Forum Replies Created
8. March 2017 at 09:58 in reply to: "Seek and destroy" contracts #20169
It would seem that the implementation on the previous seek and destroy contract wasn’t very fun, but I still believe that a more flavorful search would benefit the game. What if the employer give general directions and then when you get at X distance to the point of interest a prompt says: oh, you have found tracks leading to the place in question. And some tracks actually appear, leading to the destination?8. March 2017 at 09:50 in reply to: Bucklers rework #20167
I support the idea. While inferior statwise, giving them interesting abilities like that would make for an interesting addition that increases build variety.8. March 2017 at 09:42 in reply to: Thoughts and Critiques after more than 100 hours. #20166
Particularly with hiring of your Mercenaries, the player should be able to see what traits are on a specific character before hiring, if not all *at least* one. Hell, if you need to make it cost gold and call it an Interview.
I agree with this. I’ve seen some people in this forum come up with similar ideas so it would seem a common issue. I’d also like to have a means to check for some of those stats. The thing with the price is that usually mercs cost more depending on their gear, and so if you are looking for talent you are also paying for potentially useless or outclassed equipment.
Leading into this the UI needs some tweaking in battles. As frequent tactical combat game player, having all the information available to you at all times is key. … there really needs to be a side bar showing my mercenary’s armor values, HP, morale, and status affects. … it would be helpful to know what a broken arm does Vs. a punctured shoulder when I injure enemies.
I have to agree with you also on this. I understand that too much info in plain sight actually gamifies a fairly enjoyable artistic experience, but not knowing what abilities and status actually do can ruin your game quickly.
Questing / Loot. Sometimes there’s a lot of wordy text that doesn’t explicitly state what you’re doing, leading me to just accept the terms and read the bullet points to see what I’m actually supposed to do before finally accepting or rejecting the contract.
This. I generally like the writing in the game since its quite flavourful, but sometimes it seems that my employers are reluctant to give me the most important bit of information. Maybe some bold text emphasising the real deal or direct mentions of the problem. Sometimes I wish for a plain: Orcs. Southwest. 2000 if killed.
Really what I want is a way to track rumors without having to just remember what the innkeeper said. Overall the rumor system is kinda a weird way of gambling in which you just spend 22 gold over and over again until you hear something good. But when you hear something good, there should be some sort of journal, log, or marking on your map of at least the general vicinity of where you’re looking. This is particularly needed when hunting down Famed items.
This has also been suggested and it seems to be both a good quality of life improvement and a flavorful addition. I would do the writing down myself but time is limited.
Speaking of Famed items. They’re awesome have amazing artwork and are a fun addition to the game making your brothers stand out, but holy shit are the drop rates atrocious. Even if the drop rate isn’t altered, that ambition needs to be reworked so that it is a set of quests where you track rumors and find those famed items as a guarantee, even if they’re low level, because god knows how much longer I will spend chasing a Helmet.
Right now I’ve played 110 days in one save and 93 days in another save, and haven’t been able to see any of them. I know they exist and people speak of them in whispers and reverence, but most of my men think they are just myths.8. March 2017 at 09:07 in reply to: Necrosavants vs Caravan Donkey #20165
Yeah, this happened to me too. The first time I encountered necrosavants was in day 70 or so on Veteran Ironmode, during a caravan escort contract. There were 4 of them but was even worse since it was on a swamp map and my best soldiers had 65 close combat attack. I didn’t even try to save the caravan since it wasn’t even on my line of sight and I was deep into the mud, barely able to reposition my ranks. I missed countless skills and I had to retire when the whole party lost a man and tried to flee.6. March 2017 at 11:27 in reply to: "Seek and destroy" contracts #20087
Great suggestion! I would even elaborate on your proposal and make some notes. If i’m not wrong current seek and destroy contracts are generated once a point of interest has spawned close to the city or town. This is great, but I believe that plainly giving the location of said point is rather uninspiring. For future add-ons i’d like to see some kind of progressive quest system for this type of contracts to give more immersion. For example:
1. Noble house/town has a vague idea of where the point of interest is located based on where the enemies came from. You are given a general direction and must search for steps that lead you to the point of interest, and return with the relevant information. You should probably face a spawn from the point of interest that is meant to be weaker than the encampment/fortress itself. Alternatively you can try to destroy the menace by yourself and gain some crowns if you think you can handle it.
2. Noble house/town already has information about the location of the point of interest and doesn’t have available soldiers to stop the threat. Maybe you or another mercenary band got the info some time ago. You are sent to destroy the point of interest. If the point of interest was not the only of of this faction, then once cleared you have a chance to discover that this was just an outpost of the enemy. You then can risk some time/supplies and a possible ambush to search for the evil source and extra rewards.
3. Noble house/town already has information about the location of main enemy base of operations. You are sent to destroy the root of the problem. You may be given some spare forces depending on the enemy power level to deal with them and get rewards based on the remaining helping forces.
All of this is meant to avoid giving the player this sense of artificiality when given the location of points of interest. This also gives the player more options when things have gone bad and you are trying to rebuild your company.