Marsh The Muddy's Replies

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Viewing 15 posts - 1 through 15 (of 35 total)
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  • in reply to: Multiplayer? #18468
    Avatar photoMarsh The Muddy
    Participant

    Read the 5th title on the FAQ

    in reply to: More enemies #18359
    Avatar photoMarsh The Muddy
    Participant

    So basically you are suggesting a bunch of mythical creatures in a game that tries to have a low-fantasy setting… I’m not saying that it won’t be possible to add those in the game(by modding), but they simply don’t fit… You might as well have suggested space marines and aliens :)

    Avatar photoMarsh The Muddy
    Participant

    You can’t get the one on the bottom left since that faction will not spawn.

    in reply to: Useless wine #15853
    Avatar photoMarsh The Muddy
    Participant

    The wine is actually a provision. You are not supposed to buy it cheap and sell it expensive but to drink it.

    in reply to: Miscellaneous Ideas #15811
    Avatar photoMarsh The Muddy
    Participant

    I’m guessing you are new to the forums, so I’m going to try to sum up some ideas for you.
    1.The devs said clearly that horses will not be a thing, but will prbably be anyway since everyone is asking for horses.
    2.The whole captain thing… Wouldn’t work well… You can just role play it…
    3.They are working on a bunch of cool armor and weapons at the moment. You can check this or the pages 48, 49 and 50 of Paul’s Art Corner
    4.The devs said that having a base would defeat the purpose of a traveling mercenary band.
    5.I am pretty sure I read somewhere that the devs will add conflicts betwen houses. Not entirely sure.
    6.Good idea! There should be sieges!

    in reply to: Blues weapons and shields (question to devs) #15473
    Avatar photoMarsh The Muddy
    Participant

    I like to see that people take their time to write such detailed content! Keep that up!
    Related to the subject: I don’t think the stats are related to the name but reather to the look of the weapon/shield
    To give you an example, I had 2 orc warrior shields. Both looked the same, but one had 20 MDef, 15 RDef and 14 Fatigue, the other one had 19 MDef, 15 RDef and 13 Fatigue… The point is that they were named totally different… It’s just a theory…

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    in reply to: equipment/inventory #14791
    Avatar photoMarsh The Muddy
    Participant

    It is a known bug that the devs haven’t fixed yet…

    in reply to: Question about hauberks #14723
    Avatar photoMarsh The Muddy
    Participant

    Also, another question related to noble houses: Has anyone came across the noble house that has the colors red and blue and the symbol of two towers or am I just THAT unlucky… I have never had that faction spawn on the worldmap…

    in reply to: Tactics: A whole new level of strategy #13785
    Avatar photoMarsh The Muddy
    Participant

    Okay! I get it! They said no to the leader thin, but I read (I can’t remember where) that they plan on adding non-combat charcters to aid you… I don’t really know what they ment by that, but I’m assuming that a general or something (to plan the combat and all) will be added…

    in reply to: Wardogs suggestions #13707
    Avatar photoMarsh The Muddy
    Participant

    I can tell you, I had many (I mean MANY) wardogs chase after bandit marksmen (even had one time when the dog pinned 3 archers), and it only happened to me once to get that dog killed… I don’t know if the bandit merksmen have low melee skill or the dogs high defence, but now I always feel free to just let the dogs out by themselves to kill the archers… I also sometimes use them against undead (skeleton archers, necromancers and zombies) and against any other fleeing enemy (orc, goblin, direwolf etc.)… The thing is that I only give my 2 billhook guys dogs, so they can flank the frontline and release the dogs (so they don’t close with the strong frontliners)…
    Ever since the update with the wardogs, this method has worked amazing…

    in reply to: Wardogs suggestions #13682
    Avatar photoMarsh The Muddy
    Participant

    Dogs could also inflict bleed (internal bleeding), fear (some dogs look pretty fearsome) and maybe their own Exp bar? (when the exp bar reaches XX, their melee skill goes up by X)
    I do like to use dogs myself, but I don’t know for how many times I had them killed… I never actually use them as frontliners, but only to chase bandit marksmen, necromancers, skeleton bowmen and fleeing direwolves…
    I would like to see the role of the dogs be a little more impotant…

    in reply to: Bug attacking a caravan… #13485
    Avatar photoMarsh The Muddy
    Participant

    Yop! It works now! Thank you very much! I just didn’t know the game got updated… I almost never check the steam…

    in reply to: Bug attacking a caravan… #13480
    Avatar photoMarsh The Muddy
    Participant

    Ok… The log is too big… I will leave you a link to the dropbox… https://www.dropbox.com/s/yafwdk4hshhyz8a/log.html?dl=0

    in reply to: Bug attacking a caravan… #13478
    Avatar photoMarsh The Muddy
    Participant

    So I’ve played some more today and found out that the caravan is not the only thing I can’t attack… I can’t attack ANY party from that faction… I haven’t tried
    attacking any other faction, but I think they have the same problem…
    As for the files:

    Attachments:
    in reply to: Different campaigns #13388
    Avatar photoMarsh The Muddy
    Participant

    I’m glad to see that all of us can agree that different campaigns would be the ultimate “twist” to the game, and that it would most likely be there either as a DLS or as a mod…

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