Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I love this mod, but it feels like it struggles massively in the mid to late game. I actually got a gallows to sell his soul with and it still took forever to really progress. Getting units is hard, but the near universal access to ranged units makes it great against animals and a hard counter to unarmored units. I haven't tried it in multiplayer in both PVE and PVP, so I'll come back to discuss more on that. It'd be nice if you posted updates or changelogs since I did see you do that once or twice such as changing Landless Knights from Slow to normal speed IIRC, which makes them from a "Well nevermind then" result to an actually solid roll.
5) Beef up recruitment a bit. Maybe 5-10 units minimum instead of 2? Thematically it doesn't hurt the class to be attract to a few more ruffians to your cause : )
6) Let the Bandit Chiefs build Brigand Lairs (if you are able to improve them) - maybe an increased cost? The Prince of Thieves would want his network to expand : )
7) Perhaps have Cities spawn mid level units to your cause.
I like many of the other suggestions I've read below. You've created a really fun mod and I've enjoyed playing it.
So some suggestions (Piggy backing on some ideas from others):
1) Give Stealth to the Bandit chiefs and Prince so you can scout out the rare gallows and Castles.
2) Not sure if it's possible, but have a gallows or Castle near the start up
3) Brigand Lairs - Never found a need for them as they recruit the same as the towers/cities. Having them spawn troops would be useful - similar to the Dryad Queen
1) Defiled Graveyards can't be claimed for some reason, so if you spawn a Vampire Lord when Graverobbing it will never die even if you kill it while occupying its home tile, at least in my experience (it'll just keep respawning over and over until your dudes are dead).
2) It feels like Bandit Chiefs and the Prince of Thieves should have Stealth, or at least Forest Stealth, both for thematic purposes and so they can lead their merry bandits/poachers in ambushes.
Honestly I kind of feel like all of your initial recruits should have some form of stealth, other than the Landless Knight and Saboteur, if only because it's cool and no other class has as much stealth access. Though admittedly that might trip up the AI, since it's pretty bad at putting scouts in most of its armies, and it would screw over the few scout-less factions very hard.
The Landless Knights are already stronger all around than heavy infantry. My notion is that for flavor reasons they don't seem like part of the main army, but they're probably not quite good enough to justify slow. I might take them back to armor 2 and give them full movement.
There will probably be a few upgrades and minor rituals added to the support commanders. Generally I'm not a fan of having anything important gated to random minor commanders, though, and I'm not really looking at having a lot of more powerful spellcaster access.
The enemy summoned by the rob grave spell seem very variable in strength, which makes it hard to justify. Considering that you can only rob a graveyard once, I think it should maybe have a bigger reward or weaker enemies.
More early summoning rituals would be cool, like a stronger version of Alms that only works in Cities.
Overall, I like this one a lot, with a bit more tuning and content could very well be one of the best classes on the workshop.
Friars don't have their rituals like they're supposed to, that chaff ritual is pretty useful.
Perhaps Bandits instead of costing less, come in a larger number, like 5. The low recruit size is interesting but having one chaff-ish unit to fill ranks early could be useful.
On the same thought, perhaps bandit lairs should provide some free-spawn, like bandits? I'm not sure how strict the terraforming ritual is, but there doesn't seem to be much use to making new lairs, since if another player takes them they don't spawn the neutral brigands anyway, and having a citadel on the front lines, while useful, isn't that great with the low recruit numbers.
Just a note, Bandits cost the same as Yeomen but Yeomen have more moral, better weapons and shields. There should be a cost/number of recruit difference or really why would you ever recruit bandits?
Note that enforcers don't actually target mages, they just get a free strike at the start of battle. They're there to play around with assassination mechanics but aren't a replacement for real assassins. At one point they had a strikes-anywhere attack so you could get a bunch of them together and hope that one of them got a lucky hit on a mage, but I wasn't thrilled with how random it was for how strong it was; I need to play around with them more to figure out how best to balance them.
You get a lot of assassin offers so it's still fairly easy to assemble an assassin squad to gank mages. The faction has weak magic overall (outside of super super late endgame stuff) so it's intended as an equalizer, but it takes time and it's not something you can do on demand.