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WandererParticipant
In an effort to, perhaps, help categorize the additions, there could be cosmetic additions and actual gameplay affecting additions.
As already mentioned, some of these weapons are similar in purpose to weapons that are already in the game; the military pick and the two handed warhammer, for example, serve the same purpose of destroying armor. Claymores and greatswords serve the same purpose also.
The weapons that are designed for two-weapon fighting (like main gauches or parrying daggers in general) require two-weapon fighting to be implemented to see use. Which means design work in terms of making sure there’s a benefit to two-weapon fighting instead of just doing single-weapon and using the Duelist or Nimble perks to essentially get the same benefit without having to find and maintain two weapons for the user in general.
Would also note that hide armor is already in the game, it’s just Direwolf Hide Armor. Which is to say, not something you typically use at the moment except for a Sergeant in the group, as the Rusty Chainmail from bandits have more armor points for the same range of max fatigue penalty.
WandererParticipantMileage will vary depending on which 2H weapon you’re using.
Harder to get two attacks with a greataxe (no reach, have to already have two enemies in melee range), easier with greatsword and polearms (split/swing and reach, along with the +hit bonus on greatsword and pikes), easiest with warbrands (4 AP only single target attack). With warbrands if you do it right, you can even get 3 attacks in the same turn. Whether your fatigue is looking so hot after all the swinging is a different question.
11. October 2016 at 17:16 in reply to: Yes, Sir! Buff still active outside of combat in 7.0.12 #17612WandererParticipantThis one was started about three days ago.
After doing a few more battles, the Buff is toggling on some of the characters. Not sure if it’s related to the fact that I am using Rally at the start of each combat (which doesn’t affect everyone, typically, one or two fail to hit confident).
WandererParticipantI notice this sometimes also, but it’s not that the button is disabled, but rather the highlight is greyed out. You can still click on the Wait Turn button to wait.
WandererParticipantThere was a fletcher in that town, but does the marketboard also take stock from the fletcher? Or do you mean trading caravans?
WandererParticipantThis was on the beta version. 0.7.0.5, I believe. Saw the update for 0.7.0.6 now.
Edit: I did see this problem earlier in the stable version also; that specifically happened when I got a free adventurous noble hire from rescuing him in an orc camp. Figured that it would have been fixed for the beta version though.
Edit 2: I specifically saved a different save file for this particular screen shot that I added, if attaching the .sav file would help debugging on your side.
WandererParticipantIt’s mentioned on the wiki how through-armor HP damage is calculated. Which is to say, 10% of armor is subtracted from through-armor hp damage. Head hits give a bonus +50% damage against hp (assuming any gets through).
Needless to say, Orc Warriors have 400 body armor. Probably somewhere around 200-300 head armor if they’re wearing any helmets. So they’re shrugging off woodcutter axes like it’s nothing. -
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