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WargasmParticipantIt would also be good if there was an option to speed up regular travel on the world map, to the same speed as when part of a caravan.
18. September 2016 at 15:20 in reply to: Balance feedback after 100h of play on highest difficulty #17324
WargasmParticipantGhoul and zombie battles are also especially boring because the company is always scattered randomly around the bottom-left of the field at the start, and the ghouls and zombies just gradually appear in ones and twos, so that the tedium is even more prolonged (and the assurance of victory even greater). Even bandit battles in graveyards tend to be like this. At least direwolves always charge straight into you en masse at the start, and are a good challenge in the earlier game.
And yes, initiative is especially useless now that guys with high max fatigue and lots of heavy stuff can use Adrenaline to go first when they want to. It would make sense if every character always had a portion of their initiative (say 5-10%) added to their base melee and ranged defence, and if the Dodge perk enhanced this and didn’t disappear as soon as you receive a miniscule scratch.
WargasmParticipantYeah. The explanation is as you suggested. I second Malthus’s suggestion, though. Either that or having an octagonal battlefield!
11. September 2016 at 22:05 in reply to: Character and Company Strategies with the New Perks/System? #17212
WargasmParticipantMy thoughts on all the perks:
Tier 1:
Fast Adaptation – I don’t use it that much, and not early on for anyone, but I’m always tempted to use it and I can see it being useful for archers who are already accurate enough for Quick Shots, or for Dagger-Masters using Puncture, or for suicides using AoE attacks …
*Crippling Strikes – very useful for someone who’s definitely going to be using a high-accuracy, low-damage weapon …
*Colossus – there’s always a chance of armour being ignored or destroyed, and the revised description of hit points indicates that more hit points equals less chance of injuries; I give this to most people, but not as an early perk except for someone with exceptional skills but abnormally low hit points …
Nine Lives – I’ve never killed a nine-lived bandit leader who wasn’t instantly slaughtered by the next strike; I never take this (but, if I did, I’d want very high resolve to ensure I wasn’t fleeing and incapable of fight) …
Bags&Belts – before it was so useful but it became very bothersome having to manage everyone’s equipment; now it’s a lot less useful and I’ve yet to use it (although it could be useful for ranged fighters needing extra ammo plus some melee items, or for storing assorted medical items that don’t have a fatigue cost) …
*Pathfinder – often the first real perk that I choose; you hardly notice it on some terrain, but it makes a massive difference on others, and it’s irritating when people don’t have it, and so useful for pursuing fleeing foes …
*Adrenaline – a high fatigue cost but I like it; if you use it en masse at the start of battle, you can devastate your enemies and then won’t require high-energy attack/defence skills for the remainder of the battle …
Recover – I’ve been using this experimentally in tandem with Adrenaline, and I find that I use Adrenaline very often, but Recover only on occasions (usually when I want to be able to have enough energy to use Adrenaline again to catch fleeing foes) …
*Student – Increases your rate of gaining Experience Points, without having to sacrifice a perk point, although it doesn’t immediately enhance your ability to kill things (which also increases your rate of gaining Experience Points); thus, I sometimes spend the first few perk points on things that’ll turn the mercenary into an efficient killing machine, and then take Student …Tier 2:
Executioner – a lot less useful than Crippling Strikes, and useless for anyone who’s not going to have Crippling Strikes …
Head Hunter – only increases the chance to hit head by 10% until you do hit it, which means that the overall increased chance is just 5%, and hits to the head only do extra damage if the target doesn’t happen to be wearing a massive metal helmet, and you know how irritating it is when you hit that bandit who only has a few hit points and no body armour left, only for all the damage to be taken by his helmet …
*Bullseye – brilliant for bowmen in forests or other environments where no targets are (nor could be) viewable in a clear line of fire, and brilliant for bowmen to pick off enemies that are in prime position to strike an endangered accomplice; not needed for throwers who are only going to throw at close range when there’s a direct line of fire …
Dodge – an annoying and not-much-sense-making perk, but one that can still be useful for bowmen or two-handers who still have reasonably high initiative once fully equipped in all their war glory …
*Iron Mind – resolve is useful; if everyone’s resolve is taken above 50 and they are then given Iron Mind, they stand a very good chance of attaining confident morale the first time any enemy within a reasonable distance is slaughtered; then their main attacking skill(s) will be enhanced by between +5 and +10, and it’ll bring back memories of olden times and inspired presences …
