Majesty Gold HD

Majesty Gold HD

Majestic Majesty 0.19
Sir Cailean  [developer] 21 Dec, 2016 @ 4:47pm
The Sanguine Debate
I actually sent a message to Amantalado about this but then after typing it all I realized, "Huh, you know what, this could be an interesting topic for all to read, and converse about." So I decided to make this thread, concerning those nasty little Sanguine henchmen.

I've been thinking about this since I first played this mod. I'd first love to say I LOVE the added challenge they pose. I'm a man who loves challenges, and putting myself to the test. But there is one problem I do have with the Sanguine.

Sometimes I'll find pit after pit being made due to, of course, my peasants, guards, and whatever else henchmen I have keep dying. Virtually in every single case this means it's early game for me, because monsters are roaming about in my kingdom killing most things, including heroes. I generally manage to survive and build back up, but then each time this happens, there tends to be a sanguine pit made.

These sanguine pits will just pool out peasants, and due to their intelligent AI (great job btw Aman) they go STRAIGHT for buildings, not caring about anything else. This normally at -least- ends up in one destroyed building, if not several, largely due to it being early game of course, I'm scrounging for gold, and the few heroes I do have can't kill them quickly enough. I have actually had more then five games now where the sanguine peasants are the sole reason for my kingdom's destruction.

I recall this one time that they alone even destroyed the palace themselves! That made me laugh, but it also can become frustrating due to the fact I can't really prevent it. The only method I can think of is to basically not build any guardhouses, and hope that the heroes defend all of my buildings. Another method if I wanted to be incredibly efficient, I'd build straight for a dwarven fortresss for those sweet, sweet towers, which not only don't generate henchmen, but also are exceedingly powerful, and are more then capable of defending themselves.

In the late game, they don't tend to be an issue of course, because either you've built up an incredible defense, or you have enough heroes that they tend to come to the rescue. But those are my thoughts, what's yours?

If I were to give a way to repair the issue, but maintain the challenge. Perhaps there could be a cap amount of sanguine peasants can be released with each, 'wave'? I'd also be fine if the sanguine guards scaled a bit higher as time went on concerning HP.
< >
Showing 1-4 of 4 comments
Mr Wet 11 Jan, 2017 @ 8:48pm 
When I tried out the MOD i was not able to beat the simple raid levels due to the sanguine peasants. For example give the ratman level a try. There is no way around many of your peasants dying due to the large ratmen spawn early game. The pesants do way to much damage to buildings which makes the game nearly impossible without luck for some levels. As you stated maybe they should be correlate to say amount of days passed with some kind of cap so they dont become infinity powerfull as games passes.

Another balance could be lowering thier damage to maybe 1/3 of builders contruction rate? They should not be able to destroy as fast as builders build. Not sure if this is the case, but with my limited experience with mod it appears so.
Sir Cailean  [developer] 12 Jan, 2017 @ 12:57am 
Originally posted by Mr Wet:
When I tried out the MOD i was not able to beat the simple raid levels due to the sanguine peasants. For example give the ratman level a try. There is no way around many of your peasants dying due to the large ratmen spawn early game. The pesants do way to much damage to buildings which makes the game nearly impossible without luck for some levels. As you stated maybe they should be correlate to say amount of days passed with some kind of cap so they dont become infinity powerfull as games passes.

Another balance could be lowering thier damage to maybe 1/3 of builders contruction rate? They should not be able to destroy as fast as builders build. Not sure if this is the case, but with my limited experience with mod it appears so.

Actually me and Amantalado (the developer of this mod) have discussed the matter further, and he said he is looking towards rebalancing them in some way, or another. The Sanguine Peasants in particular, admittedly I'm not totally sure on all of the specifics, but he did agree to making them less devastating.

While me and him agree that we do love additional challenges, especially to the late game, this one has proven to be a menace in certain situations, while being almost unnoticable in others.

I like the challenge they present, but not the unfairness, especially to certain play-styles, of course that's my opinion. They can often destroy buildings before they die, no matter your defense, if the sanguine, 'sewers' are fed enough peasants. Which can be prevented to a degree, but not wholly, as it relies a bit on the AI of the enemies/peasants along with your play-style, discouraging people from choosing less, 'turtly' methods. (Being excessively defensive)

My idea? I wouldn't mind if they remained the same, if they were given lairs outside of your kingdom that are destructible, and even buffed in the sense that they don't require addiitional deaths of henchmen to keep them going. Additional deaths however could obviously spawn more lairs, but as stated in this idea, they can be destroyed.

This would give the player a little time to prepare, as they're heading for the nearest buildings/heroes/henchmen, and the lairs being out in the wilderness, will force them to walk a ways to reach their destination.
Iximi 16 Jan, 2017 @ 4:47am 
Would there be a way to tie the spawn 'intensity' with the time it has been up? For example: first spawn is just one random hench, next spawn is a bit more, repeat untill cap on spawn. Or alternatively, instead of spawning another sanguine pit, have it upgrade to "level 2" when enough hench have died. This way you can build appropriate defences at one location rather than having to deal with multiple pits- splitting your efforts too much. Im not entirely sure how the behavior works now, but they havent been too terrible of a problem for me besides in expansion quests- usually 2 guardhouses are enough for one pit, so long as your repair distances are not too far and you can prioritize away from far off repairs.
//// 18 Feb, 2017 @ 7:11am 
it adds challenge, yes, but it is... a bit comical, and sometimes even nonsensical. for example, watching how these units are destroing one of your buildings while your peasants are repairing it at the same time... it's like rope pull game without winners.

imo, with some work it could become excellent stand alone quest, but playing campaign quests with these pits... it's just too unpredictable, and in some cases fatal.
< >
Showing 1-4 of 4 comments
Per page: 1530 50