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Topic: My first impressions
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28. April 2015 at 15:04 #2187TrigParticipant
Intro
I’m a bit manic, I admit, when it comes to games, so after buying the game I played it for about 10 hours straight. 7pm ’til 5am, when I wanted to play more, but just couldn’t.
I encountered some bugs and glitches, but for an early release relatively few and nothing really game-breaking, so overall it was a very enjoyable experience.
I already mentioned in another thread I restarted/rerolled the game a few times, before I got the initial crew that looked generally how I wanted it to, which prompts a character generator should eventually be put in the game.
So now for a bit of a good and bad deconstruction:
Atmosphere and graphics
Praise: I love the graphics. Not cartoony, not overdone, no ridiculous fantasy gaming clichees, no damn humongous shoulderpads and walking refrigerators. Really enjoyable. Lovely terrain, birds and clouds flying over, birds singing in battles, the occasional cloud passing over tactical terrain, bringning an ominous darkness over the battleground. Fantastic attention to detail.
Issues: Minor detail, but the battle in the fog just seems like something is wrong with my monitor, as everything is made light grey. How about making some stretches of mist slowly float over the battlefield so it doesn’t look like just bad monitor settings?
Also, a timer-speeder-upper would be welcome for waiting out a night when one wants to.
Music
Praise: Nothing to add. Perfect. Kudos to the composers. What makes for excellent game music? That you can listen to it for 10 hours straight and it doesn’t begin to grate on you. The lovely Caribbean tunes in Tropico were grand, but after a couple hours I had to turn them off for repetitiveness. Not here. Unobtrusive, mood enhancing, splendid work!
Quests
Praise: I realise they’re limited in number so far, but even among these I had no major complaints. They are enough to keep your company going. Once some more varied ones are added it will be outright epic.
Issues: Some end-mission talks mention how much you’ve earned, some don’t. Since I didn’t always remember how much the contract was for, it’d be good to clearly mark every end-mission with how much you’ve earned. Maybe if the “OK” button would say “Take the XY crowns”.
Map
Praise: In general smart and intuitive.
Issues: Often illogical. Maybe tune the algorithm a bit. I’ve seen cases of a road coming to a town far west from the east, then making a whole long circle around the town to enter it from the west. I’ve seen towns very close with only a forest between them, but with no road, having to go all the way around a couple other towns to get to this one. But the “escort caravan” and “take item” quests don’t seem to take road length into consideration but only geographical proximity, which results in very little money offered for a long trek.
Enemies (on map)
Praise: Nice variety, rather sensible ambush behaviour, scouting a town, then sending a war party worked nicely, lucky I was there to help villagers beat of an Orc raid.
Issues: This section is a bit more troublesome.
1. First the difficulty. For the enjoyment of a progressing company career, there should be more locations to attack, but with scaling difficulty. On level 1 it tends to be nigh impossible to beat even a “Weak” outpost, while At level 5 many “Average” ones will still be unreasonably difficult. I am a rather good tactician so I did win also 8 to 20 encounters, so I’m not complaining it’s too hard, but it is a bit unforgivingly hard and losing men you took a long time to build up for some orc junk is rarely worth it. Some “Puny” outpost for early game would be welcome, later on, more scaled outposts, probably in concentric circles. “Puny” in the centre of the map, “Very strong” at its edges.
2. Second, rate of spawning of parties. There was this stretch of road through a forest between two town, that seems to have been worked by two bandit gangs at once so there was always a double ambush in the same spot, leading to several 8 to 18 battles. I found the camps nearby which had strength “Strong” so I didn’t dare attack them (since I was still getting destroyed by “Average” ones), but what I could do was to keep “milking” the “Weak” raiding and scout parties coming from them for easy XP an loot. There was a few new ones there every day, enabling easy money. Probably after taking out a scout party the enemy should rest a while before producing a new one, or send out a strong patrol first, to see who killed theirs. The rate of spawning kinda prevents the player from travelling to the other side of the map to take care of business there.
