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Direwolves aren’t that bad. I use spears and shields to keep them at bay. When they finally manage to break through I swarm them from all direction. This usually suffices, casualties are minimal (unless Direwolves have numbers that give them odds better than 2:1 and my mercenaries don’t have good enough armor to withstand their damage for the first few turns when they start getting thinned out).
Question about Orcs – are war paints for them still planned? I am asking because Dev Blog #83 kind of reminded me of the need of being able to tell to which side each particular Orc in the Battle of Orcs belongs.
I wonder if devs even read posts on this forum. We can +1 all we want but without any response from them it’s all pointless.
In short: yes. They do not always respond but they do read this forum and the Steam forum (and the RPG Codex one).
Last time I completely wrecked them with my guys attacking at night and using spears and pikes (but, to be honest, I was able to kill almost everything with that setup). Another way of killing them is having good archers/crossbowmen who will snipe them out and then snipe out any non-shield goblin until you run out of ammo. Any survivors can be moped up with your melee fighters without much trouble.
But I wouldn’t recommend attacking them until you get at least a few levels and some decent gear.
It’s not an Alien. It’s a skeleton. If anything I would get rid either of a snake or a dragon as it gets redundant – snakes were used to represent dragons and in Christian symbolism both represented evil (keep in mind who made the Eve eat the Apple from the Tree of Knowledge of Good and Evil).
I like the extra ornaments. It gives them more individual character and in general the imagery helps create name for a warband.
And the best part :D. I had no idea thet new threads on this forum has to be approved by admin. Just come on guys… I would understand that if this forum was overloaded by thousands of ppl spamming everywhere. But with only few posts a day you could really give us more freedom here. It’s almost like you are limiting your community on purpose.
There was time when bots spammed a lot here. That’s why now the first few posts/threads have to be approved.
Progress on the injury system is pretty good. Now we will tackle the perk rework. When all of that is done we will have the next update which will also include the named weapons and armors as we will have to break your old savegames and we want to put as much in such an update as possible.
So the next update will have the injury system + the perk rework + the named weapons and armors? That’s… quite big update. I am looking forward to it.
Will the Temple and/or the Veteran Hall building(s) become functional alongside these changes or will they come up with their own update later on?
But what if you became caught up in an internal struggle between the townsfolk and the nobles of an allied town? What if the peasants asked you to protect them against other mercenaries who had taken pay from a noble house to act as bandits? What if some “stronghold” a noble house had paid you to raze turned out to be occupied by some semi-starved dissenting faction? What if you were paid to rescue some noble’s daughter from bandits but she then revealed to you the horrors of her home life and begged you to protect her from it?
There are some outcomes from contracts that make you break them. I assume there will be more in the future, when contracts’ part gets proper attention (it has been already said it will, after some other stuff will be done first).
One of them was sparing grave robbers to get location of hidden treasures. That way I found some unique loot and probably got more money than I would have otherwise been paid by the quest giver.
Another, which did involve noble houses, was escorting the caravan. It so happened that this particular caravan was about escorting a prisoner who made me an offer to break him free and escort to his family’s citadel instead of going with my original task.
I do wonder what could have happened if I did not agree to help him… Perhaps there would be fight with noble house’s regular troops? Or troops would be masqueraded as bandits? Or bounty hunters would attack? Or would it be just a regular “escort caravan” mission with some random enemies? Sadly there was no battle with the original escort (you beat them quickly in the event, which does make sense as you are hired as a regular escort) so saving the guy was a fairly easy task of walking to the quest point for a quite significant reward and relation boost.
No. I am a big fan of pointy sticks as well. I guess pikes were thrown into the longaxes’ category.
Weapons look amazing. I wonder how you planned to balance out polearms. It is a good move as of right now polearms aren’t exactly used to keep enemies out (with the exception of spears), rather to be used from the second line. I will try to throw in some suggestions after the update concerning them.
Is that the Saint George killing the Dragon?
Could “Prepare for combat” screen allow us to manage the band’s inventory? I am asking because against certain enemies or under certain conditions it could help to re-fit brothers to combat enemies in more fluid manner. Right now you have to “retreat”, do that and come back again.
I reckon, a missing nose belongs to the also-bonus-granting ones then. ^^
Well, it could be done. Like cause fear in all humans next to him. Or all humans who can see him (there are helmets that obscure view). But only when he doesn’t wear a helmet or wears a helmet that doesn’t cover his face. Could also affect allies (and by the way – I think that all brothers have too strong starting morale).
For me sounds not good. Injuries like this should not give any bonuses for soldier. If soldier lost his arm, he should always get negative bonus. But surviving bad injuries, meybe he should get bonus resolve or even get negative resolve bonus?
While you’re not wrong I am pointing out that wounds such as these are going to make players ask themselves a question: “is this man still worth keeping him in my warband?”.
Bonuses that Mordheim uses for some wounds (not all of them) are incentivizing keeping some significantly wounded (or maimed) characters in the roster despite their wounds. Especially in the context of experience and costs (firing and hiring a replacement is going to cost money and detract from shipments, and you have certain quotas to meet or you risk losing your campaign).
If I may – Mordheim: City of the Damned made an interesting implementation of wounds: some of them granted certain bonuses on top of giving heavy mallus (for example: losing an arm made a character harder to hit). It was a good idea to incentivize keeping wounded characters in play.