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RusBearParticipantPaul, your art is so wonderful … I’m even willing to forgive you that still there is no in the game a unique two blade axe )…, but new combat tactical maps(cemetery, ruins, fort). At least a sketch or something like that, please – show the least bit of – calm us.
RusBearParticipantLooks like very good symbiosis with new dev’s “morale blog”
RusBearParticipantThat’s heppens when you eat too many fastfood, joke.
Excelent art, Paul, as always!
RusBearParticipant… The most frustrating thing is that some quirky and counter-intuitive builds would work once the core of the company was close to level 11, but the chances of it getting there to start with (without “cheating” or without excessive evasion of challenging foes) are exceedingly remote.
1000 h +
Agree 100%. The biggest sad that in that moment( 11 level) when you can real start to get some results from your “building” you almost loose the ingame interests to do it. Stay only your own RPG motive.
Late game is not ready? yes but i think we need some more variants to upgrade max level fighters. I don’t hope that will be more perks now – to much work for balance, but it could be some special jobs, events, able to buy own donkey at least )
RusBearParticipant3, 4, 5, 7, 15 – yes
6, 9, 17 – absolutly no
RusBearParticipant…
I noticed in the current publicly available version that sometimes enemies can move on the same hex as another enemy, but I can’t show you because there is no way to save in battle.
This rare but sad little bug i see more often on 2 necromancers and it exist 3 or 4 patches
RusBearParticipanthm…veteran/ ironman/ day 147. Legendary reputation. Friendly rep in quest town. 1 skull quest for graverobbers/ 870 crowns after 2 rise on completion of the quest. 18 hevy raiders with leader. I think something wrong… or reward or 1 skull enemy )
RusBearParticipantit works fine if you kill enemy without move( 9 ap – 6 ( kill) + 4 = 7 = you may kill again ))
RusBearParticipantI have some game experience ) and I must mention that the game is good that with adequate selection of backgrounds and skills of mercenaries you can succeed in almost any set of men. Moreover, with the extension to the group of 18 people we have the opportunity to do special fighters for certain enemies and goals. Developers can only be praise: if a player “knows” that he can achieve success as with 10 soldiers with shields and 10 people with a two-handed swords
There is only one unfortunate moment. The lategame (about day 200+) the enemies become so numerous and so powerful that the game forces you to look for knights and sellswords with 3 stars talents as your starting mercenaries, even at level 11 can not be guaranteed to cope with so many enemy . The average accuracy of about 70 ordinary mercenaries will not be enough for RND chances to fight 30 or more powerful enemies, you simply have no right afford to miss few easy hits in a row.p.s. my English is the same- google )
RusBearParticipantha-ha, new zombi fallen hero can rise again without head after head choping!
RusBearParticipantCan someone tell me whether i need to start a new game in 0.7.0.11 to be able to see all monsters?…
No.
RusBearParticipantquest : escort the caravan.
Event when the soldiers of the noble house claim their rights to the caravan. the player chooses to protect the caravan: caravan is indicated as an ally and presents at the tactical battle map, but does not attack the noble house’s units and they do not attack the caravan – move freely in the areas of control. That is how it should be? There is a description – explanation in the Event screen about it?
RusBearParticipantThe discussion about lategame on one of the streams there was such a suggestion:
We understand that lategame is not ready and not ready by appropriate balance under it, but the trend to replace all the mercenaries including starting on knights and sellswords not disappeared and talents only partially changed the situation.
Suggestion: add acquired trait (such as strong or brave): “veteran”. The essence of action is similar to moral action only constant – increase in the percentage of certain attributes (of course % and what exactly – it’s all at the discretion of developers and easily balanced) Terms of occurrence of this trait – can be typed experience points + the number of days in a team + the number of defeated enemies + total fame and so, too, at the discretion of the developers and also easily balanced.
1. There is already in-game mechanics to implement it.
2. Rise the value and dedication to Veterans, even if it is a fisherman or a lumberjackThank you for reading.
Sorry my Google translator.
RusBearParticipantLooks like the developers have reduced the chances to hit in the back of teammate and interference for archers. Enemies are now no longer get in the back of their own and completely ignore the obstacles in the form of raised shield your mercenaries with the shooting at the second line.
I never thought I’d say this: but teammate back shooting i liked more ) – it makes you think and makes maneuvering also the enemies. We had to adjust a little chance of getting teamshot with the diagonally shooting but not to return everything as it was)
RusBearParticipantlooks real good. i like last line of “faces” helmets very mutch.
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