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SkyParticipantSince the ui will be among the last changes, I belive it will be quite different. There are a bunch of things planned, beside the optimal information that is missing at this moment from the ui.
SkyParticipant7) Raid + Caravan evasion
Not sure what to think about this. Happened.Attachments:
SkyParticipantI do hope that there will be tweaks so maxing the lvl will be realy an achivement. Perhaps the max lvl could be higher stoping the perks at 10 with flat stat bonus or achiveble traits for the sellswords.
This is a difficult question since at this moment for me it feels a bit too fast, while on hard it negates a bit losing characters. The current system is 1-5 lvl faster while 6-11 slower. But… You need only 6 perks to reach tier 3 perk. Making it a fast lvl thing. Something feels a bit off.
Burgone here are all the character backgrounds.
SkyParticipantYes, it should be implemented later. ;)
SkyParticipant3) Pickaxe skill Typo
The skill icon is new but the description is exactly the same as the hammer. The skill name is also “Hammer”. Crush Armor skill says hammer aswell.
The copy past worked fine with pitchfork and pike, their skills had no reference to the actual weapon, but the hammer’s does.
4) Elevation vs Reach
It might not be a bug, more like a question. Here are 2 ss on which you can see a 2 tile reach weapon (pike) attack zone depending on elevation change. In both cases it can reach anything 2 tiles away with 1 higher elevation, but a difference of 2 elevations downscale makes it not able to attack. Shouldn’t it still be able to attack the zones right next to it?
SkyParticipantAs the devs already said somewhere, they will notify when an update will make the old saves useless. Untill then it’s up to random ;)
18. May 2015 at 16:23 in reply to: Would the devs or members of this community be interested in a comparative… #4113
SkyParticipantWell, at this point it is up to you realy. If you want to do it, go ahead. Just think throught how you want to group the weapons up, by type or by tiers. Here is an example on Defensive Skills you can find similar topics to Offensive and Utility tree. With backgrounds I belive you will get a lot of help from The Wiki. And no, backgrounds are not classes. There are no classes per say, you can make up anything you want here. The background is what the character was doing before deciding to try the mercenary life.
It is always nice to see topics discussing the current state, and I’m pretty sure it does help the devs to get at least an overal view about player preferences, opinions. It is all feedback, the more the better.
SkyParticipantWould be cool to be able to make some sort of lower or medium grade armor from these pelts.
Wolf armor for the mercanaries! Hope it will come with the crafting.
SkyParticipantThe current game that you see is a platform that the devs plan to build upon. Most if not all the things you mention are under consideration already. The game is 1 month into EA. ;)
SkyParticipantThey will come later ;)
SkyParticipantYou can call in caravans and patrols to help you in battles, but today was the first time with the very first “tutorial” job. Tied it more times and it is every time possible, even managed to get two (perhaps even three possible) caravans to fight since they spawn almost together at the very start of the game.
SkyParticipantAgree, it probably is more of a psychological feel than an error. All due to the numbers in the tohit and our expectation of how it supposed to be or should be, that confronts how it actually is based on rng.
SkyParticipant.42
1) Farmhand – Pitchfork
Shouldn’t the farmhand start off with a pitchfork? Even the background icon has it. If yes then starting a new game, if the random starting brother is a farmhand he does not have a pitchfork. If not then maybe they should.
PS. On the next start a farmhand did have a pitchfork.
2) First job exploit
Even the very first job can be exploited when a caravan starts from the starting town. It is a free win scenario.Attachments:
SkyParticipantExactly. We would have to think of triggers and exceptions you cant really control.
For that to work properly the reserve units need to be implemented first. So the players would be able to make the right squad against right enemies. Togerther these two systems could make up to an endless combinations in squad composition, regarding the enemy in sight. With events on top of that, it would make the active squad composition even more a tactic choise even while travelling, except if the events would allow you to chose the startup.
Otherwise it will be just a disaster where the player always ends up losing, just because one or two sellswords have the wrong affiliations.
SkyParticipantSo far all I’ve seen is that instead of damaging the spearwall became something like a stopping zone. Placing spearwalls on the sides of the wall formation makes the enemies go in middle or start going the long way around. When placed in terrain chokepoints the enemies still do try to approach it. It became more of a tactical choise now than a widespread use. It did not change anything for me, was already using only 2 spearman placed on tactical approach points. But it might have change up a lot for people who were using it’s damage advantage heavily.
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