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AgravaineParticipant
I understand that nobles won’t hire me early on, but I really don’t like having to cross half the map for a contract in the early game. To get a contract I mean.
AgravaineParticipantYeah they said they removed it because it won’t work with their new perk system. The perk system however isn’t going to be revised any time soon, so I don’t see why they’d take that away. It severely dampened my will to play the game. It was enjoyable before, but now there is no point in picking up an early hedgeknight as he will hardly have better stats then a farmhand in the long run. Only in the end game you can start swapping out, but that’s a bit pointless in my opinion.
AgravaineParticipantOn top of that we changed the mechanic how these boni work. So instead of an added bonus to a stat, each background has its own min and max values for each stat.
You cant really display this in a tooltip at all (except for displaying the whole stat range for each stat, which would be pretty ridiculous). So theres no way we could show the info anymore, even if we wanted to.While I definitely like that change, I don’t like the fixed number on level up. Besides the stat difference from hiring, everything advances at an equal pace now. Perhaps make it random again, but make the chance on getting a better number for a certain class on lvl up? It wouldn’t be a strange thing for a hunter to become a better archer faster then a brawler, so that the hunter has a higher chance of rolling a better stat for ranged attack then other classes? Maybe go towards something like that?
AgravaineParticipantAnother weird thing I just ran into. I got a town in the middle of the mountains and no road leading to it? I fear this town is going to receive very few visits from my mercs XD
AgravaineParticipantit’s a 2 every single time.
True. As stated in the patchnotes the numbers on Level up are not random anymore, they are fixed and depend on the stat you are rolling on. For melee skill its 2 for example, while leveling up ranged skill will always give you +3.
“To address these points, we’ve changed how character stats are determined. Instead of rolling stats in the same range for all characters and then having the background add a flat amount on top, backgrounds now have their very own min and max values when rolling for each stat. What does that mean? Well, you can find characters skilled in ranged combat with all kinds of backgrounds, some even more skilled than the Hunter you’ve just hired – but the Hunter is guaranteed to know how to use a bow and will always come with a good level of ranged skill now. And while with a Hedge Knight you know you’ll be getting a beast of man, there’s always the chance that you’ll find that random exceptional Farmhand that is even stronger and more physically fit – the Hedge Knight is just guaranteed to be at a good level.” I must ‘ve completely misinterpreted this then.
But what incentive is there then to hire anything other then the cheapest merc available if the stats you get for leveling are the same anyway? I didn’t notice any huge difference in base stats between the different mercs, they are rarely more then 10 apart. While I definitely agree that there had to be a change to how the stats worked, I don’t think fixing the stats you get for lvling up is the way to go, or at least not having the same value for every single background. A farmhand improving as much and as fast as an experienced fighter in handling a sword?
AgravaineParticipantWhat I’d really like to know, has anyone gotten anything higher then a 2 when leveling up melee skill on lvl 1? Lvl 1 hedgeknight, tried about 30 times to roll for the melee skill, but it’s a 2 every single time. With the new traits, shouldn’t they have at least a chance to roll something decent? Also on higher levels, I know deserters are treacherous bastards, but they still should have some decent skill with a blade. Never rolled anything other then a 2 with them and hes lvl 7 now. Maybe change the chance of rolling anything other then a 2 from 0.000000000000000000000000000000000001% to something a tiny bit higher? In the previous patches you could get anyone and turn them insanely super duper skilled swordsmen, but if this keeps up even a lvl 11 swordsmaster is as skilled with a blade as a drunken peasant in the previous patch. Freezer and frying pan story.
The current situation also means that there is almost no incentive to hire more expensive mercs, since for the more important things such as melee def and melee skill, they all roll a 2 regardless of level or background.
AgravaineParticipantI only use archers until I got my full army of bro’s, after that they are gone. They do nothing vs orcs, nothing vs raiders, nothing vs undead. Great vs unarmored targets, but my swords and axes do that and do a better job at it too. Those swords and axes also do something vs armored targets where my archers are just a liability. Crossbows do a bit more vs shields, but still no where near enough to take up the slot of a hard hitting hedge knight or sellsword.
About 9 guys with swords/axes + shield, 3 with billhooks.
AgravaineParticipantWell, given that the game is in early access and no where near done, it’s a bit early to give up I think. They haven’t added half of the stuff they wanted to add. Who knows level cap might be lifted as well at some point.
AgravaineParticipantBoth deserters (or something similar) as “Late game bandit enemies” as well as real human factions are on our planning schedule.
I admit that most enemies at the moment can’t keep up with the player progression (maybe except orcs). So we are already discussing lots of late game content right now.Bandits are really no threat at all once you go past leather armor. I do avoid them however because those !#%&#*&@ archers just keep running away and you spend a good 3-4 turns chasing them down. Annoying timesuck while the outcome is clear. I doubt it be easy to work into the game, but can you make archers make a “stand their ground” or something when they are all that is left of the opposing army? Because right now all they do is run, they can’t shoot or you’ll catch them so they run to the end of the map and you waste a lot of time chasing them when they are by all means just dead men walking. Makes me just cancel the fight when I see “a few bandit marksmen”.
AgravaineParticipantI got rid of all of them after 25 days. As soon as I start fighting orcs, especially orc holds with a lot of warriors, they are just utterly useless and I’m better of getting a few extra melee damage dealers. Preferred with axes so I can smash those pesky shields. If you form a circle shieldwall with about 2-3 billhooks in the centre of it and you can take a massive amount of orcs on and not lose anyone.
AgravaineParticipantAlright so I’m at around 100 days, been gradually replacing my mercs for better ones (almost all are hedge knight, sellsword, adventurous noble or with good extra traits) and I’ve replaced pretty much all my archers. They got the perk where they got extra bags and can switch weapons without penalty, but they almost always just use their billhooks since it works way better for them.
Got one dude with a greatsword, 3 billhooks, couple of military cleavers and the rest with fighting axes. Biggest fight so far: 4 armies of raiding orcs where going at it at a small town. I took some serious armor damage, had 80 hours before all equipment was in good order again, but no men lost. just form a shieldwall and do damage with your billhooks from behind the line and bring them down one by one. Going to try again now for a hard game, since this one is pretty much done.
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