Topic: First feedbacks after last update (new skills and injuries)

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  • #16645
    Avatar photoAnonymous
    Inactive

    Hi!
    Thanks for the update and all the work you’ve done on this game! It’s keeping my excited! :)

    So here is just a few feedbacks after my fast try on the last update (would have liked to play more but got killed by some stupid orcs!):

    – New skills seems amazing, well done on this! I especially like how you changed the “student” skill so it is now viable.

    – Injuries sounds great. I just think it’s not really clear when you get or inflict one injurie. It could be nice that the little pictogram that appears at this moment stays longer before it disappear.

    – While escorting a caravan and getting attacked by some monsters, maybe it could be nice if the player had the choice to actually help the men as required by your contract… or not doing so. I got attacked by a group of orcs and, with the previous system, would have avoided the battle even if I would have not complete my task.
    Of course this would make the contract failed and would be terrible for your reputation (but, what’s the point of reputation if you are dead?)

    I’ll probably post some other things there.
    Feel free to do the same of course!

    #16658
    Avatar photoRusBear
    Participant

    Injuries system very peculiar. I can’t say that I am happy with everything, but of course there are those who are satisfied 110%. However, one thing is absolutely clear – we need to get information about enemy’s injuries in battle. Do not remember it or write in notebook when your mercenary gets the same, but see all info on the pop-up window of information on the enemy. This must be done – just remove a lot of questions and anger that I already have seen in several streams.

    #16660
    Avatar photoDanubian
    Participant

    Im not a big fan of injuries system to be quite honest. It adds very little. You debuff my brothers, and simple force me to go to a temple and waste money, or to keep reserve brothers on rotation. Meh.

    #16664
    Avatar photoRusBear
    Participant

    and yes, by the way – I know the game is not for the casual gamers and so on… but i think chance of hitting by bow and crossbow in the back of team- brother should be at least lower than the enemy… it supposed, in theory, that the mercenary aims at all-still the enemy. .. I hope

    #16665
    Avatar photoDanubian
    Participant

    and yes, by the way – I know the game is not for the casual gamers and so on… but i think chance of hitting by bow and crossbow in the back of team- brother should be at least lower than the enemy… it supposed, in theory, that the mercenary aims at all-still the enemy. .. I hope

    Do you notice that ranged weapons hit your people way more often than before? Or is this just me? Its like with 60%+ hit with crossbow, 3 out 4 times ill hit my brother instead of enemy…

    #16669
    Avatar photoRusBear
    Participant

    some of the “heroes” of local discussions this forum like to say the effect of “bias”, but, unfortunately, in this case, it is not just my personal observation – I saw the same thing on a few streamers and get similar feedback from my friends. This new patch trend.

    #16700
    Avatar photoOldGreyBeard
    Participant

    However, one thing is absolutely clear – we need to get information about enemy’s injuries in battle. Do not remember it or write in notebook when your mercenary gets the same, but see all info on the pop-up window of information on the enemy. This must be done – just remove a lot of questions and anger that I already have seen in several streams.

    I’ve seen the icons above the enemies, but there’s no pop-up as to what the injury does. That should be fixed.

    In a single player game, there's no such thing as cheating. It's merely "creative manipulation of the default settings"!

    #16743
    Avatar photoAnonymous
    Inactive

    In addition, think the injury system should be shortly explained during the first battle (tutorial). For a new player perspective this has to be explained a little bit.

    #16745
    Avatar photoRap
    Keymaster

    In addition, think the injury system should be shortly explained during the first battle (tutorial). For a new player perspective this has to be explained a little bit.

    Good point.

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    #16754
    Avatar photoBananenbaum
    Participant

    While talkin about injuries for newbies:

    When a brother loses an eye (-vision) and you fight while night (-vision) and he has a 2hand weapon with 2 tiles range…
    he cant attack the 2 tiles.

    It took me, a non-new-player, a whole while to figure out why.
    Should be that the “one eye” icon is blinking or something while trying to attack over 2 tiles or something.

    #16769
    Avatar photoWargasm
    Participant

    Hmm … one of my opening three mercs has the new trait that increases the threshold for injuries by 50%, and he also has more hit points and resolve and better armour than most others, but he’s been injured way more than anyone else in my band …

    #16796
    Avatar photoRusBear
    Participant

    Looks like some weapon makes less( too less) damage then it has in description. I lost that log file but my nemed spear whit 30-50 damage and 100+ against armor – make 1 ( one) damage for armor( that was the last armor on enemy) and 8 (eight) damage for HP – enemy still alive.

    #16797
    Avatar photoWargasm
    Participant

    ^ I’ve been noticing that sort of thing recently, as well. For example: use flail lash against a bandit with only a bandana on his head (20 protection), and it hits him on the head, and the bandana is destroyed, and … the head receives the tiniest scratch, as if the flail did its minimum possible damage, but it was hitting the head and that’s supposed to do extra damage. But then hit him on the head again (now all “armour” is gone) and now it does much more damage (what you expected the first time). So it looks like the damage the first time was magically curtailed by that tiny strip of cloth …

    #16800
    Avatar photoRusBear
    Participant

    O. I ‘ve noted some like this, but have no confirmation in the battle log. it means – not “bias”). I will check that

    #16805
    Avatar photoOldGreyBeard
    Participant

    Overall, This update is a major improvement on what I see the game being: Effectively managing a Mercenary company.

    The range rules are much more realistic. They removed my one exploit, the “magically loaded crossbow hung from my belt”. While it makes it harder to walk all over bandits, it’s much more realistic, as well as the increased chance to hit your buddy in the back. Yeah, NOBODY would chance a bow shot into a melee in real life. IF your buddy survived, he’d be having a very serious discussion with you that would probably include a broken hand. It was fun while it lasted.

    I like the perk setup better. Much more flexible, no matter what opinion I may about any given perk. At least I’m not stuck in a particular “tree” to unlock a wanted perk.

    This update has brought back a lot of the tension that I lost after the first update. It’s harder to keep everybody healthy and alive and sufficiently equipped to be able to keep the band getting better.

    They added “Eunuchs”!?! Not sure what to think about that, but I have a couple in the party just to see.

    I can’t comment on “named” items yet. I haven’t run across any as loot, and I can’t afford them yet.

    So, I have to adapt and rethink my strategy and tactics.

    Now, if we can get a “bubble” during combat to refresh us as to the impact an injury is having on an enemy …

    Good job, guys! Looking forward to more and better to come!

    In a single player game, there's no such thing as cheating. It's merely "creative manipulation of the default settings"!

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