?*Quick Hands – I enjoy using this perk and still pick it for some characters, although I no longer see it as a high-priority pick for anyone unless I’m experimenting with throwers (which I am) …
Gifted – I agonize over perk choices enough as it is, without sacrificing one so that melee defence can be increased by an additional +2 …Tier 3:
*Backstabber – superb perk; I can’t see any reason not to choose it for all melee fighters …
*Underdog – a 1-tile melee fighter with high intrinsic melee defence, a good and durable shield and high max fatigue could go without this; but, if they did meet those requirements, you’d probably want to make their defence even more unbreachable by picking this …
Anticipation – useless for anyone who doesn’t already have a decent ranged defence score; I keep meaning to pick it as a late perk for experimental purposes, but other options always seem a lot sexier …
?*Shield Expert – mostly meaningless for reducing your chances of being hit, but certainly desirable if you want to go around collecting beautiful-looking named shields and actually using them without them being smashed immediately …
?*Brawny – less sexy than it used to be; still useful for ones who need more max fatigue; I tend to only take this if Battle Forged or Nimble have already been taken …
Steel Brow – if helmets had the same fatigue cost as body armours with the same protective value, and if they didn’t prevent hits to the head from doing extra damage to hit points, this would be useful …
Taunt – On the older version of the game, I saved one campaign that used this perk experimentally, but I never reloaded it …Tier 4:
Mace Mastery – a 100% chance of knocking out opponents with the higher-cost skill, but still a 0% chance of knocking out those orcish bastards that you really want to knock out …
*Flail Mastery – if you’re going to make use of the Adrenaline perk to spam-assault opponents at the start of battle, flails are great for attacking them before they can form a shieldwall (i.e. while their shield still offers zero protection against standard flail attacks), and this perk will afford the same advantage to the higher-cost skill that has a 100% chance to hit the head; plus, I’ve noticed that a higher proportion of bandit raiders are running around without a helmet these days …
*Hammer Mastery – hammer skills have the same fatigue cost as mace ones, and do more damage to armour and more damage that ignores it, and they come in 1-handed and 2-handed varieties …
*Axe Mastery – axe mastery makes shield-splitting less fatiguing for longaxe-wielders, and Backstabber gives them an extremely good chance of hitting shieldless opponents who are absorbed in melee; I’ve noticed that, whereas greataxe specialists rarely reach level 11, longaxe specialists are the first to reach it …
Cleaver Mastery – this would be worth picking if there was a good reason to use cleavers over other weapons, but there is no such reason: they are only useful against opponents that don’t have much armour, and swords are more useful against those opponents, since they are more accurate and less fatiguing to use …
*Sword Mastery – a very worthwhile perk if you start looting lots of exotic special swords with an unusually high amount of damage against or ignoring armour; also a good choice for someone who has lots of protection from armour and shields but not enough max fatigue to wield more weighty weapons …
*Dagger Mastery – a very worthwhile choice for someone with very high melee skill but low max fatigue; nowadays, I’m making my sword-masters into dagger-masters …
Pole Mastery – an almost useless choice, since you can only use pole weapons once per turn anyway, and the standard attack only uses as much energy as you recover each turn, and I only rarely use Repel and never use Hook/Pull-In …
Spear Mastery – could be worthwhile for the same reason as sword mastery, but less worthwhile because of the lesser quantity of special spears and their minimal usefulness against an enemy (skeletons) that is oft found guarding exotic items of loot …
*Crossbow Mastery – makes re-loading less fatiguing and makes a hit as devastating against an armoured opponent as it used to be without this perk; essential for anyone who’s going to be using a crossbow on a regular basis …
*Longbow Mastery – improves eyesight/range and makes it very unlikely that a bowman will ever run out of breath (hence: more armour, and more Quick Shots once skill is high enough); essential for anyone who’s going to be using a hunting/war bow on a regular basis …
?*Throwing Mastery – the usefulness of throwing weapons is still questionable, but if you are going to use them then you should certainly use this …Tier 5:
Reach Advantage – I want to try to make this useful with at least one particular mercenary, but I just haven’t got round to it yet …
?*Hold Out – certainly very useful, but the much-more-readily-available Colossus makes you less likely to receive an injury in the first place, and you also want to protect yourself against hits with armour and with melee and/or ranged skill, and you might be running short on possible picks by the time this becomes viable …
