If you spawn at the tavern and ask all your companions to follow you, then leave the tavern through the door. You can get all your companions to fight the street gang making it much easier if you’re struggling
@@xezqeznunya6671 indeed your companion takes a while to do it and might get stuck for a while, in some citys more then others so the tavern method can be more convenient
the gangs/roguery playstyle was promised and teased during the first gameplay teasers. happy to see they haven't forgotten and are still developing it.
people complained when they announced full release and didn't have a lot of what was teased, on top of the announcement coming right after causing a major crash on startup with a main patch (not beta) that could not be rolled back to get the game working.
The 30 roguery requirement is exceptionally silly. Let anyone do it, but have the alley be more effective with high roguery and vice-versa. Glad anyway they are finally filling out the features we wanted years ago. Development is surprisingly slow but it is admittedly stable.
I love anything that gives a reason to enter towns and actually going through all those visually impressive scenes, this is one step but i look forward to what modders can build on top of this like rioting citizens and gang wars.
Imagine being a warlord filling gang alleys with freaking Imperial Legionaries and Vlandian Knights. Almost like a punishment for these professional warriors. They should really make it so that bandit or mercenary troops are the ones in gang alleys.
Imagine being the thugs tasked with attacking these Imperial legionaries and Vlandian knights? 🤣🤣 realistically those thugs should mutiny on the spot if their gang leaders told them to do it.
the troops guarding alleys get replaced with thugs over time maybe 50% chance for 1 every day the higher tier troop the higher the chance for higher tier thug that will replace it something he overlooked in his testing yet
Great guide as always, thanks for the hard work. Two more tips I found useful: -the income from your controlled alleys scales with the prosperity of the town, so make sure to take alleys in prosperous towns and their income can be similarly high as decently running workshops - If you have companions in your party, you can gather them in the town and have them follow you before you go into an alley takeover fight, which turns the difficulty down from challenging to a total breeze, especially if you and your companions have some decent civilian armor (the brigandine can be a lifesaver here) - if you have trouble finding companions that have 30 roguery or if you want to make a family member into a rogue, you can train the roguery skill of companions or clan members by delegating the "gang leader needs recruits" town quest to them. The quest text suggest that you'd need an already skilled rogue to do that, but in reality the roguery skill of your companion only determines how many troops they will need to complete the task, the sucess chance and duration is always the same.
@@lovettebailey8730 it decays on its own depending on your relation to that faction. To pay it off, I think you have to wait until it gets really high and when you enter a town you get a pop up asking if you want to pay it. I'm not sure there is any other way? If you're neutral or a vassal, it will decay faster than when you're at war with them
Strat, great job condensing a >2 hr Livestream into a 7 min guide. I watched both & think your summary of the longer to the shorter deserves kudos. One thing I wish to suggest: the naked alleyway fighting needs a break, unless you are specifically doing a challenge. Your character amasses so many Denars... I think it would benefit these videos if you slashed-about these +7-on-1 gang fights kitted-out in the best shyte your money can afford, allowing far greater survivability & the opportunity to showcase your combat skills in a way that would better-represent the players taking your advice. Plus, it would just look cool. We've all seen your dude's Dadbod' covered in blood.... Let's see dudebuddy in some armor!
Thank you, I appreciate that! It's my first time making a video out of a livestream and the voice over was effed, but I was still able to use the gameplay at least :) Haha naked Bannerlord is best Bannerlord!!
When you click to talk to a companion in a tavern you can click their name to open their page on the encyclopedia, that will show you all of their stats.
I make strategy and tactical guides to Bannerlord, basically composites of what I have learned in the game and from youtube, and Mr. Strat is one of the first videos I view on a chosen subject matter. Keep up the brilliant work brother!
I somehow missed that video when it was released. But I have some info for those interested Concerning xp for the alleys: player gets 40xp daily, 1500xp for the alley taking, and 6000 for defending. alley manager gets 200xp daily (all xp is base xp before multipliers)
It seems overly balanced, so, very much looking forward to mods correcting this. One thing that occurs to me is that you should be able to reduce your criminal rating manually: Clear other bandits (legitimizing your 'operation'), going various protection missions in the kingdom, and paying off officials in a small sensible way. I'm glad roguery can increase this way but I think attacking caravans will probably still outpace it, which kinda blows.
The short story in the digital companion mentions it's practical and common for people to live as an outlaw poacher for a few years then bribe an official to have one's outlaw status lifted. With that bit of lore, bribing to reduce criminal rating ought to be made at least somewhat profitable compared to the gains of criminal rating.
I enjoy the challenge setting up the new alleyway mechanic, I just think the payoff should be greater. Like you Strat, I think roguery skill should play a significant role in determining revenue yields from the alleyways. I also like the idea of being able to recruit bandit units from them and think owning multiple alleyways should generate the largest source of roguery experience in game - with raiding being close second. If these changes were made it would make establishing criminal networks an enticing roleplaying option for the tradeoff of having to balance criminal rating, repeatedly keep them defended, and finding/using suitable companions to lead them.
There is a principle in game development: it is easier to give players more than it is to take away what you already gave them. Hopefully this is what has guided TWs decision to introduce the criminal enterprises in fairly weak form.
