Rahziel's Replies

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Viewing 15 posts - 76 through 90 (of 129 total)
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  • in reply to: Patrol roads quest no headcount after checkpoint #13346
    Avatar photoRahziel
    Participant

    After first checkpoint everything was ok on my side.

    Do you have a log or maybe savefile prior to that occurence?

    While we’re at it, i think the line “Get paid for every head you collect on the road ( x )” should be removed, since it can’t be an Objective and duplicates the one in Payment, which also could be improved with counter: “Get N crowns per head you bring back ( x collected)”.

    Then it would look neat and understandable.

    in reply to: Feedback v. 6.0.13 #13334
    Avatar photoRahziel
    Participant

    No, they’re exactly that, the enemies with titles ‘Mercenary’ or ‘Bounty Hunter’. They appear exclusively during certain contracts to oppose you, extort or take by force what you are carrying.

    Here is one save during such contract. Go to the destination and you’ll see them sooner or later, then refuse to comply to face them.

    in reply to: [6.0.14] can't enter town #13295
    Avatar photoRahziel
    Participant

    Let’s just say that these brothers died of starvation waiting for permission to enter that town.

    in reply to: [6.0.14] can't enter town #13285
    Avatar photoRahziel
    Participant

    ..and trying to open recruit window there after save-load gave a critical error.
    Save and Log attached.

    in reply to: Paul´s Art Corner #13282
    Avatar photoRahziel
    Participant

    Oh, as you guys working on Combat Environment, can you make it possible so we have a toggle option to switch between opaque and transparent tree leaves during battle? Just like we can rotate point of view to North/South.
    Here are some crude photoshop pictures of how it would look like:

    50% transparency
    50%

    40% transparency
    40%

    30% transparency
    30%

    20% transparency
    20%

    The best looking ones are 30-40%, and anything more than 50% or less than 20% looks bad, i think.

    in reply to: Memorial Screen #13262
    Avatar photoRahziel
    Participant

    When they have similar backgrounds you have to improvise using any clues you can find like their stats, traits, looks, designated job in your party, where you hired him or what’s written in his background, etc. or by some achievements in battle.

    in reply to: Old glitch with tutorial not starting right away #13231
    Avatar photoRahziel
    Participant

    Chill a bit, please, after WorldMap update devs buried in tons of bugreports, and rap fixing those bugs nonstop everyday.
    If devs fail your time-expectations – you should remember that its only 3 man team, and they’re doing their best – give them a bit of time,
    and most importaintly, trust devs, they deserve it. This bug that was said to be fixed might have been just a bit more trickier than it seemed to be.

    The next milestone is fixing all bugs and adding new types of contracts. Or were you asking about something further along the road?

    And this suggestion you made (i think i’ve seen it mentioned somewhere in Suggestions Forum) is nice one, i would want it implemented too.
    But in the mean time, to search for location in contract you can pause the game by pressing Spacebar, zoom out with mousewheel or + – keys and with left click and drag look around the map for your destination – it would be marked with golden coin above it.

    in reply to: Memorial Screen #13228
    Avatar photoRahziel
    Participant

    I name my Brothers by their traits and/or roles on battlefield to help me remember who was going for which build and what they should equip.
    Even on end-battle screen this makes it easier to understand at a glance who that was and what kind of life he had.

    But yeah, i agree with you – would be a lot better to have more info you could browse through and ascertain after character’s death.

    in reply to: Throw Net skill description #13194
    Avatar photoRahziel
    Participant

    Maybe, as it’s a ranged skill it should also contain ‘range‘ and ‘ammo count’ (or rather mention that it’s one time use only), like other throwables.

    And when it comes to item description, it’s almost blank too, there is too much info missing:
    – Range
    – Maximum Fatigue for equipping it ( 2 fatigue )
    – Ammo ( 1 )

    in reply to: a fellow called false #13192
    Avatar photoRahziel
    Participant

    Never seen this happen before last patch (6.0.13), but happened today twice with delivery contracts:

    Not only it names a man ‘false’, the location also blank, as could be seen on second screenshot.
    And that’s who received the package:

    Totally different man from the one Wendel of Stohlhoven in Relations screen:

    Either that’s an impostor or he just shaved, changed clothes and made an angry face.. no wonder he was upset – we came in the middle of the night.

