Reinhardt
Arcane
- Joined
- Sep 4, 2015
- Messages
- 31,991
Are you jelly because you can't get fiki-fiki like all your moslem brothers who moved to Germany?nuke germany
Are you jelly because you can't get fiki-fiki like all your moslem brothers who moved to Germany?nuke germany
Nah, just tuesday.They probably think it's the end times there.
This is actually the place where flails failed hard for me. The fuckers run around with 300 headarmor. Axes, hammers are the only endgame weapons... +greatsword.later on they can be very nice against say a noble house shieldwall
woah, the flail dmg spreading problem manifests itself already vs 120 head armor
and this example is when all hits land, actual flails would spread that shit out and would look even worse
Battle Bros still gives me the jitters, I physically wince when I see that Noble War pikeman gear up for attack each time.
I really like the addition of the palisades, actually - spices up the battle and really creates situations where a far inferior party can win out or cause plenty of trouble.
yeah yeah eyahspices up the battle
yeah yeah eyah
pulling enemy out of the fort for 8 turns rrrrrreeeeeeeeealy spices the things up!
Not worth it. Not enough range to load and pick your prefered target.equip a crossbow without ammo and get a free shot basically, while the AI idles in defensive position lul
Update 1.4.0.41
Another round of smaller changes and fixes after the recent DLC release.
If you have a modded game and you encounter any issues, remove your mods. Seriously.
If you still encounter issues, please report them here.
Changelog for 1.4.0.41
- Changed barbarians to no longer be able to rotate positions with Unholds.
- Changed Conscripts to have slightly fewer hitpoints.
- Changed 'Hook' and 'Repel' skills to apply the 'Overwhelmed' effect if the character using these skills has the corresponding perk.
- Fixed issue with zones of control for characters on tiles that confer terrain status effects.
- Fixed potential issue with 'Intercept Raiding Parties' contract.
- Fixed enemy party labels potentially not showing at the northern edges of the world map.
- Fixed opponents with the 'Head Hunter' perk always starting combat with their next attack a guaranteed hit to the head.
- Fixed issue with unresponsive UI if attemping to end the round for all characters at the exact moment that victory is achieved.
- Fixed exploit that allowed for infinite rerolls of arena matches.
- Fixed AI not properly taking into account the range of slings.
- Fixed AI not properly engaging if only units with polearms are left.
- Fixed some other minor issues.
Yeha its not as simple as 2 archers in the front row.
And the Defend behaviour score is from a fairly whacky 500 lines ai_defend.nut script.
https://pastebin.com/3j3Nxgzy
It does have checks for ranged units, range, ammo, who already moved, etc
I think even the devs barely know what the fuck is going on in there...