Forum Replies Created
it ought to be possible to avoid the ambition (…)
I disagree. At the beginning you always have a couple different ambitions to choose from, if you’re left with only the “battle standard” one it means you’re far enough into the game that 2.5k really shouldn’t be a problem. Unless you’re playing on the top difficulty, but then it’s meant to be punishingly hard.
You should never be left with only one (or two) ambition(s) to choose from. If the crowns for a standard shouldn’t be a problem, or if the game’s meant to be punishingly hard, that just means that there’s no reason why some of the subsequent ambition options (i.e. defeat a party of more than 12, or another mercenary company, or “blow it – we don’t need any restrictive ambitions”, etc. etc.) can’t be present. I fail to see how having a standard suddenly takes you beyond a threshold that makes you fit to select some of the ambitions that are only presented afterwards. I also fail to see why there can’t be an ambition to gather crowns to spend on better weapons/equipment (which, like the standard, miraculously appear out of nowhere once you reach the threshold).
Since the battle standard is supposed to be special, I really think it ought to just do more damage from the outset – or at least always stagger on a hit.
Also, it ought to be possible to avoid the ambition to gather 2,500 crowns just so that you can give half of them away immediately for an item you don’t necessarily desire, but you get left in a spot where you’re presented with just one ambition that you have to choose.
I thought I’d done all I needed to do, and only 1 day remained, but then (with all my best veterans nursing untreated injuries, and nowhere to buy tools to repair equipment) a horde of over 20 billmen and arbelasters appeared on our path home, and I decided to hide in the mountains and hope my employer’s spies wouldn’t report that I’d shirked the task of attacking a patrol. But then a horde of wiedergangers approached across the mountains from the opposite direction, and (terrified by the prospect of a slow and tedious battle) I gave the order to about-turn and charge half-naked into the bulwark of bills! Actually I moved into sight of the wiedergangers and led them on across the mountains towards the point that the patrol was approaching, but then moved off across the mountains to watch the wiedergangers roam right into the patrol, and then moved down to vanquish the patrol after it had already been weakened by the wiedergangers. And that was the glorious and honourable way in which the war was won.
Yeah. Anticipation becomes more powerful the higher the base ranged defence already is. Obviously its effect would be negligible if the base ranged defence was negligible. But if it’s at least ~10 then (combined with a Dodge bonus) it noticeably lowers the incidence of arrow wounds, and if it’s 20+ then it has a notable impact on its own.
If the character started with fairly high initiative, you don’t necessarily need to level-up initiative that much to sustain a decent Dodge bonus, especially since ranged fighters tend to be relatively lightly armed. If they are in heavier armour, the Brawny perk will bump initiative back up. Obviously I always level-up ranged attack when it’s high, and I do the same for ranged defence as well. Other than that, I tend to take whatever has a high roll or whatever’s currently the weakest point. Initiative is useful, since it means you get to shoot first at in-range enemies and can use the Overwhelm perk on them. More max fatigue can be good for using more quick shots and the Berserk perk once accuracy is high, although the fatigue efficiency that comes from weapon mastery means that you don’t necessarily need that much max fatigue (even if you do go berserk every other round). Melee attack is good for using backline weapons against enemies that can’t be damaged much with bows. Melee defence is handy for when orc warriors push their way into the backline. Hit points are good for not getting injured if you are hit. More resolve means you’re more likely to attain confident morale and get +10% ranged skill at the first positive morale check.15. March 2017 at 04:33 in reply to: Tent Icon Appears Blank After Your Caravan Has Been Attacked #20529
No. I was wrong. I must have only noticed the icon up to that point after the caravan being escorted had already been attacked.
The Anticipation bonus to ranged defence is 1+ 10% of base ranged defence (not including shields, Dodge and any trait or morale effects). So, with 20 base defence and a range of 6 tiles, the bonus would be (1+2=3)x6 = 18 added to 20 for 38 ranged defence (+ any Dodge or morale/trait bonuses).
