here's my final episode, wherein things actually happen!

Update 03 - Progress

With that, my involvement with Joanne is done. It was a brief but interesting time, but now it is fated that she will move on to the greener pastures of Iron Chitlin's computer!

Faerie Fortune fucked around with this message at 09:39 on Apr 7, 2017

Faerie Fortune
Nov 14, 2004

Yeah don't blame me for the lack of prisoner management skills, not only did I leave a level up for you to do whatever you wanted with but you also levelled up like five minutes before you complained about not having any :colbert: this is entirely not my fault and maybe Chitlin just needs to pay more attention

Faerie Fortune
Nov 14, 2004

aaand here's the save file!

That was some bad luck though holy poo poo. Well, except the part where you picked a fight with sea raiders, that part was your own fault :colbert:

Faerie Fortune fucked around with this message at 13:13 on Apr 13, 2017

Faerie Fortune
Nov 14, 2004

I mean, in Chitlin's defence, the first thing that happened when I had the save file was being kidnapped, sometimes you really do just get lovely luck regardless of how good you are at the game

Faerie Fortune
Nov 14, 2004

OP has been updated with Joanne Lady Baja's current stats and the current savefile!

Meanwhile I started a new game with the Floris modpack thanks to this thread, with the intent of taking over the world with an army made of nothing but female soldiers. My army is small but it is death incarnate.

Faerie Fortune
Nov 14, 2004

Werewhale posted:

M&B has had a special place in my heart ever since I discovered it back in 0.63(which means I was a fan before it was cool). I'm pretty late, but I'd like to sign up to make an update!

Signups are open any time!

Also yeah, don't feel ashamed of playing on babby difficulty, this game is balls hard even on normal and its a single player game, who cares what difficulty you play on to make it fun for you!

Faerie Fortune
Nov 14, 2004

This is true! Most thrown weapons can be used as melee weapons, its actually kinda rad

Faerie Fortune
Nov 14, 2004

aaaand here's Danaru's save file for those of you who might be playing along! The save file is already in the hands of CirclMaster and he's already complaining in discord about choices I made.

I also made a playlist for the video updates! If that was a thing anyone wanted for some reason?

Faerie Fortune
Nov 14, 2004

We recorded all of these in one go so I can only assume that between sessions 2 and 3, the cider just...got to him all at once because his descent from "giggliy and tipsy" to "Liquid Dan" really was that sudden

Faerie Fortune
Nov 14, 2004

For those curious, here's gently caress Dick Tree's stats as of the 25th when the save file got handed over



speaking of the save file, its now in the OP but its here too if you don't feel like going back five pages to the OP

Faerie Fortune
Nov 14, 2004

Just for shits and giggles, I opened up the savefile and took a look at Joanne gently caress Dick Tree's faction relations.



Good luck, Grimlock!

Faerie Fortune
Nov 14, 2004

Another week, another save file! Savefile for 2/5/2017 - grimlock_master

and here's Juana's stats!

Faerie Fortune fucked around with this message at 13:43 on May 2, 2017

Faerie Fortune
Nov 14, 2004

A day late but..

Savefile for 9/5/2017
Stats screen for Blind Sally - Blind Jeannie

Also due to unforseen circumstances, Krysmphoenix could not take their turn. However, my lovely girlfriend has stepped up to the plate and taken up the mantle to keep things moving! She'll be streaming her go around with Joanne at my twitch channel very soon!

Faerie Fortune fucked around with this message at 20:05 on May 10, 2017

Faerie Fortune
Nov 14, 2004

Veloxyll posted:

Does it still count if it's not in the LP file? (I have not watched the vids)

Also who is supposed to be giving us updates. Someone's slacking!

My challenge was specifically to do it during your turn as Joanne so unfortunately this doesn't strictly count! Still, you get an avatar just for sheer tenacity!

That would be me :ohdear: Krysm couldn't take their turn due to work so my girlfriend helpfully took over but she doesn't know how to edit videos so I told her I'd do it.

I did not. Whoops. I'm going to just post the whole stream she did unedited and use that as her update but what to do afterwards is still up in the air a bit so here's a poll for the thread. Do we start the list back where it left off meaning that the next turn belongs to Miki? Or do we honour the dates in the OP and shuffle everyone who was missed onto the end, meaning that the next person would be UZWorm?

Here's an actual poll to make it easier, I'll post Fizzicist's episode tomorrow and go with whatever has the most votes for who goes next. So someone will be getting a save file tomorrow, you're basically just voting for who.

Faerie Fortune
Nov 14, 2004

Episode 24 - Everything Is Fine

I was originally going to cut this stream up into episode length chunks but you guys have waited long enough thanks to my laziness. Next up on the list is HerpicleOmnicron5 who will probably be better at updating than me. Uhh....sorry about that!

Faerie Fortune
Nov 14, 2004

I think eventually someone is going to have to. We've got a lot of relationships to repair if we want to climb the ladder to get into power and just rolling up and taking castles as an independent faction hasn't worked out for us twice now, I think its time to try something different!

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Faerie Fortune
Nov 14, 2004

Crow couldn't do his turn so next up is Her Togg

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