In short, a bit more balance would be good. Usually too easy destroying the small parties camps spawn, but impossible yet to destroy their camp at that level. Maybe bring them closer together, so the player can sensibly progress…
3. /rant on/ I still bloody hate the name “Wiedergänger”. Guys playing LP’s get confused, ‘cause they don’t speak German, I understand enough of it, but still dislike that name. Just like I hated “native” names in Mount & Blade, where noone could really explain why some ethnic warrior was called “Huwreiotoirgokjsd” and the other “Erhhgoisejoisf” and what the difference between them is, but all insisted it’s good for “immersion”. Well it bloody well isn’t. It sucks. They could just be called “Spearman” and “Horseman” to begin with. “Berserker”, “Landsknecht”, “Variag” made it into international language. Hundreds of other “ethnic” words didn’t. Don’t force them. “Zombie” was a bad name, ’cause it’s from the modern age and from the Caribbean. But in the Middle Ages they spoke of the “Living dead” and of “Revenants”. Sure each language had their own words for “Living dead”, but if the game is in English for a global player base, a German word for the “Living dead” should not be forced down our throats, just because the game was made in Germany. My car is made in Sweden too, but I’m glad the manual refers to “wheel” and “steering wheel” instead of “hjul” and “ratt”. If a local word makes it into the global vocabulary, like the Irish “banshee” or the Romanian “Nosferatu” did, that’s fine. But if an English counterpart exists, it should be used. Leave a man rant, anger built up leads to heart attack… /rant off/
Own party
Praise: Tremendous variety. Good possibility of specialisation and equipment. But that’s what this game was supposed to be all about anyway. Stash works good. I like it. Equipping and playing with setups is fun. Doubling the bag space with a perk is perhaps a bit overkill, one extra slot is perhaps all that should be unlocked, for the occasional archer that wants to carry 10 extra arrows, others should hardly need this.
Issues: I got some gripes here.
1. Types of troopers. All throughout history the greatest majority of mercenaries are people with military experience. In this game it’s mainly peasants, miners, riff-raff, etc. While those do join mercenaries too, at least half of the unit types should have some sort of military experience. There is a reason why commanders usually hated peasant levies as anything more than cannon-fodder, so we shouldn’t depend on millers and rat catchers as the core of our little army. Guardsmen, bowmen, halberdiers, arbalesters, catapult engineers, lieutenants, sergeants, captains, etc should all be looking for mercenary work.
2a. Trooper names. I’ve suggested before and I suppose I’ll never stop campaigning for this, but even if the game is set into “fantasy Germany” it’s, based on the gear available, still in “fantasy Europe” so mercenaries would still be from all over the place. French, Flemish, Norman, Anglo-Saxon, English, Celtic, Slavic, biblical and other names should definitely be in there and would help identify with the mercenary ethos, along with their “fantasy nation” shields, such as a white bird on a red shield for “fantasy Polish”, red lion on a yellow shield for “fantasy Scottish”, yellow lily on a blue shield for “fantasy French” mercenaries, which would likely result in people wanting to collect specific shields or colours in their company as per their preferences.
2b. When changing a trooper’s name, it should probably also change in his background story. Now it doesn’t and it’s a bit immersion breaking when I read Rosencrantz’s story and it talks about what Olaf did.
3a. Levelling. I think it goes too fast. In 10 hours of play most of my guys are lvl 6 or 7 already, only 3 to go. Either slow down XP gain and the whole game with it, or increase the number of levels/perks. It seems to go too fast for a long enjoyable game, while I’ve hardly yet tackled any of the bigger enemy outposts.
3b. Levelling perks. Some seem less popular than others and forcing me to pick 3 in first tier often makes me pick some perk I don’t even really want, just to “fill the quota”. A bit of tuning and rethink probably needed there, to really make the player want each perk.
3c. Levelling stats. If you watched LP’s, everyone only upgrades weapon skill, defence and fatigue. To me it seems something is wrong with the system if initiative, bravery and hit-points are so second-grade in importance.
Economy
Praise: Overall it seemed to work, as in, I never found myself starving or completely out of money. However a lot of this was by pure chance …
Issues:
1. I think it was Bumpy’s LP’s that complained of the lack of tools. I second his complaint. Since you’ve introduced weapons and armour decay, they’re the most sought after commodity and more often than not in my game they just weren’t available for sale. This needs to be tackled. They really should be a lot more plentiful and cheaper to buy. Also since most gear you take off fallen enemies is in poor shape, they need to be used to fix that too, before selling, so I can easily go through 80 tools after destroying just two or three weak patrols, which can cost me over 400 crowns, which when fixing my gear and paying troops leaves precious little surplus.
