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Viewing 13 posts - 46 through 58 (of 58 total)
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  • in reply to: Paul´s Art Corner #24093
    Avatar photolaViper
    Participant

    Hi Paul, I hope it doesn’t not looking as arrogating, but do you have some icons/images which haven’t been used in current DLC and which you don’t plan to use in new DLC? It could help with modding cause icons from another games aren’t suitable.

    in reply to: New alps #23941
    Avatar photolaViper
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    @Rap, you have a special section – “scenarios”, what about adding new (and some old like wolfs) enemies to this sections? I think it would make estimating reworks/new enemies more proper.

    in reply to: Future plans #23874
    Avatar photolaViper
    Participant

    So I just want to ask what you think about extending content with some new crafting items as a small DLC? I mean something like ~10 new crafting items for about 50% price of current DLC.

    Current situation with crafting makes me upset sometimes cause I have a lot of trophies but can’t create anything. Also new items don’t influence on my game experience so much. On the other hand, we have no reason to increase power of Sellswords or Hedge Knights.
    So I think it would be nice idea to add a “drug” potions which will last longer but give addiction like being drunk for few days or even forever. In this case some “low quality” brothers can have their “gold hour” till you have next portion of drugs.

    Something like that:
    x1 Adrenaline Gland – +20% to hit chance in melee for 24h. Addicting
    x1 Third Eye – +20% to hit chance in range for 24h. Addicting
    x1 Unhold Heart – +20% damage in melee for 24h. Addicting

    Some poisons for early game and dagger-style:
    x1 Poison Gland – Poison for Daggers only 5 damage/turn for 24h.
    x1 Poisoned Apple – Poison for disabling (-3 AP like goblin poison) for Daggers only for 24h.

    What do you think about replacing perk “Bags and Belts” with items like
    x1 Unusually Large Wolf Pelt x1 Gossamer – 1 slot bag (in dog/neck socket)
    x1 Unhold Hide x2 Gossamer – 2 slots bag

    in reply to: B@E some fb from RusBear #23735
    Avatar photolaViper
    Participant

    Yes, it looks strange that Nimble has changed such way. Cause it still has the same problems

    A fighter without armor cannot receive less damage from penetrating damage than a fighter in armor, no matter how fat he is. Do you understand? Not to mention the economic component – do not need armor, do not need tools, do not care about injuries and daggers.

    I understand, it’s hard to remove some perks or totaly remake them. But on the other hand we already have perk for damage reducing – Indomitable – which can become as really Nimble. What are you think about making Indomitable being depended on equipment – if its Fatigue cost would be equal (or 150-200%) penalty to Maximum Fatigue? The lighter your armor and weapons, the more you benefit! :)

    in reply to: Diversity #23701
    Avatar photolaViper
    Participant

    Free skills aren’t good idea, as wrote before. But maybe it’d be nice to have different tree skills for each background. It’ll give more diversity between brothers.

    in reply to: Some improvement ideas #22857
    Avatar photolaViper
    Participant

    Unique perk trees is really good idea, I’m also thinking about it cause it give a lot of new game experience if you take brothers with another backgrounds next time. It gives more options to make real thief or knight on early levels. As well some perks can be banned for some brothers like extra hitpoint for old soldier. It would be nice if some brothers could have unique perk – but of course it’s extra work for developers and may be appear “not soon”.

    in reply to: Underused perks buff #21313
    Avatar photolaViper
    Participant

    Adrenaline Rush is good enough now. I take this perk for may polearms and longaxes men, sometimes at first lvlup if they have high fatigue.

    Fortified Mind is obligatory for sergant without any replacement.
    On the one hand you don’t give this perk someone with bad resolve, cause profit will be small, for someone with good resolve this perk is useless often.
    Maybe it will be good idea if this perk also gives +1 resolve at lvlup resolve-roll – it means that you can’t make chicken-heart man brave at once, but you can improve him day by day.

    About Taunt, I think it should be passive perk or on/off perk – everyone attacked by this man must attack him this turn. Maybe with on/off system you will be spend addition fatigue per attack (+2-3), what seems balanced.

    Bags and Belts is good to be merge with quick hands.

    in reply to: "Some Necrosavants" #21145
    Avatar photolaViper
    Participant

    Sekata, it is “Open World” and Game doesn’t have any borders – sometimes you can jump into hole :)
    This problem is lack of information, you didn’t know how Necrosavants strong are. You should explore game on beginner difficulty level, and after that game gives you interesting part of playing – estimation power of your and emenys troop.

    Now I play Expert-Ironman, I had a lot trys ended before 10th day came, but it’s very unbelieveable when you have to run from strong enemy for allies, escape from battle and think twice before attack.

    in reply to: Will you tell us.. about the release numbers!?s #21111
    Avatar photolaViper
    Participant

    Rap, what do you this about unofficial translation?

    It’s not a secret, there are a lot of fans, who can pay for professional translator. Will you add this translation to your Game if it is suitable?
    At least, it’ll increase sales (I know some people, who are waiting for playing on their natural language). And may be fans from others countrys will do the same.

    in reply to: Will you tell us.. about the release numbers!?s #21099
    Avatar photolaViper
    Participant

    Yeah, it’s definitely what I want to know :)

    What languages will you add at first?

    in reply to: Will you tell us.. about the release numbers!?s #21097
    Avatar photolaViper
    Participant

    Rap, what are going to do in nearest future? Small bugfix, balance-patches or maybe a big DLC/addon?
    How are you image your game for example after 6-9 months? Are our suggestions usefull or you have another ideas?

    in reply to: So what actually scales difficulty? #21078
    Avatar photolaViper
    Participant

    As our wiki says – difficulty scales prices in towns, first money/tools/food and size of enemy bands, and amount bands/camps on map.

    in reply to: [FEEDBACK] 700+ Hours Total In BB #21060
    Avatar photolaViper
    Participant

    Wow good list with a lot of good ideas.

    About Recover, I think this perk can be passive and restore as now 5% + 5% * (remained AP). You can restore 50% as now by skiping turn, or restore 10% after two attacks.

    Also I think it will be good, if Role Play in game becomes more frequent and influential. More events and features for different brothers.
    Why my thieves don’t try to steal somethink in villages for party? Or may be butchers and hunters can give me meat (food) after killing wolfs. It gives more options to game.
    And what about different skill-tree (just change place of 2-3 skills) or may be unique skills for roles? Thief can take backstab early, hunters – bulleye, but beggars can’t have colossus.

Viewing 13 posts - 46 through 58 (of 58 total)