Now that the TL;DR button is gone, here are my thoughts on the beta and the game in general, in random order:
Take a look at your equipment. Now think where it came from. Have you ever actually bought a falchion? A flail? A kite shield? A pike? A mail shirt? Maybe once or twice in the early game, a damaged one randomly appearing at a market, but from a weaponsmiths? Hardly ever happens. The point is, 90% of mid-game equipment comes from bandit raiders, because you will fight them 10 times and loot 10 nasal helmets before you’re ever able to afford them. Now, I’m not saying looting shouldn’t be a viable tactics but I think there’s an issue with mid-tier gear cost. High-tier stuff like heavy crossbows, warhammers, 150+ armor should cost a lot because it’s the end game money sink but I’m not paying 1000 for a weapon I can loot multiples of in a random battle because I have to win many of these battles to have 1000s to spare. Mid-tier gear should cost a lot less (more than low tier so you don't just buy it from day 1 like in the super early versions, obviously), it would also smoothen the economy because selling the loot would gain you less crowns.
Speaking of raiders, their armor is not only looted in dozens but it’s the best armor in the game when you look at armor points/fatigue penalty, and it’s supposedly bad worn-out gear. Take a look at Blotched Gambeson, Patched Mail Shirt or Worn Mail Shirt. Why would I ever want a Gambeson, a Leather Lamellar Armor or a Basic Mail Shirt if they’re strictly worse than some rusted bandit stuff? Not saying they shouldn’t be viable but definitely not better than the brand new stuff. Either buff/reduce fatigue penalty on the corresponding regular armor around or redesign the bandit gear.
Veteran’s Hall. Has 3 functions that all do the same thing with slight variations. Meh. I’ve used it in the late game but it really could be so much more. Off the top of my head:
- temporary bonus that increases roll on the next level-up. Or maybe allows one re-roll of the entire level-up.
- discover a hidden talent: adds one star to a random existing 1-2 star talent or get 1-3 stars to a new stat.
- respecing. Take a look, this is Karl Ironjaw:
Shield mastery and spear mastery. Broken knee. Putting this guy into a shieldwall is really pushing it. Now let’s say I want to give him a pike and delegate to the second line, the perks are useless. That’s still nothing compared to a missing eye on an archer. Choices and consequences, bad RNG, yeah, I know, but I think if the price was high enough we should be to do limited respecs, I’m talking about making a useless guy into a slightly less useless guy in this case. Let’s say x crowns for the first respec (250? 500?), 2x for the second, 4x for the third, etc. (discounts for disabled veterans? :D). Or maybe you’ve found a unique weapon that no one specializes in. Or maybe you’ve simply screwed up or misclicked and need to change. Student and gifted should probably not be viable for respecing.
All of these should of course cost enough so you can only use them sparingly.
The new ghouls. The little ones are far too weak, the middle ones are in a good place, the big ones would be fine if not for the devour ability. There’s no defense against it other than spear wall (and let’s face it you can’t keep the wall against 20+ ghouls even if you carried 12 spare spears at all times), they can move and use it, they have insanely high hp, can heal to full hp in one go and even when you kill them your guy comes back at wavering morale. IMO one or many of these are in order:
- remove it from the regular 3-tier progression ghouls have some sort of ghoul overlord with that ability that you can’t face more than 2-3 at the same time. I’ve faced 7 of these from the start and had a few more grow during the battle. (that’s more than half of a company, if the AI decided to just come up to me and start the fight by eating 7 guys I would have stood no chance). That’s way too much.
- have the eaten merc take their turn and attack. Probably at reduced AP or stats but have them stab the ghoul from the inside or spend the turn struggling for a chance to get out.
- IMO the best solution: put restrictions on the ability. Make it have a full turn setup so you can use shield push, pike push, stun (another underutilized mechanic), footwork or rotation to counter it. Make it be like the orc stun charge that it can fail and fails more often vs shieldwall or riposte. Make it impossible to devour a fresh merc in full armor. Let’s say (off the top of my head) it can only be used vs guys that have combined armor and hp 150 or less, so they first have to damage you.
