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Well, that’s a Bandit Raider’s helmet called Nasal Helmet With Rusty Mail, except here it have fluffy ponytail..
Would be cool to add this modification as a unique helm of a Bandit Leader, if it’s not already there.
Then they realise that they’re f*cked and begin shitting bricks..
After that they can try to scavenge some weapons someone had before, or hide behind the trees and continue shitting bricks.
Won’t that bring a new set of problems?
Like being unable to see what’s underneath all the banners littered all over the map when you zoom out and banners ‘grow in size’ ?
As the original intention of the request was to be able to see the map clearly without any obstruction, be it name tags or banners, changing one for the other won’t solve it. Even if it’s not a UI button but a simple hotkey, I would like to have an ability to turn off just banners/names or all UI overlay altogether leaving only the map.
If it would allow us to switch between differents sets of things we could see, then even better.
The only trouble with that is that orc young and berserkers can stun automatically, without even doing any damage.
They stun only if they ‘hit‘ with their charge skill, but if it’s a ‘miss‘, then no stun applies. So it’s ok as it is – good base defence or shieldwall and you’re safe.
If we assume the stun here is like being disoriented or just breaking a posture enough to drop riposte/shield/spearwall, then the mercenary still can hear and see what happened around him, so morale check should work as usual.
Don’t take hits – feed ’em spears!
Riposte has -10% hitchance without mastery, also you need high melee defence for it to work (enemy must attack and miss, but on day 4 you’ll hardly have decent melee defence), and in the end you will strike back only 3 times if all hits from a direwolf miss.
Spearwall on the other hand don’t require you to even have a shield to work (if you’re too poor, but it’s a risky gamble), and it will inflict as much as 6 hits since direwolves have 12 ap (thus 6 moves), while denying their ability to hurt your men. Also it does more morale checks and make ’em flee sooner.
Lastly, crossbows and bows only good until they can be used without aim obstruction penalty, after that they’re a hindrance.
So once the battle starts and the direwolves didn’t reach your frontline – spearwall and let ’em come.
If some of them did reach melee range – shieldbash or push away with pitchforks, and then spearwall..
I’d say dodging an attack in stunned state is even more unrealistic, but it happens all the time nonetheless..
feriouciously = ferociously
So is this working as intended?
Shouldn’t the Dastard override any positive mood, as it states “Will start combat at wavering morale”, as opposed to a “..chance to start battle at confident morale”?
Then it should mention it in such a way as not to be misleading: “Inflicts N damage total over duration of N turns.”
or “Inflicts N damage at the end of each turn for N turns if hit not stopped by armor.”
Right now it says “damage over time” and that is associated with a damage inflicted per tick for as long as it lasts (be it 2 turns or 3 because of traits), well, for me at least.
And a Perk mention it as ‘per turn‘ too, but Cleave skill’s tooltip does not. That’s where misunderstanding is coming from.
I think there should be one more comma (or dash) to emphasize that the one talking corrects himself: “I said, no, I asked why..”
Read this trait’s description carefully, in last part it says: “If you put away your weapon, you lose all stacks.”
Switching weapon counts as ‘putting away’..
And the Finale…