    Maybe it has something to do with these changes:
    ~ Fixed faction characters sometimes changing their name after reloading.
    In case it’s not saved or loaded properly from savefile?
    log and save attached.

    in reply to: Memorial Screen #13096
    Avatar photoRahziel
    Participant

    Also add to that the cost that man was hired for and his and daily wage, and level he reached under your command.

    Yeah, this idea was mentioned on forum numerous times, and by devs themselves too, saying they had plans for it.
    As it’s mostly cosmetic addition or nonessential, it’ll be done somewhere closer to release date.

    in reply to: Patrol Contract head count #13087
    Avatar photoRahziel
    Participant

    It took my Brothers 8, almost 9 days to travel the whole route without major detours:
    – 2 days to reach Wiesenwacht by road, chasing down anything i met in sight range and going back to road
    – 3 days to reach Seekamp by going to the south, west of ‘Ranger’s Rest’ forest and through the second forest south of it near Dagger Den
    – 3 and a half day to get back to Donnerfeste, going by road through Nordholz village

    That’s how auto-Pathfinding determined shortest route. After reaching a town i clicked on next one and went through the path it determined.
    My warband didn’t roam in search of prey – the roads were swarmed with bandit raiders – sometimes i even considered to run away, as i had no sufficient repair tools or healing supplies. When Brothers reached Seekamp they had none left. I bought 1 stack of repair tools and 4 stacks of healing herbs and bandages – all there was – as Brothers neeeded to mend 17 wounds, which would take 56 hours, and we still had a long way back ahead of us.
    Was i fortunate they got some more repair tools, and 30+ more medical supplies from bandits?
    Anyway, i was short on time, as my funds were running low too.

    TL;DR: If Devs would limit the time for patrol contract, i wouldn’t be able to complete on this map.


    Or here’s another map, where the House Steinwall requested to patrol from Thalburg to Hohenturm to Laubfeste and back.

    How many days do you think it would take to get there?

    Another realm

    Last save from that playthrough attached, you can test it even without contract and see how long it would take. You don’t even have to fight anyone.

    in reply to: Town + Relations = UI bug #13074
    Avatar photoRahziel
    Participant

    Btw, pressing ‘C’ key in Town also opens “Factions & Relations” window for some reason.
    While ‘I’ opens Character screen / Stash, or whatever it’s called. Either way this bug works.

    in reply to: masterwork bow #13069
    Avatar photoRahziel
    Participant

    Same thing with Wonky Bow –

    in reply to: Pay day delay #13057
    Avatar photoRahziel
    Participant

    Sure, mercenary band can skip a meal or two in times of need, but staying hungry for too long will affect their battle prowess and eventually lead to death of starvation. Oh! And it’s a good opportunity to suggest adding status/trait like Drunk-Hangover done, but related to food: Hungry, Starving. It should lower their Resolve, max Fatigue and Initiative, and maybe even AP by 1-2.

    But, on contrary, i vote for gradual consumption of food – it balances nicely with one-time money payments, and because from developers standpoint you can’t really decide for player or his characters when and how often they should eat:
    Maybe they eat properly 3 times a day? Or maybe they are a dirty esthetes and like to have 5-7 meals: breakfast, lunch, dinner, afternoon tea, evening meal, supper, midnight snack, and so on.. and then there is a random feast to celebrate something – doesn’t matter what, it’s just another reason to eat.
    Or maybe they chase their prey and have to eat on the move, not having spare time to sit and roast on campfire that strange meat you got recently.
    Which results in consuming their food stocks bit by bit. So let’s leave it as is and give freedom to our imagination.

    I took a look at how desertion works, and regardless of what you lack – money, food or both – when the pay time comes only one brother leaves, first in your roster in 95% cases, which should have been longest with you through thick and thin with blood and sweat, and most loyal to company, sans trait ‘loyal’. While beggars and other freshly recruited scum stays until the end, whole 12 days, which needed to disband your company this way one by one.

    And the notice avery time the same : “A man can only take it for so long before giving up. With no pay and going hungry every night, why risk your life fighting? You should get crowns and provisions fast, or more men will desert you. And before long, you’ll be alone.”

    Would be better if it was done like event system, with changing text according to circumstances and with useful suggestions and tips. And with probability to lose several random brothers, each time more so.

Viewing 15 posts - 76 through 90 (of 129 total)