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AleschParticipant
Lucky you, had the same in reverse just a while back. 30 bandits on the cliffs around ten marksman pouring arrows while I try to get up. Lots of fun!
Do you mean Fun, in the Dwarf Fortress sense? That sounds absolutely brutal.
5. May 2015 at 17:00 in reply to: slight tweak to Fatigue formula: recover 3 extra Fatigue per unspent AP #3060AleschParticipantResting effectively does increase how fast you regenerate fatigue anyway, since you aren’t taking any actions to send it back up. I haven’t had any real problems with it, except occasionally on guys who are really sort of asking for it given their equipment.
5. May 2015 at 16:56 in reply to: GUI improvments – more information less clicking more playing #3056AleschParticipantI definitely like the idea of being able to take more than one contract at a time. If I’m in Bogenheim, and two people want me to take messages to Eisenwald while a third wants me to escort a caravan there, it seems counter-intuitive that I can only do one of those things.
Your mockups are also pretty neat, although I think that the actual quest stages should be highlighted a bit differently than the distance/cash information. I like the idea of their being displayed in shorthand like that, but the Quest Coin (I’m calling it that, no one can stop me, I am too powerful) should probably be limited to the bullet points that describe what you’re actually doing. It might not be likely to cause confusion, but there is a possibility that it could.
My photoshop prowess is nonexistant, so I won’t have fancy mockups, but I’m picturing something like this:
(Quest Coin) Raze the Cemetery of the Restless
(Quest Coin) Return to Dornheim
(Walking-Guy-Icon) Not Far North-East
(Not-Quest-Coin-Money-Indicator) 650 CrownsOnce the reputation stuff is implemented it might be important to have that information available as well. Just in case the name of the place you’re burning down isn’t enough to indicate whether it’s an orc camp or an orphanage.
AleschParticipantThe Order of the Lion
AleschParticipantI noticed something odd while playing the game today. The towns in my area are almost all destitute, and trade has all but stopped as several orc camps have sprung up near the center of the map. Since the map spawned with one big circular road that connects all the cities, that means that these particular orc camps can threaten every caravan, and every town, at the same time. It’s pretty intimidating, because by the time I noticed them the central camp had grown to the point where it is rated as Invincible. I haven’t tried attacking them yet, since I lost all but two of my battle brothers in a raid against a Dangerous orc camp. The idea of fighting an Invincible camp right now is pretty daunting.
What I noticed, however, is that several of the camps have different banners. To me, this would indicate different orc clans or something. I haven’t seen any orc parties fighting one another, but seeing those different banners did make me wonder if they ever do. In the same vein, I can’t help but wonder if orc parties will fight bandits, or undead. I’m also curious if the castle patrols ever burn down camps themselves, or if your mercenary party is the only thing that controls the bandit population right now. I know that someone said something about other mercenary parties roaming the map in the future, and I presume that they would attack enemy camps, but I think it would be interesting to see some more conflict between the factions. That is, of course, assuming that it isn’t already happening and I just haven’t noticed.
On an unrelated note: the tooltip for the Fainthearted trait says that the character sometimes needs a “pad” on the back. It should probably say that they need a “pat” on the back.
AleschParticipantI’m excited about the prospect of having a guy with a pitchfork. Especially if torches ever make it in.
To hell with being a mercenary company, I’m going to play as an angry witch-burning mob!
AleschParticipantThat world map terrain looks amazing.
AleschParticipantHey guys, is there any chance that we could get a preview of the weapons that have been added? If there’s a devlog that outlines them already then I haven’t seen it, I’ve only seen a few in a video preview. There are a few types of weapons that I’d hope to see added, if they haven’t been already. Pikes, for instance, could be pretty cool. I imagine it as a weaker version of the billhook, but with the spearwall ability instead of the hooking ability. I don’t know how you’re planning on working out equipment costs, or if you’re planning on having different damage types, but the addition of slings could be a cool way to have a very cheap ranged weapon that deals blunt damage instead of piercing damage.
I’m also wondering if there’s any chance of seeing dual-wielding in later builds. I could definitely see some advantages to holding two-one handed weapons in battle, given the game’s equipment based ability system. It might come with some penalties to accuracy and/or damage that could be mitigated with the perk system.
Then again I might be odd for wanting to send a squad of bare-chested berserkers charging headlong into a horde of zombies.
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