Search found 30 matches

by Edril
Tue Apr 16, 2013 8:38 am
Forum: Bug reports
Topic: Weapon Damage Lowered
Replies: 7
Views: 1567

Weapons Downgraded

I'd purchased a few high quality weapons (Truth Mk #3) for my best men in the previous patch, doing damage in the 1.3-1.5 for katanas, 1.5+0.3 for the sabres and a plank at 1.1+1.4, and in the newest patch they're Old Eyes quality, making them among the worst weapons ever. I'll just craft some new o...
by Edril
Fri Apr 12, 2013 5:38 pm
Forum: Gameplay
Topic: Bandits and Balance
Replies: 8
Views: 3026

Re: Bandits and Balance

It wouldn't make sense for soldiers to be looting bandits. Firstly, bandits have highly inferior equipment, so there's no reason why soldiers should bother carrying around extra weapons they won't be using. Secondly, even if they do take the weapons for money, we're talking about 200 - 300 on avera...
by Edril
Tue Apr 09, 2013 3:37 pm
Forum: Feature Requests
Topic: Research should be more Complicated...
Replies: 12
Views: 3701

Re: Research should be more Complicated...

I personally love the idea of character driven technology. Having masters in certain fields spread out around the map would be amazing. You could either acquire this technology by sending someone to apprentice for the master - in which case you would lose that character for a long time since he woul...
by Edril
Tue Apr 09, 2013 2:01 pm
Forum: Feature Requests
Topic: Group formation/ fast travel/ faction limit/ store/ marriage
Replies: 9
Views: 2398

Re: Group formation/ fast travel/ faction limit/ store/ marr

On the subject of sparring, I would like the dexterity and strength increasing accordingly with the weapons being used for both combatants, however as far as weapon skills go, I believe only the lowest level of the two sparrers should get a level increase. Otherwise I could just have 2 guys sparring...
by Edril
Tue Apr 09, 2013 8:10 am
Forum: Feature Requests
Topic: Limit 10 People Per Squad
Replies: 7
Views: 1726

Re: Limit 10 People Per Squad

I believe that, in the future, the 1-0 keys will be better used for binding specific squads to keys, as soon as we have the ability to control additional squads. Micromanaging your characters in combat doesn't always work terribly well currently, and they're fairly good about being efficient as far...
by Edril
Sun Apr 07, 2013 12:21 am
Forum: Feature Requests
Topic: Military Weapons - Spears and other Polearms
Replies: 26
Views: 8078

Re: Military Weapons - Spears and other Polearms

The spear is a weapon that very much relies on the man next to you. Which fits perfectly with the game, considering it's a squad based RPG. Yeah, but the way it currently plays out each soldier in the squad fights very individually. Spears rely on formation fighting which is an entirely different f...
by Edril
Sat Apr 06, 2013 12:02 am
Forum: Feature Requests
Topic: Military Weapons - Spears and other Polearms
Replies: 26
Views: 8078

Re: Military Weapons - Spears and other Polearms

The main reason spears were so popular in medieval ages, and the superior weapon on the battlefield is because of formations. Breaking into a formation of soldiers wielding a long sword and a shield is near impossible, but in a 1v1 combat a good soldier with a sword should be able to break the guard...
by Edril
Fri Apr 05, 2013 5:08 pm
Forum: Gameplay
Topic: Wall and Gate Priority!
Replies: 18
Views: 4623

Re: Wall and Gate Priority!

On the note of doors locking, you can actually have one of your characters lock them by right clicking on the door of a building. This means the bandits have to actually break down the door before they can get in, which can take quite a while. Walls I believe are being bugfixed as it is and should b...
by Edril
Wed Apr 03, 2013 12:40 pm
Forum: Feature Requests
Topic: Map, 2 additional skills, and Faction ideas.
Replies: 6
Views: 1478

Re: Map, 2 additional skills, and Faction ideas.