Currently I think it's a very meh feature. As you said it is a good way to increase roguery and a little early stable income (if you find some easy to prey alley) Because If I am to "invest" a compagnon at a later point, I'd rather put them in charge of a caravan wihch will bring way more money. But you'll quickly outgrow the gain with your troops, and having to cross calradia to defends you alley despite your local thug always wiping the floor with the invader is quickly more of a chore than an interesting feature. and you can"t control your troops when you help an alley
if you have the money for caravans they are the way to go for sure if youre constantly at war and losing caravans because of it and want to stop paying companion wages during that time its still more profitable then making them wait in some town i guess but hey i simply like this kind of stuff more choice
Yeah seems like a mechanic to take advantage of in the very beginning of the game. Once you get to clan tier 2 or so, it's pretty much pointless (or for a bandit campaign, or other roleplay types).
Yeah I agree, it's great for the first couple of months but probably not worth much past that. It would be cool to see the income scale with roguery so it has some use for the late game.
As always, top tier content. One thing I'd like to know is how the alleyways would influence traits. If you own enough alleyways for long enough, would you eventually get a 'Calculating' or 'Cruel' trait?
id love to know that too, i believe it would be the cruel trait in this case since your companion to lead an alley cannot have mercy trait i wouldnt be surprised if this is already the case but trait exp are so all over the place and easy to miss
Interesting, I'm not sure! If there was a way to see what your current trait XP was, it would be pretty easy to test. If a mod comes out that allows for that, I'll be sure to make a post about it!
I dont think they give anything. At least when I owned one for around 100 days I didnt get a single trait change (I used a mod that shows trait changes in chat to test it)
Seems to me that TW is looking at popular mods (Fourberie in this instance), then picking only a few things out of them, slapping a tiny bit of polish onto them and calling it a day. Playing with Fourberie would probably still be the better experience, but if aspects from FB are already in the game, fewer people will go for the mod, because it has fewer new things. Or as the kids these days say: Thanks, I hate it.
i dont htink so the alleys always felt like a placeholder for unfinished content i think its safer to assume that mods are good at filling out missing content and now less of it is missing in the game
0:30 or right click on their portrait and see their skills, you can also press N, select heroes, filter by wanderer and see all the companions you ever met, where they are and their skills
Love the Kefka Music in the background! About the Roguery: it does affect how much loot you gain after battle, right? So as you say, this might be a good idea to level it up, rather than ransoming prisoners or not? Because I felt like in my campaigns, even raiding didn't level it up as fast as it could be. Btw. your "gang alley fail compilation" in the vid looks like my average experience fighting gang members in cities. :D
Thanks for watching! Yes it increases battle loot. There are quit a few ways to level up roguery, but in my opinion raiding villager parties and caravans usually give the most (aside from prison breaks, but TW made those hard to come by lately). Haha yeah I was not playing very well for this video, but it's still doable :)
2 of the mods I use that I like that help with this, is diplomacy so I can send messengers and more spouses so I can just marry them and make them alley leaders without losing companion slots, 3 women ones that always work are ones that end with black, long knife and leopardess
I think that if you ask one of your companions that is following you, to gather all your companions in town, all will come with you and follow you around, other method is ofc to go to the tavern and all of them will be there so you just ask them to follow you if first method is not a thing.
This was very helpful because I was considering looking into caring more about this part of the game in my next playthrough but now I see that it's useless and you're better off trading and smithing to make money and using workshops to offset some expenses
That's cool and all, but when I beat a gang in an alley, I don't get the option to choose. It just kicks me straight to the campaign map and asks me if I want to wait for the gang and fight them. If I choose "no", nothing happens. If I choose yes then I fight the gang again and after defeating them I get the loot, but the alley remains empty with no owner. I have a companion who has 60 roguery and negative trait. I have 10 people including my character and a companion. I have no idea what I'm doing wrong. Pls help
This only works on patch 1.1.0 and out sounds like you're still on the older patch. It's currently on the beta branch and should be coming to the stable branch soon!
Honestly not only income... The higher the roguery skill the more and better Defenders the alley hás. And the infamy (or whatever the name) increase rate is lower, the higher the roguery skill. All and all... I still dont see a point for roguery past the perk that allows you to welcome bandit parties into your army. Again if the last perk unlocked a new tier for your bandits of each kind...
Yeah! It's not quite as good as the fourberie mod, but it's definitely a huge help when you start getting 200+ bandit troops and no way to pay for them lol
Hey strat I enjoyed watching this video I loved it. I have request can you do a campaign where you kill every noble and king of all factions and at the end you are th emperor of calaradia. Pleaseeee
Don't tell anyone, but I'm in the middle of editing a campaign just as you requested :) It's on an older patch, BUT it was much harder back then so much more of a challenge. It's a 60 - 70 hour campaign (might even be more) so it will take me some time to get through it and edit it all together, but it's going to be an epic video I hope!
Questions: 1) whats the relationship impact 2) does it have any impact on fights ? like if im trying to escape prison in city that has a gang i own ? or maybe during siege as ally bandit units that help froom inside ? 3) can you asign family member as gang leader ? 4) its +0.5 CR/alley right ? 5) any advantage over workshop/caravan outside rougery skill ? like maybe you get trading/garison info from that town since you have people there ?
