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Sky
ParticipantSky, I suppose you’ve met a very stupid necromancer then
Normaly they love to raise the dead (including dead brothers ;))Yes, saw that in the scenarios. But this time it was a forest battle and either he had no line of sight of dead bodies or my sellsword was too close.
Sky
ParticipantWolf brigade (RIP at the first day by werewolf band)
Shadows (“main” playthrought”)
Brotherhood of Steel (created when the max lvl crash was active)Sky
ParticipantYe lately was hunting bandits just to change up a bit after orcs, and tbh I still want to meet more werevolves and ghosts. Never met those ghosts. But at least found one necromancer. And this time around did look out for enemy skill use. They realy do use skill. Rotation for example. Not always at the best way but mostly they do try to save their ppl. Liked the raider combat tactic aswell. Quite different from orcs and zombies. They do seem to be tactical. Not rushing, holding battle row formation, protecting archers. Very nice! Liked the ghoul specific skill aswell the one when they eat bodies. That makes them regain health and get bonuses, grow. The orc warriors push away and closing in ability is a beast aswell, sometimes it sure seems they are pushing throught to the archers behind. Also noticed that the leader enemies all have a name, nice touch. Unfortunately the necromancer I met did not use any skills, just one stab, not that he could do anything else… Still would have loved him to do some nasty things instead jumping into melee.
Again, never met ghosts, even while i’m ghosthunting around the map. For the whole game met only one werewolf group, where are the others no idea. Only two skeletal places, one far west one far north. Seems to me the map generator or the enemy spawner script needs to be a bit worked on so the players have not only orcs and bandits abiable, and perhaps make mobile undead armies, saw only one undead band whole game and i’m around 100+ days.Btw. At least, for the very firs time in the whole playthrough I managed to save a caravan. But, the brothers still start faaar away, it was a fluke that the caravan had few hps left when I jumped the attacker. I do belive this part has to be rebalanced aswell. At least make the caravan hands wear better equip so they don’t get one shot. Usually at any time I try to save a caravan all I find is a bunch of attackers and only dead bodies.
Sky
ParticipantSky
ParticipantSky
ParticipantI hate level caps, so please don’t do that. I’d like to see harder enemies, or just more of them in general. There should also be something I can do with all the cash I have. I’ve been stopping by the castle frequently but no matter how much I help everyone the best I find is a mail shirt. At the beginning of the game the castle had full lamellar, now there’s practically nothing.
Yep yep yep. Have the same issue, just wanted to post about it. It’s not only the castle. All of the settlements do almost no item spawn.
Sky
Participant3) Failed to Equip
For some reason can not equit item. It is my 2h sword guy. In the fight his sword broke, now after the battle can not equip a 2h sword on him.
The first log is for the management screen while on strategic map, the second log for trying to equip while in battle.A save/load fixed this bug.
Attachments:
Sky
ParticipantLet’s do a second try.
1) Can’t use Focus skill
First turn, skipped with archer so the enemy comes closer and can not use the focus skill. Full ap, no fatigue, all I did was skip. On the next turn was usable again.
2) Crash
Used the 2h sword swing attack on two targets. Game crashed.Sky
ParticipantYes, sorry my mistake this bug exist no more.
Sky
ParticipantMight have been from before ud not sure atm.
Sky
ParticipantNew update, new list. And even a new page.
1) Typo2
As shown is ss a typo in job delivery.Attachments:
Sky
ParticipantA post from the dual wield part.
Regarding Orcs with two weapons….take a look at the blog background/keyvisual hehe.
We’ll see. Im less hesitant to allow dual wielding fo Orc bersercs as it would be more fitting for their “over the edge crazy” style.Now, it would be great to see things like this. You could add some bandit and village people who would throw a javelin while closing in, even shot a xbow. It is a valid tactic for players, npc-s could use it too. Even if it is only at the start of the raund and only one barrage, it would still be awesome. When destroying enemy shields they could grab a spare one aswell. Maybe give them some skills like the rotation so they can save their comrades, maybe taunt that would force your guys to attack the skill user. Even enemy specific buffs or skills like the orcs charge and the leaders roar.
The orcs have some nice weapons, the skeletons have shields tho only visual difference, some more of this kind of individuality goes a long way. Perhaps some simple color skins that only some bandits have, shields in colol unaviable to players on leader units. Maybe a bit more a little modified items that have same stats but have minor visual changes.
