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Viewing 15 posts - 91 through 105 (of 284 total)
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  • in reply to: does monk heal? #19602
    Avatar photoWargasm
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    It seems that historians have lost their +15% experience gain boost …

    in reply to: Beta 22.02.17 feedback #19601
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    — It’s always seemed to me that repairing items at an armourer is either as expensive or more expensive than buying the tools to repair them (though I suppose you’d get the benefit of miraculous instant repair) …

    — If you want to carry more items, it sounds like you might have to take recourse to hiring some “specialist reserves” and just giving them the Bags&Belts perk so that they can carry extra stuff for you (since Caravan Hands always seem to have such shit combat skills, despite supposedly being “used to long and exhausting travels”, they could be used for this purpose – especially if they might also be part of an event to increase inventory size) …

    — I haven’t encountered the necro-savants yet, but they sound vampire-esque and maybe the strategy of Adrenaline, Fast Adaptation, Backstabber and Stun would be effective against them …

    — What should happen if a ghoul swallows one of your guys but then a pikeman gives the ghoul a “stabbed guts” injury (logic suggests that your guy ought to get hurt/injured as well)?

    in reply to: Brigand AI #19600
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    Yeah. There are other instances where they’re still armed with a melee weapon and have the opportunity to close upon, surround and attack one of your guys who’s already injured and demoralized, but instead they stay on the lower ground and take out a missile and try to breach the shieldwall …

    Avatar photoWargasm
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    Also, you can get contracts (whatever the local events/news they’re meant to be tied to) that require you to cross from an island onto the mainland, and the only way to do it is by travelling to the far north of the island (itself blocked by mountains) and crossing the shoals and then traversing a vast mountain range to the east before going back south, or by travelling to the far south of the island and paying all your crowns to catch a ship to the far south-east of the mainland and then walking a long way back north-west to get to the site.

    Not what you want in the early game when crowns and resources are tight. You want some site just down the road with no awkward terrain in the way, which you somehow managed to miss on your way to the town …

    Avatar photoWargasm
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    Still happens on v0.9.0.20. See screenshot.

    in reply to: Beta 22.02.17 feedback #19556
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    Hm…direwolves with Overwhelm…good( not) joke, devs. It is 200% wipe early party

    I haven’t seen this. Presumably not all direwolves have it all the time?

    Avatar photoWargasm
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    I’ve seen it for “Disappearing Villagers” contracts as well, including on v0.9.0.20. It wasn’t quite as exaggerated as what I saw before, but still you needed to travel 1/3 of the way down the map from the far north, through forests and tundra, and there were at least 5 other settlements that were closer to the contract site. Unfortunately I couldn’t get a screenshot, since trying “Print Screen” on the world map causes it to be zoomed in, and then the image printed is not the zoomed-out overview that was desired.

    in reply to: Caravan Mechanics #19461
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    Caravan contracts seem horribly buggy to me. Besides the issue where a sudden attack gets auto-resolved as a loss, it seems that (in certain cases that seem completely random) attacks upon caravans you’re protecting can result (after the completion of the contract) in the same caravan, it’s home settlement and the settlement’s noble overlords all becoming hostile towards you, as though you were the one that attacked the caravan (when, in fact, you saved it from ruin and got it safely to the destination, at the expense of masses of damage and injuries which don’t have time to heal/repair before you have to fight all these inappropriately hostile forces).

    in reply to: Beta 22.02.17 feedback #19450
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    I’ve noticed that:

    — Contrary to what was stated in one of the dev blogs, the Puncture skill hasn’t yet been altered
    — The combat penalties at night have been reduced, so that ranged attack (and defence) is still viable
    — Raiders no longer have +10 melee defence and +5 ranged defence, and so are easier to hit in the early game
    — The currently active character is now included in the number of allies distracting a target to create the “surrounded” status effect (making raiders still easier to hit than before, and compensating for the new morale risk of being engaged in melee with them)
    — Cleavers now cost 12 fatigue (instead of 13) for basic attacks, and flails now cost 13 instead of 14
    — Militia spears have been made slightly less damaging, and the damage ranges of scramasaxes, butcher’s cleavers and bludgeons have been expanded upwards
    — Farmhands often start with significantly higher max fatigue again (not too far from wildmen), instead of usually just 5-10 above average
    — Some wildmen and hunters start at level 2
    — More recruits start with ranged skill in the 40s
    — Polearm Mastery has been made more lucrative by the possibility of staggering opponents (perhaps a good tactic against the overwhelming direwolves – if you can get to level 5 before facing them)
    — If you try to fight direwolves at their own game using overwhelm, battles could turn into turgid stalemates with everyone missing “open goals” to slay each other (as if trapped in nets within swamps) …
    — Reach Advantage has been made almost useless (like Nimble was before), and it will now be harder for deserters clad in scale armour to casually scythe through throngs of orc warriors with their 35 hit points and 7 resolve (but still at confident morale because some chap hiding in the bushes a few tiles away keeps blowing a trumpet)
    — Reach Advantage needs to be adjusted so that (a) you don’t necessarily need astronomic base melee defence to make use of it to start with, but (b) you can’t become persistently 95% immune to hits because of it (even if you do have the highest possible base melee defence)
    — The re-worked Nimble sounds interesting, but I worry that its effect will be invisible and unmeasurable, so that you’ll never be sure if it’s worthwhile (but I shall see when I actually get to it)

    in reply to: Failed caravan without battle #19408
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    I had the same thing happen. See attached. I saved/exited to get the logs immediately afterwards, but there’s nothing informative about the contract at the end of the log.

    Attachments:
    Avatar photoWargasm
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    One thing you can currently do with fallen wiedergangers is pick up their weapon. Then, if they do arise, it will (presumably) be without a weapon. However, not all weapons are available on the ground as loot, and I don’t know whether there’s any connection between the availability of wiederganger loot and the matter of whether they’ll return to life.

    in reply to: Provisions/Hunting Suggestion #19389
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    Need chocolate, eggs and hazelnuts as well.

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    Yeah. It’s just one of the main things that can make fighting wiedergangers challenging (i.e. you’ve already killed most of them, but you’re a bit fatigued and there are still some fresh, more heavily armed ones approaching, and then half of the dead ones arise into melee with your archers who’ve moved forward).

    Personally, I just wish that all wiedergangers were possessed by a necromancer and had doubled action points, the Pathfinder perk and +15 eyesight (effective in the dark), so that battles could be joined and resolved quickly.

    Oh, and give them all the Impatient trait as well.

    in reply to: Text errors #19359
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    ^ I think the above two bits of text are fine as they are. You might say “and crossbows can not be reloaded” to make it complete, but the missing words are implied from the earlier part of the sentence. Or it could say “bows cannot be fired nor crossbows reloaded while engaged in melee”. In the second one, having or not having a comma doesn’t affect the meaning; it’s just a question of whether you’d want a bit of breathing space when speaking it aloud.

    See a couple more minor text omissions below (both just missing an “s”).

    in reply to: Best Talents to pick #19329
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    By “talents”, I think of the attributes you can level-up (some of which have stars indicating talent), but everyone’s responded as though it means “perks”. But …

    For those I see being shielded melee fighters (often wildmen, prizefighters, farmhands, vagabonds, messengers):

    – Tier 1: Colossus (sometimes Nine Lives for a frail one whose hit points aren’t worth increasing, or Pathfinder for one who’s unlikely to get hit much, and sometimes I come back and take Fast Adaptation for one without special melee skill)
    – Tier 2: Fortified Mind (sometimes Dodge for ones with high initiative and basal defence, or for ones whose resolve is either high already or too crap to be worth increasing)
    – Tier 3: Shield Expert and Underdog and usually also Brawny (unless the character already has super-high max fatigue) and usually Backstabber as a late pick
    – Tier 4: Weapon Mastery
    – Tier 5: Hold Out
    – Tier 6: Battle Forged (and sometimes Berserker)
    – Tier 7: sometimes Indomitable (for high-energy ones without good defence skills) and sometimes Duellist (for ones with high melee skill, so that they can punish orcs who smash their heater shield)

    For ranged fighters with especially high projected ranged skill (could be hunters or poachers or anyone with appropriate talent):

