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Yeah I’ve been wondering about the long axe. I think the fatigue recovery is granted by the polearm perk but the axe perk probably gives you a bonus to the split shield.
Gameplay considerations trump realism. Current mechanic is clean and simple, what you propose is not.
I’ve played the Noble War crisis to completion and I’m in the middle of the Undead crisis. Noble War was pretty exciting (although heavy crossbowmen were kind of OP), and so far smiting Undead raiding towns has been pretty fun. The main thing I’m worried about, though, is towns getting raided and burned down without me ever knowing that they’re being raided. I’m paranoid and always checking the map to see if any towns are getting attacked because I don’t seem to be able to influence it unless I do.
Maybe offer the possibility to change it after a longer time without success (this change in plans may then lead to a small morale drop – which is something a player would only choose if he realises he cannot fullfill the current ambition any time soon).
I would prefer this. The only ambition I’ve failed thus far was the earn 50,000 crowns one. I was 1,000 crowns off when the ambition timer ran out, lol.
Only had this happen once to me. It’s inconvenient but uncommon.28. February 2017 at 07:42 in reply to: [Beta] Ranged hit chances / damage are just insane #19787
Perhaps the recently increased effect of obstacles (50% -> 75%) on ranged combat should help with this to some extent.
From my experience this is actually one of the main problems. From my testing, and I deliberately tested this, if the ‘obstacle hit’ is triggered, and the obstacle happens to be one of your brothers, he is automatically hit no matter what his ranged defense. This makes my strategy of having a front line of kite shield guys with pikemen behind them completely ineffective, as whenever an enemy ranged unit shoots at me it’s basically a guaranteed hit. If the obstacle hit triggers, one of my kite shield guys takes damage. If it doesn’t, chances are the low ranged defense of the pikemen means he gets hit. Against regular bows this isn’t a huge deal. It is pretty dangerous early game (but I don’t use pikes early game), but after that it’s just negligible armor damage. The real problem I experience is with crossbows, particularly heavy crossbows and the goblin crossbows. Those basically ignore armor and are guaranteed to hit one of my brothers on turn 1, so if the enemy has 2-3 crossbowmen I’m practically guaranteed to lose a guy unless the AI fails to press the ‘shoot crossbow’ button, which is common enough that my party hasn’t been wiped yet.
I’ve done some further testing and can now confirm that if you have one of your brothers standing in front of the intended target of a ranged attack and the shot decides to hit the blocker instead of the intended target then the ranged defense of the brother actually being hit IS COMPLETELY IGNORED.
I tested this by using cheat engine to make a brother that has 1,000 melee defense and 1,000 ranged defense and replaying a fight against an army consisting solely of archers/crossbowmen several times. When standing or fighting by himself, the super brother was not hit a single time despite standing there and allowing the enemies to shoot at him endlessly. I did the fight 5 times, went to round 10 each fight and then retreated and reloaded the save, and he wasn’t hit a single time. I then played the fight 5 times over again, 10 rounds each, with a naked brother standing behind him (to draw their fire since they love shooting at low-defense characters), and he was hit 17 times. None of these shots hit the shield, they all hit the actual brother and he died in all but one of the tests (He was wearing special named armor and helmet as well).
Seems pretty conclusive to me. If your brothers are standing next to each other you’re completely at the mercy of the enemy crossbowmen. Just pray that their AI wigs out and they just run around for the entire fight instead of actually shooting. Not a fan of this situation to be honest. Fighting a caravan with 2 crossbowmen is scarier than fighting orc warriors and warlords. At least the orcs can’t kill one of my brothers before I even start my first turn. The only way to stop this is to get my initiative high enough that I move before the crossbowmen, but that’s not really feasible without the rest of the noble army tearing me to pieces.. especially since the noble armies are allowed to be a lot larger than your company. As it stands, fighting the noble armies is ‘easy’ in that I’ll always win the battle, but it’s dangerous in that there’s a chance one of my brothers will just die in one turn. If a brother doesn’t die, I usually take 0 hp damage, just some minor armor scratches, but if the RNG gods find me unworthy, the crossbows will just insta-snipe a brother and I’m out of luck.
Side note: On the topic of shields, you only get the ‘shield hit’ if the attack would’ve hit your brother without the shield’s extra defense bonus, and it does 1 damage to the shield no matter what weapon is used, as far as I can tell.