Sky
ParticipantYes, there should be an option where you can set the starting positions of every member like a default battle formation that is remembered by the game and applied whenever it is possible. Would be real PAIN to assemble in a tactic way before EVERY battle.
Sky
ParticipantFew new skills:
Guard Break (Offence Skill, Tier 1-2): remove all defence maneuvers like: riposte, spearwall, shieldwall
You break all those with shield bash, stun, hook. Maybe something else. But could work as an universal skill for any equip setup.
First-Aid (Utility Skill, Tier 2-3): remove bleeding and regain 20% HP after spending all AP from healer and target (target must be 1 hex close to him) <once per battle? or resurrecting dead battle brother with 1 HP?>
Resurrection is too much, stoping bleed and maybe other debuffs could work not sure about heal it seems too gamebreaking. You do not regenerate any health when a bandage is placed on you. It is a spoil of the usual fantasy rpg like games.
Bodyguard (Defence Skill, Tier 2-3): take hit instead of other (target must be 1 hex close to him) battle brother
You can use “rotate” skill to get the guy out or “footwork” to zoning out. Would be way too easy to get 2 heavys standing behind a 2h attacker and just soaking in all the damage while the 2h guy destroys all.
Sky
ParticipantDo agree with the first poster, those are nice ideas mostly tho not sure if all are needed.
-Like the underworld. Don’t see how it fits. Caves yes it’s fine, but a whole underworld seems far too fantasy.
-Some kind of a memorial should definetely exist with the fallen brothers small history. Perhaps a book of remembering.
-The religion thing is questionable. If the only purpose were to lift the curses, it’s useless. Blessing would be a bit too fantasylike again. And would become a chore thing where you get the buff every time it wores off.
-The base thing, well if Overhype wants it then so shall it be, if not I’m sure won’t miss it much. It definitely opens up a lot of possibilities and not less problems. The simple solution (if there are no plans for capturing settlements like M&B) could be a possibility of temporary camp. Where your band instead of just standing on the map, makes a small camp with basic defensive structures if attacked, maybe partially with wooden walls or baricades. This temporary camp would boost up the healing, repairing, slow down the food consumption, and very maybe give a small well rested bonus. Again a simple but useful mechanic, the crafting could be tied here aswell.
-About the individuality already wrote somewhere, agreeing on it.
-Not so sure about non combat skills. There will be non combat followers already, they should do just fine there is no need to overcomplicate things.Factions.
It will be if I understood correctly. So there will be a reputation system probably. And that is great. It can be used to punish for failed or dropped jobs. Noone likes it when you just walk away from responsibility or take on something unable to deliver. And it will open a lot other possibilities but perhaps it is a bit too soon to go into that.Jobs.
Now this is what I can not understand. Why can you take only one job at a time. It’s fine that you can’t take two caravan missions. But what hinders you to deliver a message while escorting a caravan? Perhaps even having a fort mission aswell. There should be limits but not one at a time for sure. Maybe one of a kind. You can make the players chose to have one mission or more, by making the delivery and fort ones times. Like for example you are at day 1. And the message mission gives you 2 days to deliver, so when you hit day 3 it will autofail. With reputation it will even give negative. This way you do not force the only one mission at a time, but still make it hard to do and involve some planning ahead. You can even add some random encounters to some jobs that would give more money and reputation but you would have to fight some opponents on the way. Making the player be careful and chose the route wisely. These ambushes can even be scripted events that you can not dodge. When someone wants to intercept a caravan they will do it for sure, it is not hard once you know the route…Combine this with my suggestion about jobs that makes you fight on the side of the guards against a threat and you get a lot of content more or less easily. The world will suddenly get lot busier and more dangerous. Your mistakes will have other consiquences than just losing sellswords. The players will be more leaderlike instead of simple gun ho attack everything you see, take all jobs you can, plunder every fort there is.
-Food could be a bit more expensive, so the healing supplies and ammo.
-There should be a way to get rid of excessive money lategame, with reputation you culd literally buy it for example, with player controlled settlements aswell. Maybe a legendary hero could come sometimes who costs insane amount of money.
-Some gossip like system would help a lot, to sometimes discover enemy forts instead of wandering around and following enemy armies in hope to find the beast lair.
-The npc bands should definitely more involved and have more patrols.
-Maybe add some mechanics for villages to grow and for humans to make new settlements roads and outposts. Could be ties to a lot of jobs and events. -
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