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GODParticipantFootprints would be neat. You could have the amount of time they stay visible depend on the terrain, so tracking someone in snow would be easier than tracking in the mountains. Also, you could have enemies make use of the trails as well. So a group that can’t see you yet but which has spotted your trail will follow the trail in an attempt to reach you. So a slower group might catch up to you again if you’re not careful. Similarly, if you’re chasing a group that does not want to fight you, you could have them switch terrain types in an effort to cover their tracks.
It’s a shame that Conquistadors didn’t sell that well, though. Although they’ve just announced a sequel so maybe they still made a profit.
GODParticipantThey don’t call me GOD for nuthin’. ;)
GODParticipantYo. :)
1 -A deployment phase is planned. Not sure how they plan to do it, but I do know that you won’t be able to use it when you get ambushed,
2 -Some sort of list of the dead will also get implemented. How though is still up in the air.
3 -They’ve got an injury system planned with permanent that can result in permanent injuries, like losing an eye. Mental trauma might also be a part of that, though that’s less clear.
Don’t worry about these things already being planned. The devs are planning on making a roadmap of their current plans for the game and that’ll make it easier for us to make suggestions. Until then it’ll be a bit confusing. :P
GODParticipantHaha, I never bothered doing that. Just click and gogogogogo. Good to know. :D
GODParticipantWe may see something like this reflected in the non-combat companions that are going to get introduced later. They’re also discussing map movement speed, though I reckon that there’ll be downsides attached to going faster.
I’d try and get your friends to play the demo to see if they like it. The combat is central to the game, so if they don’t like that then the strategic map won’t even matter to them.
GODParticipantYou could post your log in the bugs section to be sure about the pike hit chance, it’s a newly introduced weapon after all.
Difficulty only affects your starting gold at the moment, so those Orcs were probably just you getting (un)lucky. Having to hide out in the mountains sounds rather exciting actually, very LotR-ish. :P
EDIT: Is that new? I have yet to see a merc leave, so I never noticed that.
GODParticipantWere they wearing helmets? As I understand the trait, it’ll cause you to cut off heads when klling if you can, meaning killing them while wearing no helmets.
GODParticipantWïedergangers. :P Poetically translated it can be phrased as ‘those who walk again’. That was how the thought occurred to me. I wondered whether the necromancers didn’t raise Orc bodies, raised them with human models or raised them as Orcs and I just hadn’t found any. They’d be similar, though different from living Orcs, just like human undead. No charge, speed, aggression, stun, perks, etc. Their presence would also be limited to geography and battles from which they were raised.
XD
Yeah, that would work. It’s not difficult to make the fluff sound logical. For example orc bones could be to heavy for the spells to work properly. Or orcs possess a natural resistance against magic, even in death.In my understanding necromancers were human before they switch. As former humans they can connect and control only former humans. Orcs are too alien for them.
They have different aura and its just simply to for necromancers to control things that they can’t grasp.
Notice that they can’t also reanimate ghouls and their control over them are limited.Those are both ways they could rationalise it if they don’t want to use it or parts of it. There’s no lore on it that I’ve seen yet, it’s more a matter of whether adding it is a good idea and if so, whether doing it is feasible.
GODParticipantI was wondering the same thing a while back and it seems to be something that might get added later on. No guarentees though. Part of what makes it difficult is that the text is procedurally generated, so we sadly probably won’t be seeing it until a after launch.
EDIT: Sniiippppeeed, though I cited my sources so it doesn’t count. :P
GODParticipantI think it just means being able to load a save file while in combat, rather than having to quit to the main menu.
GODParticipantQuite a few of those perks not being in other trees is because those trees are already full, to maintain balance and to make a utility build viable on its own. Otherwise you’d end up mostly with resolve related perks and make utility the tree you’d use the least.
An example of this is Battle Flow, which is good for the utility build, but gamebreaking for the offence build if made a part of it. Having it in the offence build would make the tier 3 perks way too powerful, especially in combination with berserk. You can use it with Berserk right now, but you need to actually invest in it and you’ll lack the destructive power of the tier 3 perks.Agreed on Shield Bash and Student not being very useful right now.
GODParticipantSounds logical. Saving is a pain to get right and the battles are short enough that having to quit is less of an issue. The longest battle I ever had was in the old demo, when I had to go chase after a cheeky necromancer, but Early Access battles have been 30 minutes at most and usually between 10 or 20 when I’m taking my time.
GODParticipantI thought the same thing as madmansam. Can you confirm that it can hit more than one, Sky? Up to three would make a for big difference in how I use it.
GODParticipantI would have ironman mode only affect the saves outside of combat and have save on exit in combat for both modes. The battles are fairly short, so what does saving at will offer that save on exit does not? The only freedom it offers is save scumming, which is not worth creating contradictions for.
GODParticipantAlt+ Right mouse for selling sounds like a good idea. The stash and merchant interface are closely related, so you’ll want distinct commands for important actions.
What do you mean by numeric perk cost? The cost of using the perk?
Keeping the supply list viewable or adding it to the party UI is also important when you get into situations where you are low on gold and/or food. You’d need to compare the wages of the different mercenaries and whether they have traits that affect their food intake, in order to make accurate decisions when you need to dismiss someone. It also plays a factor in choosing whether or not to give someone a ranged weapon, since you’d need to be able to see how much ammo you have in stock to decide on whether it’s a good decision.
‘Stand down’ I could see as being difficult to implement, because characters take turns separately. So unlike X-COM, where you can undo the stand down order, here you’d be in trouble if you choose to you use it and then wanted to undo it, or accidentally selected it.
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