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Just had one of my founding brothers desert me on payday. The game said it was because I couldn't pay, but I had money enough for 4 days of wages still.
There were no events involving the brother leading up to this, and we had just finished a contract that would pay another 6 days of wages on return.
Just had one of my founding brothers deserted me on payday. The game said it was because I couldn't pay, but I had money enough for 4 days of wages still.
There were no events involving the brother leading up to this, and we had just finished a contract that would pay another 6 days of wages on return.
I'm pleasantly surprised by how fast the fixes are applied, makes me think that supporting this in EA was a good investment.
On a side note - are quest locations generated using a fixed radius from quest giver location, or is the path to the location taken into algorithm as well?
You know, I'm not a big fan of the current 'tutorial' introductory fight, but I would definitely enjoy some different starting mercenary bands:
-A lonesome outcast noble on the run that starts his own band for survival: One man, good equipment, some money but hunted by one or two factions
-A rabble funnel: 8 low rank men (beggars, vagabonds, daytalers...) with little to no equipment in a fight against a terrible foe (1 orc warrior or 'werewolf', some ghouls or bandits...)
Bug Report: If a city is on the coast, and there's another off-shore city nearby that's inaccessible by foot, the city will send patrols in that direction and they will just stand by the shore.
The screenshot shows the furthest extent my party could cross the water. No worries, I'll just wait for crafting to be added to the game so I can build a raft.
My biggest issue with the game right now are the "lol you are dead" events. I'll put it in spoiler just in case, but knowing about those will be useful if you are planning to play ironman.
I had a delivery mission and got an event where something strange is going on with cargo. Chose to investigate and boom: ghosts, fallen heroes and skelly guards on an ambush map. Against my 10 guys in gambesons. That is not reasonable.
Another example:
Managed to kill a bandit camp with an extra leader event. Bounty hunters stop me in my tracks. Why can't I see what I am up against? I decide to fight, I figure I can retreat in case I'm outmatched. Turns out I am BADLY outmatched and they have wardogs. Lesson learned I guess, but wouldn't it be better if the game told you what are you up against before forcing you to make a decision?
Aside from that I think deadly difficulty is actually pretty nicely tuned. Maybe give a little more gold at the start. I think challenging starts with 2400, 1000 on deadly is really fkn low.
Early contracts are still wonky, 1st contract in one of my runs was to kill "Some bandit raiders". I think "some" means it can be at least 4, which is way too many for 6 guys in barely any equipment. On the other hand there are some which are too easy, I got a contract once to kill 2 direwolves for 700 gold or something like that.
Bandit raiders in general are too common in early game. 1 or 2 in the mix is fine, but whole groups consisting solely of raiders is overkill. Cementary missions are best example. Ghouls, zombies and thugs are generally manageable. Raiders early game are insta-retreat.
Another thing, you should be able to refuse advance payment. If I want to check the place out before commiting, I don't want to get super punished if I decide to ditch the contract.
All in all, game is shaping up nicely, I very much enjoy the increased difficulty. I just wish the game would sometimes give you more info, before making you choose between losing 800 gold and losing the game.
I would suggest slowing the rate of decay for faction relations. I was trying to build up my relationship with a noble house today, but it kept slipping faster than I could handle. If you take a patrol contract, it feels like you lose more points due to the passage of time than you gain for completing the job.
Why is the relation decaying anyways? You would think after the lords have hired you a couple of times, they would know about you and trust you if you don't plough their daughters or something.
You know, I'm not a big fan of the current 'tutorial' introductory fight, but I would definitely enjoy some different starting mercenary bands:
-A lonesome outcast noble on the run that starts his own band for survival: One man, good equipment, some money but hunted by one or two factions
-A rabble funnel: 8 low rank men (beggars, vagabonds, daytalers...) with little to no equipment in a fight against a terrible foe (1 orc warrior or 'werewolf', some ghouls or bandits...)
Why is the relation decaying anyways? You would think after the lords have hired you a couple of times, they would know about you and trust you if you don't plough their daughters or something.
Eh, I could see how raising relations with one noble house might irk the other noble houses but yeah a general non-specific decay across the board isn't what I would call ideal granted just halving the decay rate might be enough to allow easier gains. When a band of battlebros saves your town from being ravaged by orcs/bandits you would think they would have a positive opinion of you for longer than a week.
Minor inconsistency: the description of the tile on which a direwolf has died still says a werewolf died here.
My biggest issue with the game right now are the "lol you are dead" events. I'll put it in spoiler just in case, but knowing about those will be useful if you are planning to play ironman.
I had a fight with a rival mercenary band because they wanted the item I was delivering (for like 400 gold). Ended up fighting a group of 12 dudes with high tier gear. It didn't go well and I loaded the autosave which sent me back to the map without triggering the event. The event did get triggered again a bit later but this time I had to fight 8 dudes with sub-raider tier gear and two dogs.
Hopefully the fedex ambushes will be less random and there will be an option to ask for more money once you deliver it if you do end up fighting ridiculous shit.
But the contracts system works pretty well as it is.
The only moments when I wish I could accept a second contract, are when the current one sends me far away or the chase after direwolves lasts far too long in very difficult terrain and I'm short on cash/food. That can be mitigated with solid preparation beforehand, but some contracts seem to be still a hit and miss regarding the risk vs. reward and not suitable for your band, so you can sometimes end in a dead end :D.
I'm pleasantly surprised by how fast the fixes are applied, makes me think that supporting this in EA was a good investment.
On a side note - are quest locations generated using a fixed radius from quest giver location, or is the path to the location taken into algorithm as well?
I would suggest slowing the rate of decay for faction relations. I was trying to build up my relationship with a noble house today, but it kept slipping faster than I could handle. If you take a patrol contract, it feels like you lose more points due to the passage of time than you gain for completing the job.
Ironman is a planned feature - but for your sake it's something we're going to add only once the game is more or less feature complete, and free of bugs and difficulty spikes.