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  • in reply to: My first impressions #2479
    Avatar photoSky
    Participant

    Thank you HD, and yes it seems to tell the quantity instead of quality. The strong skeletal force I encountered last had 19 members but the skeletons fall apart from 1 max 2 hits since they had no armor.

    Also would suggest that Overhype gives them a buff for resistance against piercing weapons like arrows spears etc. and maybe a debuff for crushing weapons like maces. The usual stuff. They have a cool damage art but since mostly die from the first blow its rare to see the damage model.

    Would be great if all the jobs to find forts would give not only the direction but the terrain type of the fort. Sometimes takes ages to find them.

    in reply to: My first impressions #2469
    Avatar photoSky
    Participant

    Almost forgot. There is a nice opportunity to add jobs where the npc settlement asks your help to fight some enemy with their troops together. It could be to help fight of bandit band with the village militia, or destroy a bandit fort with capitol guards, maybe even raid the orc fort with the castle troops. You could introduce bigger battles that would take longer ofc, be harder, give a brutal war feeling but still be optional. This mechanic could be used to stop enemy overpopulation, or to trigger even more enemy spawn. Anyway this would be awesome!

    Just wow, 55 days in and now is the very first time I encountered skeletons and vampires. That was a nice present. Now all I have to do is defeat them…

    in reply to: My first impressions #2466
    Avatar photoSky
    Participant

    New day, new thought.

    When I started to play and checked the skills I decided to make some kind of balance in my party like having a fixed amount of each weapon type and combat role. Looking at the skills it seemed possible and should work fine, and it did, kinda. There are far more efficient ways and no need to plan much.
    About the skills, as I mentioned before, there are some obviously better skills and there are some almost nonexistent ones. There are a lot of them, and not even speaking about skill combos. In my opinion the skill trees and skills should be redone in a more balanced way. I did few skill examples already in prev post, here are some skill combos that are overpowered without a doubt.
    Bags and Belts + Quick Hands. Needs only 2 levelups gives you the opportunity to switch freely between 4 items at any time without any cost. BB_Skills.jpg shows how one guy who is not realy skilled in battle became a deathgod independent of situation or range. He has only support skills and is still valid. Too much valid. He was supposed to be the backup captain, with basicly a support role where he runs around and fills in the blanks in the shieldwall. Turned out that he IS the shieldwall himself. And the archer and the mid ranger and the executor. He can show xbow, throw the jevelin and change to 2h or shield in the same turn. He can turtle up just to let the enemy gather around, switch to 2h and chop all dead in few swings. The only skill he lacks is the -20% armor dmg skill, and i’d take it at the very beginning usually but wanted to test the support and never thought he will live long enought.
    Next exaple is the offense tree Berserk + Killing Frenzy. To put it simple, a guy with these skills likes to be surrounded, in one turn he annihilates everyone. You can hit twice in a turn with a 2h and after the first hit you get +50% dmg. The only thing that can stand this are orc leaders and warriors. Everything else gets annihilated in few turns.
    And a last example of the defense tree. Oh wait, there is none. No good symbiosis can be done there. Sure there are skills strong by themselves as the Colossus for early game or the must have Battle Forged or even the 2nd tier Rotation with that you can fight even the hordes of undead without the fatigue problem. But no combos. Not even when paired with one of the other trees.
    I do belive there is a lot of work to be done in the skill department as of now. But at the same time I simply can not agree with Don_Teridon about the weapon speacializations. As a 4th weapon specialization tree it could work, but putting it in the current ones would be way too difficult. Even in 4th tree it should be quite different from the other 3, either be able to chose a weapon type from the very start (or starting at lvl x) and no tree tiers, or the first tier the weapon types the secound and third just flat bonuses maybe elite skills. If it should be a matter at all, the current specialization is bound to backstories and all seems to be splendid.
    Just don’t forget Overhype, you have a lot of free space in those trees, perhaps you could grow more skill fruits there ;)

    About the character quantity. Absolutely agree with Teridon. The game setting just begs for a reserve, making the heal process slower and maybe some debuffs for fighting under x hp makes strong sense aswell. You don’t even have to change much in the management screen to add an other 12 slots below that are reserve, and both sides still free for the probably upcoming non combatant personal. You can even force the rotation between the active and reserve by adding battle fatigue to debuff chars who fight more battles in short period of time. It should be quite hard to fight even twice a day. Tho this is a game and the gameplay consiquences of forceing anything, be it weapon specializations or rotations, might be bad.

    The player controlled fort might be interesting but needs proper balance in order to function properly and not to become macro hell cuz it can’t for example protect itself or takes much more money than makes. Tho could be nice to have a simple economic aspect in the game and a player controlled settlement would be perfect for it. And for a lot more fun things.

