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报告翻译问题
The way ot works now is exactly how AI employers work vs the player adventurer, so it's the vanilla approach unchanged. I guess it represents the benevolent ruler who always chooses to compensate the damage. I wanted to balance the frequency first and get rid of the bugs.
But it will be changed, making some problems local. You can see that ambush already applies effects somewhat locally and not just to the capital, in vanilla contracts against the AI Italian Emperor it would always make the Roads of Rome unsafe even if someone was robbed in Denmark.
Would love to hear what you think regarding balancing of this mod, and how to balance it with the base game.
AI criminal contracts reworked and rebalanced.
All new applied modifiers are vanilla. Notifications will show the approximate/exact location, amount of stolen money and (depending on intrigue) the identity of the criminal.
Added GUI to show the details/cancel the contract that you have offered.
Raid camp got bugfixes and an option to rescue (or "rescue") prisoners.
Primarily tested with HRE and 5 year CD, with lots of adventurers. If you still think they are a problem let me know, likely the opposite will be true.
Once the tools to handle crime are in place, some restrictions will be lifted, likely in the next patch.
You can expect many more changes to them.
They never do it against friends, lovers, blood brothers, etc.
After testing with huge empires I see the problem.
Released a hotfix now for criminal contracts.
It will now work like hostile schemes in vanilla - AI will try to not launch several contracts of the same type against the player at once.
Increased default CD to 10 years for each adventurer.
Added more notifications and made tax impersonation more rare.
Also added a game rule, allowing to set 5, 10, 20 years CD or to turn them off entirely.
Will further tweak and rework this in a bigger patch.
Could you send me the save file? So I can address this more precisely.
If it was treasury heist there is a notification event and it's set to be very rare (4-5%).