A bit late, but 1) no impact on relationships for having an alley, only some for taking it (negative relation with gank leader, positive with other gang leaders in the city) 3) you should be able to 4) yes 5) just getting it earlier really. Caravans make more money, and workshops dont require a companion to keep, thus making them essentially free to keep after the initial price. Also, you get some roguery skill for free, but not much more
I hope the creator of the Fourberie mod finds a way to implement this new addition into his more than excellent mod. I read on his Nexus page that he's working on it.
Im sort of confused about the fact that sometimes troops in alleys turn into thugs. Not sure if it only does that with tier 1 troops but it's kinda weird. Id be okay with having thugs there but id at least want them to either give a slight bonus to income or be a bit stronger.
I wonder if this is a better income strategy than having a caravan, considering you have to use a companion slot. Admittedly a caravan is a lot of investment so alleys are good for early game
exactly, Alleys dont cost money Caravans get attacked in war so id say earlygame but also viable through the times youre running around as a mercenary or someones vassal to join their wars on the other hand keeping them in your party is better training for them gotta decide when it comes to it
Yeah the risk is pretty much 0 with an alley. Only downside is relations hit to the gang leader, but your companion will slowly raise relations with everyone in the town over time so it's free real estate :)
Thanks for the video, top drawer as always. Quick question though if you know the answer. When firing a companion, do you know what the spawn rules are? Is it another random wanderer or are there rules, like one of the same culture, or same name suffix (for example "bitterdraught") and so on? Cheers!
Good question! So I'm not positive in this patch, but assuming they have the same rules as before it's completely RNG. I do think they added a new rule though, because they made it so only 1 type can be present at any given time, so it probably picks from the pool of companions that aren't present and RNG for the winner.
@@Strat-Guides Aye, with the new rule it may then get progressively harder to get the required >30 Roguery skill, as the remaining pool has a lower number of "good" wanderers. Food for thought, I will have a look on my next playthrough. Great, thanks for your thoughts!
Again, very useful guide, thank you! Do you think this feature makes Roguery more useful overall? You ranked it at the bottom before. I guess not since the level makes no difference to the income..
Since roguery is only needed on the companion and only needing 30 to start, I still think it's not a very useful skill for a normal campaign. There are some instances where it can help (like 150 perk to recruit bandits instantly) but overall there are other skills that are better. For a bandit campaign it's still required though!
I didn't regist information that doing this will change relation with Notables and there is no renown earning. How much renown you get for defending alley? Always busy to run there.
Yeah there's one that changed decay rate by 20%, but it's not enough to get an extra alley (it's only 0.2 doe neutral and 0.3 for vassal and you need 0.5 to offset one). It can still be helpful if you're doing a lot of raiding, but it won't get for gang alleys.
The amount of passive income one gets for owning businesses ally and caravans is so trivial and may consume a companion that it seems like a really bad move to bother.
I don't recall the exact threshold, but it's like anything below 60 or 50 or something it won't show. The highest skill i've seen to not show up is around 45 I think?
Can you go to any alley using that Alley option or just ones you own? Because that would be huge. I waste so much time running across an entire town to an alley to attack thugs.
You still need to run there. I usually visit the gang leader and go to the closest. If they are really far, just tab back out and try someone else to see who's closest. It will save you a ton of time!
I keep giving my alleys Fian Champions and they turn into bandits, but I agree with the time thing. I don’t seem to get attacked for about a year. I also give them my Champions because that’s all I’m using; and having to level up lower level Heroes and Fians with cheap loot works well for “Leadership” 😊
You mean if you are the ruler and own alleys? I didn't test that, didn't think about it actually. Interesting, although I think it would be the same as anyone else
not really, whatever troops you put in there will be there when you have to defend the alley if you put cavalry in it you will have cavalry without their mounts defending it also it is something like a public test build, the beta version of the upcoming update
It will use whatever equipment they have minus the mount, so if the cav have good gear and skills then it can be a good choice. Generally infantry with shields are probably the way to go (or archers if they pick them off before reaching your line).
You can just ask the tavern keeper if he saw any rogue companions and he will tell you if there are any in the same kingdom. Maybe this isn’t available on pc but everyone acts like it’s so hard to find the right companions.
I just took over my first city. Is it possible to drive the gang leaders out of the city if I repeatedly clear the alleys out? Does fighting the gang leaders help my ability to rule the city?
For me, I can’t get it to work. I defeat the gang. Then it brings me back to the city overview and says wait for gang to regroup or leave. I stay, fight them again. Then it says I won and cleared it out. I hit tab. And all it does it goes back to the city overview again. And I get relations with nobles. That’s all
@@Strat-Guides so if I owned the town, killing the gang leaders would help the town stats? I reckon that roguery should have 4 phases, bandit phase, merc phase, vassal phase and king phase. So vassal phase would be having good relations with gang leaders for criminal acts that the town leader can do. Like hosting a feast, then having a band of thugs beat up a noble, lowering their reputation. And as king, get access to assassins etc. Riker! Get in contact with TW and make it so!
Big question, I just took over a rebel town for my first fief, will clearing ally’s help me manage the town or will it reduce my reputation with the nobles and be bad for prosperity/ recruiting, I even bought a shop from a noble but it didn’t kick him from the quest giving slot, he owns no ally’s just 1 caravan. Any thoughts Bannerlod community
Is higher quality or more troops better for holding an ally. Let's say we had 200 denars worth of troops, should I get as many as possible or the best ones
Higher tier troops will have a better chance of surviving on their own but also give more time before the enemy attacks if you want to defend personally. So it can help. There's no downside other than initial cost since troop wage isn't paid for them.
