Farthest Frontier

Farthest Frontier

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Maraak13 Apr 7, 2024 @ 9:12pm
New Combat update Extremely Unbalanced
Maybe I just built wrong lmao, but I'm at year 30, and just barley have a standing army of about 6 (5 gold per unit is INSANE for such weak units) they're all fully kitted with shields, weapons etc. Got a raid in the spring of about 25 horsemen & 30 foot soldiers, completely demolished my stone walls and lvl 2 towers, proceeded to get inside, destroy every defense building, then destroy EVERY homestead / house / storage EVERYTHING, before leaving. Kinda sucks watching a few hours progress just get destroyed. Let alone the rebuild costs are all impossible to meet (all of my infrastructure was destroyed too so....) Anyone else dealing with unbalanced raids or just me? My raid setting is average, no church or artifacts yet
Last edited by Maraak13; Apr 7, 2024 @ 9:21pm
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Showing 1-15 of 28 comments
Maraak13 Apr 7, 2024 @ 9:24pm 
Aftermath Tallies:
-134 villagers killed
-50 Buildings destroyed
- 2,500 gold taken
- All raid-able supplies taken
Raiders killed: 6
Total Raiders: 20 Horsemen 10 foot soldiers
Last edited by Maraak13; Apr 7, 2024 @ 9:25pm
mauvbot Apr 7, 2024 @ 11:26pm 
Maybe on your next build go for more archers. I use a simple rule, 3 or 4/1 archers to infantry. Crossbows really help tear through the invaders. You may need to buy them from the trader.
Don't try and surround your entire village with walls and defensive structure. Just focus on vault and storehouses, until later in the game.
Nefelia Apr 8, 2024 @ 2:38am 
1) Build walls around certain buildings or sections of your town, but leave them an un-walled path towards your Town Hall.

2) Cluster your towers around the Town Hall to maximize as much overlapping ranged power as possible.

3) Cluster your Storehouses, Vaults, and Root Cellars within the overlapping fields of fire.

4) Position your Barracks to add to the overlapping fields of fire.

This has worked for me so far. Trying to stop them at the walls is an impossibility.

https://steamcommunity.com/sharedfiles/filedetails/?id=3216236851

https://steamcommunity.com/sharedfiles/filedetails/?id=3216237545
Last edited by Nefelia; Apr 8, 2024 @ 2:49am
Superseaser Apr 8, 2024 @ 3:36am 
I agree with the title.
I especially dont understand why a few guys with sticks can tear down Stone Walls and Gates so fast.
What are they made of, Styrofoam?
Fido Apr 8, 2024 @ 5:04am 
Originally posted by Nefelia:
1) Build walls around certain buildings or sections of your town, but leave them an un-walled path towards your Town Hall.

2) Cluster your towers around the Town Hall to maximize as much overlapping ranged power as possible.

3) Cluster your Storehouses, Vaults, and Root Cellars within the overlapping fields of fire.

4) Position your Barracks to add to the overlapping fields of fire.

This has worked for me so far. Trying to stop them at the walls is an impossibility.

https://steamcommunity.com/sharedfiles/filedetails/?id=3216236851

https://steamcommunity.com/sharedfiles/filedetails/?id=3216237545

ngl this sort of "meta-optimization" in a medieval town builder looks absolutely abhorrent and I don't feel like you should have to min-max to get any sort of prolonged experience out of the game.

At this point, having combat is just a detriment to every other aspect in the game, from everything I can see and experience.
Nefelia Apr 8, 2024 @ 5:32am 
Originally posted by DANGER ☠ POSSUM:
Originally posted by Nefelia:
1) Build walls around certain buildings or sections of your town, but leave them an un-walled path towards your Town Hall.

2) Cluster your towers around the Town Hall to maximize as much overlapping ranged power as possible.

3) Cluster your Storehouses, Vaults, and Root Cellars within the overlapping fields of fire.

4) Position your Barracks to add to the overlapping fields of fire.

This has worked for me so far. Trying to stop them at the walls is an impossibility.

https://steamcommunity.com/sharedfiles/filedetails/?id=3216236851

https://steamcommunity.com/sharedfiles/filedetails/?id=3216237545

ngl this sort of "meta-optimization" in a medieval town builder looks absolutely abhorrent and I don't feel like you should have to min-max to get any sort of prolonged experience out of the game.

At this point, having combat is just a detriment to every other aspect in the game, from everything I can see and experience.


I actually agree with you on this point. Some balance definitely needs to be brought about for the combat. Of course, I am playing on Vanquisher difficulty, so my experience is a poor representation of the standard difficulty.

Given the presence of battering rams and catapults, I feel that walls and gates should be more resilient against the normal raider.

My biggest issue though is the tendency for raiders to absolutely wreck my town if I fail to defeat them. They are here to raid (for gold, food, or whatever), not commit crimes against humanity.

