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Viewing 15 posts - 151 through 165 (of 284 total)
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  • in reply to: Ranged Attack Hit Chance #18371
    Avatar photoWargasm
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    So far today, I’ve fired at Lost Souls three times (alleged 5% chance) and have despatched them back unto the void from whence they emerged on all three occasions …

    in reply to: Game Enhancements #18369
    Avatar photoWargasm
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    I like the idea of an event/mechanic, in encounters with other mercenaries or noble troops, where the parties agree to settle the dispute by single combat between each group’s best/nominated fighter. Then, the losing side can accept the outcome honourably or else attack (either openly/spontaneously or sneakily).

    in reply to: Wildmen as enemies #18368
    Avatar photoWargasm
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    I also agree wildmen would make an excellent faction of enemies. In fact, I have my own enjoyment-oriented “Naked Savage” build (no metal armour or shields allowed) that goes something like: Adrenaline – Fast Adaptation – Backstabber – Weapon Mastery (Axe, Mace or Flail) – Hold Out – Berserk – Duellist – Fortified Mind – Pathfinder – Colossus or Steel Brow.

    It would also be good if there were high-level “thieves” (as encountered in “retrieve item” contracts) that were built on the attributes of the thieves you can recruit (e.g. Pathfinder – Dodge – Anticipation – Underdog – Footwork – Nimble – Backstabber – Dagger Mastery – Fast Adaptation – Recover).

    in reply to: Paul´s Art Corner #18357
    Avatar photoWargasm
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    A probably quick change to existing items I’d like to see is for the padded cloth items (i.e. the currently white gambesons and aketon caps) to be given an earthy/green hue, so that they look more appropriate on the field of slaughter.

    in reply to: Are fights scaling to company size properly? #18344
    Avatar photoWargasm
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    Here’s what you want to see from a newly recruited wildman: high melee skill with two-star talent, and talent for melee defence; high hit-points and talent for them and even an Iron Jaw for extra security; max fatigue already high enough that no talent is needed; and high resolve to go with starting combat at confident morale!

    Wildman with excellent starting attributes

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    in reply to: Are fights scaling to company size properly? #18341
    Avatar photoWargasm
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    I was trying to explain a fairly cheap setup that would work. 300+ armor with battle forged would work too as long as you do not take too many hits, especially from guards. I still think reach advantage is the most essential perk for any 2hander build. My best soldiers can get to 100-120 melee defense with reach advantage stacks.

    Certainly it would be silly not to pick it if you’ve already got a berserker with very high melee defence. But mine was a wildman with crap defence skills but 3-star melee talent and masses of hit-points, fatigue and resolve, and some magical body-armour providing close to 400 protection, as well as a shielded supporting caste to occupy the guards.

    I had another wildman whose head+body armour value was close to 800, so that the Battle Forged bonus was close to 40% and it was equivalent to having over 1000 armour (just as well, since his defence skills were both negative for much of his career). With that kind of protection, you need to get hit many times with large weapons before your hit points are threatened. So, provided melee skill and max fatigue are high, anything that’s close enough is likely to be devastated before you’re in any real trouble.

    in reply to: Are fights scaling to company size properly? #18321
    Avatar photoWargasm
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    2 soldiers with 200+ armor and greatswords or warbrands to kill the bulk of the skeletons in rounds 1-5 with AOE attacks (they absolutely need reach advantage and 30+ melee def. otherwise they will get killed very fast)

    I’ve seen mercs with ~300 head and body armour (and the Battle Forged perk) and very high melee skill (and the Berserk perk), plus high hit points and resolve in case of hits, scythe through skeleton hordes with only a few scratches despite having barely any melee defence.

    in reply to: Tactical ambush #18308
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    Not sure. But certainly some of the wolfrider and bandit behaviours are inexplicable (e.g. wolfriders wasting a whole turn and lots of energy by using footwork twice, only to move straight back onto the original tile both times, or raiders using rotation so that a marksmen in a green tunic is left surrounded in melee).

    in reply to: Tactical ambush #18280
    Avatar photoWargasm
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    Possibly the AI only knows where your units are hiding if your units moved into a hidden tile from another, non-hidden tile within an enemy’s range of vision (just as you know an enemy is hiding in some bushes, even though you can’t see the unit, because you saw a unit move towards that tile through some non-hidden tiles).

    in reply to: Paul´s Art Corner #18277
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    I really like the idea of rare+unique lower-tier items. That way, you’d have the same excitement of collecting and equipping them in the early game, but scaled to company grandeur. I think it would be good if there was more overlap between the defence afforded by the best non-metal helms (currently 40-50) and the worst metal ones (currently 70), especially since the current most protective non-metal helm (the full aketon cap) looks uncool in combination with most lower-tier body armours (e.g. it obscures the bone necklace decorating the blotched gambeson that you can scavenge from thugs/marksmen). There’s already good overlap for the body armours (80-95 versus 90-110, not counting some rare leathers that go into the 100s). Rare lower-tier helms could be used to create more overlap.

    in reply to: Questions: How to be a baddie #18176
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    Yeah. It might be 3 piss-offs, or it might vary with severity etc. Despite playing over 2000 hours, I haven’t tried it out much.

    in reply to: Questions: How to be a baddie #18173
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    If you take on contracts from a settlement and/or house, certain random events can give you the opportunity to betray the contract or do something else to piss them off. If this kind of thing happens more than once within a short time period, relations might become sufficiently hostile for you to have the option of attacking caravans and militias originating from that settlement (although you won’t be able to attack buildings, nor even enter the settlement at this point).

    Other random events (e.g. a wildman or prizefighter/brawler from your company assaulting the locals as you exit the settlement) can result in a worsening of relations. Simply abandoning contracts without any betrayal will also worsen relations.

    On other occasions, you might get into altercations with troops from a royal house – e.g. if you hire a thief from one of the settlements under that house’s patronage, a random event might trigger where you have to give the thief up or fight (or try to trick or scare the troops so that there’s no fight). If you piss off a house enough, presumably you’ll be barred from all of their settlements and have the option to attack any troops or caravans originating from them.

    in reply to: Reputation in towns declines too fast #17882
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    It seems to me that the friendship and enmity of settlements both wither away at the same rate (i.e. somewhat too quickly). I defied two noble houses and fought their troops and gave their shields to my frontline to wear as trophies, and all it took was a few missions for friendly settlements under their overlordship before they went back to neutral from threatening.

    in reply to: growth Limit?? #17876
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    For the combat stats, the # represents a percentage chance of hitting or evading hits, and 95% is the maximum chance to hit (or of being hit) that anyone can have. Also, I think resolve represents the percentage chance of switching to a more positive or negative morale state at each morale check. For the most part, it’s therefore pointless to try to take most stats over 95. On the other hand, being stuck in swamps or nets (or receiving injuries) can diminish some combat stats significantly, so that a base # above 100 would then be useful. Also, the Rally the Troops skill has a % chance to succeed that starts with half of the user’s resolve, so that over 100 would be useful for that.

    Obviously, hit points and max fatigue and initiative don’t represent percentages, and more is better.

    in reply to: Shield Knock-Back Doesn't Cancel Shieldwall #17873
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    Haven’t managed to reproduce it as yet. What I do recall is that, when the shieldwall didn’t get cancelled, the knocked back opponent was not knocked back in a direct line, since either some unpassable terrain or a combatant on the target tile were blocking the most direct path. Instead, the opponent was knocked back to one side down a level of height, and remained in a shieldwall.

Viewing 15 posts - 151 through 165 (of 284 total)