Is there any point in clearing alleys in your towns? It gives a bit of relationship with notables but doesn't seem to affect Security or anything else.
I don't remember them disappearing, they just lose control over that alley. The same thing happened in previous patches where they would have control of an alley, but if you killed them all then it would go to someone else or disappear for a week or so.
@@Strat-Guides I never explored these features of the game. I think if the player takes over an alley, he or the companion put in charge of the alley should become a notable in the city. This should also allow the player to unlock all recruits as if the relations were maxed.
Quick question... am I the one causing the revolts in town by doing quests for the gangs? I've been noticing once I get a gang to 20 ish relationship with quests there ends up being a revolt a few days later...
Unless they changed the mechanics in the latest patch, the gang leader should have no effect on the loyalty of the town. I'll look into it this weekend!
@@Strat-Guides thank you... I just started playing a few days ago... and just noticed this happening... might just be a coincidence that I was questing the gangs in the two towns... /shrug
If you spawn at the tavern and ask all your companions to follow you, then leave the tavern through the door. You can get all your companions to fight the street gang making it much easier if you’re struggling
Can send the 1 companion go gather the others.
@@xezqeznunya6671 indeed
your companion takes a while to do it and might get stuck for a while, in some citys more then others
so the tavern method can be more convenient
Good point, I forgot about that when I was doing this!
Thanks for the info. I'm the kind of guy " minions do ALL the hard work".
If u run away they eventually don't fight u anymore, so you can kill one run away and repeat.
the gangs/roguery playstyle was promised and teased during the first gameplay teasers. happy to see they haven't forgotten and are still developing it.
people complained when they announced full release and didn't have a lot of what was teased, on top of the announcement coming right after causing a major crash on startup with a main patch (not beta) that could not be rolled back to get the game working.
They should’ve been done with the updates upon putting out the “full release.” Now they break my modded campaigns with every patch.
The 30 roguery requirement is exceptionally silly. Let anyone do it, but have the alley be more effective with high roguery and vice-versa. Glad anyway they are finally filling out the features we wanted years ago. Development is surprisingly slow but it is admittedly stable.
I love anything that gives a reason to enter towns and actually going through all those visually impressive scenes, this is one step but i look forward to what modders can build on top of this like rioting citizens and gang wars.
Lol good point! I've always felt the same way
I think there's a mod called fourberie
Imagine being a warlord filling gang alleys with freaking Imperial Legionaries and Vlandian Knights. Almost like a punishment for these professional warriors. They should really make it so that bandit or mercenary troops are the ones in gang alleys.
Imagine being the thugs tasked with attacking these Imperial legionaries and Vlandian knights? 🤣🤣 realistically those thugs should mutiny on the spot if their gang leaders told them to do it.
the troops guarding alleys get replaced with thugs over time
maybe 50% chance for 1 every day
the higher tier troop the higher the chance for higher tier thug that will replace it
something he overlooked in his testing yet
Great guide as always, thanks for the hard work. Two more tips I found useful:
-the income from your controlled alleys scales with the prosperity of the town, so make sure to take alleys in prosperous towns and their income can be similarly high as decently running workshops
- If you have companions in your party, you can gather them in the town and have them follow you before you go into an alley takeover fight, which turns the difficulty down from challenging to a total breeze, especially if you and your companions have some decent civilian armor (the brigandine can be a lifesaver here)
- if you have trouble finding companions that have 30 roguery or if you want to make a family member into a rogue, you can train the roguery skill of companions or clan members by delegating the "gang leader needs recruits" town quest to them. The quest text suggest that you'd need an already skilled rogue to do that, but in reality the roguery skill of your companion only determines how many troops they will need to complete the task, the sucess chance and duration is always the same.
I am a new Bannerlord player (I play on console) and without your guides I’d be lost. First campaign is going great thanks to your guides, thank you.
Nice! I'm really happy to hear they are helping :)
Same thanks for making game make sense
Same here! Every question always answered lol
@@Strat-Guides Question how do I get rid of criminal rating. Like where do I go to pay it off and also how do I pay it off using alternative methods.
@@lovettebailey8730 it decays on its own depending on your relation to that faction. To pay it off, I think you have to wait until it gets really high and when you enter a town you get a pop up asking if you want to pay it. I'm not sure there is any other way? If you're neutral or a vassal, it will decay faster than when you're at war with them
Strat, great job condensing a >2 hr Livestream into a 7 min guide. I watched both & think your summary of the longer to the shorter deserves kudos.
One thing I wish to suggest: the naked alleyway fighting needs a break, unless you are specifically doing a challenge. Your character amasses so many Denars... I think it would benefit these videos if you slashed-about these +7-on-1 gang fights kitted-out in the best shyte your money can afford, allowing far greater survivability & the opportunity to showcase your combat skills in a way that would better-represent the players taking your advice. Plus, it would just look cool. We've all seen your dude's Dadbod' covered in blood.... Let's see dudebuddy in some armor!
