5. May 2015 at 12:14 #2995
Soo… Here is a thing. Tactical map hight visualization.
I do understand that it shown only 1 lvl higher than the character is, so the players can see the hexes behind the hill. Still most of the time it turn out to be a nuisance since i’m usually going up rather than behind. It is quite the clickfest to get the levels up with every character every turn till they reach the top. Including some screens tho they are definitely not the best representation. Would be much more user friendly if the ground levels started at the maximum visualy and then if needed the player should scale them down himself.
And the last screen shows how the brother on a hill is represented with a crest. When several brothers run up the hill it is quite hard to do tactics since you need to maximize the visualization of hight levels all the time.
Attachments:5. May 2015 at 12:46 #3004
Now here is an other battle where at the very first turn there was an enemy up the hill as shown in the ss, but was “unseen” by my sellswords. Untill I manually rised the high lvl to maximum, then even an icon appeared pointing to the enemy up in the brown higher ground. One more cause to make all the hight levels visible by default imo.
Attachments:5. May 2015 at 13:01 #30075. May 2015 at 13:25 #3013PsenBattleKeymaster
I see what you mean. I’ll add it for internal discussion. If my collegues agree it shouldnt be too much of a hassle to change that.
point 2: Locations should be able to spawn on top of the forest, so that its not neccessary to have an empty slot beforehand. In this case it was a coincidence or an error. Ill talk to our programmer about that.
Cheers!5. May 2015 at 14:14 #3017
They should, and they do but when they spawn they change the tile to the one you can see in the ss. Here is an ss after the camp is destroyes, the tile switches back to forest. Checked few of this tiles and there was always a camp. Just asking if its by design.
Attachments:5. May 2015 at 14:17 #3019
Loot. After defeating the camp that you can see above in the ss, here is the loot. Again not sure it it supposed to give this much or some error. While the 2.8k gold seems finish the 180 tools is way overboard. Since the arrows come in 5 packs, 36 is equal to 7 packs, again maybe a bit too much. But realy liked the shield design!
Attachments:5. May 2015 at 14:24 #3021PsenBattleKeymaster
The high amount of tools is due to the fact that the undead dont drop armor. Their armor is supposed to be so broken already that it cant be used but has to be “salvaged” for armor parts. Must have been quite a big group :)
The shield design is the only one for the undead at the moment, Id love to make a ton of these but as always, time is the limiting factor.5. May 2015 at 14:37 #3026
Yeah, was quite the fight. With two necromancer constantly resurrecting skeletons while was trying to fight through to get them. Fallen heroes, skeleton guards. The fun pack.
Now. Here is an other loot window. A bandit camp that was aviable for the destroying job. This was far weaker fight, they had a lot less units. Mostly the usual raiders ~7, 3 marksman and 1 leader. Just to compare the two loot. A tonn of food and medicine, less gold but even more tools. Just posting the ss to showcase, if it is as intended very well.
Attachments:5. May 2015 at 16:54 #3055
Fought some more bandit camps and they all are giving far more loot than the skeletons did, even when the skeletons were stronger both the ingame indicator and by feeling in battle. Now if for an ingame week there will be no caracans partols or caravan missions will go and look for orc forts to see how their drop is compared to these, needles to say they are far stronger than both of these together.
So here is the orc loot. After a heavy swamp battle.
Attachments:5. May 2015 at 17:18 #30675. May 2015 at 17:31 #3068
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