I'd give more feedback, but given that I CHOSE to play on Vanquisher difficulty, I feel that I'm supposed to be challenged by the marauders and local armies.
Mad Jack Apr 8, 2024 @ 5:46am 
Originally posted by DANGER ☠ POSSUM:

ngl this sort of "meta-optimization" in a medieval town builder looks absolutely abhorrent and I don't feel like you should have to min-max to get any sort of prolonged experience out of the game.

At this point, having combat is just a detriment to every other aspect in the game, from everything I can see and experience.

Agreed, it's not the difficulty that is putting me off but the strategies that are needed to stand a chance against raider attacks: exploting the flatten tool for terra forming, exploiting the pathfinding, exploitng the targeting by building warehouses with gold outside of your town....

I'm playing at highest difficulty and it seems that the normal tools and mechanics the game provides are not enough to keep up with raids. Mounted shield bearers just wreck through entire armies and several hundred villagers and there is not much you can do if you don't design the town for maximum exploit effectiveness. This hurts the game because you have to think in concepts that are otherwise not part of the game (designing walls and entraces around the broken pathfinding whereas it should be designed around things like fast travel etc.)

I do think that the "survivial-base-builder" concept can work, bu therere must be meaningful tools for survival and not a reliance on game exploits.
Fido Apr 8, 2024 @ 5:48am 
Originally posted by Nefelia:
Originally posted by DANGER ☠ POSSUM:

ngl this sort of "meta-optimization" in a medieval town builder looks absolutely abhorrent and I don't feel like you should have to min-max to get any sort of prolonged experience out of the game.

At this point, having combat is just a detriment to every other aspect in the game, from everything I can see and experience.


I actually agree with you on this point. Some balance definitely needs to be brought about for the combat. Of course, I am playing on Vanquisher difficulty, so my experience is a poor representation of the standard difficulty.

Given the presence of battering rams and catapults, I feel that walls and gates should be more resilient against the normal raider.

My biggest issue though is the tendency for raiders to absolutely wreck my town if I fail to defeat them. They are here to raid (for gold, food, or whatever), not commit crimes against humanity.

I'd give more feedback, but given that I CHOSE to play on Vanquisher difficulty, I feel that I'm supposed to be challenged by the marauders and local armies.

Because I want the more idyllic experience, I'm playing on pioneer resources and wildlife, with vanquisher maladies and trailblazer raiders.

But even this last game I had to abandon 14 years in because my first raid send in about 40 raiders, about half of which were cavalry, and over 160 of my villagers died just from them stomping into my town center, ignoring tower fire, and indiscriminately slaughtering people before attacking buildings.

The game is just absolutely miserable right now, in prior patches I only really saw unarmoured mooks in hordes, and my villagers could fend them off fine. Now, even on the average difficulty, they're sending in cavalry and armed melee goons that just destroy whatever conscript archers I have on hand.

So, raiders are probably going on "pioneer" difficulty now, too. But I can't see that helping if the game will still throw cavs and sword 'n' board dudes at me on the first attack.
Last edited by Fido; Apr 8, 2024 @ 5:48am
Mad Jack Apr 8, 2024 @ 6:12am 
They need to rework the logic that triggers raids and their size. Gold and population do not translate into combat potential and often are a prerequisite for units with higher combat potential. It does not make sense that you ask the player to hoard 5.000 gold for T3, and then trigger a big raid that is absolutely going to kill everyone and everything once because the game thinks "If you have that much gold you surely can defend against 180 raiders". Nope.

It' ok if the game is punishing but please make it so that you can comback from mistakes. Currently raiders will slaughter hundreds of villagers, then do it again before you had a chance to rebuild, let alone improve and adapt.

Some enemies are just outright overpowered to a silly degree. I am quite sure that NOBODY playtested the enemies on vanquisher difficulty because it's laughable how they shred through anything.
Fido Apr 8, 2024 @ 8:22am 
Originally posted by Mad Jack:
They need to rework the logic that triggers raids and their size. Gold and population do not translate into combat potential and often are a prerequisite for units with higher combat potential. It does not make sense that you ask the player to hoard 5.000 gold for T3, and then trigger a big raid that is absolutely going to kill everyone and everything once because the game thinks "If you have that much gold you surely can defend against 180 raiders". Nope.

It' ok if the game is punishing but please make it so that you can comback from mistakes. Currently raiders will slaughter hundreds of villagers, then do it again before you had a chance to rebuild, let alone improve and adapt.

Some enemies are just outright overpowered to a silly degree. I am quite sure that NOBODY playtested the enemies on vanquisher difficulty because it's laughable how they shred through anything.

I don't feel like they're much weaker on trailblazer, which I ended up resorting to. I might just so pioneer, but I don't know what the enemy diversity looks like there, if Trailblazer gave me 20 mounted enemies on the first raid.

