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An in-battle-event-system allows for events and dialogues between the player and enemies, that are willing and able to reason, whether it be to
-Lesser kills/XP; lesser loot, but eventually more desireable one (armors); no further risk, to lose your mercs; be given a merc/camp follower(morale/resolve malus for recruiting former opponents); gain in relation with the faction; gain in renown as a honorable merc
-If you surrender, you may have to spare a share of your supplies/weaponry/gold(maybe even mercs or camp followers, if you have not enough of the former) but you will survive.
-about the location of their hideout, count of their supplies, troops and theirs equipment
-or other things, he might „know“ to save his hide, if you let him
-and then you maybe have to decide afterwards what will happen to them, if they defect to you, or to your mercs, that defected and now surrender
-Werewolves/werebears(why are those not ingame yet?^^) become human at dawn or turn into monsters at dusk, thus becoming a lesser or greater threat
-Vampires turn into ashes when they face sunlight
-Trolls turn into stone at the first glimpse of light
-by having sent for them or
-another party comes by by chance
that may help you versus a common foe, but rips you off afterwards, if you have not enough resources left, to defy them
What brings me to the next point, that would be a necessity for the last two points to work:
Make world-map-time pass mid battle.(e.g. 2 rounds of a battle = 1 hour world-map-time)
The option to send for help would not only allow to turn fights, that might be lost elseway, but make those unimportant derserters of the enemy pose a real threat now.
If you fight close to the enemy's hideout or another enemy party, a figurine that makes it off the battle map could just as well be deserting as heading back and get some backup; you cannot know.
To stop such runaways the player could be able to send out a fast and agile scout party(consisting of maybe 2-4 reserve mercs) that can travel only so far away off the main force, because they cannot take much if any supplies with them. When you send out scouts to ask for help, make sure they are your most loyal mercs with high morale or they may desert themselves.
For that I suggest the implementation of simultaneous battles/journey and battle, making the player to play both rounds of both battles, before he can play the next round of battle 1. The scouting party is only able to travel a certain distance on the world map in one turn of a battle, just as only a certain amount of time is passing on the world map until auto-pause sets in and the next turn has to be played.
The aforementioned ideas, namely negotiating and interrogating such as the following could need your leader to educate himself with the help of books, that can be found or purchased(or camp followers could be introduced extra for that matters(negotiator, interrogator, sapper)):
battle-map-forming
Lets you create a location named ambush or prepared battleground or camp(if you set camp and have prepared for an attack), its battlemap you altered to your liking, on the worldmap.
Changes to the terrain you order (in a map editor) cost tools & supplies, mercs to work and time to execute, so it is not always feasible. Different alterations need different amounts of resources. The more of these resources you are able and willing to invest, the faster and the more you can alter the terrain.
Your party becomes immobile and its vision radius is greatly reduced, cause all your men are focused on finishing the work, unless you spare some to designate them to a scouting party to make sure you will not get surprised, which is able to scout in a certain radius around your main party.
The work exhausts the mercs giving them a fatigue penalty, increasing with the working time, for a coming battle, if you have no time to rest afterwards.
battle-map-forming options:
-to block several tiles
-move trunk (and stump)
-being one level lower as the enemy(quasi in a trench) could make the spearwall more effective
-pitfall
a 2 level deep concealed hole(unescapable without a friend, who is able to reason, to help you out)
can be improved with spikes to inflict bleeding damage
-steel trap
makes the victim immobile for 1-2 rounds and inflicts bleeding damage
-caltrops
increase the AP necessary to cross the tile by 1-2 (not for undead)
I imagine steel traps and caltrops can be set mid battle too. Same goes for cutting down a tree, if the merc has a 2h-axe, taking 2-3 turns; it could fall to the opposite side of the logger, so the position of him could matter.
If you have finished your ambush location, you then can crew it, opening a deployment screen, where you can give each merc his envisaged position for maximum advantage.
If you have set your ambush location on a road sooner or later a party or caravan will certainly stumble into it. For any other situation you send out your good ol' scout party, to lure the enemies into your setup.
And last but not least, as already broached above, your leader could educate himself(or camp followers can take that part), not only to make more features available, but also to make features easier to execute like it is done, again, in „Papers, Please“.
