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PsenBattleKeymasterPsenBattleKeymaster
The way quick hands worked before was more an exploit than a strategy. Equipping a spear then switching to another weapon, attack and then switch back in the same turn is not the way the perk was intended to work.
The design behind the perk is offering a way to quickly adapt to new situations giving you more flexibility on the battlefield. Best example would be an archer who gets engaged in close combat. He can now quickly change his bow to melee weapons and defend himself whithout losing too many APs.
The perk was never meant to turn your soldiers into swiss pocket knives attacking with weapons “out of their backpack” so to speak :)
PsenBattleKeymasterPsenBattleKeymasterHi Castlecreeps,
great to hear that you enjoy the game and share our points of view on horses and a base :)
Here are some quick points:
2. Wider item table: This is considered adding content at the moment. It will eventually happen, but we first focus on broadening the foundations of the game implementing important basic game mechanics.
3. More populous world: See point 2
4. Villainy: May happen depending on the final game vision we are working on right now.
5. Relations: Absolutely planned. At the moment we have a twofold reputation system in mind featuring business and moral reputation values.
6. More contract variety: See point 2
7. The ability to retire/dismiss a merc for a time: Not sure about this, would be fun, but is it worth spending our ressources on this?
8. Ledger of the Dead: Totally planned. Not sure when it will come though.
9. Pathing? On our discussion list.PsenBattleKeymaster– Giving the knife a “cut” attack which deals bleeding damage instead of the puncture is my favorite idea right now.
– Long Spear/pike is absolutely on its way into the game. Maybe sooner than you think ;)
– the idea of taking several contracts at once is on our list. I suppose we will tackle that issue together with the reputation system, so taking too many contracts and not finishing them will have actual consequences.
– More enemies and contracts in general are just considered “content” at this point. We are focussing more on new mechanics first to broaden the foundation on which to expand the game.PsenBattleKeymasterI agree that the current solution is still a bit unrealistic. Although I think bags and belts really has to offer some decent advantages if you have to sacrifice a perk point for that, as I think most people would still prefer more def or off instead of “just” flexibility.
We’ll keep an eye on your feedback and keep on discussing it.PsenBattleKeymasterHey Sarissofoi,
actually the nimble perk working for two-handed weapons was kind of a bug/oversight by us. As it says in the tooltip: 100% melee defense “if the offhand is free” which is not the case when wielding a two handed weapon :)
The intention behind this was making it possible to have viable one handed builds (like the duelist) or add some defense to your tanks in case their shield gets destroyed in the heat of battle.PsenBattleKeymasterPsenBattleKeymasterPsenBattleKeymasterAll nice suggestions!
As we mentioned before, the event system will be the next big thing we tackle.Beforehand I would like to see a penalty for dropped contracts, maybe tied to a company reputation ( which acts as a multiplier for contract money maybe ).
The penalty will come with the reputation system.
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