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Doctor Schnabel posted:but im crippled by ocd, compulsive onanism, and general mental turpitude But do you come with a pitchfork?
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# ? Aug 28, 2016 19:21 |
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# ? Apr 20, 2024 02:17 |
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I'm not sure if I like how injuries work right now. The feature itself is okay, but it does interrupt my play a lot. Like, I'm forced to sit around for a couple of days until my guys are back in shape which annoys me since the progress in the game is already real slow by default. You can use churches to heal but in my current game they are hella rare and I saw exactly one out of 10+ towns/castles/villages. Really hope that they either up the church spawn or include some other way to speed up recovery
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# ? Aug 28, 2016 20:43 |
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I just hire more guys as replacements. I wish you could leave guys at towns for rest and pay them a reduced wage, but honestly their daily pay isn't that much of a limiting factor, it's the food they consume.
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# ? Aug 28, 2016 20:53 |
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Doctor Schnabel posted:disappointed that there's still no way for me to examine the local slobs before deciding which ones i'll hire. it just encourages me to savescum in the most boring way Personally I think it could be a cool idea if the traits were divided into obvious and non-obvious ones, and you could only see the former ones on potential hires beforehand. Like, you should be able to tell right away if someone's fat, exceptionally strong or club-foooted, but some personality quirks could only be revealed afterwards. I would really love an option to hire people without their gear though. If I have a stash full of spare weapons and armor, I don't want to pay 2000 extra for superfluous stuff just to hire some noble.
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# ? Aug 29, 2016 02:08 |
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Any good beginner tips? I finally picked this up. You guys recommend using the beta or the latest stable (or whatever you wanna call it).
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# ? Aug 29, 2016 02:15 |
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They killed Bags and Belts I got a puppy! He died next battle
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# ? Aug 29, 2016 08:50 |
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Now there's a beta for an early access game? I'll just wait until it's released I guess.
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# ? Aug 29, 2016 09:27 |
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Galaga Galaxian posted:Any good beginner tips? I finally picked this up. You guys recommend using the beta or the latest stable (or whatever you wanna call it). As for beginner tips, here's a few pointers: - Goblins will murder you. Orcs probably too. Stick to beating bandits until you have the hang of things. Or go hogwild and learn the hard way, that's fine too. - If you really have to fight goblins and it's not all wolf riders, do it by night so their archers and thrown weapons won't destroy you. - When shopping, prioritize armor before weapons. A leather armor instead of a tunic makes a much bigger difference than a falchion instead a shortsword. - A weapon's stat card doesn't tell everything; you'll want to equip a weapon and hover over the attack skills it gives you on the left for details. - Spears are good newbie weapons because their attack has an innate +20% to hit bonus. Fat Samurai posted:They killed Bags and Belts Or was that always the case? I'm not sure now. snuff posted:Now there's a beta for an early access game? I'll just wait until it's released I guess.
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# ? Aug 29, 2016 09:46 |
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They mentioned reworking weapons, other than the Scramasax being a lower end cleaver now and the reach weapon changes I haven't noticed anything, are there any other significant changes?
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# ? Aug 29, 2016 09:56 |
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Found this cleaning my first Bandit camp. Some uppity noble is going to come looking for it and flatten me, righ?
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# ? Aug 29, 2016 15:38 |
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Fat Samurai posted:Found this cleaning my first Bandit camp. If they do I'm glad mine's got a trek ahead of him.
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# ? Aug 29, 2016 16:03 |
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Nordick posted:On the other hand, I noticed that items in your belt slots only take up half of their normal fatigue now by default. They didn't take up fatigue or hit your initiative, they do both now. They completely nerfed what I used to do though, which was a utility/defensive things where I went Quick Hands->Bags and Belts->Pathfinder->Brawny->Weaponmaster->Inspiring Presence/Rally the Troops then Shield Expert->Deflect->Battle Forged->Holdout. That was my general build for shield+weapon dudes, ranged guys and my billhook dudes had slightly different builds given that they wouldn't have shields. Now it incentives you to specialize a lot more. I just think it is funny that they practically nerfed or changed over half(and merged Shield Expert with Deflect) of what I used for a standard build. Looking at things now though, I guess Student went from Trap Perk to "pick this up at level 1". Not sure if Quick Hands is still worth it with all of the fatigue stuff being hit so hard.
