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SarissofoiParticipant
Congrats.
BTW Can you loot it when you already have one?SarissofoiParticipantI thought that the best theme for this issue is not found:
I ask those who are able to get the wolf armor from bandit’s boss put a screen here. All my 10 attempts to get her futile. it all – time break. and arming of all daggers and try to get it, risking the loss my people – not for my passage without save/loads.Yes.
I hurt him so armour was damaged(like 50% damage) but I finished him with daggers.Attachments:
SarissofoiParticipantThe Slayer and Well balanced Blade is nice.
Currently I get some more items and a lot of Orc choppers.It would be nice to make some custom weapons and armour in the city. Like bring best tier normal item and a lot of cash plus some special drops or remake unique items for a cash.
It would be nice thing to spend a cash.SarissofoiParticipantThat’s an interesting thought… I forgot about zombies being turned into a whole subfaction. It makes separation of skeletons and turning them into the ancients (and not just another fallen medieval warriors) even more curious. I wonder what they will come up with. On that note, I can’t recall if I ever have seen a zombie with a shield, save for my fallen battle brothers.
What about necromances/liches being able to use a “control” spell, to make one particular zombie being capable of using more refined tactics (skills) and, generally, overwritting the common zombie stupidness? A remote commander of sorts, who can swap his “hosts” when the need arises and impact the battlefield while staying behind the front lines.
There was/is already Zombie Duke who buff zombies with full action points so they can attack twice and was/is bastard to kill.
SarissofoiParticipantPlus screenshot with error.
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SarissofoiParticipantThat’s why they either should be more often mixed with something more than ghouls or they should have their weapon resistances increased.
One of the devs mention that Zombies gonna be their own subfaction in the undead faction and have their own higher tier units(maybe heavy Armoured Deathknights with AP enough for two attacks?) when Ghouls gonna switch to beast faction with their own higher tier units.
SarissofoiParticipantI had some unique shields, buy they either got broken or lost to a bug. Some bandit leaders with unique weapons fled. I never check orc weapons.
Nice find. I never see unique two handers or spears. Or ranged weapons.
Orc weapons have higher by 5 fatigue cost to use and are heavier but have better damage and higher effectiveness against armour. Also they are less durable.
Posting this night finds.
Axe, 2 flails and 2 shields in one battle against Fallen Heroes.
Sword from a bandit leader on a road.
Orc stuff from 3 Orc camps and few raiding parties. Orc Warriors often carry unique weapons but I don’t see any with a unique shield yet.Attachments:
SarissofoiParticipantHave similar crash.
Attached log.Attachments:
SarissofoiParticipantgood collection let me add some…
sorry for picture – i am not a pc artmasterNice shields.
Too bad that I am too afraid use ones in battle. I had two more orc shields but they got wasted in first battle I used them.SarissofoiParticipantFarm bandits and undead.
*Farm low tier undead
Zombies can drop light chainmails plus nice helmets and are easy to deal with. Just kill Ghouls first then non armoured zombies, then gang on with a daggers or scramaxes on one you want to drop armour. You can tank zombies easily with high ground and a shield. if you have at last one or two experienced soldiers.
*Hunt down bandits.
Thugs are easiest to kill and you can level up on them. Raiders drop chainmails and good weapons. They are also good source of helmets.
Marksman drop Xbows.
Bandit leaders are relatively easy to kill and can drop Unique weapons and shields and can have heavy armour.
*If short on supplies attack enemy Hunters or if strong enough enemy raiders that come back from raiding.
*Run deliveries. Its easy cash for small company with low upkeep dudes. Also small company move faster on strategic map so you can outrun enemy.
*Lure small Werefolk Packs near villages then take Kill pack Quest from them. You can even run to village and force militia to help you.
*Have reserves in cash. Not too much is needed. Cheap backgrounds don’t need to much cash. Much important is to have weapons and armours for them but hopefully you can collect stuff from your dead soldiers(not if you run from battle).
*Have stocked spare weapons and shields. Spear is preferred and orc leather shields are nice too against low level enemies.
*Have spare armour. Chainmails or some leather armour at last.
*Recruit militiamen, deserters and retired soldiers. They decent stats and are pretty cheap. Retired soldiers can be costly but they come with decent stuff.
*If not enough cash get Thieves, Brawlers and Farmhands. They are cheaper but still solid for a meat shields.
*Avoid fighting Goblins or Orcs. Greenskins are deadly to low level under equipped companies. The same goes for a werewolf packs.Even if one brother survive you can come back. Run deliveries or exploration quests. Gather some cash and supplies.
SarissofoiParticipantThe zombies are very little threat. They are some danger when you fight then with cloth armoured low level company with low tier weapons but they are slow, attack only once and carry low tier weapons.
