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> Every war battle was fought gaining an item at the end. No items brought using Renown.
I can't even imagine how annoying that must have been.
Seems like a pretty optimized situation, excepting the "get to Boersgard in 120 days". You could also include a list with the available heroes; is Tryggvi in there?
And a question: So, you re-played all War battles (both waves) until you got a random item at the end?!? Sound horrific D: Did any duplicate items show up?
Getting a duplicate item was a problem aswell, the best solution I found was to firstly RNG the war battle for decent starting locations and lots of Dredge for kills and renown, always letting Scourge summon.
After winning a battle and didn't get an item, would either rotate the playable characters, starting with a different amount or camp again before arriving at the battle. When finding the "sweet spot" you'll usually always get an item, so you just have to redo the battle until its an item you want.
Interesting... So, you reached the conclusion that camping at a specific location ("sweet spot") before plunging into a War, would always lead to getting an item after besting the second wave of the War?
Finally, it seems interesting how you avoided starvation in the start of chapter 4 (outside Frostvellr, crossing that frozen waste to Wyrmtoe) without access to Onef's supplies. Chapter 4 always starts with only three days of supplies; what's more, the market-place rates are exceptionally high (1:1) and their stock is limited. Maybe you relied on RNG, again, to draw a "lucky" random event, when crossing the waste, that gave you supplies?
I think I only brought around 29 supply from Frostvellr, then abused the RNG to get the berrys for morale and supply and the farmers for a heavy amount of supply, making sure it wouldn't drop me to low morale.
Also had to make sure to avoid bad events until later and cleaned out most of the supplys from the next towns.
That's an interesting observation. I'll have to look into the game files to figure out how that random-item/loot works...
Each 'New Game" gets a unique RNG seed.
Throughout the game each game-affecting random number comes from this Game RNG.
The RNG state is stored in each save file and restored in each load.
So, if you as the player make the same exact moves and choices, all the random numbers will be generated exactly the same way each play through. In practice, there are so many things that perturb the RNG that this is pretty difficult.
These are dozens of things that pull numbers from the RNG: War setup and results, Random Quests, Camp music, Landscape layers, battle board determination, battle spawning, battle AI, market items, etc...
Intresting. The RNG entry registered in the JSON save-files is pretty huge, with about ~60 fields of integers that are several digits long! I guess you chose this course to simplify debugging.?
Does this pre-generated RNG also affect miss-chance in battles, or is that rolled at runtime? I won't ask if you used the same RNG system in Factions :)
I'll decide those when the 2nd game is out I guess ^^
Took a while to reply, sorry ^^
At least Clansmen are supposed to be alot more mechanically useful in the next game, so that might work out well.
Finding lodgings for your clansmen is a must and getting access to supplies through whichever method is availible to you depending on previous choices is important, but can you just ignore the dock working entirely and focus on fighting battles the last couple of choices to save more warriors?
Also wondering if Alette being "innocent" or not will make a difference if she is the 'player character' in the next game.
Potentially it could actually be a good thing if she's already had experience killing non-dredge with the kind of challenges she might be running into...