2. Unit costs. I think the upkeep cost of hiring the “better” units is prohibitively high. I don’t mind paying 1000 crowns to hire a knight, but 25 per day is then just crazy. Particularly since his advantages are something like +10 in skills, which I can buff up also in a rat catcher in 2 or 3 level-ups. And some disadvantages, such as -10 fatigue for some old veterans, combined with asthma which they often have, makes them pretty useless in the end with any kind of armour anyway. I’m fine with high hiring costs, but daily costs should be made more sensible to correspond to the sort of money you can even make…
3. Jobs and money. As with most economies nowadays, there are simply not enough available. Often towns don’t offer any contracts. Or one long trek for 100 crowns and one impossible one for 1500. Which, if you have a few expensive units in your mix, and need to dish out 150-200 every day can cause some serious trouble, if you don’t come across an unfortunate group of bandits to slaughter. And if you have to follow a slow caravan to a town on the other side of the map, even though you will earn a a good few hundred crowns, just the time spent on the road will cost you the same amount and if you don’t have enough cash, someone may even desert just before you get to town, in spite knowing he’d get paid there. Which is a bit of an illogical and flawed economy model, forcing you to use only cheap troops in general.
Outro
Overall the game is a lot of fun, addictive as hell and I would, did and will keep recommending it to all my friends and was probably the best 40 squids I ever spent on a game. And this is only the beginning of its journey!!! :D
28. April 2015 at 17:46 #2233TrigParticipantOh, just another suggestion.
The F12 key that Steam uses for taking screenshots also opens the console on Battle Brothers, so then F12 has to be pressed again to close it, which then takes another screenshot.
Could you perhaps make all keys configurable by players, or move the console key to the key above TAB as it is in many other games?
28. April 2015 at 18:10 #2240SarissofoiParticipant#I am just gamer so don’t mind me too much.
#I play on hard so items cost more and sell for less(I think).
#cash is no problem in long run.Economy:
1. They are not.
Thing is their price is right and their are decently available if you good good job protecting some areas.
Things is that villages/towns blocked by bandit raids produce them less.
Keep clear and safe some village/town and it should produce enough of them. Also not anything should be repaired. Sure you get better price for repaired items but do its your choice. Don’t repair trash items just sell them or abandon them.2.They are alright. I would argue that some of better recruits should cost more because they have much better stats compared to your typical trashy cheap recruits.
3. Jobs are good enough. There is always some delivery or escort mission.
My only complain is that there is no often mission to find and clear this bandits fort that spawn raiders and ambushers that destroy city economy.
It should be priority.
Like local government contract(main slot) when traders and private persons have two other slots available.Actually I would divide contracts on three types:
>CONTRACTS – given by local authority with high priority, High risk but high reward like
>>Find and destroy that Bandit Fort that raid our caravans.
>>Our scouts found enemy Hideout/Lair/Den, enemy is still weak(or not) but go and burn it before they grow stronger
>>Escort this important caravan to this city by this road who we know is infested by hostile forces
>QUESTS – given by local merchants/private persons, low risk/low reward, can be taken few but there is time limit, like
>>Scout, go find X investigate and come back
>>Delivery X to Y
>>Seek and destroy enemy party
>BOUNTIES – given by local authority where there is no high priority tasks, limited time
>>Head hunt – kill Orcs get ears bring get paid
>>Wolf hunt – same but Werewolfs
>>Bounty – for leaders of bandits/orcs etc28. April 2015 at 18:10 #2242SarissofoiParticipantOh, just another suggestion.
The F12 key that Steam uses for taking screenshots also opens the console on Battle Brothers, so then F12 has to be pressed again to close it, which then takes another screenshot.
Could you perhaps make all keys configurable by players, or move the console key to the key above TAB as it is in many other games?
Agree.
28. April 2015 at 19:07 #2253JagoParticipantAbout the fog on the tactical map. It was so… I don’t know, it wasn’t to bright, but it really hurt my eyes, looking at it for longer than 10 seconds. o.O
If I encounter that fog again, I’ll take a screenshot, except you know what I mean.Visit the Battle Brothers Wikia
28. April 2015 at 19:27 #2262KalanarParticipantI really don’t mind the German name for the Zombies. It is more true to the specific setting. Zombie has exploded so much in popular culture that every stinking game regardless of setting has a Zombie in it. It is a small thing that makes this game more unique, when I see zombie, I’m reminded of the Walking Dead, Night of the Living Dead, Fido and a million other things. Not being German, “Wiedergänger” just sounds spookier and less “pop.”
