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I really like your suggestion for an always available front line melee troop. I have a smallish update planned soon and I'm going to get that included in there before sending that out.
Some other planned adjustments that will be coming soon is expanding "Rumors and Secrets" to also scry terrains that Thief rituals use to help mitigate map generation RNG from being too harsh of an immediate obstacle, and increasing Thief recruitment offers when no other Thieves are owned to help rebound from bad luck.
Dark Knights were the only thing that bucked this trend. Well worth their cost and *crucially* recruitable every round. Most of my economy was funneled into ruined castles to churn those bad boys out.
And I was glad to have them. Focusing mercenaries is good flavor for the class, but too bland to be their ONLY strong lategame tech. Knights and blackgaurds aren't very... "Theify." But I kind of dig it? The transition into more overt and conventional representations of power as the guild reaches it zenith.
So, my recommendation: More options LIKE the knights, equally restricted to terrain types, darkblessed, and spammable-but-expensive. Here's some specifics, spaghetti at the wall style.
First--black knights recruitable on the king's castle. It's the source of unicorn knights after all.
Rework Heartseeker into a peer of of the Dark Rider. Only available from temples. Enables recruitment of blessed longbows--from temples, but also from the Capital. Suitably expensive!
Make Blackguards recruitable instead of passive spawn. Enabled by having a Pretender alive and only recruitable from the Capital and the Kings' Castle.
This way getting a pretender up gives you access to 2 endgame units--but only on one tile. I think that's not TOO much stronger than the current knight-obsessed endgame.
I have come to feel that currently, the class is not actually resilient to a mine-heavy start, and in fact the iron bonus doesn't do much for them in this regard.
In a mine-heavy start, what you are really thankful for is the gold bonus. Mines give gold, after all! And it's the gold you really need. That 25% extra iron is really best if its sold (trade bonus would help there, actually!)
Compare them with the Senator, who does just fine in a mine-heavy environment, even without an iron bonus. Why? How? Because despite having no iron bonus, they have good uses for iron. The more extra iron they have, the better equipped their troops get. If your reserves get a little high, along comes a War Elephant. And if its too high, you've got the trade bonus to sell it off with.
Soooo... the pitch... the short version is that things cost too much gold and not enough iron. Getting into specifics is going to give you a lot to disagree with. So let's get started:
Marksmen: Cost down to 40 G + 5 Iron, batch number down to 3.
Duelists: Cost down to 40 G + 10 Iron, batch number down to 3. HP up to 12.
Dark Knights: Cost down to 75 G + 25 Iron, HP down to 14. (these guys are superhuman, when they should be peak-human. Also cheaper, they should be cheaper)
Black Guard: Cost down to 75 G + 25 Iron, Armor down to 2. (With darkbless, stealth, flails, and normal speed, these guys are special enough without being the heaviest armored footmen in the game. And you know, cheaper.)
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Next: Iron Gate. A major potential iron sink that is really dubiously useful. I say rework this into 2 separate rituals that provide something more attractive. Right now I say keep the cost at 50 Iron for each...
Fortify City: Cast on cities. Makes an iron gate, but also! spawns a batch of garrison archers and! summons a "Corrupt Guard." No gold bonus on this guy, but he generates some kind of "town guard" flavored unit... something similar to swords or pikes.
Marauder Fortress: Cast on tile with a Marauder Boss. Gives his hillfort an iron gate, but also! Promotes him to a Marauder King. I am thinking gold bonus increases to 2 and he starts additionally spawning non-stealth armored marauders. Now this can be a major iron sink.
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Last: Faction-wide Iron bonus is out, trade bonus is in. A mine-heavy start is not hell anymore, given how much more valuable the other changes make iron. And the trade bonus, crucially, allows the class to get iron using ONLY cities, and no mines. I think that given the class's identity, being able to really prosper with just cities is at least as important as not being shafted if you have just mines.
For the rituals, I'll give those suggestions some thought. Definitely a few ideas that could be viable.
I have 10 stacks of library, but mercenary mages seem VERY rare. I have also yet to see a Guild Shadowmage... not sure if there's a step I missed but I have 2 academies and can't figure out what to do with them. Not sure if this is working as intended or what.