    The visual identification, is fine option as long as it is not forced. The current way is very much how id prefer it. Would be a shame to be forced to color out the units, it is a mercenary band and not a goverment organized military group. But, adding in tabards and being able to put them on the armor (like a minislot on management screen) that the player can modify would be great. Like a craftsman in capital city whos interaction window would be the tabard customizing one, the simple the better, where you can buy them and customize. Like having a red main colored one with your bands symbol for Teridons helberts and a blue one for spears. It should be displayed when equipped like the guys on the background here on the forums. Just don’t force it please.

    Command units, well they are already in, you can open the command skills in the utility tree. They are extremely usefull no doubt, and you realy should have at least one commander but better to have both tier 3 skills. It definetely makes a difference. Even the tier 2 Captain and Fearsome changes things considerably! And this is better than to have it like in HoMM to stand by watching and be immune… When they on battlefield in the battle and can be killed their value rises tenfold! It should stay like this.

    Combining the troops into units, well that can be done simply with adjacent bonuses. Like the shieldwall giving a small adjacent bonus to units standing around it or a debuff aura for enemy to make harder for them to atk near a shieldwalled unit. As for now in what I belive to be the endgame (lvl 9-10 with best equip currently possible) the shieldwall is almost useless. The few damage that comes in is easily soaked by the heavy armor. But if a shieldwalled unit would give adjacent bonus to friendly units behind it (hook, jevelin throwers, archers) and on its side (other melee) that would encourage to use it even at this point.

    The movement on the map. Maybe you consider adding it later on as a non fighting followers, the horse. To make travel faster on the fields, on the hills. No bonuses on the montain or swamp, and maybe half the bonus in forests. This would be a great addition especially later when every day is a race for the payment aginst the clock.

    Addition of more rare things. Like hirelings backstories, some extra rare ones. And they don’t have to be expensive, just realy rare like a hermit who lived somewhere alone in the nature but was forced to leave his meadow. A wanderer from a far away land, a sailor who had to leave the sea, rebelling royal youngster who hates the royal ways, an urchin forced to fight for his life and now has no place, etc. You can even link a lot of random events to these rare types, and even to existing ones. Like a group of family members whos kin was slain by your assasin. A cultist group who decided to punish your cultist for dishonoring the wisest of the eldest, etc. Adding rare items or item quality tiers. From badly made to a lifetime masterpiece. Maybe even silver weapons to fight the spirits(if you going that way). Rare encounters with roaming enemies like a pack of crazy men who run at night beliving they are werevolves while they are high, or mystical encounters like saving a maiden from a group who disappear into thin air after the fight (might even start quest to find out what it was).

    Where are the females? It is the dark ages allright, still there should be female combatants, and im absolutely sure the zombies do not care about the gender nor the werewolves. oO

    Absolutely love the orc faction, they are made very well, nice looks, nice armor, nice skills. The only problem is the packs wariety. Usually its only one type maximum two type of orcs in one battlegroup. Ye sure when multiple groups attack then you have the full salad, still a bit wariety would go a long way imo.

    I’d like to see some gossip in the villages that would reveal “forts” on the map. It takes just way too long to search by myself. Yeah sure if you know where the orc and bandit spawn point is you just go there and usually there are new forts there but other than that its way too long to find anything. The folks always talk, and so should they do here aswell. Give them some voice ;)

    Now that my band is strong and eager, I find hard to find opponents to mach my strenght. And even harder to find big scale battles. The zombies are the only ones who come in numbers, and have to say they do it or rather did nicely by wearing my bands fatigue down, now with heavily armored 2h annihilators and rotationing others. They are no match anymore, be it 20 or 28, with or without ghouls. They still a lot of fun to massacre, just no challenge.

    Was trying to generate a map where the road system is round, but it never happened. A lot of times there were two villages near each other and it would make sense to have a road, but they did not. It might have to do with the caravans and patrol routes but if not, would be nice to implement.

    Maybe add some achivements to the characters. Like killing x orcs gives a background of orcslayer, or surviving with few hp, maybe for decapitation of x enemy, etc. There have to be strong limits, maybe the limit should be simply one, and they realy should be achivements and not like swing a sword get “swordswinger”.

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    in reply to: Sky's bug heaven. #2441
    Avatar photoSky
    Participant

    Just as was about to post an other no end battle, seems it should be fixed. With this, starting the next bug post here.

    Yep, combat ends without a problem. Very nice with the continue instead leave on the stat screen! Was a very much needed fix.

    in reply to: Sky's bug heaven. #2416
    Avatar photoSky
    Participant

    Continuing in a new post on the next page.

