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With the buffs to the Highwayman's melee skills and the weakness of his ranged attacks, the Highwayman's Buckle could use a rework. As it is now, buffing his weak skills at the expense of his better ones is something I'd never consider using.
This change sounds like excessive hand-holding in response to whiners:
With most of the update making the default experience even easier than it already is, it would have been nice to see NG+ reworked so that players can't just breeze through it in half the time required.
Also, the "trophy trinket finds its way back to hamlet" is maybe a little too kind. I mean... "gone is gone" was too harsh, but "unable to lose them at all" seems a bit wrong compared to the rest of the game. Maybe make it so they'll get added to the shamber drop list, or that you can redo the bossfight? Oh well... you can't make everyone happy, so it's fine either way. Just giving my own thoughts on it.
Yo dawg, I didn't even know you could camp while you camp. Lol.
We are definitely very conscious of these changes and we would love your feedback on the system as we don't want this to make it too easy and we do want some cost going into getting high level recruits. Right now we play with the idea of them coming more laden with quirks, and we also possibly consider locking some negative quirks so they aren't these squeaky clean and unlimited resource. Please play around with it and send us your feedback on how you think that system could be useful but fair in the sense of the overall scope of the game.
But no walk cycle was funny!
Really like the melee/range tension on HWM. He now trades assassination efficiency for frontline focus. Not personally sold on frontline efficiency per se, but at least he's now theoretically competitive. Fan of the less-squishiness. This does make his top class trinket even more dubious, though. On the plus side, grapeshot is still bad so that frees up a slot.
You mean 8/9?
Also need to do that for abandon hope, though presumably the other way around.
Care to give writing that one another go?
A quick bug report: The persist.roster file in \scripts\starting_save wasn't updated for the new HWM buff, so Dismas starts with 22 HP instead of 23.
Also, HYPE! Cool changes, keep being awesome guys.
Fixed
- New antiquarian specific trinkets. Seems quite obvious, but I thought it was worth to note it. Won't spoil what they are, though (yes, I found some already).
The simplest change would have just been to buff his Pistol Shot damage, but I think I see why you might have chosen to take this altogether different direction - he now has a flavor distinct from the GR (whereas a Pistol Shot buff would have made the HWM and GR essentially clones of each other). Though only time will tell how these new changes affect the HWM's balance vs. the other characters, I (as with probably many others) appreciate that you gave this issue your attention.
They should.
Thanks for the kind words and please play around with the HWM and let us know about the skill change if its too good/not good enough. Same thing with the Antiquarian. The whole reason we want to do a short public beta before pushing it live is to collect feedback from our community. Think of it as little mini early access sessions.