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Well, these forums seem to be dead. So yeah, there wont be much answers for your cry of help.
Now about the difficulty. This game is made having loses in mind, it is one of its main points. It is hard to not lose people, especially at the start. You could have noticed that the starting guys and the cheap ones are pretty weak. You better get used to losing men and even if you dont lose them but they get a lot of perma injuries you will have to let em go. What could ease your game is to be cautious.
Try to get 1 skull quests, and even maybe avoid caravan defenses since those are a bit harder. Y
ou should equip your people with shields that is a big boost to defense especially at the start. And not the smallest one, but the bigger round ones. Also consider tactical choises like having people with weapons that reach further for attack and the shielded ones mainly for defense, with some supporting xbow or bowmen.
Always have food, money, medicine.
If you see semo extra cheap guys, get em, even tho they are weak and need equip they still a body to hit which can save a more useful unit potentialy. Dont attack goblins, orcs, brigands, marksmen, they will hurt.
Try not to attack into forests cuz then your people will start at shitty positioning.
Still the main problem is that you are used to games where you always win and save all the people. This is not a game like that. You will lose men, you will flee (by going to the edge of the map and pressing the flee button so they wont get hurt or die) and you will hire more and better dudes equipping with better equip when the money is aviable. That wont save your men tho, just ease it a lil bit. If you want to have it as easy as possible, cheat up some gold and buy the best stuff that the men can wear (fatigue is very important stat). Still they will die, just less frequently. To get to the point where you can be safe, is very hard, you need strong people to begin with (like swordmasters, hedgeknights, etc) which cost a lot, then you need to lvl em which is hard, you need to get them the right talens for the chosen purpose, and you still need the equipment.
Welcome to the Battle Brother.21. March 2016 at 15:44 in reply to: Long distance caravan contracts are basically suicide missions now LOL #13817
Found caravans since the third gameday. Fighting with lowvies agains group of raiders. Wiii. On the sixth day a group of orcs wiiiiiiii. And sometime later on day around 16 on a long caravan was saved by a wonder when two remaining raiders ran away while my two basically dead brothers were like wtf why don’t you hit each of us once and we die…
So yes, as it is now the caravan quest seems to be a hard one by itself. The devs already said that the food will be provided. So far did not encounter multiple battles while on caravan mission. But that definitely is a problem since you can’t chose the pacing to recover from battles.
Now the new caravan compared to old one is like the old lvl up stat system to the new one. And that is bad. It became a blind rng not knowing when and who will be spawned to attack you (cuz there are definitely spawned in enemies just for you) and who will it attrack from the roaming parties. Earlier we had a choise of when how and to attack at all or just leave, now we have none. And that is a bad rng no doubt about that. It should be either only spawned in troops and free resources while in the mission or it shouldn’t spawn in additional troops. Or if both then the caravan should at least have guards to compensate instead of rags wearing knife/club peasants.
While the day 3 and 6 encounters were hard but doable and cost me few men each time, the third one was at an unfavoravle moment with fresh recruits not fully recovered group and they obliterated me. Now knowing this I will be more careful to accept a caravan mission. And ofc the not knowing how far the destination is, is also a bad factor. The gold amount it seems depends not only from the distance but the enemy strenght. Going to the next town gave me 110gold with no fight, while going a third of the map 290. That somehow does not feel right.
But the core of the problem is that this kind of mission just as the werewolf one is by default harder than the rest. A 1 skull one here can be compared to a 2 skull in any other one. On the other hand there are default lighter missions like the 2skull ghoul is easily a 1skull compared to other missions.
Maybe 3 skulls is not enought, perhaps 5 would be the magic number. So the wolves and caravans could start appear starting 2 or even 3 skulls first while the ghouls should be easily the weakest. And give the game a bit more pacing at the start when almost no missions are aviable. Bound to days. Like at the first 5-8 days you can only find a 1skull missions then 8-15 2skulls etc. Some more game start friendly pacing. That should do the trick and remove the frustration from the very start that can accumulate by new players. I belive this is one of the main reasons why there are so many posts from new players about how hard the game is. Independent on the difficulty. The pacing at the start is the most crucial and should be dragged out a bit. So to say a non scripted tutorial where the players could have few days to see what’s happening without being murdered by lots of things.
