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Actually I was wrong about losing hit-points if you wait turn while already in miasma. I just expected it to be that way, the same as with bleeding damage …
What I want above all else is (a) a “speed mode” in which crises mount and enemies become more deadly at a more rapid rate, but in which XPts/Levels/Perks are gained much more rapidly, so that you can get the bulk of the roster to level 11+ and deal with the first crisis all within a single real day of play (instead of taking an entire damn week), and (b) an experimental “custom scenario” feature in which you can bestow an entire range of perks on your troops (and their opponents) and set the stats of your troops+opponents … and (c) two new crises, one involving hordes of bandits+mercenaries, and another involving hordes of monsters (direwolves+nachzehrers+lindwurms) …
No. No new campaign needed. It took me a while to encounter one, though. Eventually I ran into one around a swampy settlement (which makes sense). It was actually 4 of them roaming around, not a single one lurking at a fixed location. Not sure if there are ones at fixed locales. Despite managing to find one by accident close to the middle of the settlement area, I couldn’t find one at all when I went exploring all the way through the wilds. I’m past day 500 on my current campaign. I’ve uncovered more or less the whole map and have beaten every end-game crisis, but in spite of that and in spite of razing many remote locations and orc camps (and despite bumping into the wurm quite quickly in the end) I still haven’t been able to find a single rare piece of body armour, and therefore am still stuck on the ambition to acquire one each of the rare weapon/shield/armour/helmet collection, which I selected around day 100 (at which point I already had a selection of rare weapons/shields/helmets) before even ending the first crisis …
– ancient dead are listed as being “resistant to ranged attacks” when you attack with a throwing axe, but thrown axes do full damage
Obviously, in the first item I listed in the first post, it should say “is listed as a positive factor”, not “is listed as a negative factor”.11. October 2017 at 15:07 in reply to: "Reset Equipment" doesn't work when switching from 2H item to two 1H items #22277
This still happens.11. October 2017 at 15:04 in reply to: Consuming Strange Mushrooms doesn't increase damage of basic 2H attacks #22276
Damn. Wish I’d known it was worthwhile all along …8. October 2017 at 03:55 in reply to: Consuming Strange Mushrooms doesn't increase damage of basic 2H attacks #22268
The weapon tooltip for (e.g.) the greataxe always states 80-100 damage, but the tooltip for the Split Man skill states 120-150 damage, whereas the tooltip for the Round Swing skill states 80-100 damage. If you consume mushrooms, the damage for Round Swing is updated to 112-140, but the damage for Split Man remains at 120-150. By contrast, when Killing Frenzy is activated, Split Man and Round Swing are both updated to reflect the +25% damage. Similarly, if the character using the weapon has a bonus due to a trait like Drunk, the tooltips for the individual weapon skills (unlike the weapon tooltip itself) are updated to reflect that bonus.
After selecting the ambition to end the greenskin invasion, on Expert/Expert, all I did was crush a couple of plethoras of orc young, and then (as I headed off towards the nearest strongholds, thinking we weren’t yet an elite force to be reckoned with, still short on heavy armour, greatswords and level 11+ members) a pop-up appeared to inform me that I’d already “beaten” the invasion. It never felt like a crisis. I had beaten some orcish bands that included modest amounts of warriors and the odd warlord shortly prior to that, as well as one or two combined greenskin hordes with an overseer and many ambushers and wolfriders, but I was expecting I’d have to overcome several waves of warriors/riders/ambushers/shamans before the crisis was averted. It was harder to end the noble war on Beginner mode, since there the mass of billhooks had destroyed my scale armours, and heavy crossbows had inflicted injuries that didn’t have time to heal, and I was trapped between two more hordes of c. 25 troops, and had to run and hide in the mountains in spare suits of light mail, running dangerously short on food supplies, and only “won” after narrowly escaping some roaming hordes of brigands, direwolves and weidergangers, which I led into the two noble forces, running away from the fight myself and only closing in to kill off the depleted noble force that remained afterwards.
The real late-game (the most fun time to be in the game with crowns to spare) still occurs later, around day 175, when you start to get a great many hordes of raiders and marksmen with several leaders and the aid of hedge knights or swordmasters or master archers. You also start to bump into more bounty hunters.18. July 2017 at 23:57 in reply to: Questions – Looking for clarification on key game mechanics #22237
3. Kind of
4. I’ve never had it happen, but I assume the game wouldn’t end immediately once the last settlement was destroyed; you’d still have your current supplies, and you’d be able to loot more supplies and food, though probably not much, and eventually you’d run out of things and people would desert and you’d get overrun by hordes of enemies or something …
5. Your Renown goes up by 25 for each contract completed, and by just 5 for each battle won (with or without a related contract)
6. Don’t think so
7. 5 fame and 0 relations, I think
9. No; relations slowly shift back towards neutral without you doing anything, and may more rapidly improve if you intervene on their side against bandits/monsters/greenskins/undead etc. (even if you were only doing it for the loot)
It always happens to me if I have a campaign set to Ironman mode, because my computer’s too crap to handle the rapid auto-saving in that mode. Apparently it works fine on other computers.
And fire a crossbow before recovering!
I see what you did wrong. You failed (a) to loot some magical pieces of armour that provide base protection equivalent to that of a full helm and a coat of scales while imposing a meagre fatigue cost equivalent to that of a gritty low-medieval basic nasal helm and worn mail shirt (while also REGENERATING themselves EVERY TURN by the protection value of the latter pieces), so that you can still be 60% nimble (not that nimble really matters with all that armour, melee defence and magical underdog ability to simultaneously dodge attacks from every angle). You also failed (b) to use your magical equipment to single-handedly massacre horde upon horde all the way up to level 39, each time increasing melee skill, defence skills and fatigue while leaving hit points and resolve at fragile/mediocre values (after all, it doesn’t matter if you piss your magical pants and flee upon being engaged by the undead hordes or spooked by the priest, because your melee defence is so high that you’ll easily get away anyway, and you can return after your eventual rally and slaughter 3-6 of them in a single turn to trigger several positive morale checks and restore morale to steady or confident). It also doesn’t matter about miasma eating away at your hit points, because you can arrogantly walk away from melee whenever you wish, without getting hit, and even the odd freak 5% hit will impose only the faintest scratch upon your armour (probably halved by nimble, and in any case fully negated by the armour’s magical regenerating ability).15. June 2017 at 10:27 in reply to: Can't always minimize Action Point cost of movement #22123
You can see in the Tundra tooltip that the Action Point cost (for moving up/down a level of terrain) was 2+0. So, he could have gone straight ahead (towards the highlighted tile) for three consecutive tiles, using just 6 APs, and then could have used a dagger attack for 3 APs. If the tile immediately in front hadn’t been occupied by an ally, he could’ve moved one tile at a time, using just 2 APs per tile moved, but the inability to move one tile at a time meant that the pre-selected route had to be used.
That makes sense, I think. The base Resolve (minus FM) was c. 97, and so (97 + 10) x 0.25 = 26.75, and 107 + 26.75 = 133.75, rounded down to 133.
Sorry. I meant Resolve. But, as in the screenshot attached, it goes up by +12 (to 133) if Resolve is 121. Not that it really makes much practical difference, since the wearer will always have a Resolve that’s close to 100 …
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