If I could field mages, I probably wouldn't need another gold sink. But options are a good thing.
How about gating some tech behind a Prince of Thieves? Maybe give them "enables recruitment" that ups the % chance for some of the stronger guild troops.
The "Guild Shadowmage" was a unit that was mentioned previously in the "big update" notes but ended up being cut. I don't think there's any mention of them in any in-game descriptions but let me know if that's not the case.
Currently the class does not have an inherent wizard recruitment bonus like the Baron or Senator since their starting tile is a city that provides 1 library point. However, this will likely be bumped up a bit since Wizards are integral to this class at almost every point in the game. It may be another situation where "on paper" 1 point in wizard recruit bonus is equivalent to starting with 1 library point, but since there's no documentation on what's actually happening in the background the library points may not be as influential as an inherent bonus.
Additionally the Plague Doctor serves as the classes unique wizard but currently doesn't have a level 3 promotion. For most classes this is fine since usually these casters are not meant to become equivalent to the main caster of the class, but since Thief is a pure Warlord a level 3 promotion seems fitting here. This way they synergize better with the classes inherent ability to found an academy, we actually get to see Alchemy 3, and an opportunity for more advanced rituals to be added.
I think Prince of Thieves unlocking some recruitment is a fine idea. I might play around with them unlocking more expensive "double batch" offers of most of the Guild troops.
A. Should Thief be retired and the best mechanics/ideas moved to other classes?
B. Should Thief remain a stand alone class, and replace Thief Guilds for the Guildmaster with something else?
C. Should Thief be reskinned/rethemed to something else? A fallen empire, mage hunters, ratmen?
BUT! I went and looked at guildmaster, and damn, it does step on theif's toes pretty hard. The guilds have a theives' guild, of course. But they also recruit apothecaries as magic firepower, have interactions with ports that spawn pirates... Yeesh!
I applaud you for being open to killing your darlings, but ultimately I don't think killing or rat-ifying Thief is the best call. Justifications three:
Firstly-- the Guild's theives are quite barebones. They offer the class stupid exploration and a cheeky sabotage mechanic... It is one ritual in a bloated list.
Second-- Thief is actually deceptively close to being distinct ENOUGH from the Guilds. Many classes come in foiled pairs, and with a little tweaking, the Thief's stealth and darkbless gimmicks could make a nice dark mirror to the Guild's raw economic potential.
Third-- The Guild needs tweaks anyway. While we must praise the holy dev for blessing us with a bunch of mechanics modders have been failing to implement for a while (and hope that SOME of these are actually accessible to modders) I am forced to point out that the Guild fits more in with the vanilla roster than the LO roster. Since they need some of that Beetrayer sauce anyway, I think it gives you plenty of opportunity to tweak them away from Thief.
Double post!
First, axe the Guild's thieves' guild. The Guild already has stupid exploration from the adventurer's guild, which is much cooler and more thematic anyway. I think the adventurers should be expanded and made easier to access.
Axing the thieves' guild also means the Guild can't make pirates... It was a unique and cool feature, but not really load-bearing and hard to do anyway! So I guess just axe Guild pirates too. The sailors' guild or whatever they're called can get some other, more "good guy" flavored stuff to compensate.
While I don't think both classes hiring apothecaries as mage-muscle is bad, I could also see the Guild's apothecaries' guild being axed too. It's redundant with their mage-guild and doesn't do much? The Guild's apothecaries cant even cure wounds, and they upgrade to alchemists for some reason... I DO like the potential mirroring of (buffed) apothecaries being used to enchant locations while Plague Doctors loot instead. But, as before: Not load-bearing.
Once the Thief and the Guild have some personal space between each other, you can maybe look at any new mechanics the Guild has that can be applied to the Thief, to sell the "dark foil" angle and maybe tidy up/expand the Thief at the same time.
The Guild's ability to hire assassins, for instance, could be moved to the Thief maybe? Or just rolled into the later features of the mercenary's Guild if you want them to keep it.
just to avoid confusion the Theif's officers could be renamed "Crime Boss" and "Crime Lord" or something.