Lone Wolf – assuredly useless for any strategy designed to win as easily as possible, but I think it looks and sounds cool, and (as with Reach Advantage) I’m determined to try to make this useful with at least one particular mercenary, but I just haven’t got round to it yet …
?*Footwork – I use this sometimes, and I can’t deny its usefulness (especially for throwers), but: if melee defence is high enough, you can arrogantly stroll through the melee with barely any fatigue cost, and I’ve always disliked the idea of a character who (on the one hand) has the amazing ability to escape from tight situations, but who (on the other hand) is otherwise so clumsy that he keeps getting hit and needs to escape from tight situations in the first place …
Rally the Troops – has a high fatigue cost and makes the character into a sacrifice who is thence used/positioned for the sake of other characters and in consequence loses intrinsic excitement …Tier 6:
?*Berserk – I love this perk, but I only pick it on rare occasions; I guess the troubles are that, after a kill, there isn’t always someone else ready to hand whom you can attack, and the guys who get the most kills are either 2-handers (who need more than 4 extra action points) or swordmasters who don’t have enough energy to keep taking an extra attack …
Nimble – almost entirely useless for shield-bearers unless they already have such high skill that they can go without much armour, but can be moderately useful (combined with Brawny) for someone who does have moderately heavy armour and a very high melee defence score to start with (but it would probably be better to give such a person Battle Forged and the heaviest armour) …
*Battle Forged – less sexy than it used to be for those with light or moderately heavy armour, but potentially almost twice as sexy as before for those wearing rare special armours (and, contrary to the description, it’s the condition value of the armour that determines its level of protection, not its fatigue cost, and some rare armours have an unusually high condition value combined with an unusually low fatigue cost, and make you want to pick this perk to protect your assets) …
Rotation – less useful than Footwork, since both participants need the perk, and less useful than being so skilled that you can stroll through the melee at leisure and never need to escape …
Captain – I like to have a strong intrinsic investment in each individual in my bands, and that investment is always lessened if they are used for the sake of others (as with Rally the Troops) or depend upon the presence of a captain …Tier 7:
?*Fearsome – assuredly useful (especially for archers or for those using swords or spears) but useless against the undead and not much use for skilled veterans wielding destructive weapons (or puncturing daggers), since they shall soon enough do 15+ points of damage, and it won’t matter much what morale state the enemy is in as the last of their tissues are turned to shreds and shards …
Duellist – I haven’t yet determined exactly how this one will play out, but I expect that, if a double-gripped sword slash did 0-10 damage ignoring armour before picking this, it’ll still be guaranteed to do less than 15 damage ignoring armour after picking this, so that this is a perk only for warhammer-wielders with especially high melee defence and some very good armour …
Killing Frenzy – half as sexy as it used to be, and it never was quite as sexy as it promised to be, since the “2 turns” included the current turn and the biggest killers were the 2-handers who only had one attack per turn and who thus (unless they had Quick Hands and a ready-loaded crossbow in their pockets, which is no longer possible) only had one subsequent attack to take advantage of this …
Indomitable – by the time you are able to pick this, you are already able to be more indomitable because of the combination of other perks, and without requiring a significant additional expenditure of fatigue …11. September 2016 at 19:07 in reply to: Character and Company Strategies with the New Perks/System? #17210
WargasmParticipantI had someone (2-handed longaxeman) get to level 11, and (although it didn’t make much sense strategically) I decided to give him Nimble and Brawny for his final two perks, just to see how they’d mix. With a total cost of 29 fatigue imposed by his weapons and armour, Nimble increased his melee defence from 35 to 44 – a decent increase (albeit not sexy enough for an end-of-the-tree perk). After giving him Brawny as well, his melee defence went up to 47 – so Brawny does reduce the penalty to the Nimble bonus imposed by armour. After I gave him a large helmet (normal fatigue cost of -15, as opposed to -4 for his old one), his melee defence dropped a bit, but only to 45. So, with the combination of Brawny and Nimble, he could wear meaningfully heavier armour and have +10 melee defence compared to before. Not too bad. So, Nimble is useless for shield-bearers, but it could be combined with Battle Forged + Brawny for 2-handers who already have a high melee defence.
