RusBear's Replies

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Viewing 15 posts - 166 through 180 (of 476 total)
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  • in reply to: First contract bandit archer #17493
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    It is time to understand that only your mercenaries miss at the chance of 80%, the enemy always gets )

    in reply to: First feedbacks after last update (new skills and injuries) #17471
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    hm new ai tactic and zombi…zombi wich tactical step back and holds hg- it real cool ( real – not)

    in reply to: Enemies don’t moove #17466
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    i think it is more the result of last patch changes then real bug )

    Dev Blog #82: Roadmap to the Finish Line


    ***
    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.)
    ***
    then real bug )

    in reply to: Melee Defense Bug #17465
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    in reply to: Suggestion №… #17458
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    On 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.

    in reply to: Forest maps #17441
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    agree 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…

    in reply to: Would there be formation preset function in the future? #17440
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    I think it was another saggestion on the tactical phase before the fight on the battle map )

    in reply to: Injuries Need to be Toned Down #17372
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    The 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 )

    in reply to: Balance feedback after 100h of play on highest difficulty #17342
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    we 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…

    in reply to: Bug Report : spearwall and orcs #17301
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    i hope this video ( not my) can help to see all the sides of problem

    in reply to: First feedbacks after last update (new skills and injuries) #17235
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    sorry, but i can’t agree with new bandage mehanic. i hope it is not final.

    in reply to: Treasure hunt #17227
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    looks 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

    in reply to: Paul´s Art Corner #17194
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    Holy 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 ))

    Avatar photoRusBear
    Participant

    if 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?

    in reply to: Bug Report : Long axe and Axe Mastery #17093
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    just info add

    i got two unique 2 tiles axes – same problem.

Viewing 15 posts - 166 through 180 (of 476 total)