Wartales

Wartales

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Couple Trait
Honestly, I just wish the game wouldn't try to make the mercs into couples. I don't care about gay, straight, whatever. This isn't about that. I've read it doesn't give any positive or negatives, so then it's pointless. But give me control to have them become couples or not. Personally, I wouldn't have any of them become couples. I'd have them get bounties, collect supplies and solve puzzles. Give US the option on what game we want to play, in that regard. Win/win imo.
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This is one example among many others ...
And it seems ridiculous to me, and can affect the seriousness and the duty of finishing the game. I could almost consider it as a "bug".
I think that we must adapt the dialogues to this situation of human/animal relationship, without removing the affection that a human can have for an animal, of course. :dwarven:
Ursprünglich geschrieben von Himelin:
This is one example among many others ...
And it seems ridiculous to me, and can affect the seriousness and the duty of finishing the game. I could almost consider it as a "bug".
I think that we must adapt the dialogues to this situation of human/animal relationship, without removing the affection that a human can have for an animal, of course. :dwarven:
Given that it took them, what, a year to add a toggle for the damn backpacks in combat when they've had everything needed for it, I am fully convinced they've added the relationship system with zero limitations and just a difference between texts being the pronouns (which is funny because "they" is only used for animals, so they *knew* the relationships with animals would happen from the get-go).
Zuletzt bearbeitet von Wandering Flare; 3. Sep. 2024 um 5:44
Ursprünglich geschrieben von Wandering Flare:
Ursprünglich geschrieben von Himelin:
This is one example among many others ...
And it seems ridiculous to me, and can affect the seriousness and the duty of finishing the game. I could almost consider it as a "bug".
I think that we must adapt the dialogues to this situation of human/animal relationship, without removing the affection that a human can have for an animal, of course. :dwarven:
Given that it took them, what, a year to add a toggle for the damn backpacks in combat when they've had everything needed for it, I am fully convinced they've added the relationship system with zero limitations and just a difference between texts being the pronouns (which is funny because "they" is only used for animals, so they *knew* the relationships with animals would happen from the get-go).

I think this is a problem that escaped them during the processing of the project, and of course, the programming of the game (or someone wanted to simplify things ...). And I think that this should now be considered as a "bug" to be corrected. Because players will start to notice it (even if it does not prevent them from playing) and it makes a bit of a "stain" on the finalization and the atmosphere of the game. :dwarven:
I would also turn off an option to build relationships as long as mercenaries are willing to do their pets...
You can buy Drinking Buddies with knowledge points and use it to remove negative traits from characters who like each other, like couples. So there's that as a benefit.
Ursprünglich geschrieben von titanopteryx:
You can buy Drinking Buddies with knowledge points and use it to remove negative traits from characters who like each other, like couples. So there's that as a benefit.
That works for any companions with +3 relationship, Couple is unrelated. Assuming it even works because last I tried it the game didn't consider stuff like Hemophiliac a negative trait so I basically couldn't get anyone to have a drink together.
Ursprünglich geschrieben von zaphod:


Otherwise, I still think you're looking for a lot more behind that word than there is (the game doesn't really talk about any wedding when getting the title).

Uh... no... The Camp conversation literally says my two male brutes want to marry each other. Says "marry" right in the conversation. Just doesn't belong in the game.
The game has many mechanics to make fighters quarrel or make them friends. I had to, to the detriment of the squad's survival, send to the Trading Post a fighter who interfered with the relationship of the couple I wanted to create (Rognar and Lagertha from the Vikings series). At the same time (I brag) I managed to reconcile the irreconcilable Helet and Ganbalt. This is the most pleasant bug (perhaps it was done on purpose) it added dopamine to me, as if I had completed a difficult quest. Well, it really is not that easy, because either the warrior Helet or the ranger Ganbalt may be redundant for the player. Therefore, it is strange for me to read comments that someone cannot quarrel two male warriors or a man and a mule. The game even has a mechanism for spanking (never done it) that makes characters quarrel.
Ursprünglich geschrieben von mrak20105:
The game has many mechanics to make fighters quarrel or make them friends. I had to, to the detriment of the squad's survival, send to the Trading Post a fighter who interfered with the relationship of the couple I wanted to create (Rognar and Lagertha from the Vikings series). At the same time (I brag) I managed to reconcile the irreconcilable Helet and Ganbalt. This is the most pleasant bug (perhaps it was done on purpose) it added dopamine to me, as if I had completed a difficult quest. Well, it really is not that easy, because either the warrior Helet or the ranger Ganbalt may be redundant for the player. Therefore, it is strange for me to read comments that someone cannot quarrel two male warriors or a man and a mule. The game even has a mechanism for spanking (never done it) that makes characters quarrel.
If you want to avoid companions increasing relationships then just move them away from each other in camp and keep them away during combat. Opposite to that, you can "speedrun" a relationship between companions by keeping them next to each other in camp and turning them into a combat duo that buffs and heals each other every turn while engaging the same enemy at the same time.
Ursprünglich geschrieben von Wandering Flare:
Ursprünglich geschrieben von mrak20105:
The game has many mechanics to make fighters quarrel or make them friends. I had to, to the detriment of the squad's survival, send to the Trading Post a fighter who interfered with the relationship of the couple I wanted to create (Rognar and Lagertha from the Vikings series). At the same time (I brag) I managed to reconcile the irreconcilable Helet and Ganbalt. This is the most pleasant bug (perhaps it was done on purpose) it added dopamine to me, as if I had completed a difficult quest. Well, it really is not that easy, because either the warrior Helet or the ranger Ganbalt may be redundant for the player. Therefore, it is strange for me to read comments that someone cannot quarrel two male warriors or a man and a mule. The game even has a mechanism for spanking (never done it) that makes characters quarrel.
If you want to avoid companions increasing relationships then just move them away from each other in camp and keep them away during combat. Opposite to that, you can "speedrun" a relationship between companions by keeping them next to each other in camp and turning them into a combat duo that buffs and heals each other every turn while engaging the same enemy at the same time.

This won't help. I kept my horse apart from everyone and didn't upgrade it to warhorse, yet, my cheff, from the opposite side of camping space begin to develop attraction to it. :thecathead:
Ursprünglich geschrieben von Cthulho:
Ursprünglich geschrieben von Wandering Flare:
If you want to avoid companions increasing relationships then just move them away from each other in camp and keep them away during combat. Opposite to that, you can "speedrun" a relationship between companions by keeping them next to each other in camp and turning them into a combat duo that buffs and heals each other every turn while engaging the same enemy at the same time.

This won't help. I kept my horse apart from everyone and didn't upgrade it to warhorse, yet, my cheff, from the opposite side of camping space begin to develop attraction to it. :thecathead:
"+1 to relationship with close companions" is wonky like that, but those are few and far between so there's fat chance it'll cause any unintentional (or deterred) couple.
It seems that an animal that has a very good relationship (couple ...) with a human cannot be led by that same human during a fight on a battlefield. I think this should be improved and the animal should be able to be led by its master. :dwarven:
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Geschrieben am: 25. Aug. 2024 um 23:34
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