IgorBrehm's Replies

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Viewing 15 posts - 1 through 15 (of 15 total)
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  • in reply to: Iron mode: save after each turn #25940
    IgorBrehm
    Participant

    I understand what you are talking about, but saving all the time like that is probably going to take too much work to do and even make the game slow. I believe it’s only a matter of learning the spirit of the game, which is that bad things will happen to you ans it’s ok to lose sometimes, which os actually one of the main things the game is about, you will lose men and battles and have setbacks.
    It’s hard to let go but it is necessary to learn to be able to do that and not care so much about perfect gameplays, gamers have got quite spoiled at that with other games imo

    in reply to: Change formation button #25119
    IgorBrehm
    Participant

    I also think that being allowed to change weapons before battle starts is also fair, since the company moves along with the cargo wagons, no changing of armor though!

    in reply to: Barbarian rare cleaver bug? #25077
    IgorBrehm
    Participant

    The max durability was 49 on mine and I think the runes where different a bit… Not sure about the name of it either…

    in reply to: Barbarian rare cleaver bug? #25075
    IgorBrehm
    Participant

    No, it had reduced fatigue cost AND worse armor piercing dmg (33%). The regular two handed cleaver does 40%, so it’s not a buff at all.

    in reply to: Barbarian rare cleaver bug? #25069
    IgorBrehm
    Participant

    All of the stats where the same as the regular version of the weapon, except for armor piercing dmg, which was 33% instead of 40% of the regular one. I will try to find it in the store where I sold it to show you…

    in reply to: Nimble bug? #25063
    IgorBrehm
    Participant

    Sorry, I was sleepy at that moment and misread it…

    in reply to: Nimble bug? #25032
    IgorBrehm
    Participant
    in reply to: Get him boy! #24898
    IgorBrehm
    Participant

    I am aware of that… I just don’t see why that is the case… Because realism-wise it makes sense to be able to at least choose the direction where your hound goes to.
    I have hounds in my property and I use them in this way to hunt boars so I don’t really follow why not be able to do it? It’s not like they are stupid animals, they know voice commands and follow them quite remarkably well…

    in reply to: More Game Concepts? #24833
    IgorBrehm
    Participant

    I think the next big addition I would ask for is to simply be able to have more options when reaching locations and enemy camps instead of just having to rush in all the time. Sometimes I would like to scout the enemy camp first for example, and that of course would have it’s risks as well… Maybe also some contracts with more “dirty” kind of jobs as well when you have bad reputation like ambushing parties on the road and assassination contracts, today the is not much to do if you want to go dirty…

    in reply to: Quality of Life Improvement: Worldmap Injury Hud #24101
    IgorBrehm
    Participant

    Yes I think it would be great to have such toggle buttons for HUD pop-ups, or changing the whole inventory screen a pop-up screen altogheter…

    in reply to: Show Unit Skills Toggle Button #24090
    IgorBrehm
    Participant

    Another example, this time for the inventory.

    Attachments:
    in reply to: Show Unit Skills Toggle Button #24087
    IgorBrehm
    Participant

    An example of what I mean:
    example

    Attachments:
    in reply to: B@E some fb from RusBear #23765
    IgorBrehm
    Participant

    I believe it’s not a good idea to have perks which only makes other perks’s traits better in such a direct way. Every perk needs to remain the way they are, independent. Because of that, I still insist that the way to go about the nimble perk is to change it’s name and turn it into an active skill with fatigue cost to activate, my main idea now is to transform it into a skill that when activated increases your mdef and rdef for a turn, as if your brother was spending all his power into evading blows for that turn. The bonus would still exponentially decrease with the more armor a brother had, making sense both in regards to realism and also being a balanced option.

    in reply to: B@E some fb from RusBear #23754
    IgorBrehm
    Participant

    Hello! How about rework nimble to give movement point for brother instead hp reduction. It will be more strategic,give players new expirience, and more realistic: less weight you care the more speed you have. For hp tanking we already have indomitable

    I agree with this, but the bonus action points should not be more than 1 or 2 points and should be an active skill which costs fatigue to use…

    in reply to: Suggestions Forum #23745
    IgorBrehm
    Participant

    I think I already saw someone talked about it somewhere, but I can’t seem to find it anymore, so I just post it here.

    The “Try Out” option does not look very useful. Obviously, something like that suggests itself, so that user won’t rely completely on RNG.
    But how about replacing “Try Out” with something like “Take a closer look” which could be more expensive, for example, but can show potential talents of a recruit instead? Something like:
    HP (*?)
    Melee Attack (**?)
    Melee Defence (***?)
    etc.

    I think even suggestion about talents of a recruit is more important than some additional negative (or positive) trait.

    Agreed, if you spend enough time with the candidate to notice his special characteristics (traits) such as if he is a coward, then you can surely also be able to notice if he has any particular talent for something. For sure you would give him some weapons to test his skills first if you are performing a tryout.

Viewing 15 posts - 1 through 15 (of 15 total)