I am thinking especially about retreating, that has to be done moving merc by merc. After reading this book your leader could be able to give an order to retreat, make every merc retreat, who is not engaged in melee.
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small update(26th Nov 2015):
Reading in the forums I have gotten an idea of how fire arrows, torches and fire(tiles) could work as a part of battles adding another tactical element.
torches (fatigue, initiative and AP cost apply)
would be put in the shield or the accessory slot.
Having a torch equipped in the off-hand at night time, rises the ranged defense malus to 75% and also reduces the vision range by one.
It enables the bearer to execute two more actions. Attack with the torch, which deals no damage, but triggers a morale check on hit and furthermore blinds the enemy on hit to the head for 2-3 turns lowering all its melee attack and defense skills by 25% and ranged ones by 50%.
The second action is usable once per torch, consumes the torch and sets a burnable tile/object on fire(can't miss), creating a fire tile on that spot.
fire arrows
Is the torch equipped as an accessoire, it rises the ranged defense malus of the night time to 75%, and in combination with specially prepared arrows as ammo, it gives access to an action, that enables its bearer to shoot fire arrows, allowing to target objects/certain tiles to set them on fire.
ignitable objects/tiles
get a kind of health bar. The health depends on how hard an object/tile is to set on fire. The higher the health, the harder it is to ignite the object/tile. Each fire arrow, that hits its target drains 1HP whereas a torch removes all HP. Once the health bar is depleted, the tile(with the object on it) becomes a fire tile the following turn.
For now ignitable objects and their HP could be shrubbery/bushes(2HP), stump/fallen tree(3HP), gas-emissive-swamp-tile/tree(5HP)
fire tiles
are impassable tiles for the duration they are burning. The line of sight of the former obstacles still apply. Objects/tiles are burning as many turns as they had HP. Every already burning tile/object adjacent to a flammable tile/object removes 1 HP per turn of the flammable tile/object.
So e.g. a stump with 3 HP could be set afire the next turn by shooting 2 fire arrows at it and having a fire tile next to it.
If an entity is still located on a tile, that got ignited, it will be damaged, the usual morale-check and a resolve-check will be triggered. Passing the resolve-check will make the figurine jump to the side of his allies and failing towards his enemies.
At night(if fog gets implemented to battle maps, then fog may also be affected) standing next to an inflamed tile reduces the vision range to 2 and adding a 50% ranged defense malus. Standing 2 tiles away halves the maluses. 3 tiles away gives no maluses.
After the fire tiles have burned out, the obstacle gets destroyed and the tile will get passable.
Oil jar
Another placable trap could be an oil jar(1HP), whose content is squirted to all adjacent tiles turning them into fire tiles, when it is hit by a fire arrow or torch.
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another small update(29th Nov 2015):
Some more ideas for additions to the battle map.
water tiles
are intended to be passable obstacle tiles, giving a bonus to ranged defense and could occur when battles take place near rivers, seas, at fords or as part of the swamp lands.
They are always set one level below surrounding tiles. Standing on/crossing a water tile costs X+Y fatigue per turn.
(X = the constant value for crossing water tiles; Y = a percentage of the fatigue penalties of all the equipment worn, but dogs. The value should be selected so, that, for example, a unit wearing full plate, a sword and a heater shield drowns immediately no matter what, but one in chainmail(if one in chainmail is still able to swim) is barely able to swim 2 or 3 turns.)
Thus making it possible to drown, as soon as the fatigue meter is filled and the fatigue drain exceeds the recovery rate.
Drowned units' equipment would be lost, unless you recover it after a battle, which would cost extra time(a mechanic, that I already suggested and explained more detailed in post #5 of the thread found at: http://steamcommunity.com/app/365360/discussions/0/541907867790673862/ )
The billhook's ability could be used, to pull out friend or foe out of the water from a two tile distance.
Depending on the breadth of rivers, that may cut a battle map in two, originally crossable by a wooden bridge, that was burned down in the first turns of a fight, could still be crossed by cutting down a tree, thus creating a makeshift bridge for units that cannot swim or best shoud not try.
ice covered water tiles
only occur when battles take place near rivers, seas, at fords or as part of the swamp lands in the cold north.
These tiles again have a kind of a durability bar(that could differ from tile to tile), that is reduced each turn for the unit's weight value occupying that tile.
