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One more question if I may (apologies for the long text in advance):
Another faction attacked me and I noticed a few things that really confused me:
a. their heroes seemed inexhaustible, meaning that, no matter how many I killed (and I killed way, waaay too many) more came like there was no end.
I found that strange since their faction showed 8 pop but the total attackers were double or triple that (excluding their summons).
b. if that wasn't enough, when my people died they came back as some -seriously hard to kill- undead that were *also* against me and I had to fight my uber undead people as well.
c. It seems that monsters keep raiding while a faction raids and said monsters are *also* against the player lol.
d. Lastly, I might have managed to win (I won't ever know since, as I said, the enemy's waves never actually ended) but I was also shown a countdown timer. Did that timer pop-up because I met the scenario's 'losing the game' requirements? (ie. all my people died but me and my companion).
In general, I had NO fun at all with my first faction raid. Not only it is totally nonsensical but I also see the game offering zero help investing in the camp's defence.
Player should have the freedom to choose to invest in the camp. I mean, all my people had superb gear equipped (whatever I found I gave it to them), they were all same level as our attackers (I always took with me everyone I could in turn so as to keep their levels high).
Seriously, no idea what else I could do to avoid losing that battle besides attacking them first.
Thanks for answering. Let's hope what you say will be true and game sees some love from the dev team.
https://steamcommunity.com/app/911550/discussions/0/3276824488718436012/?ctp=2#c2440336228802038678
I'd appreciate one myself, there are several scenarios that are still broken, along with the game engine problems.
a. Ai factions can have more people then towns that hire player character(you can see theire members count on diplomacy menu by move mouse on theire faction) so after one wave destroyed other jumps in
b. each human-like character can transformed after death in to few monster variation.
c. some monsters can decide that enemy faction raid is a good way to harm you as well, so they send forces to assist assault.
d. In this game in scenarios with towns you need to be sure(check Lose Condition) that main town quest givers Warmaster, Apothecary, Steward stay all alive.
Still,
the fact that there is so much investment in the Offensive part of the 'rival clans' option in the game but there is minimal effort in the Defensive part, makes the whole thing kind of unbalanced.
Let's say the player wants to defend against such an attack as I described earlier by playing 'normally' (ie. without being overpowered). What are the player's options?
-Doors get destroyed in just a few seconds
-AI (in defense) is equal to an amoeba's. 99% of the time, people in the city stand there watching unless the enemy attacks them.
-there are no defensive mechanisms (eg. towers, traps, etc.)
-Settlers quite often kill each other and the player has no options to choose how to get rid of the offenders (besides killing them).
Moreover, it's not uncommon for the people that are the actual mission of the game to either be the offenders or get killed by the offenders when the player is out adventuring.
I could go on and on.
My earlier post was both a question (in case I was missing something) and an expression of my displeasure towards the choices in clan wars.
Even now that I have 100+ hours into the game, I disable 'rival clans' each and every time I create a new area.