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SarissofoiParticipant
Well like you said.
It is preventing you from nothing actually.
You can still manually backup or split yours saves.
Reroll battles until RNG favors you.
Avoid most negative events.
Save scum and check recruit stats in cities.
ETC.
Its purely for bragging rights in current state.
But its that because its still early access.
There still some bugs happen – although it was really long time when anything bad happen to me – and believe me you don’t want to be locked in some battle because RNG battlefield cause enemy stuck loop in battle – imagine that happen for your 300+ days run and there is no way out. Re-rolling whole battle saves the day. So I assume until RNG factor gets perfected and bugs get eliminated we get this Ironman mode.
On the other hand game should be played without savescumming.
It isn’t that hard when you grasp how things work and after some point its mostly impossible to lose until you go full retarded.SarissofoiParticipantYou can contact me on steam. I can watch and comment your game or vice versa.
SarissofoiParticipantIt can happen if you get reckless or decide to fight enemy without proper knowledge and strength.
But.
If you have at last one guy in reserve(outside battle formation) then your company will survive. So if you have also some gold and spare weapons and armors you should be fine with rebuilding it.
Just be aware that orc warriors can wipe low to mid level company and goblins are bane of low level ones.SarissofoiParticipantThanks for reply Psen. That is all great news.
Hope you rest well on your vacations so now you have enough energy to make a plenty of great content.
So like always but even MORE.SarissofoiParticipantHow long did you play and on what difficulty?
Beginner is really easy as far as you grasp basic mechanics and have knowledge of enemies.
If you know how to play try veteran as expert have to tedious(trade) or luck dependent start(straight combat).If you are fresh try to play some beginner, check wiki or look for advice on steam forum.
SarissofoiParticipantHeres a pic of the new fallen heroes. As I mentioned before they will be moved from the skeleton to the zombie “faction” and will have some special tricks up their slveeves
Cheers!Hello Psen.
I have a questions.
Currently there is mail hauberk armor in game and it comes with many different colored tunics on it.Very nice. Will we get something similar(colored tunics, cloaks or other elements) for other high tier armor?
Currently plate/scale/lamellar come in only one version and its somewhat easy to miss brothers if they are armored in similar armors. It would be nice to have some variants of them.
The same goes for named/rare armors. Currently all named/rare weapons have at last 3 different versions. DO you plan make similar thing for named armors? Even small difference in details/color would be nice.2nd question.
I look at some of ancient weapons and I want to ask if you plan to introduce some more 2 handed weapons from different families than sword/axe/polearm/hammer?
Like two handed flails, cleavers or spears(not pikes) so if player choose weapon specialization he can more options to choose from?Its nice to see that work is going on. Cheers.
SarissofoiParticipantIts fine like it is.
Actually i would like to see more similar orders/commands both area and single target.SarissofoiParticipantYou really should read Goblin Slayer.
19. September 2016 at 00:58 in reply to: Balance feedback after 100h of play on highest difficulty #17339SarissofoiParticipantHe is right though.
Front-line brothers have 3 important stats.
Fatigue so they can fight longer and carry heavy armor
armor>HP
Armor is also very helpful against archers
Melee defense to not get hit
not get hit>HP
Kite shields ad heavy armor make enemy archers annoying at worst(unless they have massive 40+ goblin army with plenty of ambushers,nets and shamans)
Melee skill to hit and kill enemy fast, no trick just brute forceMelee defense can be discarded on polearms users with footwork as they can just walk away from enemy and their heavy armor should protect them well from few attacks.
Ranged defense is useful on them as on ranged characters(main users) or nimble fighters but they are optional at best.
Ranged attack is for designated ranged and hybrids. But hybrids will need to drop some other stats. As they usually are polearm users its melee defense as they stay away from enemy.
HP lost its importance as with injures getting hit is often getting crippled. You can’t tank with HP alone and its much better to avoid enemy hits than suffer them.
not getting hit>plenty of HPI was thinking about secondary stats some time and come to similar to OP opinions.
Current HP is welcomed but but not worth sacrificing other stats.
So what can be done to make it more important?
Currently Fatigue represent endurance and stamina of character. But where is strength?
HP could fulfill this role. It could be used as body strength.
Like making HP=50 base/normal strength Any more give some bonus to melee damage, any less penalty. It could be percentage bonus like 1hp more/less than 50HP count for 1% bonus/penalty to damage.
It could be based on current character HP so getting wounded would weaken strength of hits.
Initiative is more flicker but considering it its agility/quickness of character it could be used in similar way as proposed to HP bonus but with bonus to Melee/Ranged defense and hit chance.(?)
Like taking base 100(?) initiative and grant % bonus/penalty for any point more or less(capped at 25(?)%). It would also serve as a mechanism to simulate of soldiers getting tired and less effective.
At max bonus/penalty it could also grant 1more/less AP. Its no much but could be useful.Problem with zombie/dire wolf/ghouls fights is that they scale to player level. But they lack any means to harm or out damage a player.
Zombies have staying power but nothing else. 1 low damage attack per turn. Tedious and boring.
Ghouls hardly attack en mass and even then they can be routed quickly and have no means to pierce armor.
Dire wolves are deadly early but after that they scale badly.AD 5. Weren’t this fixed recently? I get impressions that enemy in events and when attack player on global map had switched their default behavior to charge.
19. September 2016 at 00:26 in reply to: Ever-changing composition of caravan guards/hands on same journey #17338SarissofoiParticipantThat is true for all enemies, allies and bystanders.
Bandit leaders?
Their equipment and even names generated on the fly just before battle.
If you reload it you can different one.SarissofoiParticipantHey Psen.
Do you plan revive Duke for zombie faction? Or introduce new units?
Also in case Fallen heroes do you plan implement new sets of worn/damaged/old armors? I hope you can put the brown current Fallen heroes armor somewhere as it look cool.
Good to hear that whole undead side get a rework.They need it.
In the case of banners – not that you want to hear that – but in my honest opinion they are to complex. Old ones were simple and efficient. The new ones are overkill especially the bandit ones. Buts its minor complain.SarissofoiParticipantJust add bonus that make shields cost half the fatigue.
or/and
Make bucklers count as a empty offhands.SarissofoiParticipantROTATION PERK
SarissofoiParticipantHere’s the finished piece:
Haha. This one is great.
BTW Do we get access to this and other pictures somewhere?SarissofoiParticipantThanks for answers Psen. Greatly appreciated.
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