Wartales

Wartales

View Stats:
nordstern Jan 1 @ 1:26am
2
1
My 2025 Wartales Feature Wishes
Here are my wishes for features and updates to Wartales for 2025 in no particular order. Numbering only for commenting purposes.
  1. Improved Pathfinding. Specifically when it comes to slopes.
  2. New Pony Equip: 1-axis Cart. Thinking about 25/50/75 unit versions. Recipes should start in areas with level 7+.
  3. New Difficulty "Semi-Region-Locked": Free mode obliterates most of the feeling of progress since enemies are most often at least your level. Region-Locked is... weird since it does scale only within region level ranges but doesn't adjust above that. What I mean is that enemies are still equally hostile and aggressive. Also some aspects of the game get way too easy like farming rat nests while others get way too challenging (try capturing level 2 outlaws when being level 6+ yourself.. unless you deliberately change weapons for the encounter). The new requested difficulty setting would scale regions like region-locked until the actual maximum of region-locked (e.g. level 3 for Tiltren) and after that it would scale with "half speed" (like in you are level 8, Titlren encounters would be 5ish, and 8ish when you are 12).
  4. Improved Camp Management for Cooks: Cooking is imho crucial in Wartales, yet it is very tedious. Right click cooking pot > select cook > select recipe and amount > cook > acknowledge > select new recipe and amount > > >. Specifically when going for feasts, this is aweful. Please add features to simply pre-select everything and do one cooking.
  5. Crafting with Dependencies: Coupled to cooking (example of feasts), we do have recipes where ingredients are results of different craftings. Please let as craft those dependencies directly from the recipe itself as long as it is the same type of craft (e.g. cooking, but not blacksmithing if requiring items from alchemists).
  6. Improved Overview over Characters During Selections: I find it difficult to see which character is selected to perform something and what their skills are. This is very obvious in the Tavern DLC (I want to see relevant skills of employees when assigning them. Like you want to assign an employee to bouncer, you have to do it before being able to see the skills that employee has as bouncer). But it also refers to crafting (multiple alchemists, which one is the one you are currently selecting recipes with?).
  7. Sailors in Gosenberg (Tavern DLC, possibly a bug?): It seems that Gosenberg doesn't support sailors as customers for your Tavern. Which is very weird given that Gosenberg has a dedicated port in town. Or is there something I missed to have done to "activate" that?
  8. Improved Combat Auto-Center: When clicking on a group character during combat to select the troop to move, there is an auto-center feature kicking in. The issue I have with this is that it centers until the character is in the center. The result is that you can block the game when scrolling too early which will make the screen shake as auto-center and scrolling is working against each other. You have to wait for auto-center to complete before you can consider your next steps (eventually choosing another character where it rinses and repeats). Please either add the option that scrolling cancels auto-center or even better; Enable auto-scrolling when selecting characters via "Companion list in battle" and potentially double-clicking characters on battlefield, but disable it when single click characters on the battlefield (since I already know where they are!)
  9. More Baits! Please add more options to get bait for fishing, specifically in early regions. EDIT: At some point, you can purchase 3 bait pretty regularly from your trade post peddler. I still feel that more bait should be available, but it isn't that big of a deal later on.
  10. Mouse Over Tooltip for Tavern Skills: There should be a mouse over tooltip for tavern skills when the report states that xyz employee gained skill abc. abc is currently already highlighted in the text, but there is no explanation directly available what that skill does. Also coupled with wish nr. 6.
  11. Shield Crafting: Being able to change skills associated to crafted shields. Protection is nice, but I would like to see offensive options as well. Think of helmet stamps but for shields.

That's all for now and I wish everyone a happy new year 2025. And please continue to work on this great game (as developer as well as players!).