WargasmParticipant(the 2 handed axe needs a specific case to reflect the “double hit” Head+Torso)
I had come to think that the “always hits both head and body for additional damage” bit meant (despite what it could easily be interpreted as meaning) that it always does extra “critical damage” (as all weapons do as standard when hitting the head), irrespective of whether it hits the head or the body. If it actually is meant to hit both areas, every time, then I’m fairly sure that it often isn’t nearly as devastating as it ought to be …
10. September 2016 at 20:34 in reply to: First feedbacks after last update (new skills and injuries) #17200
WargasmParticipantIn one of my last campaigns before the perk/injury updates, I’d managed to loot so many rare/named swords and shields that everyone in the company had one, and sometimes another in reserve. With that level of availability, it did seem feasible to base a strategy around those items. Still, I haven’t seen them as much since the updates, so we’ll see.
Personally, I’ve been finding crossbows and longbows both highly useful against all enemies except orcs and undead. I find crossbows better against direwolves, since there’s always a chance that they’ll engage you before you can fire, and then you can still shoot a bolt before taking out a melee weapon. But, generally, against most enemies, longbows are more useful than they were before, and the crossbowmen tend to be more vulnerable after moving forwards, since they no longer have another couple of loaded bows in their pockets to punish anyone who engages them in melee.
Against orcs, I think you can’t beat having everyone in the heaviest armour available and armed either with hammer/axe and shield or having super-high melee skill and going nuts with AofE attacks with a 2-hander. The new Adrenaline perk is good for avoiding getting stunned and for drawing first blood. Previously, it was difficult for someone with a greataxe or greatsword to move into prime position without getting stunned before having a chance to inflict damage. If everyone in the band has Adrenaline, you can wait turn and then position everyone ideally for an en mass assault at the start of the next round. This is especially good combined with the new Backstabber perk.
The only trouble is: I want it to be possible to beat all enemies, including orc warriors/warlords, just through skill and tactical cunning. I don’t want it to depend on putting on a massive suit of armour.
10. September 2016 at 13:27 in reply to: First feedbacks after last update (new skills and injuries) #17197
WargasmParticipantI generaly liked new update, but some points. Mostly about weapon balance.
1) After introduction of warbow (and changed point-blank mechanics) crossbows more or less useless, especially on later stages of game, when you have decent marksmen and must hit fast/far/hard to survive. Bow speciality perk gives warbow immense advantage over crossbow to push things more.
2) Same thing – I myself found swords inferior to other melee choices for specialist. Yes, they have their pros and can be used for some fancy agility build (not my thing), but… Most of end-game challenges leaves them lacking in so needed power.
3) New long axe is generaly FAR more usefull choice for 2d line (SPLIT SHIELDS!) over billhook with it sitiational pull ability. This comes to extent where billhook is almost irrevelent weapon.
For me main pain/horror/imbalance of the game – large orc warbands (with lot of warriors/warchief). In order to defeat them somewhat reliably you must abandon most of variety and fun in warband-building – use very strict perk configuration, practise “recruit eugenics”, savescamming and heavy calculated abuse of game mechanics and AI.
Every time when I trying play with fun, diversed and more or less random band of average joes, they simply farking annihilated by orcs. But boring “powerplay”, munchkins band have some success. This is sad. My be I just bad commander :/
1) Crossbows are still more devastating at damaging well-armoured opponents, but now it’s hard to continue doing this without remaining in a vulnerable position; now, therefore, I tend to have crossbowmen who are also well-armoured 2-handed melee fighters, and/or who use the Footwork perk to withdraw from the throng after an initial charge, and/or who use the new Adrenaline perk to get first shot at their opponents after moving into position. Sometimes I now use throwing weapons instead of crossbows, just because these seem like a more realistic weapon for an also-melee-fighter to have. I’ve certainly been making more use than before of archers, which is pleasing to me, since I like bows and archery.
