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Sky
ParticipantBoth were discussed already multiple times. There will be a day when the battle arrangement is implemented, and maybe the homing click.
At this moment, all units on the map have multiple range zones. Like the sight, following, supporting. When you are close enought to the enemy you enter combat with all friendly units that have you inside their support range.
Sky
ParticipantNot sure if 3 rounds is the right spacing, but the idea itself is quite interesting. So the enemy would be able to reinforce, and the militia would be able to reinforce you. While other factions would be able to enter battle and fight you both. Unfortunately I do not think that would be easily doable (connecting the battle and strategic map) but let’s see what the devs say about this.
Sky
ParticipantThis sure needs to be resolved. But as for now the UI has like no information especially in a battle. Key functions are missing like representing the item durability, removing the need to go in a different management window to swap items or pick up from ground, etc.. Maybe the ability to see the char names somewhere or being able to customize color or even tabards on the characters will help. As for now try to equip different armor and different shields… I guess…
Sky
ParticipantIf I understand it right, the caravan can be started every 4 days. But to do that the village has to be not in raided state. It takes 4 days for a village to reset to normal. So it should take you 8 days guarding a village to sart a caravan. After the neutral state a village can be improved only by an incoming caravan, after the next village spawn reset(every 4 days).
Sky
ParticipantSo, at least I have the time to properly read and leave my thoughts here. Since I’m God’s less coherent socket puppet I will only write about what I see differently everything else as usual I do agree completely.
Sling: I’m hoping there will be more weapons in all the categories but the range one needs more asap. Would be nice to see different one like the sling, perhaps bola, nets, darts, etc. and even simply adding more of the same kind would be wonderful. Like longbow composite bow, heavy xbow etc.
Pause after the battle ends: Should not be mandatory, but as an option it sure could be nice(gameplay option menu).
Factions: As wetland, there are other geologically zoned specific lifestyle factions. Mountain villages were different from both wetland and grassland settlements. Being mostly miner colonies or trade hubs. Usually covering a mountain like a spider web. Don’t forget the nomadic factions of the lesser terrains that were mostly animal herders. Just a few of many. Would be nice to have a random nation selection for the human factions instead of always having the same grassland ones in different color. Sure the most of the map is grassland and it is logical to have more than one of the core factions, but it could be a nice touch to have slightly different other factions with emphasis on their surrounding. To have more iron armors and weapons at the mountaineers fort. Or to be able to recruit specific support characters at specific nations.
Randomized backgrounds: While personally I’d like to see this feature, not sure about most of the players. This would bring even more diversity but at the cost of stability. Many players do not like the extended random factor and prefer having constant choices as well. Imo this game has a strong random generation so there is a gameplay improvement with this.Deformed faction: Mutants I guess like in the “Forest” perhaps simple meat blobs. I’m really not sure about this. As an arch enemy it was already used in “Warlock” 1 or 2 don’t remember. Could see it only as a very minor very rare very small but very strong faction. Still not sure if it fits the world at all.
Dodge: While I do agree that it could be made more usable, the once per turn would clearly overpower it. Maybe once per turn but then less bonus like half.
Cultural transition: This would be a great thing and it is not hard to do, just make one more layer of town progression. Making these the lowest tier settlements. This could also open a hireling tiering and item distribution. Like having the lowest tier items in the shops and more spread out background distribution. Thematically it would be a very nice touch as well. And if the factions will be able to dynamically grow this could be so to say a pioneer outpost kind of thing. Opening up a lots of opportunities for the “founding an outpost” kind of jobs.
Wiedergangers: There is nearly no limit of how a reanimated corpse could like, just chose any kind of death and you have a different visualization. Be that swamp roters or puffed up drowners. And as said before, death is no racist, any faction can and should be animated as a weiderganger. It’s relatively easy and would bring lots to the game.
Nine Lives: It does need a rethink even perhaps a removal imo. Surviving with 1 hp is useless. If it would cancel the killing blow completely, so no damage done then I can see how it would have more use. But again, making it a once per turn would make it extremely powerful. Additionally since this is clearly a luck based skill it could be providing somewhat a resistance to negative traits that will be implemented.Leader type units: Why are there none now? There are immense variations on a stronger specific leader type unit. Or even an elite version of the units that are already in. It would bring in diversity as well, having not only the same orc leader to fight but a berserker leader or a young leader. This could nicely transit into the internal faction difference! The young orc focused camp should have higher chance to have a young orc leader. This would also work with the event system, especially the specific leaders.