(weight = max fatigue + all fatigue penalties of all the equipment)
Once the durability bar is depleted, the ice breaks, turning it into a water tile and any unit on it falls into the water.
You are unable to leave a water tile, that is completely surrounded by ice covered water tiles, on your own.
Melee weapons could be able to damage the ice layer of the tiles, setting up some kind of trap for approaching enemies. The damage dealt could differ from weapon to weapon, with axes and the war hammer being the most effective.
I imagine locations, where complete battles are taking place on frozen rivers or seas.
And some ideas for further traits:
swimmer/non-swimmer
(according to whether swimming skills were common or not)
Decreases/Increases to the fatigue drain for being on water tiles.
afraid of the dark
-10 Resolve at morale checks at night-time; abrogated by bearing a torch.
night-blind
Vision is set to 1 at night-time; abrogated by bearing a torch.
day-blind
Vision is set to 1 at day-time.
opportunist
Is more likely to defect.
Urban contracts and maps would surely add to the game but they will just "add". They are not the core of the game. However, i could imagine some contracts that take place in cities but they will probably be based on the event- and dialogue system, not on actual maps. Like the idea about fist-fights you can send your guys to and earn some extra crowns. Well see about that.
There seems to be a little misunderstanding, since you are only referring to the thread opening post, it sounds like you havent read post #2, the post it is all about now.
I mailed you the ideas of the opening post like two weeks after noone seemed to bother about them after its creation, because I haven't wanted them to get lost for good.
So they have already gotten the attention they deserve.^^
I probably better should have created a new thread for the ideas of post #2, but I decided not to.
So I hope you have read post #2, too.
Ahahaha, best response ever!
+1
When a settlement is about to be attacked and while it is raided, there could be a cornet or a bell heard, if the party of the player is close enough, alerting the residents of the imminent threat and calling to arms.
To do so would be the duty of the watchman on a tower (Türmer).
Some ideas for character backgrounds(and traits):
Guard, always has the Watchful trait (+5 initiative).
Türmer, always has the Watchful and Eagle Eyes trait.
Night guard, always has the Watchful and Night Owl trait (no penalties due to night-time).
(edit 26.1.16: Come to think of it, they should solely have a higher chance for these traits than other backgrounds.)
Idea for another contract type( edited on 2.2.16);
whereby the contractee wants you to find and hire one/multiple person(s) of a particular profession(character background) and escort them to him/her, because travel is not safe these days.
The player is given the approximately needed crowns and then has to roam the country visiting villages and cities to find the wanted professionals among the potential mercenaries.
There even could be different terms for completion or bonus goals:
A nice additon would be the option to cheat on your contractee, by running away with the crowns. That or not making it back in time could result in another band is sent to chase you down or a bounty on your head.
And the possibility to ask for more money on ones return on top of the reward at the cost of reputation gain(for renegotiating), because the hiring was more expensive than initially thought or at least you claim so.
shepherd's crook; could be an early game equivalent of the billhook, that the one or other shepherd has as a starting item.
So I think it would be cool, if he would actually ride a horse in battle and he could make use of the skills I described, but he works just as well without it.
http://steamcommunity.com/app/365360/discussions/0/458606877330900993/?tscn=1454000874 )
A new boss unit who is accompanied by wiedergängers.
In my opinion it would fit very well, if he would be/act much like the Hessian in the film „Sleepy Hollow“.
He has no head, thus cannot be critically hit or critical hits do miss.
He leaves his grave at night to roam the surrounding lands in search of his head.
He wields a Great Sword in one hand and a shield, that has an extraordinary duribility, in his off hand.
He naturally has a very high chance, to hit the head and always decapitates the units he kills.
He keeps rising, after being "killed" and for him the battle is only over, if his shield is depleted or if he killed an enemy and „gets a head“ so to speak, making him flee the battlefield, to return to his grave.
He is only really killable, if you fight him at his grave.
(A cool addition would be, if his head is somewhere hidden(are weapons lying on the ground on bush-tiles also hidden?), on the battlefield, has to be picked up(, equipped in the accessory slot) and the merc bearing the head needs to be in the zone of control of him in order that he takes damage)
With every head he brings to his grave the number of the wiedergängers, that accompany him rises until a certain maximum is reached.(Killing foes is already the method of the undead to rise their numbers, isn't it?)
