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RusBearParticipantIt is time to understand that only your mercenaries miss at the chance of 80%, the enemy always gets )
26. September 2016 at 21:31 in reply to: First feedbacks after last update (new skills and injuries) #17471
RusBearParticipanthm new ai tactic and zombi…zombi wich tactical step back and holds hg- it real cool ( real – not)
RusBearParticipanti think it is more the result of last patch changes then real bug )
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Changed AI of more intelligent opponents to be less prone to gift the player free attacks by charging without any action points left on arrival.
Changed AI to better handle range advantages and disadvantages when deciding whether to engage or hold a defensive position.
Changed AI to make use of the wait function in more situations as to waste less action points.)
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then real bug )
RusBearParticipant
RusBearParticipantOn forum was the questions-suggestions a few times: food affect the combat statistics party. As it is, for example, in M@B. if you do not plan to introduce such mechanic (probably not) I suggest to implement it at least by simple’s events: there are several types , for example, expensive food in inventory – squad gets buff (at the discretion of the developer) the availability of wine without food can lead to debuff etc . I think this is not very difficult to implement and will be real good for the game.
RusBearParticipantagree in geberal, same forest battle starts looks like i did not go to attack enemies camp but drunk all nigth and was waked up by attackers at bad morning…
25. September 2016 at 17:22 in reply to: Would there be formation preset function in the future? #17440
RusBearParticipantI think it was another saggestion on the tactical phase before the fight on the battle map )
RusBearParticipantThe injury system looks good now. i agree that it makes game more interesting in general. All what we need – it is the information about enemy injury and working head’s injuries…i created the special super man 11 level master with flail – a blow to the head had killed hundreds of enemies … and did not see any injuries on them )
19. September 2016 at 09:28 in reply to: Balance feedback after 100h of play on highest difficulty #17342
RusBearParticipantwe need to understand that balance for Ironman mode and for those who download the game every failure and for selection of mercenaries – is 2 different balances…
RusBearParticipanti hope this video ( not my) can help to see all the sides of problem
12. September 2016 at 15:53 in reply to: First feedbacks after last update (new skills and injuries) #17235
RusBearParticipantsorry, but i can’t agree with new bandage mehanic. i hope it is not final.
RusBearParticipantlooks like only special named places like goblin’s cityes, main orc’s bases and so have some rare items. all the rest- just real random + taverns rumors, yes
RusBearParticipantHoly axe, guys. ) Stop press Paul with your banners, let him finish new tactical battle map like forts, caves , cemeteries and tombs, it’s more important.
( you know – this post is a trick that Paul show us if that maps are ready ))8. September 2016 at 10:19 in reply to: First feedbacks after last update (new skills and injuries) #17129
RusBearParticipantif enemy has at least a 1 ( one) point of armor the damage for HP is calculated from : “ignor armor” range, is it so?
is this a reason why rare 2 hand axe make 20 damage for thug with 40 armor?
RusBearParticipantjust info add
i got two unique 2 tiles axes – same problem.
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