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# ? Aug 29, 2016 17:23 |
I mostly like spears because I imagine the bandits getting frustrated "Okay, gonna go stand next to yo-" "No." "Alright that was funny, now let's stop playing, I'm going to move her-" "No." "Listen here you little poo poo"
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# ? Aug 29, 2016 18:32 |
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DreamShipWrecked posted:I mostly like spears because I imagine the bandits getting frustrated He finally gets into his spot and some fucker in the back row reaches across really slowly with a pitchfork and pushes him out again.
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# ? Aug 29, 2016 18:34 |
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Grinning Goblin posted:They didn't take up fatigue or hit your initiative, they do both now. Anyways, Bags and Belts is pretty marginal now. Two slots is enough I find, even at half fatigue cost it's not worth it to lug much poo poo around "just in case". Quick hands is still useful, I have it on my OG crossbow dude so if someone gets in his face he can whip out his warbrand and gently caress them up. I also had a lucky streak with unique items, I got three dudes in unique armors and one dude with a sweet unique shield now. Haven't found any unique weapons though, saw a few in stores earlier but obviously they were ridiculously expensive.
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# ? Aug 29, 2016 20:24 |
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How much do these unique armors sell for, and how much does it cost to repair them? The rate of attrition in this game is so brutal, I might just be tempted to sell them if I find one since a squad of men with chainmail is probably better than one guy with great armor.
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# ? Aug 30, 2016 06:13 |
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toasterwarrior posted:How much do these unique armors sell for, and how much does it cost to repair them? The rate of attrition in this game is so brutal, I might just be tempted to sell them if I find one since a squad of men with chainmail is probably better than one guy with great armor. For example, for my best unique armor, I would get a bit under 1800 gold, which would only buy two plain mail shirts. And the unique suit has more armor value than those two mail shirts combined. The second heaviest of my uniques would sell for 1000, which wouldn't even buy a single mail hauberk, which is strictly inferior to said unique. As far as I know repairing them doesn't cost any more tools either. The tooltip says it's one unit of tools to fix 15 durability points, and nowhere is it stated that would be different for unique items. So in summary, don't sell your uniques. EDIT: This is the abovementioned best one: Nordick fucked around with this message at 07:19 on Aug 30, 2016 |
# ? Aug 30, 2016 07:04 |
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Nordick posted:I mean without the Bags and Belts perk. They removed the "extra items cost no fatigue" part of the perk, but seems like they've compensated for that by making items in the extra slots only cost half fatigue even without the perk. I say "seems like" because I can't remember for sure if that wasn't the case before. Quick Hands is deffo still a buy-this-first skill though, tactical flexibility is still king in this game and Quick Hands is your fastest and easiest way to get it. A lineman that can switch to a hatchet when the bandit with a shield gets past spear wall has a much, much higher chance of surviving than the one who can't, minor fatigue penalties be damned.
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# ? Aug 30, 2016 07:22 |
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Yeah, I agree with all of that. Come to think of it, they probably should've changed Bags & Belts the other way around: Kept the zero fatigue but ditched the extra slots. That way it would be a nice bonus on top of quick hands, without making your dudes omnipotent walking swiss army knives.
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# ? Aug 30, 2016 07:52 |
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Is there any reason to use axes over flails? Why go through the shield when you can just ignore it? And when you can get a lot of quick kills on enemies without helmets?
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# ? Aug 30, 2016 09:28 |
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Because axes can get rid of the shields so that other men in the company can get good hits in, rather than making everyone have to use flails (which are not as good in a bunch of other ways) to get past them.
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# ? Aug 30, 2016 09:38 |
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Are all the unique items found as totally random loot? I've yet to see any in my current game.
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# ? Aug 30, 2016 09:44 |
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ubercrunchy posted:Are all the unique items found as totally random loot? I've yet to see any in my current game. They can occasionally show up in shops too (never seen them in marketplaces but weaponsmiths and armourers have them).
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# ? Aug 30, 2016 10:00 |
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John Charity Spring posted:Because axes can get rid of the shields so that other men in the company can get good hits in, rather than making everyone have to use flails (which are not as good in a bunch of other ways) to get past them. yeah basically a flail has awful to-hit rates and given a choice i'll typically go with an axe instead so i can remove the shield. as people rank up and ostensibly get some extra melee skill it becomes less of an issue, but even that isn't a guarantee in this game; someone you intended to put on the line can roll loving 1 for melee skill 6 times in a row and require you to go fire him in some backwater.
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# ? Aug 30, 2016 15:43 |
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Axes also just plain hit harder than flails. The more consistent damage and increased effectiveness vs armor compared to a flail is no joke.