Is it just me or are:
1.) Ranged enemies MUCH more accurate, even at night (its like they made crossbows and bows? more accurate, and more accurate during the night, my people are getting hit all over the place);
2.) The amount of injuries is insane; i cant make any money because after every battle i need to heal at least like 3 wounds. Ranged in particular are notorious for inflicting injuries, my friking archers cant go through one battle without being crippled by enemy archers…
At day 80 so far and lost 5 brothers. 1 died to Hoggart, 1 died to a bandit archer in the early game, 3 died to mass crossbow shots from noble house armies (endgame crisis is the noble house war). I’d wager most of the damage my party has taken in the entire game has been from archers, despite my entire party using sword/kite shields. They seem insanely strong right now and I can’t figure out how I’m supposed to counter them. I think what’s happening is the archers aren’t actually hitting the brother they target but instead are hitting brothers standing next to or in front of them with extreme accuracy. I’ve noticed myself, when using javelins, that I hit neighboring enemies more often than I actually hit the enemy I target. I almost always throw my javelins at enemy billmen and others without shields, but usually my javelins miss to the side and hit the guy with the kite shield using shieldwall anyways. I think the problem is that the accuracy of the shot is only calculated for the person you’re aiming at, and if it misses (or it gets blocked by someone in front) it has a chance to just automatically hit the person. The ranged defense from holding a kite shield doesn’t seem to matter if you’re not the actual target of the shot so it just ignores your ranged defense and hits you automatically if you’re standing next to or in front of the actual target and the shot misses. Couple this perhaps with increased crossbow accuracy, the heavy crossbow which can one-shot your guys through 300 armor helmets, and the enemy noble armies having like 2-3 of these heavy crossbows + another 2-3 light crossbows that all wait till the end of their turns so they shoot you twice in a row without you being able to move and while standing far enough away that even your archers can’t hit them and there’s basically nothing you can do to avoid getting rinsed.
I believe he meant that he was “done” as in – finished playing the fun part, not that he wasn’t going to continue playing when it was updated.
Weapons actually breaking is extremely rare and generally not due to extended use but one single improper use that bends the weapon in a way it cannot bend, shattering it. Weapons can dull over time, and the grip can loosen over time so it is less effective than when it is new, but these things take a *long* time and can be repaired. I think we should totally change the way weapon durability works. The more durability damage a weapon takes, the less damage that weapon does, and there should be a minimum multiplier for damage, (Ie; the lowest multiplier possible is 0.5). On top of that, there should be a very low chance that the weapon fully breaks every time the weapon is used. This chance should be something like 0.1% as it is an extremely rare occurrence. If we want to keep our current weapon durability system, the weapon should at least not be completely 100% lost after the battle, as that’s kind of silly.
Well, I guess it makes sense then. I still wish brothers with full helms could at least see 2 squares at night instead of literally only the square next to them, as that completely makes them useless for javelin and pike purposes.
>> At night, my characters with full helms literally cannot see anything unless it’s in the square next to them.
Fact: Wearing sunglasses increases coolness but reduces your vision.
Quiz: What happens if you wear sunglasses at night?
A) bsolutely increase your coolness further
B) est fashion of the year
C) ooler than you can ever imagine
D) evil may cry
It doesn’t make sense if penalty of darkness and full helm can’t stack together. But I wonder if full helm greatly reduce vision in reality. At medieval times, how does a templar chase an underwear thief at night? He can’t be sniffing all the way to justice, right?
The vision penalty from helmets is presumably because it obscures your vision. When it’s dark it’s harder to see further – why would those two penalties stack together?
1. I am very much in favor of this idea. Adding more variety to the settlements in the form of specializations would be neat. The devs may already have something planned for this.
2. This is kind of like a reputation system but for individual settlements. IIRC the devs *do* plan to do something along these lines.
3. The devs are already planning to implement a reputation system at some point. It’s a good idea and it’s on the list of things to do.
4. I disagree with this. The background traits are just that, backgrounds. The devs are going to add in an event system and other ways to gain/lose other traits, but background traits define who the base character is.
5. I disagree with this also. The battle skills are based on the weapon the brother is using, and I think it should stay like that.
This is quite difficult to read and digest. I’d suggest breaking the various suggestions up into a list, ie,
1. Make bread an item
2. Give people better hair styles
but using your suggestions instead obviously.
My main problem with the vision penalty for helmets is how it stacks/interacts with fighting at night. Either vision penalty for wearing helmets should be removed, or the night time vision penalty should only affect *max* vision range, not your actual vision range. At night, my characters with full helms literally cannot see anything unless it’s in the square next to them. They can’t even use javelins at night and that makes no sense whatsoever. Having the nighttime vision penalty say that the maximum vision radius is 5 tiles, before factoring in any traits, would be a significant improvement I feel. Alternatively, not having vision penalties for helmets would fix the problem.