Wargasm's Replies

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Viewing 15 posts - 1 through 15 (of 284 total)
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  • in reply to: Paul´s Art Corner #22918
    WargasmWargasm
    Participant

    Regardless of anything else, I think that the blade of the new greatsword is a distinct improvement. The old one appeared to be slightly lopsided, especially in battle.

    As for the new lamellar armours, the scales look better than the old ones but the new -40/285 one could do with having some green-coloured materials on it. I really like the combination of earthy green and orange/brown colours on all the others.

    I don’t think that the game needs to adhere strictly to late-medieval styles of armour and weaponry. I like it to fuse elements from throughout the entire medieval period, as well as incorporating earlier and later elements that seem like natural precursors/descendants of medieval ones (not to mention heavy doses of mythology and bits of fantasy). “Medieval” is just a term that was posthumously bestowed. Some “renaissance” or “early modern” elements, like gunpowder and firearms, totally changed the nature of warfare and would break the “medieval” feel of the game. But other elements from the 1500s/1600s, like the massive plate armours and hand-to-hand weapons, really just feel like a logical continuation of the “middle ages”.

    WargasmWargasm
    Participant

    If you attack an enemy from a non-hidden tile, and then move onto a hidden tile with your remaining APs, that enemy can see you through the bushes and is able (e.g.) to fire bows at you.

    It is possible that they hit your hidden bro inadvertently while aiming at an adjacent bro, thus revealing your location. I did the exact same thing to the A.I., and revealed a hidden bandit adjacent to my intended target.

    No. The hidden one was flanking the enemy in isolation.

    in reply to: Undead Trophy doesn't grant immunity to geist screams #22831
    WargasmWargasm
    Participant

    Ah. That makes sense.

    in reply to: Retreat Mechanic Needs Work #22822
    WargasmWargasm
    Participant

    Well, retreating will presumably be distinct from fleeing, with some degree of a defence bonus rather than a penalty, and presumably with any active skills still active (e.g. shieldwall, riposte, spearwall, indomitable).

    in reply to: Paul´s Art Corner #22806
    WargasmWargasm
    Participant

    Or the old sword could still be carried by Fallen Heroes.

    in reply to: Is there a release time for the new DLC #22747
    WargasmWargasm
    Participant

    So far as I can recall, the only Battle Sister thread on this forum in the past year or two was started by someone threatening to boycott the game if they were introduced, whinging that it would undermine the grim realism of necromancers, shamans, skeletons, fragile beggars and cripples in rags squaring up to orc warriors wearing the remnants of tank battalions as body armour, etc. etc.

    in reply to: Is there a release time for the new DLC #22735
    WargasmWargasm
    Participant

    Is there any possibility that a beta-testing version will be made available in the build-up to release, like for the original game?

    in reply to: Dismiss button doesn't work in 1024×768 resolution #22721
    WargasmWargasm
    Participant

    I’d always had it on 1366×768 and the button always worked. I changed it to 1024×768 and loaded and played the game many times with that resolution, and the button never worked. I just altered it to 1280×768 and the button immediately started working after the required re-start.

    in reply to: New recruit preview tooltip #22635
    WargasmWargasm
    Participant

    I think it’d be good for the early/mid game to have some selective revealing of traits and talents. In the late game, once you’ve got lots of gold, you can hire/fire non-professional recruits at will, and firing a mediocre recruit from one background guarantees that another (possibly better) recruit from that same background will soon appear at some settlement (i.e. firing more recruits increases your odds of finding a rare elite one).

    I’m not sure that the “Strong” trait would be visible to the naked eye, because the game treats the max-fatigue attribute as a mixture of strength and stamina (i.e. durability for performing assorted feats of strength/speed/power). Since weapon skills generally wouldn’t require super-human strength to be performed in the first place, it’s quite possible that one recruit with a vast muscle mass and a massive excess of strength for the skills would still tire out relatively quickly, whereas another with a more moderate muscle mass (but still more than enough strength for each skill) would be able to keep at it for ages.

    in reply to: Retreat Mechanic Needs Work #22634
    WargasmWargasm
    Participant

    Necrosavants usually wait turn when they’re accompanied by ancient dead, however, and that means that you can retreat everyone out of their range before the next turn, and they’ll probably keep waiting turn until you’re engaged by the slow dead, which won’t happen.

    in reply to: New DLC; fixes of current content wishlist #22608
    WargasmWargasm
    Participant