28. April 2015 at 19:30 #2265AnonymousInactiveMusic
Praise: Nothing to add. Perfect. Kudos to the composers. What makes for excellent game music? That you can listen to it for 10 hours straight and it doesn’t begin to grate on you. The lovely Caribbean tunes in Tropico were grand, but after a couple hours I had to turn them off for repetitiveness. Not here. Unobtrusive, mood enhancing, splendid work!Thank you Trig! It’s so nice to hear that, means a lot! And you’ve got some great and detailed feedback on the game in your post. I’m sure this will be very helpful to Overhype.
About the fog on the tactical map. It was so… I don’t know, it wasn’t to bright, but it really hurt my eyes, looking at it for longer than 10 seconds. o.O
If I encounter that fog again, I’ll take a screenshot, except you know what I mean.I had the same complaints about the fog in one of my pre-EA play throughs and reported it with a screenshot. The fog even seems to appear at various grades of brightness/contrast, maybe depending on the time of day (?). I am sure the devs are on it.
28. April 2015 at 19:39 #2272TrigParticipantI really don’t mind the German name for the Zombies. It is more true to the specific setting. Zombie has exploded so much in popular culture that every stinking game regardless of setting has a Zombie in it. It is a small thing that makes this game more unique, when I see zombie, I’m reminded of the Walking Dead, Night of the Living Dead, Fido and a million other things. Not being German, “Wiedergänger” just sounds spookier and less “pop.”
I am against the use of word “Zombie”. I thought I was clear on that. It is way too modern to fit the medieval setting and geographically far from medieval Europe too. But in Europe the name “Living dead” was used, in any language, Latin most often in texts, while English has a nice word “Revenant”, basically meaning “the returned” which was used already in medieval times. In my opinion in this case the word is forced, just for the sake of using a German one… But this was just one comment among many in my long post, I don’t wanna turn this into a massive linguistics debate :D
Thank you Trig! It’s so nice to hear that, means a lot! And you’ve got some great and detailed feedback on the game in your post. I’m sure this will be very helpful to Overhype.
Most welcome. You and the whole team definitely deserve all the praise for the hard work that went into this game. My criticisms, like those of other forum commenters, are just our attempts to be constructive, to show we care about how the game develops. :)
28. April 2015 at 19:53 #2280KippieKipzParticipantLove this game allready. Just started playing. Found the game because of a PT from a Youtuber ( Bumpy Mc Squigums, cool channel check it out )
Got so excited seeing the game that I was bummed that I had to wait yesterday before I could buy it.
Had a day of, because of a national holiday.Absolutely love these kind of games. Need to play longer to give more usefull intell on the game.
But for the devs,
Danke fur das fantastische spiel.That was my best German :-)
28. April 2015 at 20:00 #2282AnonymousInactiveMy criticisms, like those of other forum commenters, are just our attempts to be constructive, to show we care about how the game develops.
Yes absolutely, I think it is great that there is so much constructive criticism. I am amazed at how engaged and pationate people already are about the game. On the other hand, I am pretty hyped myself. Although Dennis (the other composer) and me only worked on the music of Battlebrothers, gameplaywise it is a match made in heaven for us as we are big fans of many of the inspirations like UFO or JA and we are both longtime pen&paper RPG players.
28. April 2015 at 20:01 #2283AnonymousInactive… damn that smiley gets huge when you quote it :D
28. April 2015 at 21:18 #2298SkyParticipantEy ey ey. Now, this is how and what I experienced compared to the above. Just remember this is represented by my game so far, no idea how much the gods of random were helping me.
Absolutely agree on the music, done amazingly. Played for quite a time and did not have to start up my playlists.
But can not agree on the difficulity with the camps. The only time I did lose men was at the very when encountered strong and above next to each other. Very first battle against the joined raid parties took both of my well trained mercenaries. Was not prepared for a berserker warrior army. Those are scary. Tho not as scary as the orc leaders, he alone almost annihilated my whole group. Thanks to the rotation skill only had to rest for days and not dig graves.
I do buy alot of tools, and I do repair almost everything, it still gives more money. That inventory space is big enought if you don’t go on an exploring conquest destroying the orcs whos armies were burning the villages. Consider the tool – repair thing as a short term investment. Ofc the better the items are the more you gain. Besides both Orcs and Bandits seem to be factions who spawn in new forts all the time. At least I was not yet able to eliminate the green manace, they keep poping forts all around one of the village and burn it.
