I want to dismiss my hearthlings or train stats

In my current game I have 8 USELESSSSSSS hearthlings with stats like
1-2 mind
1-2 body
and 5-6 spirit.

I can not use those as soldiers or as crafters because they have no muscles or brain.
But I can not train them to get better stats or dismiss them to get other hearthlings with usefull stats.

MY suggestion:
Let us be able to train (very very very very hard and expensive) or dismiss hearthlings.

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High spirit is useful for shepherds.

Farmers also don’t need stats. The speed from body doesn’t make enough of a difference for them.

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high spirit is also very important for footmen…

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Though low body is not very nice for footmen.

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Yes, but they would also need body. I was following his example of no mind and body only spirit.

At a13 even a 1 1 1 footmen could easily protect the village, now we need high status :slightly_smiling:

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i know, but i just thought i should put it out there, just to make sure everyone knew that. :slightly_smiling:

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Was high spirit also good for herbalist, due to compassion; gotta brew with love no? Or did I read that wrong somewhere?

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Guys guys guys :slightly_smiling:

good or not, 8 hearthlings with the “same” stats mix are too many.
Training them or dismissing them choose one but choose wisely

It’s been a long time ago (maybe like a year ago?) - but didn’t Hearthlings used to ‘level up’ in one main stat as part of their profession progression? (Say that one, profession progression fast three times!) :wink:

I liked the idea that I could assign a Hearthling weak in one area to a job (like farming) to help beef him up a little before training him to become a good soldier. It’s like apprenticeship!

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It’s always been one of my gripes with this game that giving your Hearthlings other jobs and letting them level punishes you. by slowing down their leveling [by increasing the requirement per level] for any other job and not letting them keep their benefits for other jobs.

I understand that the team wants to make sure you can’t make super-Hearthlings by changing jobs around the right way, but I’d like some system of trade-offs rather than the obvious no the game currently gives.

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I personally dislike the idea of useless/omnipotent/“use this combo, because anything else is crap” hearthlings. I would prefer to make choices, so every job could benefit in a fitting way from all stats, in combination with more balanced stats. So if you have a hearthling with max body and spirit stats, his mind should be at the minimum. A a total amount of 13 points should be balanced, instead of the current max 18 (6m 6b 6s). With such maximum they could implement training without having imbalanced super hearthlings. They could start with minimum 5 stat points ( 222 or 122 etc…) and the player could decide what kind of specialist this hearthling would be by placing him in the right job. Maybe if they add some kind of “personality” like prefering food, likes darkness, thinker, creative mind, social… Some sort of universal attributes which can provide bonuses and add some additional “randomness” but don’t have a huge impact on your game progress.

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It is possible to intentionally kill off hearth longs with low stats, though it does require some work.

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High spirit and low heart. I put them on guarding my castle instead of scouting xD

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So yeah, if start trainning gets implemented… More a hearthling trains, the less they gain from it to the point where it is very slow to train anything, thus forcing you to pick what you want your hearthling to train. A low statted hearthling would have quite quick time training up to average sum of stats and then it just gets downhill…

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from a gaming perspective, if you could train stats then they’d all eventually end up at their maxes, the point of having random stats is to gear certain people to certain jobs. generally people with low stats can be put as “gatherer” types like trappers, shepherds, farmers and workers, while your high mind and health people should be reserved for crafters and footmen… you could also make a few of those low stat folks footmen if you wanted them to get replaced… (and hey, if they survive, they did their job!)

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^
True that, with that in mind I’ma expand my idea with a cost for training or just a hardcap (Can’t train anymore if the sum of stats are say 9)

With trainning cost, you’d have to evaluate if you want that GODHEARTHLING in expense of great deal of resources or just train a stat to usable level. Sure, in latelatelate game getting resources might be bit too easy

But anywho, Having no stat trains would probably be best, gotta go with the hearthlings you get instead of minmaxing

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Well the main issue was the randomness or 0 influnence on your hearthlings, you had to make completely obvious choices without any tactical thinking behind it. So training was suggested to make every hearthling usefull by putting them into the right jobs and let them adapt to it. So all hearthlings should start with pretty low stats and the player choose the direction they evolve, ofcourse a random factor should exist but with a smaller effect than at the current method. Also balance should be the priority, so omnipotent 6/6/6 hearthlings should never exist and all hearthling start with low stats. To create randomness little traits or “preffered jobs/tasks” can be added, that way the player can always let the hearthlings adapt to their jobs or role, while the traits create the effectiveness or just a tactical deepness.

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Just put them as footmen, no armor, no upgraded weapon, go to a big monster a little far away, fight, loose, add a grave to your graveyard, wait until the next day to a new hopefully not that useless Hearthling (save before the Daily event).

It’s the only way today, as it’s still an Alpha.

But I hope that in the future it will be possible to train them (or fire them, at least).

This would happen. I’m really not looking forward to throwing hearthlings away like trash, because there are huge differences between a stat 1/substat 1 and a stat 6/substat 9 hearthling. But then I can’t imagine that there will be no way to increase at least the three big stats.

I can handle a few poorly statted hearthlings but at some point you already have roles filled that they can do and you need a little more oomph. We all play games to have fun, right? For some, dealing with what (garbage) you get is fun, for others, you want to have sexy.

How about every time a hearthling levels they gain a stat point in their lowest stat that’s below 3, so they have a chance to rise from being terrible to being mediocre. Seems very simple to implement (no extra UI - maybe just a line of text to inform, minimal code).

If a hearlthling dies it “resets” or backs up your next hearlthling requirements - so maybe add dismiss as an option but it does not “back up” your next hearthling requirements (as a sort of “punishment” for being selective).