    VII) Multiple enemy armies

    As the screen shows there are three or more armies in the same spot on the map, they are hunting my party and moving since the forest together. When the battle starts they all merge in one big group, but on the map like this there is no way to see how many are there realy. Not a bug, just lack of valuable feedback on the strategic map. They are from three different camps so their flags flicker rapidly while they move changing whos on the top all the time.
    VIII) Disappearing sprite.
    The caravan sprite disappearence hits the bandits. Getting closer to the city they spread out chaoticly, one of them went throught the other and its sprite disappeared. Just as in the caravan one, two same sprite hovering over each other makes one disappear.
    IX) Guards?
    An other not so much bug, but just look at this… This supposed to be the capital city guard. It is absolutely fine to have militia in the villages, but the main city sure should do better. Like the basic organized guard equipment, leather armor spears shortswords axes, you know the simple guard regulation stuff. It is not an army like castle one but it isn’t a militia either.
    PS. About the free stuff you get just by following an npc army and maraudering. This battle was just looking to see how the npc fight between themselves, got no exp but the loot was still there. And this is a low battle with weak participans BB_FreeLoot.jpg
    PSS It would be nice if not to remap the keys to at least see somewhere what keys do what, just found that the ctrl key flips the battleground upside down. It is quite useful to be able to change the wiev angle and would been good to know far sooner.
    X) No turnover
    While patrolling around found an undead “fort”. It was day so jumped right in. First was my archer, then the ghouls had their turn. But seems like the very first one was too upset about not moving first so he never ended his turn.
    BB_StuckTurn files.
    PS. After the last update the only battle that properly finished for me was the one where I was watching the militia fight.

    in reply to: Sky's bug heaven. #2388
    Avatar photoSky
    Participant

    A new day a new find.
    I) Attacking a dead body.
    If you fast press the skill button and then the mouse for targeting, you can do the skill twice even if the enemy is already dead after the first hit. This happens to me mostly with bows they are the attack type I spam a lot. Didn’t spam melee but will try from now on.
    Can’t say its something to be dealt with since unless you spam the attack it does not happen, but still just to let you know it is possible.
    PS Easiest way to see it is to get the “Perfect Focus” and just barrage an enemy with missle cloud.
    II) No end battle 2
    Just as I alt tabbed to post the I) after coming back and doing a finishing double kill, the same battle as yesterday did not end. It is a job battle given in the castle, this is an enemy bandit fort that spawns bandits who infest the woods around the village in the north.
    BB_NoEndBattle2 files.
    III) Crash
    While fighting, my sellsword with the perk “Killing Frenzy” annihilated an enemy and gain the buff. So I decided to check what the buff tooltip says and crashed. Happens always.
    BB_BuffMouseoverCrash files.
    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.
    V) Missing skill
    While activating all skills in battle, triggering effects to check the toolboxes found that the skill “Indomitable” is missing in the battle.
    BB_MissingSkill files. No log for this one.
    VI) No end battle 3
    While testing the toolboxes was fighting a bandit group that was spawned from the job fort (II). Defeating them resulted in an other no end. The “retreat” worked, combat ended and half party died.
    BB_NoEndBattle3 files.

    in reply to: Sky's bug heaven. #2318
    Avatar photoSky
    Participant

    One more for today.

    Battle does not end when the last person dies. First time this happened to me.

    in reply to: My first impressions #2317
    Avatar photoSky
    Participant

    Yep. Both would be very useful. Just not to overdo it.

    Perhaps just like the skill for commander there could be one for tactician that would allow you to move units around in a 2×12 grid. Ofc only if you attack, if you are attacked at day perhaps to have like two units be able to move before battle, already had fights when a unit is separated by the hight difference in terrain or simply too far for no reason. And no effect at night or fog.

    The only way to jup in an npc fight is to tail a guard unit, never managed to save any caravan. Besides there should be 1-2 guard with the caravan at least light armored with better weapons than knives. The ones that rarely are there, die from the first hits and you simply can not arrive to save the caravan master.

    PS about the 25c upkeep people. Just found one with a weapon skill of 74 at first lvl. There are quite good ones both in stats and equip.

    in reply to: My first impressions #2307
    Avatar photoSky
    Participant

    Thanks for such a nice EA. Great potential. Simple but rock solid battle mechanics. Keep it up! ;)

    You can always bound the generation of jobs and places to the statistical middle lvl of the full party the player controls. So it will not spawn strong forts at middle lvl 3, nor will it continue to spawn puny forces against the player.

    You can even bound some caravan jobs, like you will not get the long ones when you just started since it threw off the early game in my playthrought. 2-3 long caravans and I was all set. For a too long time. Now I have to go look for trouble myself since trouble does not come to me, nor am I getting hard jobs.

