Sky's Replies

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Viewing 15 posts - 196 through 210 (of 366 total)
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  • in reply to: Some suggestions :) #3788
    Avatar photoSky
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    – I think that the caravans of larger cities might get buffed a bit, so that they can actually stand up to minor bandit raids.

    They already have been. Tho feels a bit strange at the start of the game guarding a caravan that is stronger than you :D

    in reply to: Not really a suggestion. More like a recommendation. #3787
    Avatar photoSky
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    you already had GOD responding to you. This is something most christians cannot say for themselves

    Dunk.

    in reply to: Suggestion: Student Buff #3786
    Avatar photoSky
    Participant

    There is a nice use to it, with the very start of the game to get your band up fast. In midgame upon losing someone you don’t need to take it since you already have a leveled core. Now surely it would be better as a trait, especially since there are already traits that give 5-10% exp bonus making the difference not that big. But the fact that they do stack makes it even more valuable. A 30% exp boost is like having a level more every 3rd lvl.

    As I already said it is an early game perk, and as such it is useful. And as I already wrote midgame and endgame it’s almost non existent. Now especially on hard the start is obviously the hardest and easiest way to power up is by fast leveling. Now since you do not have that much money and need to spend more for buying stuff, makes your party more vulnerable and you can not balance the odds with equipment. The other early game advantage you get is a faster growing captain class guy who gets the utility tree, or even two to have both t3 perks. The faster you get it the easier it will be. Now stacking it with a trait bonus makes you max out utility as fast as leveling ~4,5lvl without the combo. Instead of 6 lvls it might not sound much but thats a healthy difference on a hard mode game with a nice big spread out map.

    Just for the record it still is only an early game skill. And it sure could be improved to last thru mid and maybe even endgame. The question is, does it need to? As it is now I do find it balanced, and I did test it to see the difference with my testing party. It is a t1 perk afterall. Your suggestion is a good one but it would only strenghten it’s importance early game maybe even make it too strong. +10 to every stat at lvl 11 is quite effective. It would make it more valid perk, but only at level one and make it more discouraging at higher levels…

    in reply to: Sky's bug heaven. #3763
    Avatar photoSky
    Participant

    VI) Invisible Montains
    That area is plains but acts as a montain for moving speed. Either the montain sprite is missing or the speed rule is misplaced.

    in reply to: Suggestion: Quest Stacking, Increased Rewards #3761
    Avatar photoSky
    Participant

    Anyone seen this type of jobs? It’s the first time I ever saw one of these. Wish there were more.

    Attachments:
    in reply to: Sky's bug heaven. #3755
    Avatar photoSky
    Participant

    Loading any other save makes this same bug appear. Only restarting the game client fixed it.

    V) Camp strenght
    For some reason after you open the engage screen, the enemy camp strenght representation on the worldmap changes. On the ss you can see on the left the initial strenght on the right the strenght representation after the engage window was open and closed. The camp did not spawn any troops, this is a frequent thing.

    in reply to: Sky's bug heaven. #3750
    Avatar photoSky
    Participant

    III) Hidden in plain sight
    As mentioned earlier about the bushes that not all of them give “Hidden” here is an opposite example when a simple tile gives the “Hidden”. Since there is a bush next to it guess it simply slided one hex, this could explain both.
    PS. Its actually a territory as shown in 2nd ss. Tho only one tile has a bush.

    IV) Perk Selection Error
    After the fight was lvling up was in management screen chosing a perk. By selecting the perk I want the screen faded out as on ss and the management menu became unusable. By pressing the esc it still pops out to world map and everything works except the management menu, it always shows same as on ss. Saving and loading the game did not help this bug is constant.

    in reply to: Recognising elevation #3748
    Avatar photoSky
    Participant

    Here is a ss that shows the elevation representation in the tooltip.

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    in reply to: pikes and the dreaded 80% #3747
    Avatar photoSky
    Participant

    It might be a case of the percentage not fully representing all perk bonuses both of the participants have.