The next one is about the tactical AI aswell. This is a caravan mission battle. Strangely enought we passed two groups of enemies both 6 strenght standing right next to the road, just to be then attacked by the spawn troops on a town hex. In the battle we are losing and at some point one of the men broke and started to flee. At the same time the bandit whos kill triggered the morale check became brave. But just as my broken one this brave one started to retreat too. While having more than enought hp, and hightened morale state. The arrow points toward my man offscreen right the opposite direction from where the raider is running to. After that the blue circle killed off my other man and for some reason started to retreat aswell leaving two basically dead brothers as winners of the fight. It is right the opposite to the no fear orcs charging a six times stronger enemy, the at least four times stronger enemy retreated for no reason at all in a winning battle. My offscreen unit has 4hp left and no armor whatsoever.
Now the AI simply “cheats”. As seen in the screen shot there is a highlighted enemy archer who shot one of my men who was in bushes. They supposed to be invisible if no enemy unit is right next to them. And there is none. There was at the beginning of the turn but was killed. The moment the enemy died this unit should have become invisible again as it happens with the enemy units, instead for some reason it is still visible for the AI. This happens only if the consealed unit attacked before the enemy. When moving to the bush or between them the AI seems not to react at all.
Enemy AI. In this situation the enemy should have retreat immidiately, but instead they rushed our forces like the wiedergangers do. While I can understand it with the undead or even borderline beasts, a somewhat intelligent enemy as orcs surely should be able to understand the futility of their attack. It would make much sense if the supposedly more intelligent opponents would flee from such battles not only on worldmap but on the tactical aswell.
Next is the battle AI of the faction patrolls. As seen in the screen the orc advanced “around” the wall running after the xbowmen. But not one of the other soldiers even tried to cut him off. If not the lucky shot he could have killed the bowmen on top. The shoting soldiers first advanced then retreated, that is ok, but for the entire fight all the others just standing in a wall and using up fortificational skills even being six time the enemy number and having enemies following their bowman. At the same time on the bottom the yellow one is throwing away without being contested till he’s out of spears. The patrolmen started to move only after only two enemies were left in the fourth turn, maybe due to me going into attack.
There is a fast click issue still when you click to shot the second arrow before the first reaches target but still kills it, the second arrow goes into the alredy dead body.
Found a human faction patroll running after orc hunters so I followed them. They went quite far from home town since the orcs were faster and trying to get somewhere near the initial town. So they kept dragging the human patrol further and further away. Perhaps there should be a minimal range where they start following and a maximal after that they simply start returning home and not follow up with the enemies till they reach the minimal zone again.
There also seems to be a problem around the patrol quest. It is either towns far away from each other (and do not have a good road connection) or simply no roads between the cities. While there is a time limit and within you can possibly go around following the roads, it is way easier just to cut thru the terrain and instead of fighting and long journey just get the few hundred for simple legwork. The blue arrows show the supposed way while the purplish the fast one with no enemies that can be done in 1 day so you have a pure profit for nothing. Maybe there should be a minimal headcount too they don’t send you on patrol when everything is fine. And the last screen is about a quest with 3 towns so far away and such low reward that it was simply not worth it. Not sure about the time given either. And these road – town placement is a big issue with the current map generation imo. There are no roads where should be and the factions have instead of clustered settlements highly spread out ones making their patrol quests irelevant.
Happy to help :)
It seems the problem is not only with the quest difficulty skulls amount but with the difficulty of the enemy itself. After starting an other new game but this time not going thru the full tutorial the regions only quest was the same werewolves, a 2skull one this time. But since did not follow thru with the tutorial have less men and equipment than the other time. Result still the same.
Potential issue can be with the caravan quest. When it is taken it does not account for the roaming armies that it can encounter. While in a caravan mission we ran into a raider group. At day 3 it is not realy what you wish for. The group came to the road and massacred a caravan before ours then attacked us. We did win with half of men remaining, still we could have run into stronger enemy potentially, that would give no chance. The caravan hands were in even worse equip than my guys wearing 20-30 armor knifes and clubs. So on day 3 my four remaining men changed their 40-50 armors to 100+ ones.
I’m with RusBear on this. Still you can never know, i’m confident that there will be few surprises from the dev team as there were before. Maybe not with this but with something else. I hope that this mechanic will find it’s way even if in dlc. It is a prime material afterall.
