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With regards to magic, one of my biggest hopes for expansions would be something like “The Necromancer’s Apprentice” where intsead of building a company of battle brothers you’re an aspiring necromancer raising your army of the dead.
Different starting party can be adressed in this options too.
>Noble adventurer – lead character is Disowned noble/Bastard with two servants/other connected people to him
>There is no salvation – party made from people of religious backgrounds(monks, flagelants, cultists)
>Time for redemption – party made from former(or current) criminals(thief, raiders, killers etc)
#throw some more
It can be nice especially for RPG play if you want lead for example company made from nobles/military only. Or from criminals only. Etc.
I’m a fan of this idea personally. It would let you pick your starting difficulty, sort of Dark Souls style, while getting a bit of flavour for your roleplaying wants.
As has been noted, crafting where you have to gather resources can become a huge hassle in a game if it turns grindy. Being somewhat obesessive with regards to upgrades, I always tend to drop any move towards progressing in story and start grinding resources if there’s a possibility to optimize.
I do, however, think that crafting can be a neat addition if there’s a way to implement it in such a way that it doesn’t take too much focus from the combat. Perhaps a travelling companion or a special blacksmith in cities can get orders from you which take a long time to finish. That way you can get that shiny axe with perhaps a point or two of additional damage while not easily kitting every one of your brothers with super gear.
This isn’t technically a question but I thought the feedback might fit here. I play the demo on and off since it’s just good relaxing fun in the way the mission structure is right now. I have fiddled around with different combinations and have basically ended up with what (perhaps to my playstyle) is the winning formula. It being as much armor as possible on everything but ranged units. I mean two-handers having slightly less armor can be useful, but in my mind the balance currently favours wearing as much heavy armor as possible due to how vulnerable your brothers are. It could be that I play the line battles a lot and in the game movement might be more useful if you end up in a lot of scenarios where the enemies don’t engage you immediately. I suppose it also makes sense that armor is a Good Thing™, but at the moment I at least feel like light armored units that want to have some use in melee will almost invariably turn into red splatter on the ground.
Ooooh! That’s excellent!
Excellent to hear on the weapons! Personally I think long-term viability of weapons and builds is more interesting with a few exceptions for rare finds.
Less excellent to hear that I’m apparently cursed with bad luck!
Regarding weapons and zone of control!
Will there be “tiered” weapons? Like for instance different tiers of greatswords that progressively get stronger and more expensive.
Do enemies get a bonus to hit when you attempt to leave their zone of control? I’ve never managed to avoid a hit when trying to leave threat range, thus I’ve never been able to leave the zone of control.
This is more feedback on the combat demo rather than a question: In the advanced combat demo, the werewolves will go to insane lengths to avoid fighting on low ground. Even so far as to take detours that end with them routing because their friends are dead when they arrive.
Cool! Another question!
How will upkeep work? Will it be abstracted in the sense that food consumption is included in a brothers’ upkeep cost, or will we manage a separate food supply that can run out?
I too have a couple of questions for you!
When starting a new game, will we be creating any characters? Like for instance, do we get to make a couple of tailored brothers?
How do armies move on the overworld? Is the overworld turn-based?
Do armies have abilities on the overworld? For example, being able to set up ambushes via some form of “stealth” mechanic
Regarding bosses, will there be bosses that take up more than one hex?
My apologies if I’ve missed something you have covered in a devblog!
Tried the combat build after it was featured on RPS. Great stuff! Really looking forward to seeing this progress!