Thank you, I appreciate that! It's my first time making a video out of a livestream and the voice over was effed, but I was still able to use the gameplay at least :)
Haha naked Bannerlord is best Bannerlord!!
When you click to talk to a companion in a tavern you can click their name to open their page on the encyclopedia, that will show you all of their stats.
I make strategy and tactical guides to Bannerlord, basically composites of what I have learned in the game and from youtube, and Mr. Strat is one of the first videos I view on a chosen subject matter. Keep up the brilliant work brother!
I somehow missed that video when it was released. But I have some info for those interested
Concerning xp for the alleys: player gets 40xp daily, 1500xp for the alley taking, and 6000 for defending. alley manager gets 200xp daily (all xp is base xp before multipliers)
7:00 - Nice use of the Evil Morty theme song
Lol yeah it's a classic among memes! :D
It seems overly balanced, so, very much looking forward to mods correcting this. One thing that occurs to me is that you should be able to reduce your criminal rating manually: Clear other bandits (legitimizing your 'operation'), going various protection missions in the kingdom, and paying off officials in a small sensible way. I'm glad roguery can increase this way but I think attacking caravans will probably still outpace it, which kinda blows.
I'm a huge fan of the fourberie mod. If you have not checked it out, I highly recommend it for bandit campaigns!
The short story in the digital companion mentions it's practical and common for people to live as an outlaw poacher for a few years then bribe an official to have one's outlaw status lifted. With that bit of lore, bribing to reduce criminal rating ought to be made at least somewhat profitable compared to the gains of criminal rating.
Agreed, the income is already quite small to begin with :(
Your video saved me probably weeks of unsatisfied testing. Thanks mate!
I'm happy to help!
I enjoy the challenge setting up the new alleyway mechanic, I just think the payoff should be greater. Like you Strat, I think roguery skill should play a significant role in determining revenue yields from the alleyways. I also like the idea of being able to recruit bandit units from them and think owning multiple alleyways should generate the largest source of roguery experience in game - with raiding being close second. If these changes were made it would make establishing criminal networks an enticing roleplaying option for the tradeoff of having to balance criminal rating, repeatedly keep them defended, and finding/using suitable companions to lead them.
Sounds like you just conceptualized a great mod
EXCELLENT choice of background music. Kefka is probably the greatest villain of all time, and FFVI the best final fantasy.
My point exactly! Thanks for noticing :D
There is a principle in game development: it is easier to give players more than it is to take away what you already gave them. Hopefully this is what has guided TWs decision to introduce the criminal enterprises in fairly weak form.
Currently I think it's a very meh feature.
As you said it is a good way to increase roguery and a little early stable income (if you find some easy to prey alley)
Because If I am to "invest" a compagnon at a later point, I'd rather put them in charge of a caravan wihch will bring way more money.
But you'll quickly outgrow the gain with your troops, and having to cross calradia to defends you alley despite your local thug always wiping the floor with the invader is quickly more of a chore than an interesting feature.
and you can"t control your troops when you help an alley
if you have the money for caravans they are the way to go for sure
if youre constantly at war and losing caravans because of it
and want to stop paying companion wages during that time
its still more profitable then making them wait in some town i guess
but hey i simply like this kind of stuff
more choice
Yeah seems like a mechanic to take advantage of in the very beginning of the game. Once you get to clan tier 2 or so, it's pretty much pointless (or for a bandit campaign, or other roleplay types).
@@whiterabbit4945 I do agree ,it's a step in a direction for a broader sandbox, which is always a good thing
Fun for early game content but I struggle to see a reason to do this after playing for a while
Great vid
Yeah I agree, it's great for the first couple of months but probably not worth much past that. It would be cool to see the income scale with roguery so it has some use for the late game.
As always, top tier content.
One thing I'd like to know is how the alleyways would influence traits. If you own enough alleyways for long enough, would you eventually get a 'Calculating' or 'Cruel' trait?
id love to know that too,
i believe it would be the cruel trait in this case since your companion to lead an alley cannot have mercy trait
i wouldnt be surprised if this is already the case but trait exp are so all over the place and easy to miss
Interesting, I'm not sure! If there was a way to see what your current trait XP was, it would be pretty easy to test. If a mod comes out that allows for that, I'll be sure to make a post about it!
I dont think they give anything. At least when I owned one for around 100 days I didnt get a single trait change (I used a mod that shows trait changes in chat to test it)
another amazing guide thanks i never had the chance to use this mechanic in the game
They just added it in the recent beta patch so it's brand new! I'm really glad they added it finally
Interrupting those thugs attacking you by starting a conversation with one of them was funny
Lol it was a close one! I think I was at like 10hp too :)
Seems to me that TW is looking at popular mods (Fourberie in this instance), then picking only a few things out of them, slapping a tiny bit of polish onto them and calling it a day. Playing with Fourberie would probably still be the better experience, but if aspects from FB are already in the game, fewer people will go for the mod, because it has fewer new things. Or as the kids these days say: Thanks, I hate it.
I think they were planning to do this before they released the game, but toned it down for beta/release
i dont htink so
the alleys always felt like a placeholder for unfinished content
i think its safer to assume that mods are good at filling out missing content
and now less of it is missing in the game
Yeah I think they did the same thing with the RBM mod because troops are much less aggressive now after the launch patch.
