I just want to add some counterpoint feedback to the game's creator in this thread:-
Actually the language giving some nods to (English) football/soccer culture as well as medieval/fantasy feudal society is part of it's charm for me :)
As someone with a big football enthusiasm, "Romance and upsets" for the Open Tournament is a pretty clear reference to why people love the FA Cup so I think is fine.
I agree it's a balance though e.g. when you loan out one of your fighters it says they might come back "better for the minutes" which is probably *too* direct a football games reference and needs updating.
patsunter
Recent community posts
Hiya - I'm really enjoying the 1.97 update.
Just a couple of small things to report that haven't quite worked well in the game from last couple of days play (so possibly was 1.97.3 version):
1) "Not a Stranger at the End" vow issue
One of my Tanks has this vow, where the subtext is: "They came to matter to someone, deeply and plainly, and the old fear lost its teeth."
They are age 33 (Veteran), grizzled, and I'm in the 4th year of campaign.
About mid-way through the year I got a popup saying along the lines of: "Perrin wants to do one more good delve, then pass on the torch and retire" and it picked another character (actually a young healer) they would pass the torch on to.
I had 2 options, one of which was to agree to their proposal, which I did.
All that seemed to happen though was - Perrin gets the "Kept" next to the vow, and they became "Close friends - mentoring" with Rhoswen. Perrin already had the Brave and Iron-willed traits from doing many successful delves, and had the Blessed archetype.
I've done at least 5 more delves with Perrin - no sign of them retiring. So - not a game breaking bug at all - but a bit immersion-breaking, presumably the idea of that event is they *do* auto-retire after 1 more delve?
2) Getting Brave award doesn't remove "Coward"trait.
... which is also a bit immersion-breaking - presumably if they are permanently awarded Brave based on good performance, it should also remove "Coward" trait if they have it? Feels weird that that they have both.
3) Class-specific weapons?
Not a bug but - it feels weird I can equip Arcanists with swords, warhammers etc. I realise it adds complexity to maintain but - it would feel more realistic if certain classes should only be able to use certain weapons. I've taken to use my own rules here e.g. I only use bows/wands on arcanists (it actually seems arcanists don't get any specialist wands, they all seem to be oriented to healers e.g. +7% damage, +4% healing).
////
That's it for now - balance-wise I found 1.96 way too easy after the first year (won the open tournament, conclave etc easily in my 2nd year from the 5th-level league) but it seems you added more good challenges in 1.97 e.g. risk of higher-level teams signing your star recruits - so I'll start a new game before giving feedback on the balance/challenge level.
Hi @Bretticus82 - regarding this change in the latest update:
> Dungeonborn: rarer, sized to your guild instead of arriving at a fixed high ability, and it now asks rather than joining or vanishing on its own. A full hall can still take one, by releasing someone.
...I just had this scenario trigger and - the last bit didn't quite work properly.
I had a full roster of 14/14 in hall beds, plus two aspirants on the floor.
Then in clearing a dungeon, got the popup about a beast yielding, offering to join. I had the option of releasing someone, and I chose one of the full members (not one of the aspirants) to release, then asked the beast to join via appropriate button.
But then when going back to the dashboard screen I see:
> Ozara Glorywrought did not take Felosial's release well.
> 馃惒 There was no bed for Gorbal the Thrice-Slain after all, and the beast was let loose back into the dark.
So - the *release* did happen, as I'm now at 13/14 in beds, 2 on the floor. But beasty didn't join.
Seems like there's a bug in the free beds check re the final joining stage? Maybe something to do with the 2 aspirants on the floor affecting the count?
Great game BTW, just reporting this bug to help improve :)
I've just made a save after the event triggered .... if it would help debug and there's an easy way for me to send it to you, please DM me.
Thanks .... experienced gamer here, playing web version - I did struggle with getting the knack of path-connecting new hut buildings - first 3 games couldn't quite get it ! (They were still greyed out, even after I'd seemed to connect a path to them properly).
It seemed the trick was to start the path _from_ the hut.
Anyway - after figured that out, fun game, well done.
Hi there,
I'm trying the new US SW pacific campaign and:
the scenario briefing after winning the last of the initial Phillipines scenarios says you're evacuating but have to leave your army and will "start again with a new command".
But then when I clicked continue ...
initially the first PNG mission, Boru I think - said "could not load map" and nothing worked.
Then when I reloaded the page and clicked continue, I still had my entire core force from the previous mission.
It made that scenario way too easy, clearly it's been designed for you to have to do it with a limited set of new green troops.