I’m still not sure how Geists work. Sometimes they scare two confident 50 bravery mercs into fleeing in one go, sometimes they sit in a bush and screech and nothing’s happening. They’ve been like this since the early access started and I think they were never fixed only because they’re rare and a lot of people just avoids them after fighting them once. The point is, they’re too random and swingy (also in the way you deal with them, kill them in one hit or waste a turn). Maybe they should only be able to reduce morale by 2 levels, so from confident to -1, from regular to -2 and only be able to force retreat on those that already are at least at -1?
Is the Wiederganger noble coming back?
Direwolves. Giving them some reach in the late game via the overwhelm ability is a good change but it gets ridiculous in the early game. Direwolves need a smoother progression, if it's not too late maybe have young ones (slightly less scary than what we have now, two attacks, no overwhelm), regular ones (what we have now) and alphas (tons of hp, multiple attacks, crazy abilities) and have mixed packs, so early game would be a mix of youngs and regulars then later young ones would be more and more rare while leaders would appear.
Enemies should surrender during battle or at the very least flee more often. I’m at day 50, I encounter 10 thugs on patrol, they’re fleeing (on the world map, they charge in battle) but I have to kill them to get paid and get the meager loot and XP. I should be able to if I wanted, sure. But what if we could take prisoners? Some enemies should fetch even more money alive than dead. What if I can catch a named bandit leader in a net and get him to broken morale? He should surrender, give up his gear and be delivered to a castle for extra crowns. That’s not even touching on the possibility of taking a noble prisoner. Or a contract to kidnap someone or rescue a prisoner. Or events where you're attacked because someone wants your prisoner freed or for themselves. I realize this is potentially a huge change and probably can’t make it to the release version it would be an amazing thing to have in a future expansion.
The settlement defense contracts sometimes take waaay too long to spawn the attackers. Once I almost run out of food because I took a contract to defend a village that sold none and I waited for an entire day for the raiders to show up.
The obituary is very bare bones, same goes for the info about alive brothers and I’ll be really sad if it stays like this. Instead of just the obituary, let's have a screen with the company roster (separate from the equip/perk screen), fulfilled ambitions and achievements with pictures, dates and stuff. Or even a complete log of battles and contracts. For the dead there should be a lot more detail. “stabbed by a bandit thug” should be “stabbed by a bandit thug at the battle of sunken tomb/defending Krakenland/in the Misty Woods”, there should be a snapshot with looks, stats and gear of the dead brother before their last battle.
Underutilized stats:
Bravery: a lot more important now that there are morale check on being surrounded. Still not top priority for most but actually matters now. The new mechanic with morale checks when being surrounded is brilliant. Not only does it make an underutilized stat more important (so that 15 bravery on a deserter with 3 stars in melee and melee defense actually does hurt) but it helps dealing with some enemies (no more brave little goblins with knives surrounded by 3 mercs) and just makes a lot of sense. Great change.
HP: the injury system made it somewhat more important but let’s face it, in order of priority HP is still behind melee/ranged skill, melee (and usually ranged) defense and fatigue and now it competes with bravery so it’s typically raised only on bad rolls from the rest. Possible fixes:
Higher rolls. Probably a lot higher, at least +1/2 across the board, maybe more. If I have 5 melee defense and 50 hp and I can increase defense by 2 or HP by 3 I think I know which I’m going to choose. It’s not only about how much %-wise the increase from initial stats is but also just how bad getting hit is compared to raising your chance to not get hit. If you got hit and stay at 3 hp, you're still probably screwed, if you didn't get hit by 2% you've lost nothing. Another thing: having very high max HP should increase the chance of getting a permanent injury instead of dying. Let’s say every point after 50 gives 1% better chance of surviving from whatever the original chance is (so a hypothetical 150 hp character is twice as likely to survive). Maybe even make hp skew the table a little and make it less likely to get the most debilitating injuries.
Initiative: the overwhelm perk mechanic is very interesting but I haven’t tested it enough to decide if raising initiative is worth it yet. My initial feeling is still no. You need armor, you use up stamina very quickly, only if you have good initial initiative and the right gear (archer or very specific melee build) you can utilize it, if you don’t raising it won’t help.
With that all said, the game is already very, very good and will probably be one of the best things to come out this year, even if it ships with all the issues listed above.