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well, I haven't played all the origins, but I just want to say, please no additional downsides for band of poachers lol. if you wanted your post to be infuriating in some way, it was certainly not because of your opinion that beast slayers is fun. I would personally rate band of poachers higher. I think that the downsides of not starting with anyone at all skilled at melee, and having less space in your cart, are plenty of downsides. I think being able to see what camps compositions are saves you from the hassle of retreating to change equipment, or stumbling into a deathtrap. not all players want their origin to punish them harder, this game is already plenty punishing.
I agree that all the origins could use more origin specific events.
1 - band of poachers - fun
2 - beast slayers - fun
3 - peasant militia - fun
4 - new company - fun
5 - trading caravan - focusing on playing it the way it is intended, focusing on trading and keeping the company small, makes it a bit boring. I'm not much into using trading for money in this game.
never tried any other origins.
edit - while I have watched other people play the other origins I did not list, I'll still not offer an opinion on them other than they did not interest me enough to try, but I could see them all belonging higher than trading caravan on my list if I had tried them.
2. Barbarians - I like the set up, I like starting with characters that aren't easily replaced, I like the aggressive style, I like the map icon and music (then darn becoming professional ruins everything).
3. Hoggart - its Hoggart. Ok, its because the main story is tailored around the original origin. I grow attached to the companion bros.
4. Deserters - I like the start, but basically what suejak said, kinda boring after the start and is just a superior hoggart origin company.
5. Beast Slayers - It has potential. I like the idea of distrusted monster hunters earning their place in the world. But my god that passive is
6. Trading Caravan - When I feel like chilling. - Definitely is the easiest origin. Just trade and buy a hedgeknight ezy. I enjoy making tons of money and this helps with that. This is for purely non-stress campaigns though which are rare for me.
7. Cult - I don't like being limited on what I can hire. Haven't gotten far enough to see the so-called amazing buffs from the sacrifices so this is an incomplete assessment.
8. Poachers - Neverplayed and starting with good ranged seems too easy, 1 archer that will last the game and 2 poachers that are above average/good. Just survive the initial "No Melee" section (no wolves) and enjoy have 3/6 of your ranged lineup which gives you a huge boost against the poor thugs/raiders.
9. Militia - Limited on what I can hire. Too easy. Got achievement in less than an hour.
2. Almost everything else
3. Lone Wolf - having only 12 slots is too limiting.
2 Lonewolf - Kinda under developed in my view and would benefit from some optimisation for QOL (Like a temp 13th spot for hiring/firing), but still really cool.
3 Hoggart - Else no chance to meet Hoggarts ghost and get that named 2h
Equal 4, 5, 6 - N Raiders, Militia, Cult - All interesting to me, but i never seem to get a decent game going.
7 - Beast Hunters - Just a bit too much like hard work for my tastes
8 - Caravan - Meh
9 - Deserters - Actively dislike this one - My bands live on strong resolve and I cant deal with 3 starting bros with such low resolve.
2. Cultists - the unique events are great flavour
3.Poachers - add an interesting mechanic
4. Militia - cool concept, needs more late game distinction
5. Trading caravan - trading could be fun, in practice its just an economic difficulty modifier
In general i rate origins by how much they change the late game. We have seen a lot of modded origins, anyone can slap together a few backgrounds and call it a unique start. The thing is by midgame most starts to look the same as you end up hiring the same people who get the same perks and the same gear, the origin specific stuff starts fading away. About half the vanilla origins suffer from this phenomena.
I very strongly agree with adding a Random Trio origin, it is pretty easy to make and adds so much replayability. It also allows people to share new origins as seeds, creating a blossoming marketplace of user found origins that can be copied from player to player.
I just like the feeling of utterly destroying my enemies, whether they are a plethora of Chosen accompanied by ugly trolls, a swarm of nasty Goblins with treacherous daggers and spells or whole armies of soldiers armed to the teeth.
With this origin, you can finally own the RNG. So players who complain about it, should just play it and enjoy total domination.