Chris has stated there will be no mounted combat, so don't count on that. There will however be a larger map, I believe the current map is 1/4 of the size the final map would be. There will be different Biomes. Factions will interact with each other more in the future. Combat and politics between th...
by Edril
Wed Apr 03, 2013 12:35 pm
Forum: Gameplay
Topic: Traders and my Town(outpost?)
Replies: 4
Views: 1208

Re: Traders and my Town(outpost?)

Please search through the forum before posting these questions, it's at least the 3rd thread where we have had to explain this. Trading is not in the game yet. NPCs will come to your town but they are currently not able to actually purchase items from your shop counters.
by Edril
Tue Apr 02, 2013 11:28 am
Forum: Feature Requests
Topic: Enemy AI
Replies: 2
Views: 731

Re: Enemy AI

You're supposed to get owned by the bandits in the early game. Your characters are all (except the old bandit) really weak, with no fighting experience whatsoever, so when they run into a group of people who make their living off of killing people and robbing them, then yes, you should lose if you f...
by Edril
Mon Apr 01, 2013 10:35 pm
Forum: Feature Requests
Topic: Setting
Replies: 4
Views: 923

Re: Setting

Chris has said before that he's not gonna tell us when/where this is set.
by Edril
Mon Apr 01, 2013 11:47 am
Forum: Gameplay
Topic: Killing NPCs
Replies: 17
Views: 4430

Re: Killing NPCs

Yeah you can, I've killed some of those traders before for sure.
by Edril
Mon Apr 01, 2013 11:46 am
Forum: Gameplay
Topic: Strength training?
Replies: 8
Views: 2035

Re: Strength training?

I've found out that you can shift queue move commands. So when I started my game, I had 4 guys that I wanted to train up in strength before I sent them out into the world to murder bandits and make money. I got them some of the Large merchant backpacks, filled them to the brim with swords/heavy trad...
by Edril
Sat Mar 30, 2013 5:56 pm
Forum: Gameplay
Topic: Deafining silence
Replies: 37
Views: 11355

Re: Deafining silence

I listen to the Firefly OST. I think it works really well with this game.
by Edril
Sat Mar 30, 2013 5:03 pm
Forum: Gameplay
Topic: In lieu of update 0.40.5
Replies: 36
Views: 10188

Re: In lieu of update 0.40.5

Zhivago wrote:Windmills, yes. they can turn with the wind. Wind powerplant, which is really what we're talking about, I don't think so?
They absolutely do.
by Edril
Sat Mar 30, 2013 1:44 pm
Forum: Feature Requests
Topic: игре не хватает
Replies: 10
Views: 2024

Re: игре не хватает

1. Well as for the auto save system, Chris states on this very website that he would rather there not be auto save because he wants there to be consequences to your actions. He doesn't want you to be able to see a situation where there are even odds, save, try it and then reload if things go south, ...
by Edril
Sat Mar 30, 2013 1:32 pm
Forum: Gameplay
Topic: In lieu of update 0.40.5
Replies: 36
Views: 10188

Re: In lieu of update 0.40.5

Pretty sure in the video on Steam there's wind turbines, so if fuel is another way to power generators then perhaps the wind won't always be consistent? Or provide more power at greater cost? I currently have two generators and three windmills, so yes, windmills are a thing. The thing is, though, t...
by Edril
Fri Mar 29, 2013 12:58 am
Forum: Feature Requests
Topic: Medical Building
Replies: 8
Views: 1834

Re: Medical Building

Well I have a dedicated medic do all my healing for me purely because people with a high medical skill consume less bandages than people with a low skill, so it makes a lot more sense to me to have only 1 guy do the healing than have everyone patch themselves up. Once the attack warnings happen, you...
by Edril
Thu Mar 28, 2013 8:55 pm
Forum: Gameplay
Topic: Yet more noobie questions....
Replies: 6
Views: 2108

Re: Yet more noobie questions....

To give a few more precise information: 3. For Building materials, stones, and flour, there is a storage box designed, and your worker will automatically empty the machine to bring the materials to the corresponding storage box. However, for cloth material, rum, and bread, there is no such storage b...