0:30 or right click on their portrait and see their skills, you can also press N, select heroes, filter by wanderer and see all the companions you ever met, where they are and their skills
Excellent video, as always. Thanks!
Glad you enjoyed it!
Happy with this update
Wow, the new GTA game looks great!
Definitely agree about more Roguery meaning more profits though. Id love the day I can play as a proper Banditlord.
Lol Aw poop here we go again!
I've got lucky, the first town I go in there was a woman for around 470 and she had 110roguery and -1 mercy
Love the Kefka Music in the background!
About the Roguery: it does affect how much loot you gain after battle, right? So as you say, this might be a good idea to level it up, rather than ransoming prisoners or not? Because I felt like in my campaigns, even raiding didn't level it up as fast as it could be.
Btw. your "gang alley fail compilation" in the vid looks like my average experience fighting gang members in cities. :D
Thanks for watching! Yes it increases battle loot. There are quit a few ways to level up roguery, but in my opinion raiding villager parties and caravans usually give the most (aside from prison breaks, but TW made those hard to come by lately).
Haha yeah I was not playing very well for this video, but it's still doable :)
@@Strat-Guides Naked man stumbles into a dark alley challenging the local lowlifes to a "sword fight" -What could possibly go wrong?
2 of the mods I use that I like that help with this, is diplomacy so I can send messengers and more spouses so I can just marry them and make them alley leaders without losing companion slots, 3 women ones that always work are ones that end with black, long knife and leopardess
I have so many hours on this game and had no idea this existed!
This isn't in full release version yet. This is only in the beta patch for now
They just added it to the game in a recent Beta patch so it wasn't you missing it :)
In the case you just want to clear it and not occupy alleys, what does it give to the town getting rid of gangs?
Good video, Thanks Strat!
Thanks for watching!
Hey Strat, I have a challenge for you, you should do a world conquest with only companions
I think that if you ask one of your companions that is following you, to gather all your companions in town, all will come with you and follow you around, other method is ofc to go to the tavern and all of them will be there so you just ask them to follow you if first method is not a thing.
0:33 i cant imagine how many poor companions got fired by Strat Gaming and ended up completely butt naked in the street, now THAT is roguery
Lol at least 20 in this campaign :)
This was very helpful because I was considering looking into caring more about this part of the game in my next playthrough but now I see that it's useless and you're better off trading and smithing to make money and using workshops to offset some expenses
That's cool and all, but when I beat a gang in an alley, I don't get the option to choose. It just kicks me straight to the campaign map and asks me if I want to wait for the gang and fight them. If I choose "no", nothing happens. If I choose yes then I fight the gang again and after defeating them I get the loot, but the alley remains empty with no owner. I have a companion who has 60 roguery and negative trait. I have 10 people including my character and a companion. I have no idea what I'm doing wrong. Pls help
This only works on patch 1.1.0 and out sounds like you're still on the older patch. It's currently on the beta branch and should be coming to the stable branch soon!
Honestly not only income... The higher the roguery skill the more and better Defenders the alley hás. And the infamy (or whatever the name) increase rate is lower, the higher the roguery skill.
All and all... I still dont see a point for roguery past the perk that allows you to welcome bandit parties into your army. Again if the last perk unlocked a new tier for your bandits of each kind...
One could argue it’s more reliable than workshops early on 😅
Thanks man, I've been wondering what the deal with criminal rating is for months.
But is it profitable to waste a whole companion on this?
Brother I was literally watching your Robin Hood play through wishing I could do something similar in vanilla, legend 😂
Yeah! It's not quite as good as the fourberie mod, but it's definitely a huge help when you start getting 200+ bandit troops and no way to pay for them lol
Look babe look, strat uploaded again lesgoooo
Haha I'll be happy if this was said IRL :D
best weapon for clearing hideouts is the big two handed sledgehammer. its super easy, cheap, and can one shot most bandit thug guys
This is exciting. I'm looking forward to trying it out. Thanks for your testing and the info!
Hey strat I enjoyed watching this video I loved it. I have request can you do a campaign where you kill every noble and king of all factions and at the end you are th emperor of calaradia. Pleaseeee
Don't tell anyone, but I'm in the middle of editing a campaign just as you requested :) It's on an older patch, BUT it was much harder back then so much more of a challenge. It's a 60 - 70 hour campaign (might even be more) so it will take me some time to get through it and edit it all together, but it's going to be an epic video I hope!
@@Strat-Guides thanks bro I appreciate your hard work 😁😁 iam happy
And you're channel is very underated you deserve more bro
IMO it's regrettable that there isn't a more fleshed out side of the game for banditry. Having your own or taking over hideouts and everything.
Fourberie mod.
There ia actually a mod, that makes bandit playthrough at least possible, but i didn't know you can take over alleys in normal games
Questions:
1) whats the relationship impact
2) does it have any impact on fights ? like if im trying to escape prison in city that has a gang i own ? or maybe during siege as ally bandit units that help froom inside ?
3) can you asign family member as gang leader ?
4) its +0.5 CR/alley right ?
5) any advantage over workshop/caravan outside rougery skill ? like maybe you get trading/garison info from that town since you have people there ?