I think the old Dodge was too under-powerful. It was alluring, since it offered some free defence that was approximately equivalent to a shield, but all it took was a tiny scratch to the armour (with no hit point damage) and it was gone for good. That didn’t make much conceptual sense, to suddenly and permanently lose 10-20 melee and ranged defence because of an armour scratch.
I always thought maybe the strength of the bonus should gradually be reduced by a % equal to the % of hit points that had been lost.
Given that everyone’s been up in arms about the vulnerability of their ranged fighters, and indeed all of their fighters in the face of overwhelming hordes of enemies (including pikemen benefitting from multiple surround bonuses), a persistent Dodge bonus seems quite reasonable (especially since it is based on an initiative that now more readily drops because of fatigue imposed by enemy attacks).
It’s seemed to me that fighters with a heater shield, high initiative, the Dodge perk and 10-15 base melee defence tend to be hit only on odd occasions in typical melee fights (even when in contact with ~3 enemy melee fighters), but that they become suddenly super-vulnerable when there are lots of pikemen behind those enemies. That’s when you realize you need Underdog instead of a sexier offensive perk.14. March 2017 at 17:40 in reply to: Tent Icon Appears Blank After Your Caravan Has Been Attacked #20505
It’s always blank like that now.
Named throwing weapons are an odd concept, since you always lose the actual axes/javelins in battle and have to buy ammo to refill their empty quiver. Is it a magical quiver?14. March 2017 at 02:25 in reply to: Ideas for making the Undead, esp. Legions, more fun to fight #20483
I like the fact that the Ancient Dead don’t move so slowly as Wiedergangers (and even appear to have the Pathfinder perk). If they could only move 2 tiles normally, imagine what a drag it would be to fight them in swamps!
or we can also help doing some marketing, for example, if anyone have time, he could record his full gameplay and publish it on youtube or something like that in his country. more people know about this game, more possible purchases will be.
What tools do you actually use to record your screen while playing the game? I don’t even know how to do that …
Throwing axes actually do NORMAL damage to the bones of the ancient undead/skeletons, EVEN THOUGH the tooltip for the attack states that they have “resistance against ranged weapons”.
— I think each attribute should be divided into three tiers of skill ranges, and, if a veteran’s value is already in the top range, only +1 should be available for that attribute, but +5 should be available if it’s in the lowest range (and +3 for in the middle)
— I also think you should get the opportunity to exchange one perk for another at each veteran level, to keep things fresh and relevant13. March 2017 at 17:04 in reply to: Can't attack with cleavers if remaining fatigue equals attack fatigue cost #20449
Could it possibly be because the enemy under attack was doing Riposte? I’m pretty sure I’ve seen characters’ accumulated fatigue getting updated on the spot when an enemy ripostes. But is it possible that could cause problems when the updated value would require the disablement of icons etc.?
Duellist does apply to throwing weapons, yes. The only downside is that you tend to need too many perks to make the hybrid build work effectively (or at least need almost all of those perks to be ready in place before the build becomes effective).
This sounds very nice indeed. All the different masteries are kind of exhausting tbh. I think you could add a ranged mastery for xbows, bows, thrown, nets. I’m fairly certain that someone who is good with a bow will be even more accurate on a crossbow so it makes sense from an immersion perspection too.
I was going to suggest an across-the-board Ranged Mastery, and certainly that would make throwing weapons much more viable, and it would make sense that someone with a deadly aim would utilize whichever weapon best fitted the context, rather than always specializing in just one narrow weapon type.
Mind you, while someone good with a longbow would surely be good with a crossbow, the reverse isn’t necessarily so, and throwing an axe or javelin is a very different physical skill from them both. So I dunno. But I do think there needs to be more crossover of weapon skills.
I like the fact that initiative, resolve and hit points have become more meaningful in the game, but I don’t like the fact that max fatigue has been made almost utterly unsustainable (no matter how high the starting value). Combat involves using skills, and skills use fatigue, and more max fatigue equals a greater variety of skills that you can use more often, making the game more interesting. I so much preferred the old Battle Flow perk to Recover, because that involved fatigue recovery as a reward for doing something exciting, rather than as the result of abstaining from doing anything at all (besides panting, of course).