    The early game long caravans are same as maraudering the guard forces. All you have to do is follow the npc and just get the tonn of gold/equip. Makes little sense imo.

    in reply to: Suggestion for displaying ammo #2302
    Avatar photoSky
    Participant

    Well, just get a secound quilver and the perk quick hands or whats it called. Found 20 arrows to be about enought in my game atm. With this you don’t have to check ot worry, your archer will simply stop shooting indicating that he is ready to swap new arrows. ;)

    Same goes if you want multi role fighters, like having an xbow to fire at the start or a hook wo fight with when they stuck in the back row, perhaps a little spartan style jevelin throwing at the closing enemies.

    You can even get the +2 slot perk to make an elite any scenario warrior.

    in reply to: My first impressions #2298
    Avatar photoSky
    Participant

    Ey ey ey. Now, this is how and what I experienced compared to the above. Just remember this is represented by my game so far, no idea how much the gods of random were helping me.

    Absolutely agree on the music, done amazingly. Played for quite a time and did not have to start up my playlists.

    But can not agree on the difficulity with the camps. The only time I did lose men was at the very when encountered strong and above next to each other. Very first battle against the joined raid parties took both of my well trained mercenaries. Was not prepared for a berserker warrior army. Those are scary. Tho not as scary as the orc leaders, he alone almost annihilated my whole group. Thanks to the rotation skill only had to rest for days and not dig graves.

    I do buy alot of tools, and I do repair almost everything, it still gives more money. That inventory space is big enought if you don’t go on an exploring conquest destroying the orcs whos armies were burning the villages. Consider the tool – repair thing as a short term investment. Ofc the better the items are the more you gain. Besides both Orcs and Bandits seem to be factions who spawn in new forts all the time. At least I was not yet able to eliminate the green manace, they keep poping forts all around one of the village and burn it.

    About the recruits, for a long time didnt lose any men, before that all who died were newcomers without lvl. Since the start was going for the cheap ones. Now when my group is 7-9 lvl I ran into the horde and lost two brave soul who were with me from the early game, a farmer who became my secoundary 2h annihilator and a beggar who became my archer. So I started to look for strong and expensive adventurers, not knowing the difference between the 1k+ guy and my ~100 peasants. Even lvled as mine are, these super expensive ones aren’t far behind in stats. And they are lvl 1. Having a party of expensive lvl 1 recruits is like having lvl 5-6 of the low cost ones. As long as they do have good backgrounds ofc.

    The lvling, well it is too fast imo. The spacing between enemy lvls is off too. There were no puny forts, only few weak ones from quests to search for, and average from annihilation quests. Skipped the puny lvl from the very start, just like it was never there. Weak was not up for long either. There is no big need in equipment if your party if prepared with right weapons and luck. Probably they will be balanced sometime later, at least would make sense.

    Perks, some are extremely useful, some are almost absolutely useless. For example perks like “Battle Forged: -20% armor damage” and “Rotation: change place with a char next to you” “Shield expert: +25% defense from shields” are super useful, the first one for all melee the secound n 3rd for shieldbearers. Can always save anyone and take almost no damage even when hit. While “Executioner: +20% dmg when enemy 50% hp or less” and “Hold out: immune to morale” are absolutely useless in my game.

    The jobs. The caravan ones were great the the start of the game, easy money. Getting 1k+ clean profit at lvl 1 is too good. Perhaps they shouldn’t give such “hard” routes to rookies. While after a point they indeed become useless. They give no money, or takes too long to have any profit. Other jobs are ok, now that you can’t deliver same destroy quest 2-3 times.

    A short summary, on my 45th ingame day. And I do agree with everything else that you guys said. Will see how it goes from here.

    in reply to: Sky's bug heaven. #2266
    Avatar photoSky
    Participant

    Was rerolling the maps to see what kind of shape and form the road system can be, and the city count. On my last map there was a city without road connections close inbetween a river and montains. Unfortunately the ss was blank again for some reason.
    PS. An other not connected city.
    PSS. At least 1 time out of 10 there is an unconnected city.

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    in reply to: Sky's bug heaven. #2258
    Avatar photoSky
    Participant

    Error while trying to load autosave game crashes. Probably cuz of the hotfix, still here is screen and log.

    in reply to: Sky's bug heaven. #2249
    Avatar photoSky
    Participant

    Uploaded the cut version to the post above.

    in reply to: Sky's bug heaven. #2244
    Avatar photoSky
    Participant

    Now. Seems like starting the next bug list.
    A)
    In battle the enemy is stuck on a unit that is out of visible range. Can not move camera, esc opens the menu, game is not frozen but stuck.
    B)
    Exiting the game via alt+f4 forces an error then an other one.

    PS. The log file is 25mb+ it was looping on the error and filling up the log. Cut out the excessive looping reuploading.

Viewing 15 posts - 346 through 360 (of 366 total)