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King Arthur II: The Role-playing wargame

attackfighter

Magister
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I didn't like the economy system of the first game. It was just a bunch of micromanagement and simple calculation to find what was optimal.
 

Darth Roxor

Rattus Iratus
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But it was still something.

You had to keep an eye out on provinces so that they don't rebel. You had to pick proper liege lords. You could counteract the lords' flaws with damsels. You had to keep an eye out on upkeep and army losses because you never knew when you'd need that fuckton of food to quell a natural disaster/rebellion. Actual priorities in research were needed.

Having less but experienced troops was more optimal than a full army. Going full retard with taxes for a year or two was useful in dire situations. You couldn't go full retard with army compositions because heroes would get butthurt and desert you. You had to be careful about reinforcing because you could get your main army stuck for three seasons, gathering troops, while angry sidhe were plundering the whole countryside.

No Round Table mechanic to collect a set of knights for global buffs. Shit, knights are useful only for combat now, anyway, and having more than 3 is pointless because you have only one army (THE WACKY ADVENTURES OF SIR WILLIAM'S BANDWAGON MARCHING ALL ACROSS BRITTANIA, BACK AND FORTH, BACK AND FORTH).

What do you do now? Pretty much nothing apart from upgrading locations once and that's it.

King Arthur's macromanagement was not perfect. But I thought the general agreement was that 'fixing' is supposed to be better than 'axing'. Especially when said axing cuts out half the game's mechanics and leaves a derpy black hole in its place.
 

RK47

collides like two planets pulled by gravity
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Dead State Divinity: Original Sin
They went with THAT kind of fix? Holy shit. What is wrong with having multiple armies?
 

Darth Roxor

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Okay, apparently you can have multiple armies after all. Just that you receive new armies only when the game gives them. Herp. So when I have 3 totally unused heroes in my 'reserves', I can't make them run around the map, but when suddenly a Morgana Le Fay joins me, she gets a whole new army. Durp.
 

RK47

collides like two planets pulled by gravity
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Dead State Divinity: Original Sin
:lol: I'm starting to have doubts of whether this franchise is headed in the right direction. It's becoming more and more simpler. Taking away options from the player isn't a good feature.
 

Elim

Augur
Joined
Feb 15, 2011
Messages
330
Project: Eternity
I loved KA1 and was pretty hyped for KA2. But after playing it for a couple of days...i don't know, somehow it does not "feel" right.
Well, the positive thing about KA2 is that the soldiers hold their weapons with the right hand...
 

Darth Roxor

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But after playing it for a couple of days...i don't know, somehow it does not "feel" right.

I know, right.

Yet... despite all of its shortcomings, it's still addictive as all fuck :(
 

RK47

collides like two planets pulled by gravity
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Dead State Divinity: Original Sin
...the battlefield is too quiet. There's no feedback at all when your units are dying or such. Unless if you zoom in to hear the battles.
They really need to put a message log, e.g: Archers are firing. Unity casualty at 25%. Morale loss. Etc. The lack of sound in battles is disconcerting. I find myself not caring on what's going on in battles. There's just not much time to admire the details and zooming out creates the 'lifeless' feeling. I'm struck at how bland it felt compared to the first. The lack of hero mobility is a sad change as well. Seeing him walking around with 20 personal guards was a crappy feeling compared to him leading a cavalry charge in the first.

I'm not satisfied. :(
 

Darth Roxor

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The RPS article is pretty much spot on. It's a nice but deeply flawed game and for me, a huge step back. Still enjoyable but not the great TW contender I expected. Shame.