The reanimating is the only thing that going for them. This and no fatigue.SarissofoiParticipantHello
Nice to meet you.
Save scumming is almost like addiction. try once and then next time have no reasons to not do it.
Especially in this game where(in current state) save scumming is much more rewarding.
#Enemies are generated on fight. That mean when you reload from autosave you face new generic set of enemies. There still will be the same type like 12 Raiders but they weapon and armours(dunno about skill-sets) are randomly generated. This make trivial to farm weapons or armors or reduce increase profit/risk from the fight.
#Even worse is enemy bosses and unique weapons are generated in the same way. So you get to fight Bandit leader who has only few mooks? It easy to reload until he have some unique swords and shields or heavy armour.
### The only solution for this(I think) is for enemy units to be permanently generated on spawn. So Bandit Thug Bob when he spawn in enemy camp he get permanent stats, skills and equipment then he can be level up into higher tier versions(or better armed and skilled Thug). The same goes for bosses and unique weapons. Having it permanent would eliminate most of the temptation for the save scumming(in the case of farming unique stuff)
#The same situation happen with the terrain. It is randomly generated on fight. So if you don’t like terrain it easy to roll for another. This can be great pain or great advantage.
### The only way to prevent exploiting this would be generate whole world(all tiles) on the start. So when you fight enemy on this tile you fight him always on the same set.
This sort of world generation would be long and saves would be probably gigantic(unless save for world tiles would be separate from but connected to current company and world situation).
#Similar situation is with recruit able mercenaries in cities and settlements. They are generated on first visit in settlement so if player saves before visiting he can easily roll for another set of mercenaries.
###Proposed solution is to generate them on start and then make them move and new appear in process separated from player action.
#Another problem with mercenaries is that there is no clear indication about their stats and traits. Some trait are big advantage/disadvantage and people can abuse this system to roll perfect mercenaries. This is a real problem especially when player have a full rooster and look for better replacements.
###Proposed solutions are few.
First is to make recruits checkable for some fee(like 10% of their initial cost) so player can pay to check mercenary stats(buy him so alcohol and talk a little or pay him to show off his skills).
Other is to make some sort indicators how skilled observed mercenary is. Its not a background stats but observed mercenary stats. Not mentioning his average stats or non visible traits but give few indications about him. Something like that:
Strong – High fatigue
Healthy – High HP
Skilled combatant – High Melee Skill
or
Sickly – low HP
Weak – Low fatigue
No combat experience – low Melee Skill
Some traits should be mentioned like Fat or Short as they are clearly visible. They should affect initial price and daily cost -its commons sense that skilled mercenary will demand more than unskilled sickly or maimed one. Other shouldn’t – I think they should stay hidden and be discovered after few levels gained or some time in company spent – especially mental ones like Irrational or Optimism. The same goes for nasty addictions or sickness that are not clearly visible. Of course some addictions can be spotted. Other can be ambiguous like Courageous indicator that can transform into Fearless or Cocky.#There is also one thing worth to mention. Stats grow on level up. I really think that most if not all stats should grow little(randomly) on level up. It could be done in a way that all rolls all done when character is generated and can be save scummed. It would be a hidden potential of character. There still should be option to increase stats by player but in addition to this hidden potential option. It can also simulate not only hidden talents but also excessive training – some backgrounds can have some additional chance for grow on few early level ups.
Example: Farmhand Joe level up to Level 2 and get bonus stats grow to Resolve +2 and Melee Skills +1(Military training) and Fatigue +1 and HP +2(his Hidden Potential). It could be affected by his background, traits and random roll. Player has still three skills to increase by fixed amount.
This would make grow little unpredicted and allow weaker background grow into strength. Levelling up low cost mercenaries could be much more rewarded if there is some chance for this Farmhand Joe to have real talent for the sword.There are also two other things to mention.
^One is to lack of reliable withdraw option for a Ironman players. It should be nice to run from the fight(even before it started) at cost of some lost supplies and items or wounded brothers and lost reputation(not implemented yet).
^Second is lack of safe places when player can hide from pursuing enemy and weakness of militia forces.About your question.
First choose your battle.
Secondly beginning is always the hardest.
Currently I start new deadly Ironman campaign. By choosing when to fight my company is still alive.
2 companions are dead and I am rather short on cash (only4,5K gold). Company is all low upkeep. Only one retired soldier and swordmaster, the rest are scrubs. Its 29 day.Attachments:
SarissofoiParticipantThanks for your hard work.
BTW I notice that enemy who died from bleeding effects don’t drop items from their hands either(not sure about armour or helmets but I think that they don’t drop it either).
I add log files.
Also screenshoot – dead orc don’t drop bags.Attachments:
SarissofoiParticipantStill bugged. Or I het it wrong and It is fixed but current build is not updated?
SarissofoiParticipantGlad that I could help.
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