I kind of hate the hiring/firing game but it's so rewarding that, in the end, I put up with it.
What's truly remarkable about this origin is that due to the higher active roster limit, you can come up with entirely new and bizarre formations and experimental character builds.
This origin is definitely overpowered but it's great fun.
2° Davkul Cultists
What's not to like about sacrificing brothers in exchange for divine power? These cultists are an interesting bunch. The background itself and the stories of Davkul are ominous and enthralling. As warriors, the cultists can either suck completely or be outright gods in the making. I feel like this variance, what suejak calls chaos, is what defines this origin. Davkul does not wait for anyone nor does he care for the mood of your team. Does a sacrifice happen while you're in the middle of nowhere? Bam! Half the team deserts! Have fun!
Cultists, being religious fanatics not too right in the brain, don't ask for outrageous sellsword's wages. So, you'll probably never run out of copper to hit them with.
And when they start getting promoted by Davkul, oh my, does it start being quite fun to see a bunch of weirdos becoming blood crusaders, empowered by their absolute craziness.
I feel these are the two origins that impact gameplay the most and are for that reason, my favorite. Other origins I like include the Northern Raiders, the Lonewolf and the Band of Poachers. But I don't have much to say about them.
The default Hoggart starts feel kind of bland. Traders are a boring 100 days of sluggishness. Deserters and Beast Hunters never appealed to me so I haven't tried them.
1. Davkul
Same on sense of immersion, sudden chaos, random death.
2.Hoggart
No special reason, Im just too used to it.
3.Poacher
It has its feature, but not too appealing to me.
3.Merchant & beast hunter
Ordinary start with some feature not affecting game really.
4.Militia
Good idea, but I personally dont like it, it's too tiring to build, remember and control too many men.
5. Lone wolf
Like stated above, I hate individualistic heriosm.
2. Hoggart - I like the balance of the initial game.
3. Deserters - Provides the fun of having a single Noble house against you, allowing for raiding Caravans and such, but not as isolating as the Barbarian start. My game ends if the original 3 deserters are killed. The low Resolve start is really challenging. I also like how the Noble houses hire other Merc Companies to kill you after you raid their Caravans.
4. Beast Slayers - No real advantages.
5. Barbarians - Really overpowered starting group. Map seed is too critical.
6. Caravan - Makes things too easy really.
7. Militia - not a fan, overpowered by sheet numbers.
8. Cultists - not a fan of the theme, but that is just me. Would much prefer a Witch Hunter group out to kill off the Cultists.
9. Lone Wolf - Really wanted to like this, but I enjoy the early game challenge and this start kills it, making things too easy by being overpowered.
2. Companions (no Hoggart) - The simple BB that I love.
3. Barbs - I usually don't bully the Nobles, so this start lets me play differently than I usually play. Being locked out of most of the map is really annoying though.
4. Cultist - I like the unique gameplay here, but lategame is too easy with the nutty Cultist buffs.
5. Beast Slayer - Like the bros, like the extra trophies, not a fan of the -economy.
6. Deserters - Like the start, but I find the "everybody goes first" thing to be incredibly annoying rather than useful. That's their main thing and I would rather they didn't have it.
7. Lone Wolf - Encourages being picky about recruiting and discourages specialization builds, which makes me not want to play this.
8. Caravan - Too easy, too slow.
9. Peasants - It was fun once but I probably won't ever play it again. Way too easy, and battles take forever.
If a random trio origin gets added that will likely become my favorite.
Even with those options our most requested origin is a 'build your own adventure' origin where you select your party and their gear. Some people want this to have detailed planning down to the traits and talents, but I think that is too fiddly. We're planning to add it as an event at the start of the game where you answer some questions about yourself and it builds a party based on your answers.
Interesting - what don't you like about it? Have you talked about that somewhere?
Nice, this reminds me of the old Elder Scrolls personality quizzes. "One summer afternoon your father gives you a choice of chores. What do you do?"