Supernatural: The demons and such, they could go as events no doubt. (Or jobs, get rid of the witch or the secret coven in the forest and bam they have summoned a demon to help them. Or golem, or anything else of this kind). The cultists in game are already Chthulhu fhtang-ers. Could be based on this aspect, Lovecraft had lots and lots of foul creatures.
The rat-kin: I’d definitely would like to see them. They aren’t commonly spread but are a very nice race. Always liked them in warhammer. Not so much playing as them but against the ratmen infestation.
Sky
ParticipantSugg.1
battleUI
Sugg.2
“following/guarding” caravan automatically
The UI will be one of the last things that will be done, at least this was the last statement I saw about it. It will be reworkerked perhaps even completely since there is almost no content in that would change the ui. Since the dev team is small they decided not to devide the resources to the everchanging ui untill the game is feature complete so it will take just one time to make it and a bit of tweaking. I personaly feel that there could be things added even at this point even if temporarely, still I sure can understand the effectiveness of the masterplan.
The caravan follow, absolutely agree with you, and did write it somewhere. Sometimes it is better to run around especially at known bandit or other enemy zones, but mostly it is a needless ton of clicks and micromanagement. There definetely has to be a follow caravan order in some form that can be triggered on at any time and triggers off when you press anywhere on the map.
Sky
ParticipantIt always happened to me when exiting a settlement, so I suppose it is because the game thinks it is paused while the pause script did not trigger properly. Only the main menu resets this status. The problem is that I’m most of the time alt tabbing so it sure could be a factor too.
Sky
ParticipantIsn’t making the max. hitpoints reduce to chance to be stunned an option? High hitpoints could represent the resistance of a brother against status effects (stunned, posioned), thus making hitpoints a little more viable, once a medical system has be implemented. Or that’s at least how it works in many RPGs.
Anyway, having the stun chance decreased by shield and shieldwall bonus doesn’t seem enough to me. Have any stat influence the chance as well, so you can directly develop certain brothers to become more robust against stunning.
Perhaps to add more significance not only to armor but perhaps to initiative aswell, it could be the bound stat for stuns. The faster you are compared to the enemy, the more chance you got that he can not react in time.
The hp aspect is a very fine one aswell. As stated more times already, I’d love to see more stat bound skills, and if instead there are game mechanics well even better. The current stat trinity must be broken, and diversity has to dominate giving the player even higher character management options or even so to say manual specializations.
Sky
ParticipantThere is huge inconsistency with the map generation. The best map so far was settlement-road wise a circle + some outside, enemy wise the same map had “zones” where I was able to vonstantly find enemies of one type and at the borders two and even three different fighting factions. Compared to previous plays this had the best road and enemy spawns. Unfortunately it did not help with the world being alive. Everything was too much spread out, making the game even harder, so the npcs were’nt much productive. In other game had a very tight settlement placement and the world was hyperalive, constant caravans guard runs, fights with bandits. While I love the spreadness and layout of the circle road I do miss much the livelines of a tight setup, while on a tight setup it is much much more easy since all is near and the towns can stand up and recover.
Sky
ParticipantSure there are, downgrade your PC to the minimal requirement or even lower ;)
Sky
ParticipantSeriously? Did you stalk on them and saw a band of Orcs turning into a fortress of Orc, or something like that? I’m just curious.
It supposed to happen, tho personally I never seen it, the enemy seems to flee endlessly, but usually throught other enemy camps so following one group opens all kind of nasty things.
Sky
ParticipantBeing next to a city is almost same as inside. Anyway down in signature there are links to the tipps and tricks made by community, and the wiki.
Sky
ParticipantOr the rats gathered from around to please their rat king.
Sky
ParticipantSame, thought i’m doing something wrong so waited for more testing. Seems like it is still the skill. Sure it does show now the supposedly affected enemies, but all they get is the visual indicators and not the taunt. In my case of 5 enemies maybe one tried to ambush the taunting spearwalled unit. Can’t be sure since there was simply no other room to go other than next to the taunter.
Sky
ParticipantIt can not become too much like M&B. It’s not like MB, it just seems that way because the world map movement of your unit, that’s all they have in common. When the faction conflicts will be added, that too would be similar to MB and to any other faction conflict mechanics game out there. Apart from the world map everything else is quite different.
But it could become even more than it is now. By giving the characters more of a personality, not only by traits and backgrounds but by adding in some characterizing one liners like the Darkest Dungeon has. It would require some work but would add immensely to the atmosphere of the game. Be it curses and whines on the battlefield, or disappointment frustration or cheering up on town or management screen as they get better or worse equipment and jobs.
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