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  • in reply to: Offense Skill Tree Discussion #2557
    Avatar photoSky
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    Debilitate: At least had some time with this skill. It is a mid/late game skill that becomes stronger with its user. The dude who used it has 101 attack, that makes a +30 damage. The next in row was a pikeman, who with this debuff on the enemy made his first one hit kill on a young orc. Definetely a strong skill. It is just for one turn, still an overkill. Should be nerfed 5%-10%. But that would make it around the same bonus as the Full Force and that is a mid/end game passive. Definitely needs a rebalance but is spot on the tier 2.

    in reply to: Defense Skill Tree Discussion #2552
    Avatar photoSky
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    Return Favor: The orcs did make showcase this skill. It’s quite a wiev to have the orcs stun themselves. It is nice by itself, and now imagine combining it with Push the Advantage that gives the +20% to hit and to hit head. A deadly combination. Even wondering if it’s a bit too good that 50% chance to stun. Definitely a tier 3.

    in reply to: Sky's bug heaven. #2546
    Avatar photoSky
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    XVIII) AP bug
    Did read about it already, now I had it too. Archer with the focus skill next turn did not use any ap for his shot, making it thoreticly possible to shot three times. Since he used focus the turn before, all the fatigue was used up and regenerated only for one shot. Anyway might have seen it happen to other char that does not have the focus skill and is a melee. 11:58:50 in the log is the free shot.
    PS. The archer shooting a dead body definitely exists, just shot ton of arrows into the corpse while focus firing.
    XIX) No tooltipp
    Second time this happened, now I have a nice log and a ss. For some reason while in battle at some point the archer skill does not show the tooptip when mouseover enemy.

    in reply to: My first impressions #2541
    Avatar photoSky
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    Yep, absolutely agree with the skeletons. And arrived to my invincible orc fort. They did the same as yours, jumped out to ambush. It was nice since was able to lure them from the forest not to have additional difficulty. For some reason both warbands that came to ambush did it separately even tho they were real close to each other. If they were combined I’m sure it would be way way way harder. Even as it was for the second pack had to use the “Rally the troops” skill to refresh fatigue and switch to lot of secondary weapons since the primary ones were near breaking point some even broke.

    in reply to: Utility Skill Tree Discussion #2540
    Avatar photoSky
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    It is actually my favorite one. It is fresh and well working. Always nice to see innovation in rpg like progress systems, unfortunately they mostly fail, not this one!

    in reply to: Sky's bug heaven. #2533
    Avatar photoSky
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    Thought so, here is an other crash tho it well might be that I accidently moused the frenzy skill while the guy took the swing.

    in reply to: Sky's bug heaven. #2528
    Avatar photoSky
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    IV) Crash 2
    So the other crash made me wonder if there were more skill tooltips that cause crashes. There are. At least this one. The skill “Footwork”. When mouseover the skill on the character sheet it crashes the game.
    BB_Footwork files.
    Still crashes.

    XVI) Crash
    After using swing skill on two orcs the game crashed. The error message was the same as with the mouseover, Critical exception at hardware level.
    XVII) Debilitate Skill
    Not sure if it is a bug or intended like this. The Debilitate skill as you can see has a range of one even when the sellsword has a range two weapon.

    in reply to: Dual Wielding #2527
    Avatar photoSky
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    You should be able to if the offhand one would count as a shield.

    in reply to: Dual Wielding #2522
    Avatar photoSky
    Participant

    I thought the same about the daggers and knifes, untill my full armor dude almost died twice from a nude archer.

    Dual wield could be an extremely rare thing like background for a legendary mercenarie. “Duelist”.

    in reply to: Character Generation #2521
    Avatar photoSky
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    Lots of good ideas, and most can be done and left for each player to decide individually how he’d like to set the game up. As long as there is no forcing in a specific way other than it is now, everything should be dendy. Keep as many options open as possible, a bit more customization at the game start than name difficulity and banner could go a long way, especially if they will go random by default as it is now.

    in reply to: Sky's bug heaven. #2520
    Avatar photoSky
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    It well might be that the first one is just a visual thing. Like the target dies the instant I select it as a target while the arrow still travels. Tho seems like it just dies from first shot.

    in reply to: Sky's bug heaven. #2497
    Avatar photoSky
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    And the last for today.

    XV) Typo
    Found a typo in text upon delivering job.

    Attachments:
    in reply to: Sky's bug heaven. #2496
    Avatar photoSky
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    Now the last situation with the berserk skill. Attacked a group of bandits, started off as 2 walls formation. They weren’t many so I decided to go all in and just rush them. First turn moved all my melee forward to be 2 tiles away from enemy so they get only one hit. They moved aswell. One moved to my 2h guy, used the first skill and killed. Berserk did not trigger. Next turn moved up a tile to get close to an other enemy, used same skill killed and the berserk triggered. Now the difference between them were the first one had 1 hight bonus and was already damaged. The secound one was shield bashed down to the 2h guy and then executed. The third guy was damaged but was on the same hight lvl with the 2h, triggered successfuly. And again with the berserker, but now my 2h guy was one lvl higher atacking down and no trigger.

    That knife skill is super effective, almost lost a full armor sellsword for the secound time to a puny archer. Was a fearsome surprise.

    About the forest attacks, perhaps making the random placement’s range smaller will do the trick. Just seems out of place to have “wandering off” fighters at the start of an attack.

    The today list started on the first page, there are 2 crash bugs and missing skill.

    in reply to: My first impressions #2487
    Avatar photoSky
    Participant

    Now this is what I call a job. Neat.
    Like the text, the job itself. Hope more like this will come.
    And an example of “deadly” army composition. Unfortunately there is not much deadliness about it. Still have an “Invincible” orc fort to go, will see.

    in reply to: Sky's bug heaven. #2485
    Avatar photoSky
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    XI) Berserker skill
    Skill not always triggers. It should give 4 ap after killing an opponent once a turn. Secound time it happened not to trigger for some reason. BB_NoBerserk
    PS Happened again. Then on the next turn it did trigger after all.
    XII) Knife
    This weapon is the best there is. This happened more times. My sellsword decided to chop off the head of an archer and jumped to him. Big was his surprise when the archer took the knife out and ignoring ALL armor did damage straight to the healt of my guy. Yep, the nife that is “not made for combat” that should do 50% armor damage. Can’t say that this happens all the time, noticed this just once before mainly cuz people with knifes are usually beheaded in a single blow.
    XIII) Attacking into a forest tile
    Not sure if it is a bug or design, but attackign into a forest tile makes my band start just the same as when ambushed. Randomly placed around, and the enemy comes from all directions aswell. Since i’m the one who initiates the attack on the fort, I belive my troops suppose to have some kind of formation, ok maybe not lines but still not a random placement.
    XIV) Invisible montains
    As shown in the ss that whole territory counts as montain terrain for walk speed, even where has no visible montains on it. It started from the hills south, and goes north till the hills.

Viewing 15 posts - 331 through 345 (of 366 total)