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but I had some pretty bad RNG starting my in hip deep water and I had to hoof it to land. you should at least always start on solid ground.
It seriously cuts down fatigue and action point penalties in difficult terrain and allows you to move from one elevation to another (up or down)
with no additional action point cost; making fighting in formations and maneuvering around the map much, much easier
If you are spending over and hour searching for the bad guys then the map is broken.
Not at all man. That perk is super handy for everyone.
Consider that your Mellee brothers will most likely be in heavy armour and holding heavy weapons.
They need all their fatigue and action points to fight and move around. Any saving you can make is the difference between getting mobbed by ebemies or managing to cut a few down and escape to higher ground.
I agree swamp maps are certainly the most frustrating; mainly be cause they are hard to fight in and take forever to play through, but they're not broken.
What IS broken is the way the game places your mercs when your assaulting a bandit/orc/goblin camp.
Your merc just walk into the fight in loos formation like a bunch of morons.
Incredibly frustrating to watch your archer get cut to shreds purely because the game decided to spawn him next to a beserker.
Perhaps i will stick path finding on the front men as well now. What would be nice was if you had 2 extra action points when no enemy was in sight.
Also fight undead in swamp if you want horror in your fantasy merc simulation