Sky's Replies

Forum Replies Created

Viewing 15 posts - 241 through 255 (of 366 total)
  • Author
    Posts
  • in reply to: Offense Skill Tree Discussion #3467
    Avatar photoSky
    Participant

    A few more thoughs.

    A flail with bloody harvest and fast adaptation is incredebly functional. Especially when you wield it without a shield. Tho you still need to survive being surrounded to use its full potential.

    Perfect focus is extremely useful for any melee with a ton of stamina, you can single handedly annihilate anyone in your reach.

    in reply to: The Greater Evil #3462
    Avatar photoSky
    Participant

    Or simply your band turning rogue and declaring the world its own. There is no greater evil than we ourselves.

    Diversety can be achived quite easily with the current mechanics, any of GoDs suggested arch enemies could be reanimated easily just as any other faction implemented. By easily I mean it fits the engine not that it will be fast or needs no work.

    in reply to: No saving in combat? #3443
    Avatar photoSky
    Participant

    I was pointing out that save on exit only is a wishy-washy compromise that is much better than nothing, but won’t stop save-scumming in ironman mode and also has flaws for the people that want saves in combat to avoid losing progress.

    It will stop. When the game saves ONLY when you exit it. By loading it you will continue from the exact stop you left it. That is the purpose of safe saving in an ironman mode. And no there is no ironman mode in BB as of now. It has no flaws for people who want to avoid progress loses.

    As a side note, I’m honestly shocked they don’t have saving in combat to help with chasing down and reproducing bugs at the moment.

    You have the savings before combat. There is absolutely no need for in combat save to bug chase, it does not benefit it in any way. If you are confusing the save in combat with the autosave function then I see your point tho not necesseraly needed.

    in reply to: No saving in combat? #3425
    Avatar photoSky
    Participant

    It so doesn’t matter imo it’s the decision everyone has to make for themselves. A game should be fun. If your definition of fun is ironman, well very good so is mine, but there are circumstances and people in general who like to have an opportunity to save for various reasons. Players who don’t want to save reload all the time won’t do it anyway. It’s realy just a design decision, what the devs think will suit the game more.

    But if you have constant crashes freezes and other stuff in games that makes you zealous for save everywhere, perhaps you should rethink your gaming setup and change stuff around to stop being frustrated all the time when a game has no meaning of correcting your own mistakes.

    The save on quit as only save works the best for me. Tho we are in EA so it will do only harm.

    in reply to: Sky's bug heaven. #3398
    Avatar photoSky
    Participant

    6) No caravan Jobs
    After the caravans started to wander again and things are around normal there is not a single job for caravan escort anywhere.

    in reply to: Heavy armour, Close helmet and retreat issues #3393
    Avatar photoSky
    Participant

    The faster you are able to equip the -> END GAME <- equipment, the faster the game ends. Especially now when there is only the most basic content. Sure now you can endlessly roam around doing things since the game has no end. But at the release there will be more content, there will be a midgame and an endgame with a logical end. Making end game equipment easily aquired and simple to use will take out the end game as a whole, make everything less satisfactory. Now you HAVE to not only find the heavy armors but get gold to buy and put in points to use. It realy doesn’t take long to get up to heavy stuff. Still enought to make you try different perks and playstyles.

    Consider this like getting the rare boss drop in an mmo or BFG in doom.

    in reply to: Minor Suggestion #3388
    Avatar photoSky
    Participant

    As a gamepaly feature it might be interesting, tho since even the sound of rally the troops is a horn and usually signals were made by horns, making a vision range not so much of a logical issue.

    in reply to: Heavy armour, Close helmet and retreat issues #3383
    Avatar photoSky
    Participant

    If you want realism you can look up the dark ages equipment and battle armoring. Heavy armor is not common especially with the mercenaries. Mainly used by horseman to carry all the weight, and rarely by any other attacking mobile force.

    The reason why fatigue should be heavily taxed is very simply to restrict you from making a terminator with imprenetable armor who can freely jump around endlessly. Yes at the release I do hope it will be more stat based perks making a choise to be absolutely deliberate and as now just cuz why not. You should be doing choises, and there has to be a sacrafice for heavy armor no matter what. As already mentioned, even if you have no traits or backgrounds adding to fatigue, there are traits making it quite possible to use. For example in the attached file you can see a heavy armored guy. Full Helm -20 and Heraldic Mail -42(not to mention the weight in the bags -9). Yes he is a farmhand that gives him +10, but the main reason he is able to do it are the perks Brawny (-50% fatig from armor) and Weaponmaster (-20% fatig of attack). Again having a commander unit with Rally the Troops (on use replenishes fatigue to all in range members by 50% of users resolve) makes a big difference aswell. He still has 73 free fatigue due to high lvl, but it would be only 52 if not for perk. To reach the Brawny perk you need 3 points in tier1 so a lvl 5 brother can have this perk.

