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I'm still having fun right now, but after a few dozen hours the battles have gotten a bit monotonous. There's a reason nearly every 4X game with turn-based tactical combat (every Total War game, Spellforce: Conquest of Eo, Age of Wonders) puts this feature in: at a certain point you just don't want to fight the same enemies over and over again.
Just to clarify (for me): you mean your main save has a Warband of 20+ members? I've recently started a new game post r1 release and I'm into the swamplands and experiencing tier 8 mob battles which can have around 15 opponents. I'm doing ok, but I have been toying with increasing my war band size up from 13 (8 human and 5 animals) as battles are getting pretty spread out and my 13 guys are covering a lot of lines of attack.
It hadn't occurred to me to go that big on the war band.
When I finished the game on hard back in early access, it was typical to adapt the game to the number of team members. As I read the posts, it's still about the same now, and I don't see that there is an upper limit.
Then again, the more members in the gang
- the more food you need
- the more money you need
- you don't earn significantly more after a fight
- the slower a battle is and it doesn't help anything because the opponent has more members anyway.
I'm just messing around on normal setting right now, but I've maxed everything out with 9 members and no animals and typically fight against 12-14 people, very rarely 15. 12-14 is no problem in 2 turns with the right gear, in truth you don't even need everyone to fight (I only need 7, 2 tank, 1 tank/damage dealer and 4 damage dealer), and it's much more efficient.
Because of the different jobs on the go, 6-8 people doesn't hurt (although angler is completely out and woodcutter is redundant as soon as you have someone master something, bard is there because why not, but it's no concrete use, and scholar is not needed at the beginning of the game), plus in battle 8-9 is effective because it gives you enough space to position well, but that's it.
What do I not see?
Nothing. That's a good summary.
The reason to increase the size of your band is simply because you want to, not due to any tangible benefit. If you want another character for a build you have in mind, you can grab one without meaningfully effecting game difficulty aside from a marginal and linear increase to resource costs (Food, Wages, the need to gear up more units, etc.) I guess you technically increase item drops per battle as well, but that's countered by battles taking longer.
Basically, there's no mechanical reason to increase your party size beyond a certain point (one of each profession or enough to fill all camp tools without captives). But the option remains if you feel like doing so, and it'll only minimally affect the game's balance.
If you want size of your group to matter, then Adaptive mode is antithetical to that. Yet Regioon-Locked mode also locks regions to particular levels. I saw a suggestion on this forum recently to decouple region level scaling and enemy group size scaling so that you can set them individually, and I like that idea.
Yeah I'm 14 hours in to my first real playthrough (first one lasted like 3 hours cause I tried ironman mode lol) and just realized how annoying it is to have a large party.. huge battles, more expensive upkeep, more expensive to upgrade everyone. I just dropped six members and the game is actually fun again now lol
As for auto-resolving, perhaps letting the AI take over your characters is an easier to implement compromise? Obviously its not going to give you the results you as a player could achieve, but it should be competent enough for an auto-resolve if using the same logic as the enemy AI does.
Please explain this as I'm new to the game with only a few hours.
I currently have a team of 5 specialised as miner, cook, tinkerer, woodcutter, and blacksmith. I decided that fisherman was unnecessary, so it seems I made the right call there! I'm on adaptive difficulty and I want to keep the party as small as possible so the battles don't go on for too long. So, 6 to 8 you say? Is 6 viable to do a complete play through?
First of all, I basically prioritise jobs according to how useful they are in battle and how essential they are to the progress of the team. You clearly need a tinkerer to produce the necessary camp items, a miner to have the resources to make equipment, and a blacksmith to have someone to make it. Without these you can't really get started in the game, and they're all such that a lot of things only become available as you level up in skill (tinkerer, blacksmith). Also, I think a thief is very useful because there are a lot of chests in the game, a cook because you save a lot on food, and you need a scholar later on because of the tombs and an alchemist is very useful.
So I think
-what is essential: blacksmith (perfect for combat w/ str), tinkerer (perfect for combat w/ dex), miner (goes for combat), thief (goes for combat)
- what is very useful: alchemist (good/perfect for combat w/ dex), thief (goes for combat), cook (unnecessary for combat), scholar (unnecessary for combat)
I left out woodcutter (there are much better for fights), bard (unnecessary for fights) and angler (unnecessary for fights). I'm not saying it's bad to have them, but because of the above, they are of secondary importance for me, they will be added sooner or later, but...
I am playing on adaptive, Hard Hard and 90% of battles end on the first turn and i playing with 4 mercs.
And i have someone for every proffesion, i dont miss any content, i just have a much easier time to maintain and invest in my warband to the point where even my tanks can deal 300 damage per turn and have insane combos