2) I kind of agree in regard to standard swords, but rare named swords with over 100% effectiveness against armour make me want to change my mind and allow my melee mass to keep slashing away with a fatigue cost of only 16 per round, so that they can wear as much heavy armour as they like and carry a massive shield and an equally massive back-up while hardly ever being in danger of exhaustion.
3) 101% agreed. I love longaxes and I’ve never been big on billhooks (since, e.g., their pull-in skill takes away the advantage of being able to attack an opponent who can’t attack you).
4) I also agree about orc bands with many warriors/warlords forcing you to use a particular strategy (i.e. Battle Forged, lots of rare/named heavy armour, and weapon speciality for hammers and axes) and making it unfeasible to use more experimental builds. One of my campaigns has mostly high-level mercenaries all in brown leather/gambesons but with over 100 hit-points and around 75 resolve, and they fought a bunch of orc warriors and sort of won (the remaining 4 orcs moved off to the edges of the battlefield despite being at confident morale) but half of the 12 were killed and the band needed to be rebuilt. Basically, it’s inevitable that orc warriors/warlords will be able to smash your shields and use knock back to take higher ground and surround you; so, unless you have lots of heavy armour, you will receive devastating damage when you’re hit (which will happen eventually, despite their amazing capacity for repeated misses against surrounded, unshielded opponents at a height disadvantage) and you won’t be able to go the distance.
WargasmParticipantDamn it all. I wish someone had told me they needed to be level 6. I hired a not-too-talented tailor and kept him on reserve the whole time.
WargasmParticipantThe new Adrenaline perk can be highly effective for turning the tables on direwolves.
WargasmParticipantA new enemy type I’d like to see is the phantom black cats/dogs/bears that were featured widely across “Laurasian” mythologies. They could have extra Action Points, like direwolves, and, since they’re phantoms, they could appear and disappear at random, like vampires.
WargasmParticipantI think the normal AP cost of movement on flat grass is 2. Thus, Pathfinder (which reduces the cost to a minimum of two) would not normally have any effect on this; it simply remains at two. Add an injury that increases the cost by one, and it takes 3 AP to move on flat grass. I guess the injury effect is applied atop the Pathfinder one, which seems to make sense. But I expect you’ll find that the character now (with Pathfinder) requires 1 AP fewer to move in dense forest/snow or in swamp.
WargasmParticipant^ What a magnificent character La Maupin was!
WargasmParticipantMy latest campaign was started purely for temporary experimental purposes. But then I kept coming across an abundance of cheap wildmen with the Tough/Athletic/Strong traits, who suited the experimental strategy perfectly, and so I’ve continued with the campaign. In consequence, every time we track down a band of thieves, I am informed that I order the “Adreno-Recover_Experiment” to charge.
WargasmParticipantA possible problem with this idea is that the actual cost of provisions varies depending on how available it already is in the given locale (although, having said this, I think every item has a fixed “worth” that’s shown for reference). Still, I don’t think that every character should mindlessly become happier or sadder depending on the base “worth” of a provision. As we know, a more rare and expensive weapon isn’t always a genuine upgrade on cheaper and more common alternatives.
Also, the nutritive benefit of various foods can truly depend on how they’re prepared etc. Grains, for example, actually have various anti-nutritive properties (e.g. phytic acid) which can be diminished (thus increasing the nutritive benefit) by certain processing methods. But those anti-nutritive properties wouldn’t matter much if there were other items in the diet (e.g. cheese, venison) that over-compensated with an abundance of the affected nutrients (i.e. the nutritive value of one provision would really be relative to the availability of others).
But what if a character had coeliac disease or a dairy allergy? OMG …
Things like cheese and venison would have a high nutritive value generally, but they don’t have any carbs, and it would be difficult to keep running up hill hitting people on the head and forming shieldwalls without any carbs at all (so, again, the potential benefit of some provisions would be relative to the availability of others).
How high in alcohol are beer and mead? If they’re only super-low in alcohol, like most medieval ale, they might steadily enhance mood and resolve without having any anti-nutritive effect. Also, traditionally produced beer is likely to have a reasonable quantity of some B vitamins and thus might be of quite decent nutritive value.
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