    – Tier 1: Pathfinder (and sometimes Fast Adaptation as a late pick)
    – Tier 2: Bullseye and Dodge and (sometimes) Quick Hands (and sometimes Fortified Mind as a late pick)
    – Tier 3: Anticipation (and Backstabber if using a 2-tile back-up weapon)
    – Tier 4: Bow Mastery (and sometimes a melee weapon mastery)
    – Tier 5: Hold Out
    – Tier 6: sometimes Berserk
    – Tier 7: sometimes Fearsome and sometimes Duellist (if using a 1-handed back-up weapon)

    For hybrid ranged/2-tile fighters (could be sellswords or squires or anyone with appropriate talents):

    – Tier 1: Fast Adaptation and/or Colossus and/or Pathfinder
    – Tier 2: Quick Hands and Dodge (and sometimes Fortified Mind as a late pick)
    – Tier 3: Backstabber and Anticipation (and sometimes Brawny)
    – Tier 4: Ranged weapon mastery (and sometimes a melee weapon mastery as well)
    – Tier 5: Hold Out
    – Tier 6: Berserk (and sometimes Battle Forged)
    – Tier 7: sometimes Fearsome and sometimes Duellist (if using throwing weapons)

    For hybrid duellists with high melee defence/talent:

    – Tier 1: Fast Adaptation and/or Pathfinder (and sometimes Colossus or Nine Lives as a late pick)
    – Tier 2: Dodge and Quick Hands (and sometimes Fortified Mind as a late pick)
    – Tier 3: Underdog (and sometimes Brawny)
    – Tier 4: Throwing Mastery and a melee weapon mastery
    – Tier 5: Hold Out
    – Tier 6: Nimble (and sometimes Berserk)
    – Tier 7: Duellist (and sometimes Fearsome)

    For hybrid duellists with high ranged defence/talent:

    – Tier 1: Fast Adaptation and/or Pathfinder (and sometimes Colossus as a late pick)
    – Tier 2: Quick Hands and sometimes Dodge (and sometimes Fortified Mind as a late pick)
    – Tier 3: Anticipation (and sometimes Brawny)
    – Tier 4: Throwing Mastery and a melee weapon mastery
    – Tier 5: Hold Out and Footwork
    – Tier 6: sometimes Berserk
    – Tier 7: Duellist (and sometimes Fearsome)

    For prospective 2-handers (1- or 2-tile) who can fight in the front or back lines (could be sellswords or swordmasters or hedge knights or wildmen or anyone with appropriate talents):

    – Tier 1: Fast Adaptation and/or Colossus and/or Pathfinder and/or Adrenaline
    – Tier 2: Dodge and/or Fortified Mind
    – Tier 3: Underdog and usually Brawny (and sometimes Backstabber and/or Anticipation)
    – Tier 4: Weapon mastery
    – Tier 5: Hold Out and (if melee defence is good enough to take advantage of it) Reach Advantage (and occasionally Lone Wolf for great-axers)
    – Tier 6: Berserk and/or Nimble and/or Battle Forged
    – Tier 7: sometimes Killing Frenzy and sometimes (for ones with high max fatigue but not enough defence to use Reach Advantage) Indomitable

    Medieval suicide bombers with good attack but no defence skills/talents:

    – Tier 1: Adrenaline and Fast Adaptation (and Colossus and Nine Lives and Crippling Strikes would also be good)
    – Tier 2: Quick Hands (and Fortified Mind would also be good)
    – Tier 3: Backstabber
    – Tier 4: Crossbow Mastery (and sometimes melee weapon mastery)
    – Tier 5: Hold Out (and sometimes Footwork)
    – Tier 6: Berserk
    – Tier 7: potentially any of them (not that they ever get this far anyway)

    For high-initiative characters with good defence skills+talents (often thieves and gamblers):

    – Tier 1: Pathfinder (sometimes Colossus or Nine Lives or Fast Adaptation as a late pick)
    – Tier 2: Dodge (sometimes Fortified Mind as a late pick)
    – Tier 3: Underdog and Anticipation (and sometimes Brawny)
    – Tier 4: often nothing (just give them a goblin pike or something) but as applicable to their skills/talents (Sword Mastery if using a warbrand for Reach Advantage)
    – Tier 5: Hold Out and Lone Wolf (and maybe Reach Advantage if their melee skill is good enough and you’ve made them Berserk)
    – Tier 6: Nimble (and sometimes Berserk)
    – Tier 7: usually nothing (but as applicable to weapons and skills)

Viewing 15 posts - 91 through 105 (of 284 total)