About the recruits, for a long time didnt lose any men, before that all who died were newcomers without lvl. Since the start was going for the cheap ones. Now when my group is 7-9 lvl I ran into the horde and lost two brave soul who were with me from the early game, a farmer who became my secoundary 2h annihilator and a beggar who became my archer. So I started to look for strong and expensive adventurers, not knowing the difference between the 1k+ guy and my ~100 peasants. Even lvled as mine are, these super expensive ones aren’t far behind in stats. And they are lvl 1. Having a party of expensive lvl 1 recruits is like having lvl 5-6 of the low cost ones. As long as they do have good backgrounds ofc.
The lvling, well it is too fast imo. The spacing between enemy lvls is off too. There were no puny forts, only few weak ones from quests to search for, and average from annihilation quests. Skipped the puny lvl from the very start, just like it was never there. Weak was not up for long either. There is no big need in equipment if your party if prepared with right weapons and luck. Probably they will be balanced sometime later, at least would make sense.
Perks, some are extremely useful, some are almost absolutely useless. For example perks like “Battle Forged: -20% armor damage” and “Rotation: change place with a char next to you” “Shield expert: +25% defense from shields” are super useful, the first one for all melee the secound n 3rd for shieldbearers. Can always save anyone and take almost no damage even when hit. While “Executioner: +20% dmg when enemy 50% hp or less” and “Hold out: immune to morale” are absolutely useless in my game.
The jobs. The caravan ones were great the the start of the game, easy money. Getting 1k+ clean profit at lvl 1 is too good. Perhaps they shouldn’t give such “hard” routes to rookies. While after a point they indeed become useless. They give no money, or takes too long to have any profit. Other jobs are ok, now that you can’t deliver same destroy quest 2-3 times.
A short summary, on my 45th ingame day. And I do agree with everything else that you guys said. Will see how it goes from here.
28. April 2015 at 21:28 #2301AktenschredderParticipantSolid game for an early access – and the potential to become great until full release is definitively there. Thank you!
My wishlist:
1. Add a deployment phase prior to tactical battles: A minor annoyance for me is that my battlebrothers never spawn in the formation, I would like them to. In particular, the AI tends to put all my spearmen on one end of the line and all the sword/axe/club guys on the other end. This could also flesh out the difference between attacking and being ambushed since the player wouldn’t get a deployment phase in the latter case.2. Autopause on the worldmap: I think someone else suggested that elsewhere. Please copy the feature from Mount&Blade where time automatically pauses if the player stops moving his stack. Makes life so much easier.
And since I hijacked Trig’s thread some thoughts on his comments:
Enemies (on map)
1. First the difficulty. For the enjoyment of a progressing company career, there should be more locations to attack, but with scaling difficulty. On level 1 it tends to be nigh impossible to beat even a “Weak” outpost, while At level 5 many “Average” ones will still be unreasonably difficult. I am a rather good tactician so I did win also 8 to 20 encounters, so I’m not complaining it’s too hard, but it is a bit unforgivingly hard and losing men you took a long time to build up for some orc junk is rarely worth it. Some “Puny” outpost for early game would be welcome, later on, more scaled outposts, probably in concentric circles. “Puny” in the centre of the map, “Very strong” at its edges.
2. Second, rate of spawning of parties. There was this stretch of road through a forest between two town, that seems to have been worked by two bandit gangs at once so there was always a double ambush in the same spot, leading to several 8 to 18 battles. I found the camps nearby which had strength “Strong” so I didn’t dare attack them (since I was still getting destroyed by “Average” ones), but what I could do was to keep “milking” the “Weak” raiding and scout parties coming from them for easy XP an loot. There was a few new ones there every day, enabling easy money. Probably after taking out a scout party the enemy should rest a while before producing a new one, or send out a strong patrol first, to see who killed theirs. The rate of spawning kinda prevents the player from travelling to the other side of the map to take care of business there.