For me not to have an avatar on the battlefield (even when you obviously can make any of brothers as such) is a fine way. It takes away a lot of frustration when he’s die. I’m not a fan of loading games and retrying battles only in few exceptional situations mostly to try some new moves and tactical decisions and the enemy is fit for that in numbers and equip. But even so the avatar could increase the loadings and repeating of same battles more time that would make the things go dull very fast. For me it would ruin the game imo.
But I can see how the non combat avatar could be a very huge success with non combat skills or equipment. Where you could have additional perks for barter reputation better hirelings etc. That could be very nice, especially if it comes together with the non combat personal and reserve that the devs already wanted to implement. These perks could determine (controll) the speed how fast and how many NPC you can have even wall them behind perks. Same goes for the tactikal pre battle fromation, you could make a perk that could increase the area or even move it a bit perhaps change a bit the starting point so you have highgrounds more often. This I find could benefit the game, and would make an avatar, and bring more layers to management, more perks for non combat.
About creating your own mercenary. Yes JA had that but the created ones never felt alive for me. There were no instances where I’d pick a created one instead a premade one with at least a bit of story or “personality”. Cuz let’s be honest there was not much of personalities, just a basic behavior patterns. They did not evolve or change. Fidel was always “leave me alone i’m busy” independent of the progress you made. In BB the sellswords personalities are only in backstory and the background everything else is made up by you, they don’t even speak to you in voice. Long time ago there were discussions about having the ability to construct your first three mates and eqip them with a limited char customization something like one of rimworld mod does. You can search it up if you interested in how it ended I honestly don’t remember.
You can hardly connect this custom character creation in the world. But sure there is a barber so the visuals could be changed np. All is left the stats and backgrounds. To do that you’d need a scouting agency where you could buy or rather place a specific order for one or more stat-background setups and they’d scout them for you if such a candidate would appear anywhere in the world. Or even a training hall where they’d make the exact one you wanted for money and in some time (to train the candidate as you wish).
That might work aswell. It wouldn’t be instanly recruiting and it would cost not only money (maybe a minimal renown requirement) but also time and by time I mean weeks. With the possibility for them to have not only the positive traits but also a chance or even deliberate balancing with negatives. And the stats instead of a fixed amout would be ranges. With all this these special breed warriors would be extra dear to players not only cuz of their attributes but as materializing wishes and it might end in endless reloadings and replayings when these guys die.
A role character does change things both the immersion and your personal relation to the game. About the immortal leader unit. Now that I call BS. Your guys are immortal in the first battle. I can understand that it’s purpose is to show the basics of fighting still it already steps on the games spirit of hireling life expectancy. You simply can not have an immortal unit. Even if it resets and such. You are either the leader of the band and give orders or you are one of the many dead man walking and the ai plays the worldmap. Can’t be all.
It will change the gameplay, it will literally add a free meatshield that can not be killed a constant unit that you can not lose. The worth of current brothers is so high cuz they can perish any moment independent of their lvl or gear. An unkillable unit would throw all away. About loadings you asked, I don’t load even when my most favorite characters die cuz that is also an irreplaceble part of the game when your hero chars die opening the road to success for all others. MB had immortal hero units, and that was a huge BS for me. In the end having a party of almost only named chars with high lvls was simply rolling castles in their way. There was even less need to load since you could personally go up and kill most of the enemies while just getting injured and have all others be immortal too. In JA well that is a bit different there were extra big gaps between characters. And non of them was immortal. Still it was quite hard to lose a good character since he’d had objectevly better everything than the enemy, if positioned well they had no match.
This is what I think could work and wouldn’t. For me it is.
More names would be nice and won’t hurt the game that’s for sure.
There will be no properties. You are a roaming mercenary leader.
Center and end all are features we all waiting for.
Amount of supplies depend on the difficulty.
Even if there ever for whatever reason would appear a rapier it most certainly won’t have 100% armor piercing, even more it probably will have a -100% one.
Dogs seem to do fine agains skeletal guards in chokepoints. Also good to ambush enemy archers or runners. Very nice against the goblins. Still would be nice to see some dog specific abilities like takedowns that stun the opponent. The tamed animal aspect of the game is underused and imo underdeveloped. A wonderful idea, started great but not finished. I’d like to have the ability to point my dog towards specific targets and not just randomly closest ones. To have dog ai being able to evade not targeted enemies.