    You can’t realy see on the ss but im in the middle of cycling out old members who were mostly low upkeep backgrounds with new ones, and only the low lvl new brothers are in light armor. It takes a while to be able to use even medium armors 100-200 not to mention the 200+. Before this most of my troops were in medium 180 armors with 200 helms. Now i’m trying the heavy approach with a key figure who should be boosting rally the troops every 3-4 turn to refresh the fatigue since most of my men have ~60. It’s just a test to see how it is without using defense skills like riposte spearwall shieldwall. Depending only on armor so to say while in attack only mode.

    Ps. Sorry firs file has a mistake.

    in reply to: Offense Skill Tree Discussion #3379
    Avatar photoSky
    Participant

    Debilitate Skill costs 4ap independent of weapon type. Looks a bit strange when you can use it twice with a 2h while you can attack only once. If we add to this the always 1 hex range again independent of weapon, perhps there is sense in making this skill purely passive with a chance to trigger on attack. This way it will be absolutely independent of weapon properties and easier balanced by ajusting the trigger %.

    in reply to: Heavy armour, Close helmet and retreat issues #3369
    Avatar photoSky
    Participant

    The retreat mechanic allows to retreat only the people on the very edge, unfortunately even being few tiles away is a 50/50 chance. Not to mention that if you join an npc battle and retreat as soon as you join (starting in a corner far from any npc) you still lose half of the men. Not saying it is bad but it is definitely not intuitive and maybe should have some marked zone telling the player where the safe retreat is. Even if the zone only appears when the retreat button was pressed and the text about the safe retreat being on the edge appears.

    About the heavy armors helms and such, please do remember this is a light fantasy game and not everything from real life benefits the gameplay. The fatugue reduction made by the armors and helms is significant and you sure need a high level warrior or a medium one with good traits to use them. You do not need to have heavy armor, it is purely by choise. You can make light armored fast moving sellswords like in the “one man challenge” picture. They are valid and useful, it only depends on your playstyle. Rushing heavy armor is not the best option though, you should keep a balance of fatigue to be able to fight at all. There are a lot of perks that help you with heavy armor in utility tree tier2. And still it is possible with right traits and perks to make a heavy armored relative high fatigue member.

    in reply to: Sky's bug heaven. #3344
    Avatar photoSky
    Participant

    4) Not Berserker
    Using 2h sword swing attack did not trigger berserker perk.
    While using it the secound time on the two remaining bandits, and seccessfully killing both it triggered.

    5) Auto end turn
    Had to move 1 hex to the enemy with my 2h axe bearer(2AP). Used the round swing attack and killed one(6ap). Instead of getting 4 points for berserker the turn auto ended. Log too big so here is ss from action tho there is nothing in there. And an ss with the axeman perks.

    in reply to: Character Generation #3340
    Avatar photoSky
    Participant

    Nope, even a great starting team wont. Werewolves are beasts. The start is random in every difficulity. See no point in rerolling the starting members, since a bit later you can freely kick out and replace all who do not meet your requirements.

    in reply to: Defense Skill Tree Discussion #3337
    Avatar photoSky
    Participant
    in reply to: World map aggro? #3336
    Avatar photoSky
    Participant

    As I have seen there is some mechanic that determines if the enemy pack will follow you and try to attack or simply flee. It depends on your partys relative strenght compared to the enemy. The weaker you are the more likely they will want to destroy you. Now to be definitely on the safe side you need to break line of sight. In my experience even the following armies will stop after a time, tho did not have a chase for a long time.

    Few things might help you, like crossing a caravan path to throw off your followers, or running to the castle or watchtowers and engaging at their location drawing in the guards at your side. You can even force 3 way battles if you draw in bandits and orcs(they will fight not only you but between themselves). Probably all factions do fight each other. If the enemy is weak you can try to use the settlements militia, or a bit stronget guards by the city.

    in reply to: Difficulty setting and economy mechanics #3335
    Avatar photoSky
    Participant

    Ad for now think its like this:

    1/ Starting money. Nothing else.

    2/The bug with the bancrupcy is fixed and it’s only time till things get better.
    There is no economy per say at this moment, there is the base for economy where a settlement produces goods then starts a caravan.
    To get things up or back to normal you will need to see the caravans safely arrive, defend the settlements from raids, help the patrols.
    Package deliveries do no effect but the caravan quests might be spawning additional caravans and that is good. Settlements have no money dependency at the moment so it does not matter how many things you sell buy or what jobs you deliver.

    3/It depends on the well being of a settlement, and that depends on how many caravans arrive. If the roads are safe the shops will get better equipment, if the caravans get rided and destroyed you will get nothing or basic stuff. You could see sometimes high end items from the start, it is random.

    Tho correct me if I’m wrong.

Viewing 15 posts - 241 through 255 (of 366 total)