    I know that with high attack there is even no need to look at the percentage you almost always hit.
    So far there were like 2 times when something felt off like my sellsword suddenly becoming unlucky and just can not hit the same target. Untill something changes like you swap the weapon or attack other target once or move someone into the zone. Like the guy just getting stuck on missing.
    But that happened only few times in my experience. Probably just a mind trick(attention to wrong >>>> than to right).

    in reply to: Undead Orcs #3746
    Avatar photoSky
    Participant

    Haha, it’s just soo funny seein people torn apart with the sentences they write refering to forum user named GOD while at the same time these sentences sound as if they mean the church god.

    Here, have a nice day!

    in reply to: Support on strategic level #3745
    Avatar photoSky
    Participant

    Hrm, I should shut up.

    No, you should continue speak and do suggestions as you invision them. Every little bit might have an impact in improving the game. And if you like the game, then you should be pleased to have a more improved experience. Especially when it eventually will be ready.

    in reply to: Congrats & (Minor) Suggestions #3744
    Avatar photoSky
    Participant

    Unfortunately the 2h axe is not the best example. The 2h sword is far more usable. While the axe aoe is purely situational, the sword has a much better variety for attacks rendering the current 2h axe almost useless.

    in reply to: Suggestion: Quest Stacking, Increased Rewards #3743
    Avatar photoSky
    Participant

    No, there is no spawn from thin air. If an enemy band comes from somewhere, then there is a camp that spawned it. The enemy spawn works as the merchants in town from what i’ve seen. The enemy camps have a unit counter and every time unit it increases. When a band is spawned it decreases the camps unic count. When there is a pray in sight the camps will increase their band formations and heavily drain the camps units. If the army near their camp is strong they tend only to spawn the usual scouts.

    Now your party costs 318, that mekes most of your men nobles hedge knights swordmasters and other strong backgrounds. This is an extremely powerful mercenary group. There is nothing that could possibly end you at this point. My testing party was made up by extremely low upkeep backgrounds with a daily upkeep around of 150s. And even they were almost impossible to stop. Last few times I changed things up to see how it is to have a high upkeep army that has stats far above the one I had before. Still in progress but even now when half of the team is low lvl(1-4) there is not much of a difference, they stand their ground agains orc hordes and undead swarms. This is a management aspect. And I do like it. A low upkeep is absolutely valid, while a high upkeep is an overkill for now. You got to manage what you are capable of and what is above your paygrade.

    A tipp to be able to sustain a high upkeep army. Go raid. Even without quests go and raid enemy camps, fight them and sell all loot. Take only the high profit jobs with 3k+ reward money.

    And please, no please don’t do the spawn of thin air thing, that’s just plain stupid. The current system is fine-ish, the enemies have a base, they tend to stalk the settlements and roads. Why would you want no brain spawns to occur. At this moment, if you keep the surroundings clear of camps the roads are relative safe. Makes absolute sense. Just don’t ruin it. Caravans do already attract riders in the vicinity, they already tend to target the weaker enemies, and only rare caravans are stronger.

    in reply to: Weapon durability #3742
    Avatar photoSky
    Participant

    The only thing that I’d like to have is an indicator of currently equipped weapons(items) durability for example like Sarissofoi did on ui suggestions. To always see right away the state. It realy becomes a heavy micro management thing, and very unnecesseraly, in long battles or when more battles in rapid successions to check, remember, try to calculate, remember, check the equipment status. I’d say the ideal representation would be on a small papperdoll in the corner, maybe as in reign of kings with depleting and coloring, or with percentage. It’s way too much unconvenience at this moment to manage the gear degradation. But since ui is one of the last things that will be done (I belive there are few critical elements that should be added asap) just got to carry replacement items in inventory to swap between battles and a weapon in every belt…

    in reply to: Congrats & (Minor) Suggestions #3719
    Avatar photoSky
    Participant

    c:\ProgramData\Overhype Studios\Battle Brothers\

    so is the log.html for bug reports.

Viewing 15 posts - 196 through 210 (of 366 total)