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Sky
ParticipantI) No caravans
For some time the caravans stopped traveling, there are no more caravan escort quests. Patrols do not roam the roads anymore, only attacking out to close by enemies. This started after I went for a long exploration raid. When I came back the settlements had no items, no caravans, no guards. It was before the patch that increased item spawn. Since then not one caravan started. Now i’m running around trying to find a caravan quest anywhere or a patrol.
So since they supposed to start when the settlement has items to trade, I decided to sell a bunch of items and just camp and wait maybe that will trigget a caravan or a quest. It dit not, they just disappeared after a while.Sky
ParticipantWow, never thought that the bandits and orcs are actually two absolutely different factions. Just entered a 3 way battle.
Sky
ParticipantAn economy would be great for sure, always wondered where do the villages get the money to buy off all my loot when they themselves have nothing to offer nor start any caravan anywhere. They shouldn’t be able to buy off my stuff endlessly while being raided by bandits orcs undead. And if they wouldn’t able to buy off all the loot, the play would have a reason to try and defend or do caravans at all. Now as it is, there is just no point in defending the settlements.
Sky
ParticipantFought some more bandit camps and they all are giving far more loot than the skeletons did, even when the skeletons were stronger both the ingame indicator and by feeling in battle. Now if for an ingame week there will be no caracans partols or caravan missions will go and look for orc forts to see how their drop is compared to these, needles to say they are far stronger than both of these together.
So here is the orc loot. After a heavy swamp battle.Attachments:
Sky
ParticipantDunno, my highest defense is 72, the 2h guys around 50 and do not have any problems. Still compared to your guys the difference between your band and my beggar army seems quite obvious.
Sky
ParticipantThat’s Hattori Hanzo himself.
Sky
ParticipantYeah, was quite the fight. With two necromancer constantly resurrecting skeletons while was trying to fight through to get them. Fallen heroes, skeleton guards. The fun pack.
Now. Here is an other loot window. A bandit camp that was aviable for the destroying job. This was far weaker fight, they had a lot less units. Mostly the usual raiders ~7, 3 marksman and 1 leader. Just to compare the two loot. A tonn of food and medicine, less gold but even more tools. Just posting the ss to showcase, if it is as intended very well.Attachments:
Sky
ParticipantLoot. After defeating the camp that you can see above in the ss, here is the loot. Again not sure it it supposed to give this much or some error. While the 2.8k gold seems finish the 180 tools is way overboard. Since the arrows come in 5 packs, 36 is equal to 7 packs, again maybe a bit too much. But realy liked the shield design!
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Sky
ParticipantThey should, and they do but when they spawn they change the tile to the one you can see in the ss. Here is an ss after the camp is destroyes, the tile switches back to forest. Checked few of this tiles and there was always a camp. Just asking if its by design.
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Sky
ParticipantGlad to be able to help ;)
Yes, and it was the only error in the log I think. Let me check tho, should have the log still. (Crash)Copied whole combat from that log, here it comes.
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Sky
ParticipantAn other question I have is about enemy forts in the forest tiles. Just the random spawn ones. As shown on ss, there is a specific tile change when an enemy camp exists in the forest tiles. Is this intentional?
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Sky
ParticipantNow here is an other battle where at the very first turn there was an enemy up the hill as shown in the ss, but was “unseen” by my sellswords. Untill I manually rised the high lvl to maximum, then even an icon appeared pointing to the enemy up in the brown higher ground. One more cause to make all the hight levels visible by default imo.
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Sky
ParticipantSoo… Here is a thing. Tactical map hight visualization.
I do understand that it shown only 1 lvl higher than the character is, so the players can see the hexes behind the hill. Still most of the time it turn out to be a nuisance since i’m usually going up rather than behind. It is quite the clickfest to get the levels up with every character every turn till they reach the top. Including some screens tho they are definitely not the best representation. Would be much more user friendly if the ground levels started at the maximum visualy and then if needed the player should scale them down himself.
And the last screen shows how the brother on a hill is represented with a crest. When several brothers run up the hill it is quite hard to do tactics since you need to maximize the visualization of hight levels all the time.Sky
ParticipantD) Bushes
Not sure if it is a bug at all. Bushes supposed to give stealth to anyone inside them, but it seems not all of them do that. Some do have tooltips saying it hides anyone, but other bushes with exaxct same textures do not. Even if it is not a bug I suggest considering changing the textures a bit so it can be visually representetive without mousingover to check the tooltip on every bush.
E) Crash
Ambushed a puny bandit band in the forest, at some point in the battle my archer shot down a bandit. The bandit was next to a melee guy and in bush tile. As soon as my archer fired both shots and the bandit collapsed the turn was autofinished since the archer had no more points. This is the point when the game crashed. The log was too big again, here is the ss of the error and the last entry in the log before crash. BB_ArcheryCrash (not that it has anything to do with archery)Attachments:
Sky
ParticipantDebilitate: Is this skill supposed to be always 1 range independent of weapon reach or weapon type? Seems strange that a billhook needs to be next to the target to severe it.
Same goes for 2h sword split. Should it not always be able to reach 2 hexes away? Independent of the near hex being occupied or not?
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