The time before that, I stuck out the big raid, survived with about 100 villagers, and the next raid sent even more guys while I had less villagers than the first time 'round. It's mistifying, it feels like you're supposed to fail and die out by design after about 30 years of in-game time.
Last edited by Fido; Apr 8, 2024 @ 8:22am
Zantai  [developer] Apr 8, 2024 @ 8:27am 
v0.9.2c, going live later today, has further tuning, particularly nerfs on non-vanquisher to raiders.
Mad Jack Apr 8, 2024 @ 8:43am 
Originally posted by Zantai:
v0.9.2c, going live later today, has further tuning, particularly nerfs on non-vanquisher to raiders.
Great, can't wait to test it :)
Perahoky Apr 8, 2024 @ 8:52am 
Originally posted by Zantai:
v0.9.2c, going live later today, has further tuning, particularly nerfs on non-vanquisher to raiders.

thank you man. Dont get us wrong: the combat is not the problem itselfs but its balance. Even on easy it feels ultimatively frustrating because its so unfair. raiders always know the perfect weakest point of the town, dont go any other way, are massive armies.

A game should not be designed to need to meta-min-max huge parts to compete with the challange. at least not on easy settings. The AI should not feel like they "know everything".

i just want to build my town and defend a bit, at least on - again - easy setting.

You can demolish other players on hard difficulty settings, i dont care.

maybe you should think of a logarithm in enemy increasence.

I mean it looks so stupid that we have to build multiple walls for defense, its just unnatural.
This is not AgeofEmpires ....
Look at the profi guy in this thread, his town looks terrible.

For example:
I CANT in any way upkeep all/enough towers and military to defend against any current enemy wave. I need to close all towers and keep my army very small or the money balance is very fast very negative.
My last raid (5 minutes ago) took my balance from +100 to -100 for 5 minutes and reduced my gold by >1000 for the required towers and army.
This is just wrong game design as we need to exploit huge parts of the game to be able to play/defend.

the frustrating in this discussion is that its not the overall game with a questionable design but only such numbers.
- Reduce army/watch towers upkeep so we dont need to disable & reenable them for costs reasons. The required population is price enough...
Mad Jack Apr 8, 2024 @ 9:11am 
Originally posted by Perahoky:
Originally posted by Zantai:
v0.9.2c, going live later today, has further tuning, particularly nerfs on non-vanquisher to raiders.

thank you man. Dont get us wrong: the combat is not the problem itselfs but its balance. Even on easy it feels ultimatively frustrating because its so unfair. raiders always know the perfect weakest point of the town, dont go any other way, are massive armies.

A game should not be designed to need to meta-min-max huge parts to compete with the challange. at least not on easy settings. The AI should not feel like they "know everything".

i just want to build my town and defend a bit, at least on - again - easy setting.

You can demolish other players on hard difficulty settings, i dont care.

maybe you should think of a logarithm in enemy increasence.

I mean it looks so stupid that we have to build multiple walls for defense, its just unnatural.
This is not AgeofEmpires ....
Look at the profi guy in this thread, his town looks terrible.

For example:
I CANT in any way upkeep all/enough towers and military to defend against any current enemy wave. I need to close all towers and keep my army very small or the money balance is very fast very negative.
My last raid (5 minutes ago) took my balance from +100 to -100 for 5 minutes and reduced my gold by >1000 for the required towers and army.
This is just wrong game design as we need to exploit huge parts of the game to be able to play/defend.

the frustrating in this discussion is that its not the overall game with a questionable design but only such numbers.
- Reduce army/watch towers upkeep so we dont need to disable & reenable them for costs reasons. The required population is price enough...

A thing I'm going to explore is in how far you can effectively "micro" your units, so far everybody seems to be focused on static defense and later lancers, however I have not really tried to micro them more than "attack here". If we for example could effectivley micro some archers so that they shoot-and-scoot, that would add some interesting RTS-like options. Imagine archers for example would stagger enemies shortly and light infantry was very agile for example, that would enable someone with good micro to beat a bigger army. Broodwar can be a good inspiration -- things like how weak marines use gaps between buildings that bigger units cannot pass through, which enables them together with their range to beat the way stronger zealots.

Points is, perhaps we can make individual units more meaningful instead of making blobs cheaper and stronger?
Last edited by Mad Jack; Apr 8, 2024 @ 9:12am
LadyMiska Apr 8, 2024 @ 3:06pm 
I very much agree with the Add Walls suggestion.

I probably set up mine all backwards (lol) but my setup seems to be rather efficient at keeping Raiders out of my city; at least for now and my last raid was 80 Raiders.

I initially setup my Palisade Walls and then later, as I was accumulating Stone, rather than Upgrade the currently existing Palisade Walls, I just added the Fortified/Stone walls as another layer outside of the already existing Palisade Walls, so it's like a Double Wall. :)

Also, be sure to Add Towers and add the extra Guard, so there are two in each tower. Place them near any Gates especially and then position extras around to assure some overlap of Tower Range Circles for coverage. :)
Last edited by LadyMiska; Apr 8, 2024 @ 4:08pm
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Date Posted: Apr 7, 2024 @ 9:12pm
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