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I get wearing less armour makes it less, but even with mail you're getting 30ish fatigue.
Renauld stats are insane, stun him to tilt things in your favour or play the stamina and fatigue game
no guarantees, though, with some enemies 100% accuracy shots were 100% misses for me, always (with the secondary attack - primary attack worked, for some reason)
I get it, I have no problem fighting totally exhausted, the thing is, since squad members are turned off in the desert, I have to fight alone, thus, I need to be defensive and play with a shield. This takes time that is needed in the ransom quest.
And yeah, I don't know why tf the enemies are not affected by the heat...
the people you're fighting have adjusted to the heat, you and yours are fresh off the boat
it'd be neat if the effect lessened the further along you're on the chapter timer, but whatever
I could rehire squad members in all previous locations except of the desert, what is the St Lazarus quest? maybe it bugged.
Yes I found the trinket that reduces the fatigue by 33%. It's still useless if the fatigue is 40 with my good armor and 30 with a mediocre one
The quest is given by Emma if you meet her at the beginning of the chapter (you need to have 65 prestige to do it).
Can you elaborate exactly what game use to calculate how much fatigue is gained? Because as is, there is no way for player to choose or balance their armor choice in the chapter. Since wearing only a leather vest with kettle hat still gives me 30~ fatigue a turn (I was wearing a more armored glove and has a kite shield, which might be why, but If those matters, especially the shield, I think it should be made clear)
Is it based on the armor type only, or how much the armor encumbers your stat? Also, does glove, leg armor, helmet etc all matter, and if so, to what degree? I dont think exact number is necessary, but player should be able to look at a piece of equipment and decide if it will serious encumber them or not for this chapter.
It seems its an important and interesting mechanic and forces interesting gameplay change, but I feel it needs to be better explained so player can make informed decisions.
Especially in heads will roll mode with no going back (since the first time you learn of the mechanic, you'd be in a fight already, by which point you are probably already screwed if you are wearing heavy armor from previous chapters.) A throwaway line in the intro to the chapter to warn player of the heat will help a lot, as is a better explanation of the mechanic.
I understand some players' frustration with this mechanic not being properly explained and yet I still believe that it was the right thing to do to convey how different and unfamiliar Outremer is to a European who has never been there.
I wanted Outremer to be a tough challenge that would force the player to adapt and that would play differently to the other areas of the game.
Hope this helps!
Thanks for the explanation, that makes everything makes much more sense. though to clarify, are shield included in this calculation or no?
I am totally fine with the this being a new and unexpected challenge, but giving how unforgiving most fights in the desert are, I do think a slight heads up warning will be nice. Also, once the mechanic is formally introduced, it may be best to explain what factor into the fatigue calculation (I was doing a high crafting playthrough and the reduced armor penalty from high crafting really would've helped, but i wasnt sure if it was worth it because i dont know if the game calculate based solely on armor type or actual defensive debuff.
I see what you mean. I will make Heat tutorial explain how the actual debuff number is calculated - hopefully in the next patch or so.
- I had no troubles going through the desert, but the enemy was tough, won by luck I think
- it's also the game end, what is not fun at all