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1) Improved AI during combat.
2) Multi-specialization for characters in profession (1 - master, 2 - apprentice): rid the squad of useless mercenaries
3) Multi-specialization for characters in weapons: the basis is that you can use legendary weapons, additionally - maximum blue weapons.
4) Start of the game: the ability to choose any combination of mercenaries (for example: 4 bows, 4 knives, 2 bows + 2 knives, ....).
5) Stronger growth of enemies at the end of the game.
6) I want the Leader of the enemies to be stronger.
7) Additional slots for belts, or make it so that in each of the two slots you can put the same type (but not by name) of things.
Transmog to change armor look to whatever you like. Armor coloring.
More regions, plenty of space still.
Less crap pacifist mechanics (tavern, farm, mental hospital management etc).
Less low effort dlcs like The Pits.
Improved merc relationship and event system. World events. Travel events.
More contract variety (caravan guard, road ambush mechanics etc).
Post lvl 12 path content.
Combat taunts and insults from enemies. They are too much faceless fodder.
More weapon kill animations and gore.
Taking advantage of the topic, ask me a question, is there a way to change the skills in the hotbar?
I have 100 hours and I haven't been able to change the skills yet, I don't know if I'm just too stupid, or there really isn't that option.
If it doesn't exist, I hope to see that addition as well.
Is this what you are looking for?
Ahhh man, that's exactly it, my God, if I were there, I'd give you a kiss hahahaha. I had already tried everything, but I hadn't thought there was an option that blocked this ><
1. Troop management. I want to be able to create groupings of 4, 5, or 6 units that are always grouped together at the start of a battle. Having to spread my tanks out, and my animals, archers etc. all at the start of battle is pretty tedious. Being able to have most of that work done for me at every battle would be so great.
2. Animal management. Being able to either leave animals in camp, or designate them non-combat would be nice. I like getting all the different animal types, but I hate having to try and babysit my plague rat, or cardinal mosquito. I'd love the option to bring them to battles when I feel like it, instead of all the time as it is now.
3. More kill animations. I haven't picked up the new expansion yet, so I don't know if there are any new animations, but it would greatly spice up combat.
4. More customization options. When you get a big party, sometimes the overlap between mercs can be a bummer. It's gotten better since launch, but even more would be great.
Yes, please, for the love of my sanity. Especially certain bridges, namely the ones in Drombach and the one near the main town in Belerion. They're not designed properly and you'll just get stuck if you don't approach them from a certain angle.
I wouldn't use them anyway, as I'm addicted to horseshoes. But it would be nicely thematic.
I'd also like them to add new slider options for scaling in Adaptive, so you can adjust the ratio in level scaling and the enemy count compared to your troop. Want enemies to be between 50% and 200% of your current level? Go for it. Want to scale the number of enemies you encounter in battle? Feel free.
These would be very nice quality of life changes.
This doesn't bother me outside of this little quoted bit. In the tavern, it's ridiculous that you can't see what the characters' skills in a role are before placing them in a role. It's just very clunky to work around.
Doesn't bother me and I don't use the companion list, so no comment.
Yes! The fishing profession needs the ability to prioritize certain types of fish, and baits would be a great way to do that. Let fishhook types determine the quantity caught per cast and the bait influence your likelihood of catching certain fish.
This would be nice. Having to memorize the name of who learned what so you can see what it does for them shouldn't be necessary when a mouseover tooltip would function perfectly for this purpose.
I've thought about this in the past as well, but I'm iffy on whether or not it would be a good idea. A shield's skills are like a weapon's skills, and do we want them adding that to weapons as well so we have the option in every equipment slot? Eh...
I'd prefer they come up with something different for shields rather than just copy what they did with helmets. Weapons have oils, helmets have stamps, armors have layers, so I feel like shields and maybe other offhands should have something somewhat unique as well. I'm just not sure what that could be.
With a license like The Dark Eye or any other PnP Medieval Stuff.
With more Lore / Story and more decisions with various development in the regions.
And more rewarding loot especially Armory.
2 Own base / fortress with the ability to build a house for a blacksmith, alchemist, alcohol brewer, jeweler, without the need to take them on adventures - let them create items for sale at the base. Somewhere on the seashore so that it is possible to park your ship - https://steamcommunity.com/app/1527950/discussions/0/604143386282183675/
3 The ability to study two professions without the need to switch between them. Let it be a quest from the Alazar Academy of Sciences.
4 Continuation of ideas from the DLC. For the tavern, a new building, more spacious, with a stage for a cabaret or a musical troupe (several bards play at the same time to cover the entire tavern), uniforms for tavern workers, the ability to regulate the payment of workers, the ability to transfer all funds from the tavern account to the account of your mercenary group with one button. For Belerion - unique koabli, new islands, new sea adventures, the ability to catch shells with pearls (an ingredient for crafting a jeweler).
5 Combining inventory in a settlement - so that the group's inventory is combined with the inventory of the trading post, without the need to drag it to your inventory.
*Stats be like: 14-16 movement, main, main/crit, crit.
* DOTS: Why bother when the silly combat is done in 1-2 turns.
* Silly daggers with whirlwind (aoe hit) works better then the freaking two-handers, WTF!.
* Craftable gear is vastly over taking our level grinding. Why lvl req???.
* Skills and passives: Some are just garbage, and likely cause the combat is done in 2 turns.
* Burns, poison, bleeding: Just silly. OP, but garbage. All the same really. Why not give an actual effect?: bleeding causes damage per attack made, poison increases crit hit to target, burning doubles damage received to armor. Burning mechanic should be removes from torches. I mean the target should need oil or something splashed on them.
* Crazy buffs: +50% damage and such are just insane. No wonder the combat is over by 2nd turn.
* Guard should only be removed by being surrounded. Just saying that it is so dumb the tanks can't be tanks, because they can't guard against a kick.
I don't exactly have a heavy amount of hours played. Game feels more like a feeding, walking, and wages simulator, because the combat is a joke. Maybe I will try the region scales to my level.
Yeah, probably just do a "Wartales 2".
I'd like the starting 4 and unique mercenaries to have more "bells & whistles." At least some sort of unique traits?