A bit late, but
1) no impact on relationships for having an alley, only some for taking it (negative relation with gank leader, positive with other gang leaders in the city)
3) you should be able to
4) yes
5) just getting it earlier really. Caravans make more money, and workshops dont require a companion to keep, thus making them essentially free to keep after the initial price. Also, you get some roguery skill for free, but not much more
I hope the creator of the Fourberie mod finds a way to implement this new addition into his more than excellent mod. I read on his Nexus page that he's working on it.
I HAD NO IDEA THIS WAS A THING DAMN SON THATS A GREAT WAY TO MAKE MONEY EARLY GAME
They just recently added it to the beta branch patch!
The highly informative content is again overshadowed by a naked man with a sword sheath that somehow just magically floats on his back.
Hahaha never underestimate the power of a naked combatant ;)
Im sort of confused about the fact that sometimes troops in alleys turn into thugs. Not sure if it only does that with tier 1 troops but it's kinda weird. Id be okay with having thugs there but id at least want them to either give a slight bonus to income or be a bit stronger.
Yeah I couldn't exactly pin point when that happened, but I noticed something similar as well! A bonus for using thugs would be nice
The hardest part of this process so far is finding someone with over 30 Roguery
What happens if the town is attacked and taken over by different faction do you lose your alleys?
Good question, I didn't test for that so I'm not sure!
I wonder if this is a better income strategy than having a caravan, considering you have to use a companion slot. Admittedly a caravan is a lot of investment so alleys are good for early game
exactly,
Alleys dont cost money
Caravans get attacked in war
so id say earlygame
but also viable through the times youre running around as a mercenary or someones vassal to join their wars
on the other hand keeping them in your party is better training for them gotta decide when it comes to it
Yeah the risk is pretty much 0 with an alley. Only downside is relations hit to the gang leader, but your companion will slowly raise relations with everyone in the town over time so it's free real estate :)
it would be cool if they would add some features of the fourberie mod with time. i think its a great start to a really cool game mechanic.
I 100% agree, fourberie figured the bandit campaign out perfectly!
I can't beleive you used Kefka's Theme for this video. I haven't played Final Fantasy 6 in years, but that track jumped me out of my chair.
i spat out my food when the dr disrespect meme happened 🤣🤣
Lol GIVE ME BACK MY SON!
He's such an amazing entertainer
Thug Life
Woke up this morning
Got a blue moon in your eyes
Woke up this morning
Got a blue moon in your eyes
I don't know why, but for some reason I can picture this character poisoning the people of Doma through their water supply.
Thanks for the video, top drawer as always. Quick question though if you know the answer. When firing a companion, do you know what the spawn rules are? Is it another random wanderer or are there rules, like one of the same culture, or same name suffix (for example "bitterdraught") and so on? Cheers!
Good question! So I'm not positive in this patch, but assuming they have the same rules as before it's completely RNG. I do think they added a new rule though, because they made it so only 1 type can be present at any given time, so it probably picks from the pool of companions that aren't present and RNG for the winner.
@@Strat-Guides Aye, with the new rule it may then get progressively harder to get the required >30 Roguery skill, as the remaining pool has a lower number of "good" wanderers. Food for thought, I will have a look on my next playthrough. Great, thanks for your thoughts!
@@DeDyson That's a good point, I'll have to look at my database to see how many actually have above 30 to start.
Again, very useful guide, thank you!
Do you think this feature makes Roguery more useful overall? You ranked it at the bottom before. I guess not since the level makes no difference to the income..
Since roguery is only needed on the companion and only needing 30 to start, I still think it's not a very useful skill for a normal campaign. There are some instances where it can help (like 150 perk to recruit bandits instantly) but overall there are other skills that are better. For a bandit campaign it's still required though!
@@Strat-Guides Thank you!
do a video about banners. if they stack up? how to best use etc etc. thank you for your content you help many people with your vids.
Try clearing out enemy gang alley when your alley is under attack before going to defend your alley enemy gang should call off attack
I didn't regist information that doing this will change relation with Notables and there is no renown earning. How much renown you get for defending alley? Always busy to run there.
I didn't even know this was a thing!
I remember there are some perks that reduce the criminal rating, or was there? Never took them before.
Yeah there's one that changed decay rate by 20%, but it's not enough to get an extra alley (it's only 0.2 doe neutral and 0.3 for vassal and you need 0.5 to offset one). It can still be helpful if you're doing a lot of raiding, but it won't get for gang alleys.
The amount of passive income one gets for owning businesses ally and caravans is so trivial and may consume a companion that it seems like a really bad move to bother.
whats the soundtrack used from 1:00 to 2:00? 😳
It's from Final Fantasty - Kefka's theme songs (I used it because it was devious, like being a crime lord) :D
@@Strat-Guides thanks for reply! the video made it all clear about the alley gangs!
Didn't know about skills not showing up below 30. thanks
I don't recall the exact threshold, but it's like anything below 60 or 50 or something it won't show. The highest skill i've seen to not show up is around 45 I think?
What's the point of needing to occupy a whole darn follower if you still got to ride down to the alley to defend it?!
What were they thinking?!
Can you go to any alley using that Alley option or just ones you own? Because that would be huge. I waste so much time running across an entire town to an alley to attack thugs.
You still need to run there. I usually visit the gang leader and go to the closest. If they are really far, just tab back out and try someone else to see who's closest. It will save you a ton of time!