It mostly is. But I still raged at this fragment:

The only times I’ve fled in frustration from a challenge is when faced with a maddening text labyrinth: You have arrived at a junction. Go north? Go south? Go east? Go west? You have arrived at another junction. Go north? Go south? Go east? Go west?…

IT'S NOT LIKE THE DIRECT ROUTE THROUGH THE MAZE ISN'T WRITTEN RIGHT THERE IN YOUR CHRONICLE, AMIRITE, YOU DUMBFUCK (AND IT'S EVEN HINTED AT) :mad:

But I guess redding is teh hard : x
 

CrimsonAngel

Prophet
Joined
Oct 2, 2007
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2,258
Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong
The RPS article is pretty much spot on. It's a nice but deeply flawed game and for me, a huge step back. Still enjoyable but not the great TW contender I expected. Shame.

It mostly is. But I still raged at this fragment:

The only times I’ve fled in frustration from a challenge is when faced with a maddening text labyrinth: You have arrived at a junction. Go north? Go south? Go east? Go west? You have arrived at another junction. Go north? Go south? Go east? Go west?…

IT'S NOT LIKE THE DIRECT ROUTE THROUGH THE MAZE ISN'T WRITTEN RIGHT THERE IN YOUR CHRONICLE, AMIRITE, YOU DUMBFUCK (AND IT'S EVEN HINTED AT) :mad:

But I guess redding is teh hard : x


I had some issues with that until i looked through my Journal for any hints and it was there. From there it was SMOOTH sailing.
 

RK47

collides like two planets pulled by gravity
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Dead State Divinity: Original Sin
I don't really care about the CYOA complaints. It was good and choices were pretty well presented. But what do you guys think about the capture points changes? I wanted the old system back to keep pressure on the army to engage and hold. Although the constant bombardment from Lightning capture points seems a good incentive to hold it, I miss the classic outmanoeuvring slow forces and winning with finesse instead of to the death.
 

Smashing Axe

Arcane
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Divinity: Original Sin
Anyone else getting raped when facing almost 100% flying opponents? I try to use archers to counter, but they just swarm over them and take them out in a couple of minutes and all my other units cannot engage unless they're being attacked already. Spellcasting is useless too because they move too fast for AOE to work (Unless I start blasting my own side as well when they're flying overtop) Anyone found a winning strategy?
 

Darth Roxor

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Anyone else getting raped when facing almost 100% flying opponents? I try to use archers to counter, but they just swarm over them and take them out in a couple of minutes and all my other units cannot engage unless they're being attacked already. Spellcasting is useless too because they move too fast for AOE to work (Unless I start blasting my own side as well when they're flying overtop) Anyone found a winning strategy?

I fucking hate flying units with a passion and have no idea why they decided to add them. In low numbers (like, 2-3 regiments per army) they are completely insignificant, but those armies that are totally composed of fliers are annoying to the point of stupidity. Archers are usually good against the smaller ones that fly in 40-beast squadrons, but nearly useless against the 6-man packs. And get even more useless once they get swarmed by 479739468739468 of them.

I usually let the archers try and get rid of the 'squadrons', while a mage hero keeps blasting the fuck out of the smaller packs with venomous curse/lightning bolt/a third spell that I forgot how it's called, but it's sort of like a contagious damage-over-time curse. I also keep the spearmen that can throw javelins around against those. It still ends up with my archers getting mercilessly decimated and the battle taking AGES, but at least it's something.
 
Joined
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Two questions, gents:
- Does everyone's game often crash in DX11 mode when fighting Fomorians?
- How do I get rid of heroes I don't want or need? The fuckers just take up reserve space for which I actually have use.


Edit: Also - and this is important - did the game fail expectation hard enough for you to never finish it after playing the DLC campaign?
:troll:
 

RK47

collides like two planets pulled by gravity
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Dead State Divinity: Original Sin
This game failed expectations so hard that I never even finished it after playing the DLC campaign.
 

Sarathiour

Cipher
Joined
Jun 7, 2020
Messages
3,276
:necro:

Near the end of the sulla campaign, should I make a warlord or champion for the real one ? I would be inclined to do warlord, but if the game is giving you one straight on, it would feel like a waste.
 

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