    It’d also be cool if there were some options for setting technology caps for a campaign – e.g. defining which tiers/values of weapons and armour will be available in the game. Often, you have great fun adapting yourself to the currently available equipment in the early and mid game, but you know that you’ll need to go in a different direction to deal with bigger threats that will emerge later in the campaign, and this shift breaks some of the immersion in the game. Admittedly, technology caps would be hard to introduce, since the toughness of enemies would need to be adjusted accordingly … but it’d be great to have campaigns in which the most protective armours available are the heavy, inefficient ones looted from fallen heroes and ancient dead …

    in reply to: Suggestions Forum #22597
    WargasmWargasm
    Participant

    I think it’d be cool if there were some small changes to increase the early/mid-game usability of certain lower-tier and one-handed weapons – e.g.:

    pickaxes could be intermediate one/two-handed weapons that are unwieldy and do low damage (lower than now) when wielded in one hand, but that gain an elevated damage boost from double-grip – e.g. +50-100% damage and the ability to be used for Shatter AoE attacks that do damage part-way between the single- and double-grip values (but with the Destroy Armour skill removed, at least for two-handed use) …

    bludgeons and morning stars could also be mixed one/two-handed weapons with lower single-grip damage but higher double-grip damage, and could lose Knock Out but gain a mid-damage two-handed AoE attack with 33% chance to stun and 33% chance to stagger; meanwhile, wooden clubs could remain as low-damage one-handed weapons with the Knock Out skill, and winged maces (with their shorter handles) could gain the additional double-grip boost while retaining Knock Out (also with the boost) but not being useable for two-handed AoE attacks …

    — possibly flails also could be mixed one/two-handed weapons with lower single-grip but higher double-grip damage, and could regain a mid-damage AoE attack for two-handed use (with multiple hits possible); Lash would retain its current form for one-handed attacks, and basic wooden flails could remain as solely one-handed weapons …

    scramasaxes could have their damage lowered but become highly utilitarian mixed swords/daggers/cleavers with the Slash, Puncture and Decapitate skills, making them useful secondary weapons throughout the game (in keeping with the historical use of such weapons) …

    warbrands (while remaining poor versus armour) could become mixed swords/cleavers (raw damage similar to crypt cleavers) that can be used for Slash, Split, Swing or Decapitate attacks (with rhomphaias adjusted accordingly) …

    — maybe crypt cleavers could gain an AoE option (“Splatter”) costing 6 APs …

    bucklers and goblin reinforced skirmisher shields could inflict minor punching damage+fatigue when the Knock Back skill shifts an enemy …

    — maybe bigger and smaller variants of the round shield could be added (e.g. 12/12 and 18/18 defence values) …

    in reply to: New DLC; fixes of current content wishlist #22596
    WargasmWargasm
    Participant

    I think it’d be cool if there were some small changes to increase the early/mid-game usability of certain lower-tier and one-handed weapons – e.g.:

    pickaxes could be intermediate one/two-handed weapons that are unwieldy and do low damage (lower than now) when wielded in one hand, but that gain an elevated damage boost from double-grip – e.g. +50-100% damage and the ability to be used for Shatter AoE attacks that do damage part-way between the single- and double-grip values (but with the Destroy Armour skill removed, at least for two-handed use) …

    bludgeons and morning stars could also be mixed one/two-handed weapons with lower single-grip damage but higher double-grip damage, and could lose Knock Out but gain a mid-damage two-handed AoE attack with 33% chance to stun and 33% chance to stagger; meanwhile, wooden clubs could remain as low-damage one-handed weapons with the Knock Out skill, and winged maces (with their shorter handles) could gain the additional double-grip boost while retaining Knock Out (also with the boost) but not being useable for two-handed AoE attacks …

    — possibly flails also could be mixed one/two-handed weapons with lower single-grip but higher double-grip damage, and could regain a mid-damage AoE attack for two-handed use (with multiple hits possible); Lash would retain its current form for one-handed attacks, and basic wooden flails could remain as solely one-handed weapons …

    scramasaxes could have their damage lowered but become highly utilitarian mixed swords/daggers/cleavers with the Slash, Puncture and Decapitate skills, making them useful secondary weapons throughout the game (in keeping with the historical use of such weapons) …

    warbrands (while remaining poor versus armour) could become mixed swords/cleavers (raw damage similar to crypt cleavers) that can be used for Slash, Split, Swing or Decapitate attacks (with rhomphaias adjusted accordingly) …

    — maybe crypt cleavers could gain an AoE option (“Splatter”) costing 6 APs …

    bucklers and goblin reinforced skirmisher shields could inflict minor punching damage+fatigue when the Knock Back skill shifts an enemy …

    — maybe bigger and smaller variants of the round shield could be added (e.g. 12/12 and 18/18 defence values) …

    WargasmWargasm
    Participant

    New upload attempt (see Attachments), but the vid might be abbreviated so that you only see the second bit of text for a split-second at the very end …

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    in reply to: Legion Balance #22356
    WargasmWargasm
    Participant

    Dirty tricks: bags and belts, quick hands, a greatsword and/or billhook for getting at legion pikes behind the shields, a greataxe/longaxe for 1/2-shotting tower shields, a heater shield to arm with after attacking, the Indomitable perk to trigger after arming with the heater shield, backliners who can Rotate in to fill the same role (or stay back and smash the shieldless legionaries) …

Viewing 15 posts - 1 through 15 (of 284 total)