EDIT: The more I have to deal with cooking for a large group all time, I feel it cumbersome and reducing the fun in the game. I recommend to remove all feasts from cooking and instead allow players to design their own "feasts". What I mean by that is that there should be starters, main dish, desert and a drink. Each of those are slots you fill with recipes. During camp, your cook can simply select a feast and craft all items or use available ones (e.g. for drinks). We already have main dishes and deserts (well, no functional difference, something I would add), only starters are missing.
Last edited by nordstern; Jan 2 @ 10:37am
< >
Showing 1-15 of 44 comments
Lampros Jan 1 @ 4:30am 
Yes, pathfinding is indeed terrible - the worst in the game of this nature I can recall. I'd also like to see the ability to upgrade enemy gear that you loot, so you don't have to farm Alazar heater shield every other level, for instance. Otherwise, too early and too drunk to think more! ;)
I will also ask Shiro this year:

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.
More faces and hairs. Specifically more attractive faces and traditional hairstyles. Less unisex danger hairs from viking tv show.
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.
Last edited by 󠀡󠀡󠀡󠀡󠀡󠀡; Jan 1 @ 12:52pm
Nasarog Jan 1 @ 10:32am 
Not a bad list.
Serges Jan 1 @ 11:57am 
I hope to see new customizations, a "transmog" option, more Gosenberg-style maps (I loved that campaign with big city), more tavern options, especially in the Belerion region (I need a tavern with a pirate theme).

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.
Last edited by Serges; Jan 1 @ 12:04pm
nordstern Jan 1 @ 12:40pm 
Originally posted by Serges:
I hope to see new customizations, a "transmog"
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.
You can change the order of the skills in the toolbar. As in move them freely between slots 3 to 12. You have to activate "Allow the modification of the skill order in combat" option in section "General >> Advanced".
Is this what you are looking for?
Serges Jan 1 @ 12:54pm 
Originally posted by nordstern:
Originally posted by Serges:
I hope to see new customizations, a "transmog"
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.
You can change the order of the skills in the toolbar. As in move them freely between slots 3 to 12. You have to activate "Allow the modification of the skill order in combat" option in section "General >> Advanced".
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 ><
Last edited by Serges; Jan 1 @ 12:56pm
My top four are still;

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.
Last edited by hornsounder97; Jan 1 @ 2:18pm
Originally posted by nordstern:
Improved Pathfinding. Specifically when it comes to slopes.

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.


Originally posted by nordstern:
New Pony Equip: 1-axis Cart.

I wouldn't use them anyway, as I'm addicted to horseshoes. But it would be nicely thematic.


Originally posted by nordstern:
New Difficulty "Semi-Region-Locked"

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.


Originally posted by nordstern:
Improved Camp Management for Cooks & Crafting with Dependencies

These would be very nice quality of life changes.


Originally posted by nordstern:
Improved Overview over Characters During Selections [...] (I want to see relevant skills of employees when assigning them. Like you want to assign an employee to bouncer, you have to do it before being able to see the skills that employee has as bouncer).

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.


Originally posted by nordstern:
Improved Combat Auto-Center

Doesn't bother me and I don't use the companion list, so no comment.


Originally posted by nordstern:
More Baits! Please add more options to get bait for fishing, specifically in early regions.

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.


Originally posted by nordstern:
Mouse Over Tooltip for Tavern Skills

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.


Originally posted by nordstern:
Shield Crafting: Being able to change skills associated to crafted shields.

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.
Last edited by Doom_Cookies; Jan 1 @ 1:20pm
Added some edits with revised ideas.
Vanguard Jan 2 @ 12:56pm 
Wartales 2!

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.
Giraffe Jan 3 @ 2:22am 
1 Jewelry profession. With the ability to create jewelry for sale, with the ability to cut rubies and sapphires. The jeweler will be able to make brooches, items for the backpack and belt.

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.
Last edited by Giraffe; Jan 3 @ 2:45pm
Vexov Jan 3 @ 11:04am 
How about some decent balancing.

*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".
Add a key shortcut for the Companion windows.
Lampros Jan 4 @ 10:32am 
I forgot to mention:

I'd like the starting 4 and unique mercenaries to have more "bells & whistles." At least some sort of unique traits?
< >
Showing 1-15 of 44 comments
Per page: 1530 50

Date Posted: Jan 1 @ 1:26am
Posts: 44