Search found 30 matches
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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.
- 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...
- 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.
- 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.
- 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...
- 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.
- 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
They absolutely do.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?
- 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, ...
- 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...
- 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...
- 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...