My first run was even worse: After beeating the opening mission, I travelled to the next village. Half way to it, a wearwolf-pack (power-rating average) attacked. Since you can’t outrun werewolves for long, they caught me before I made it to the village. Surprisingly, I managed to beat 6 wolves with my 7 scrubs … but at the cost of 3 men. So I bought more scrubs and continued my travels. One day later, yet another pack of wolves attacked me (different area). 2 more dead battlebrothers, all my founding members were dead at that point. All I had left were 4 raw recruits. The constant need to refill numbers also screwed with my cashflow forcing me to take the only contract available which turned out to be a caravan mission across the entire map. Sadly, all went to **** when the caravan pathfinding turned out to be very quirky (it lost a day avoiding an orc party raiding a hamlet and another day crossing a mountain ridge (supposed shortcut). I went broke and my first soldier deserted … at which point I called it quits and restarted.
Second run is the exact opposite. Day 13 and I haven’t lost a battlebrother. The band is full, money is plenty and I haven’t had to deal with anything but a seemingly endless supply of bandits (some raiders but mostly thugs).
In short: difficulty seems to depend very much on the quirks of each particular random map. Run into the wrong enemies early on and it gets insanely tough. Get a good start and the game is almost too easy since you quickly get to a point where the average raiding party is no danger but rather free ressources and xp. Whereas you can pick when/if you attack the tougher enemy outposts.
Own party
1. Types of troopers. All throughout history the greatest majority of mercenaries are people with military experience. In this game it’s mainly peasants, miners, riff-raff, etc. While those do join mercenaries too, at least half of the unit types should have some sort of military experience. There is a reason why commanders usually hated peasant levies as anything more than cannon-fodder, so we shouldn’t depend on millers and rat catchers as the core of our little army. Guardsmen, bowmen, halberdiers, arbalesters, catapult engineers, lieutenants, sergeants, captains, etc should all be looking for mercenary work.
Actually the game seems pretty realistic from what I have read about medieval mercenaries. The rank and file seems to have come from humble origins. Granted most leaders had a more professional background (soldiers, minor noblemen) – but others had lifes that look to be straight out of battlebrothers: just google John Hawkwood (it seems he was the son of a tanner who became a tailor before he started his career as soldier and rose to lead mercenary bands in France and Italy where he eventually died an extremely rich man praised as savior of Florence which earned him a state funeral and a monument by Ucello).
2. Unit costs. I think the upkeep cost of hiring the “better” units is prohibitively high. I don’t mind paying 1000 crowns to hire a knight, but 25 per day is then just crazy. Particularly since his advantages are something like +10 in skills, which I can buff up also in a rat catcher in 2 or 3 level-ups. And some disadvantages, such as -10 fatigue for some old veterans, combined with asthma which they often have, makes them pretty useless in the end with any kind of armour anyway. I’m fine with high hiring costs, but daily costs should be made more sensible to correspond to the sort of money you can even make…
I second that: In fact, I have received expensive recruits with worse stats than my millers, graverobbers or the other scum I tend to recruit. Currently the way to go seems to recruit cheap. There are some good backgrounds in the 6-8 gold/day range (miller, graverobber, gravedigger, fisherman, farmhand) and even the real trash like cultist and monks can turn out surprisingly decent (especially since it doesn’t hurt much to just fire them if their stats are too bad).
I understand that you have to pay for the better equipment when you hire people with more sophisticated backgrounds but the per/day costs make them bottomless moneypits.3. Jobs and money. As with most economies nowadays, there are simply not enough available.
Agreed but that is certain to get more flashed out as development continues.
28. April 2015 at 21:42 #2304PsenBattleKeymasterHey guys, thanks for all the feedback!
Right now we wont manage to reply to every point as we should do, but be assured we read all of it and take notes.
An important topic is the disparity in difficulty on every playthrough. This is a consequence of randomly generating big portions of the game. Allthough it works okay right now there is a lot of balancing work to be done, which just wasnt possible before whithout a massive amount of players and feedback.
So the more feedback we get, the more we will be able to improve the game :)28. April 2015 at 21:53 #2307SkyParticipantThanks for such a nice EA. Great potential. Simple but rock solid battle mechanics. Keep it up! ;)
You can always bound the generation of jobs and places to the statistical middle lvl of the full party the player controls. So it will not spawn strong forts at middle lvl 3, nor will it continue to spawn puny forces against the player.
You can even bound some caravan jobs, like you will not get the long ones when you just started since it threw off the early game in my playthrought. 2-3 long caravans and I was all set. For a too long time. Now I have to go look for trouble myself since trouble does not come to me, nor am I getting hard jobs.
The early game long caravans are same as maraudering the guard forces. All you have to do is follow the npc and just get the tonn of gold/equip. Makes little sense imo.
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