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# ? Aug 30, 2016 23:34 |
flails are good
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# ? Aug 31, 2016 01:56 |
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they are i just don't really prioritize them until i have a mans that can use them well - which is exactly the opposite of spears and axes, which i get presuming the mans using them is a complete idiot
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# ? Aug 31, 2016 04:33 |
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So I was thinking about this game recently and a question occurred to me: In some other games that can be of the hard variety, it can be pretty easy to modify the game to taste. In Xcom 2, if I want more soldiers or want them to have new or better abilities or I want to increase/decrease enemy spawns or types, I can get a mod for that or edit a file more or less in a heartbeat. In Wasteland 2, I could just add ability points or items to characters in the save file if I felt like it. What I'm getting at is, if I get tired of the "intended" experience, how easy would this game be to tweak or tailor to what I consider a fun experience?
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# ? Sep 9, 2016 21:04 |
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pretty hard. everything is neatly arranged in one big zip, but it's all compiled into .cnut files so that you can't get at it. why did they do this? well they're germans so they hate unsanctioned fun
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# ? Sep 9, 2016 22:28 |
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for some added insight into the minds of these devs, if you rearrange the letters "cnut", you get "ntcu", which doesn't make a lick of sense, much like their choice to keep me from modding the game
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# ? Sep 9, 2016 22:32 |
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To be fair they only just got the GUI working as intended. Whilst game is good and fun, it's a bit of a distance from being finalised enough to let modders at... though yeah gimme dem xmls with 500 different shields in.
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# ? Sep 9, 2016 22:38 |
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Doctor Schnabel posted:for some added insight into the minds of these devs, if you rearrange the letters "cnut", you get "ntcu", which doesn't make a lick of sense, much like their choice to keep me from modding the game I honestly thought that letter rearrange would go a completely different direction
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# ? Sep 14, 2016 11:53 |
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dogstile posted:I honestly thought that letter rearrange would go a completely different direction in other news, perk overhaul has left the beta branch. quote:
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# ? Sep 16, 2016 18:19 |
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With the patch out, what's everyone's preferred weaponry? Does the old standby of spear & axe for linesmen still stand up to the new update?
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# ? Sep 17, 2016 20:18 |
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toasterwarrior posted:With the patch out, what's everyone's preferred weaponry? Does the old standby of spear & axe for linesmen still stand up to the new update? I only use spears for guys with poo poo melee while I train them up. Front liners with really high fatigue get a mace, and the rest are mixed. The usefulness of the mace's stun can't really be overstated, as long as your fighter can support the high fatigue penalty and cost.
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# ? Sep 17, 2016 23:50 |
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I never use maces much, and even when I do I haven't really used the stun strike. And I get by just fine. I'm not saying I don't believe it useful, just that it says a lot of the versatility of this game's combat system that people have such different approaches and playstyles and it's all fine and viable. Personally I've started using two-handed weapons more and more. In my current twelve man lineup I only have three shieldbearers, while the rest all have two-handers, polearms and crossbows, plus one shieldless one-hander guy as an experiment. (he's doing rather well actually.) With the right perks and stats two-handers are loving murderous, though they do need some babysitting to get them off the ground, as they are pretty vulnerable until you get them some good armor. But if you get a guy with good melee defense and plenty of fatigue to carry heavy armor, hoo boy. Greatswords are my favourite, since they have two very convenient multi-target attacks and can handle shields decently well too. My OG greatswordman can pretty much stand toe-to-toe with an orc warrior and win.
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# ? Sep 18, 2016 01:01 |
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Heads-up: treat your company to some long axes. They hit harder than bills and pikes, and can also split shields. From behind your shieldwall. That poo poo is insanely good.
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# ? Sep 19, 2016 10:56 |
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toasterwarrior posted:Heads-up: treat your company to some long axes. They hit harder than bills and pikes, and can also split shields. From behind your shieldwall. That poo poo is insanely good. There are axes that hit two tiles away?
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# ? Sep 19, 2016 11:34 |
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Yup, longaxes are the tits. They don't have the "hits both head and body" feature of greataxes, but they hit plenty hard anyway. Also I barely ever use the repel or hook features of pikes and billhooks, so losing out on those is a non-issue, and shield-breaking on a polearm is awesome.
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# ? Sep 19, 2016 13:26 |
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# ? Apr 20, 2024 02:17 |
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I've used Hook precisely once ever, and it was a really satisfying use of it - pulled a named bandit leader away from one of my men who was about to get sliced in half by him, pulling off a higher elevation level and injuring him with the fall. But that single use aside... yeah, I never get much use of it. I try to use Repel more but it fails 90% of the time.
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# ? Sep 19, 2016 14:01 |