(source: https://de.wikipedia.org/wiki/Juffer )
(My apologies to everybody, who is interested, that the references and the excerpts are only in german.)
„Manche Juffern [...], die in den Burgen oder in deren Nähe gesichtet werden und durch ihr Erscheinen häufig den Tod eines Familienmitglieds ankündigen.“
„Solche Wiedergängerinnen galten als gefährlich. Man durfte sie weder ansprechen noch verspotten. Allenfalls durfte der Mensch, der ihnen begegnete, ein Gebet für ihr Seelenheil sprechen, was die Erlösung der Sünderin und das Ende ihres Herumspukens bedeutete.“
For this unit I have got two different Ideas.
Firstly(this is a little bit more based from „Juffern in Sagen und Erscheinungen“):
A unit, that is more like a ghost, that is only encountered at certain locations, but not roaming the lands, that moves(tile by tile, 2 tiles before and 2 tiles after waiting units, different AP costs do not apply) straight from its starting position towards the border of the battlefield, if possible, and then in the opposite direction.
It does not intend to attack, has no zone of control and just wanders the place in the described pattern. If a living unit gets on a tile adjacent to the Juffer, it lowers the morale by one morale state(no morale check), if possible (;because of the fear, that she announces the dead of a family member or in this case member of the band).
(A unit that met a Juffer, can only be affected by this passive skill of the same Juffer again after the Juffer left its zone of control and enters it again.)
The juffer is dispelled, when it is taunted.(In this case it means to say a prayer for her, that is supposed to lay her to rest .)
„Sie hatten ihm durch den wilden Tanz die Lebenskraft entzogen“
Secondly (Juffer based on the „schädigende Wiedergängerin“):
A unit, that has no head, thus cannot be critically hit or critical hits do miss.
She has two special abilites:
„[...]sprang ihnen dann auf den Rücken und ließ sich nicht mehr abschütteln. Meistens wurde er von Schritt zu Schritt schwerer, während der ihn tragende Mensch von Todesangst gepeinigt wurde und schließlich völlig erschöpft zusammenbrach[...]“
„Dies lässt den Schluss zu, dass zumindest die rheinische Variante des Werwolfs ursprünglich als wiederkehrender Toter oder als Träger von Totenseelen gedacht war und nicht primär als ein Mensch, der sich dank zauberischer Fähigkeiten in einen Wolf verwandeln konnte.“
His special ability:
He jumps in the zone of control of an enemy, giving him a debuff, saying, that he rides him, getting the control of the affected unit and „drags him away“ of his allies.(Though an illustration similar to the goblin wolfriders would be better and him jumping onto the target instead of next to him.)
The fatigue cost for movement for the affected unit rises with each tile.
As soon as the victims fatigue bar is filled, its health bar is drained instead.
As long as the riding continues, the victim's fatigue regain is disabled.
Only non-affected units can attack the Stüpp.
„[...]Im Gegensatz zum Vampir, der sein Grab verlassen müsse, liege oder sitze der Nachzehrer unter der Erde und sauge den Lebenden[...] die Lebenskraft ab.“
„Der Nachzehrer vollbringe sein unheilvolles Werk, indem er durch den offenen Mund sein Opfer „ruft“ oder durch das offene „böse“ Auge eine telepathische Verbindung mit ihm aufnehme.“
I imagine the Nachzehrer to be a stationary undead enemy lying in his grave underground in the figurative sense.
The player experiences him as a tile occuring on battlefields like cemetaries and tombs most probably.
He can either be encountered beneath a flat tile or a 1-heigt-elevation that hints at a grave mound, though even that it is not a certain indication for one to be present; it could just as likely be a simple mound. But maybe you are fighting on a forgotten burial ground without knowing.
He „calls“ for you.
This call is represented by a 3 or 4-tiles radius around his grave, that reduces the AP cost for living units moving on these tiles by 1 and their fatigue cost by 50% as long as they are moving towards the radius' center.
Resting on the center and as soon as one wants to diverge from the center it is only possible to move one tile per turn, fatigue cost for moving is 50% higher and the unit suffers a health drain of 4 per turn until the radius is left.
A derivative from the direwolf menace contract for early game.
Instead of fighting direwolves you are hired to kill a pack of 8-12 wild dogs(unarmored war dogs), that constantly attack e.g. a goat farm and kill it's animals.