Wargasm's Replies

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Viewing 15 posts - 226 through 240 (of 284 total)
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  • Avatar photoWargasm
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    Hey … one good thing about this change, it just occurred to me, is that it should now be much easier to get rid of those irritating militia and caravan hands who get in the way of your fighters and steal experience points and loot from them …

    in reply to: More powerful named weapons #16779
    Avatar photoWargasm
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    … but it’s slightly less fatiguing, so that your dodge bonus will remain slightly positive as you persistently shatter your enemies into submission in nothing more than a sturdy leather jerkin …

    in reply to: Statistics and more! #16776
    Avatar photoWargasm
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    All good ideas.

    Avatar photoWargasm
    Participant

    Hmm … one of my opening three mercs has the new trait that increases the threshold for injuries by 50%, and he also has more hit points and resolve and better armour than most others, but he’s been injured way more than anyone else in my band …

    Avatar photoWargasm
    Participant

    Crossbows in reserve are no longer ready-loaded, and the percentage of crossbow damage ignoring armour has been reduced to 45%, but it goes back up to 65% if you take the Crossbow Mastery perk (further discouragement of over-reliance on crossbows).

    The damage done by spears and arming swords has been reduced (making it harder to inflict crippling injuries with the most accurate weapons).

    The durability of all weapons has been increased/doubled, so that they’re a lot less likely to break in battle (further discouragement of Bags&Belts + Quick Hands).

    The Lash skill with flails (with a 100% chance to hit the head on a hit) no longer ignores the basic defence bonus of shields (which it did for a while on recent versions), but it does so again if you take the Flail Mastery perk.

    The scramasax has been transformed from a knife/puncture weapon into an intermediate cleaving weapon; it no longer has a +10% chance to hit but it is more durable and damaging.

    You can buy bandages (to stop bleeding wounds) and antidotes (to counter poison) but you only have one active slot for them (the same as the doggy one) and you can only use them in battle (one per turn, costing 9 action points) if you aren’t engaged in melee (so it’s difficult to make any use of them against the enemy against which they’ll be most needed, i.e. goblins).

    Bandit leaders all now have the Shield Expert perk (i.e. it takes twice as many hits as anticipated to smash their shields, the same as with militia).

    And more besides …

    in reply to: Post Your Company Name #16766
    Avatar photoWargasm
    Participant

    My new company (bearing the forest green banner with whizzing arrows) is called the First Rays of Dawn, since its enemies awake to the radiance of virgin rays reflecting from weapon-tips. Despite the image evoked by the banner, we have only a couple of bow fighters and have spent very little time fighting in forests as yet, instead getting tangled up in the tawdy taverns of trading cities.

    in reply to: Bug Report : Long axe and Axe Mastery #16762
    Avatar photoWargasm
    Participant

    Ah, I was about to report this.

    in reply to: Reserve Crossbows No Longer Ready-Loaded !!! #16738
    Avatar photoWargasm
    Participant

    I always thought it was unrealistic to put a sword and shield away in bags, and take out a goblin pike, all without using any action points, and then use the jagged pike to impale a foe from two tiles away and still have enough action points to take out a large shield for protection … but, if I was taking around a reserve crossbow, I’d ensure it was always ready-loaded whenever battle beckoned. I’ve never used a crossbow before myself, but I can’t see anything unrealistic about that …

    Still, I suppose this change prevents another unrealistic thing that I used to do: miss with a punch or dagger stab, and then use Quick Hands to take out a crossbow to take advantage of Fast Adaptation …

    It was bloody annoying when you used to connect accidentally for meager damage with a punch …

    Avatar photoWargasm
    Participant

    If that’s how ranged attacks will work (or not work) now, the Bull’s Eye perk would seem to be almost useless, since all it seems to do is mislead you into taking hazardous risks.

    in reply to: Reserve Crossbows No Longer Ready-Loaded !!! #16721
    Avatar photoWargasm
    Participant

    Bugger.

    Avatar photoWargasm
    Participant

    It seems like a high hit chance against a particular tile, using a ranged weapon, will now have an equally good chance of hitting any tile obscuring the target tile (even if that tile is occupied by an ally in a shieldwall), and that no warning will be given about this and that it is not reflected in the hit chance that’s displayed …

    Avatar photoWargasm
    Participant

    I’ve been having a slightly different problem. As soon as I gave my crossbowman the Bull’s Eye perk and started shooting at enemies obscured in melee (reassured by the hit chance still above 50%), almost every attempt seemed to miss the target and hit an ally instead (half the time with a crippling injury to boot) …

    in reply to: Paul´s Art Corner #16564
    Avatar photoWargasm
    Participant

    The Steadfast Foresters (aka the Resurgent Scavengers) originated from an ongoing dispute between a bloodsucking noble house and a network of small villages dotted around a coastal region of rugged mountains, wooded meadows and swampy estuaries. Once, the lord had dispatched companies into the country to fight off wolves and bandits, but this protective role had been exploited to take control of the land and bleed its resources. Soon, those who had lost their lands or livelihoods took to sabotage, piracy, thievery or trickery, or went into the woods to poach and scavenge (or just to preach insurgence and summon otherworldly aid), and were persecuted and treated as bandits. Eventually, the lord stopped sending aid against the wolf packs arising from the woods, and started hiring bandits to play the wolves and terrorize the populace into compliance, but this united the whole region in hostility to the house. Bands of insurgents sprung up, none of them clothed in anything more than leather or cloth, but all of them expert in the use of terrain that troubled the noble troops, and many of them making ingenious use of tools as weapons. Some of them stood firm in shieldwalls against endless onslaughts of claws; others lurked in the shadows, patiently waiting to pounce upon heavily armoured bandits, snare them in nets, and then pelter them with bows and missiles and impale them with pikes or pitchforks (or expertly slice through their mighty mail with a humble carving knife). These impromptu bands gradually merged into a permanent fighting force (or several large and sometimes closely co-ordinated ones) that protected the region against the encroachments of barons, bandits, banshees and anything else over-mighty. This force also became a haven for those who longed for adventure or loot, and several small splinter groups ventured further afield with more predatory intentions (but those are other stories).

    in reply to: Wardogs suggestions #16517
    Avatar photoWargasm
    Participant

    and those skelenton walkers, they dont even have any meat on them!

    Makes for excellent bone broth, though.

    Avatar photoWargasm
    Participant

    The log file is the same one that I attached to the other bug that I reported today. I was playing for many hours. I possibly first noticed it between 12:30pm and 12:35pm.

Viewing 15 posts - 226 through 240 (of 284 total)