Breaking Bad, but I became Butterlord
I keep giving my alleys Fian Champions and they turn into bandits, but I agree with the time thing. I don’t seem to get attacked for about a year. I also give them my Champions because that’s all I’m using; and having to level up lower level Heroes and Fians with cheap loot works well for “Leadership” 😊
Hey man did you do the testing for the faction ruling
You mean if you are the ruler and own alleys? I didn't test that, didn't think about it actually. Interesting, although I think it would be the same as anyone else
Does having cav troops instead of foot troops make a difference? Also is this update on the beta or full release?
not really,
whatever troops you put in there will be there when you have to defend the alley
if you put cavalry in it you will have cavalry without their mounts defending it
also it is something like a public test build, the beta version of the upcoming update
Im on Xbox so could I play now?
It will use whatever equipment they have minus the mount, so if the cav have good gear and skills then it can be a good choice. Generally infantry with shields are probably the way to go (or archers if they pick them off before reaching your line).
You can just ask the tavern keeper if he saw any rogue companions and he will tell you if there are any in the same kingdom. Maybe this isn’t available on pc but everyone acts like it’s so hard to find the right companions.
These ones rarely have mercy too.
Would it be a good idea to own workshops in a town and then take over the alleys in that town. 🤔 Kind of like the mob
If they finally manage to make Workshops worth buying, then yes :) I like the idea of a medieval mob playstyle
I just took over my first city. Is it possible to drive the gang leaders out of the city if I repeatedly clear the alleys out? Does fighting the gang leaders help my ability to rule the city?
For me, I can’t get it to work. I defeat the gang. Then it brings me back to the city overview and says wait for gang to regroup or leave. I stay, fight them again. Then it says I won and cleared it out. I hit tab. And all it does it goes back to the city overview again. And I get relations with nobles. That’s all
The only thing I can think of is to make sure you're on 1.1.0 patch - otherwise it should be working
Looks good
Are you planning to do a full backstreet boy playthrough?
Tell me why.
Lol probably not, but I like your style!
@@Strat-Guides lol honestly though it's something I gotta try once the stable patch comes out.
Is there a benefit to occupying alleys in towns that you own?
Only for the income, otherwise it doesn't help the town stats out.
@@Strat-Guides so if I owned the town, killing the gang leaders would help the town stats?
I reckon that roguery should have 4 phases, bandit phase, merc phase, vassal phase and king phase.
So vassal phase would be having good relations with gang leaders for criminal acts that the town leader can do. Like hosting a feast, then having a band of thugs beat up a noble, lowering their reputation.
And as king, get access to assassins etc.
Riker! Get in contact with TW and make it so!
Big question, I just took over a rebel town for my first fief, will clearing ally’s help me manage the town or will it reduce my reputation with the nobles and be bad for prosperity/ recruiting, I even bought a shop from a noble but it didn’t kick him from the quest giving slot, he owns no ally’s just 1 caravan. Any thoughts Bannerlod community
Playing this on a new game and I can clear them and fight the wave afterwards but never have to option to leave companions
It's only working on the beta patch 1.1.0
Is the console version behind a few updates? I thought 1.10 was the version just pushed through, but I still have no option to take over the alley
I heard there was an issue with the console patch so they reverted it back until they get it fixed :(
@@Strat-Guides ah okay, I see, that's why the game updated twice on the same day. Thanks! Can't wait to play the update
Is higher quality or more troops better for holding an ally. Let's say we had 200 denars worth of troops, should I get as many as possible or the best ones
depends on the troops. it is an auto resolve against thugs (similar to looters).
Higher tier troops will have a better chance of surviving on their own but also give more time before the enemy attacks if you want to defend personally. So it can help. There's no downside other than initial cost since troop wage isn't paid for them.
Is there any point in clearing alleys in your towns? It gives a bit of relationship with notables but doesn't seem to affect Security or anything else.
You got it exactly right - there's not much point to doing it beside what you said.
@@Strat-Guides Aw man, seems like a feature that's yet to come.
is that ff6 music?
I'm not sure if it's that one specifically, but yeah Kefka from final fantasy :D
Does taking over an alley replace gang leader notables?
I don't remember them disappearing, they just lose control over that alley. The same thing happened in previous patches where they would have control of an alley, but if you killed them all then it would go to someone else or disappear for a week or so.
@@Strat-Guides I never explored these features of the game. I think if the player takes over an alley, he or the companion put in charge of the alley should become a notable in the city. This should also allow the player to unlock all recruits as if the relations were maxed.
You are aware you can have companions help clear the alley right? You didn't mention it. So just checking
Yeah usually it's just the one unless you want to go to the tavern and have them all follow. I probably should have included that part, woops!
Oh my! That mercy rule was the issue.
Ty
Thanks
Quick question... am I the one causing the revolts in town by doing quests for the gangs? I've been noticing once I get a gang to 20 ish relationship with quests there ends up being a revolt a few days later...
Unless they changed the mechanics in the latest patch, the gang leader should have no effect on the loyalty of the town. I'll look into it this weekend!
@@Strat-Guides thank you... I just started playing a few days ago... and just noticed this happening... might just be a coincidence that I was questing the gangs in the two towns... /shrug
Aah yes the famous crimeboss the noseless