Can't roam early

to dangerous

Newest Patch, first 2 games.

First game. myself and Janusk moved out after settlement creation and weapons upgrade (best available), within 5 seasons were attacked by the little grey folk. 2 enemies, one had 25HP, 6 ATT, 4 DEF, his buddy 18HP 4/0 we lost badly. (game over)

Second game. Same as above. same result. Could carry on but what is the point. If we can't roam at least some, no point at leaving home.

Can we have the opening enemy strenght looked at please.

 

5,529 views 6 replies
Reply #1 Top

... So are you asking for them to remove the element of danger? If you researched equipment (15 turns) you could have put some defense on your sov and janusk and that would have made a big difference... not to mention if early exploration is your thing then you should pick traits that allow you extra hp, damage and also perhaps pick some armor on the sov creation screen. Out of interest what world difficulty are you playing on?

Reply #2 Top

Sorry xStar, perhaps I was not clear, enough. I am 5-10 seasons in and 6-8 tiles out from my first settlement. If I have to do as you say, spec my SoV for WAR from the outset, then I guess a Magic/Diplo based SoV is out of the question.

I don't mind danger, but at least provide odds of victory for a 2-man adventuring team, for at least long enough to collect the shiny shit within site of the start point.

 

Reply #3 Top

Ah I see. No then I do agree with you that in those first 20 or so turns you shouldn't have to be fighting monsters the like of which you described. They do need to address that at some point. To be honest I feel at some point the way monsters spawn on the whole will be changed, I can't see it staying in the game as a tech.

Reply #4 Top

i rarely play one of the preset factions so i dont know what they have , but i usualy spend 2 points on my faction for gear tech and with that u can make a cool spear man in 5-6 turns aswell as purchase some nice gear off the bat that even a spell specialized faction/lord can roam early. but with the newest patch im crashing so not getting to far in although the patch before that i played 2 games to the end

 

 

Reply #5 Top

I've found getting a spear and researching the heal spell usually lets my Sov roam in the early game (note that while it may not be much use long term the sov ability that lets you get a point of magic research early is very useful for knocking out that first spell. I usually go with familiar as my second spell or enchanted weapon. Having enchanted weapon plus spear lets you rip through early enemies as your attack far out strips theirs and once you have heal you can usually string it out fairly well (attack until last move then heal).

Edit: Should clarify that this is a bit longer term than 6 turns; I usually avoid/run from those fights early on if I can.

-Starcrunch

Reply #6 Top

Quoting John_Hughes, reply 2
If I have to do as you say, spec my SoV for WAR from the outset, then I guess a Magic/Diplo based SoV is out of the question.

I don't mind danger, but at least provide odds of victory for a 2-man adventuring team, for at least long enough to collect the shiny shit within site of the start point.


 
End of John_Hughes's quote

I usually explore early but do my best to AVOID the critters. That being said i've had similar issues and end up most of the time keeping my sov turtled in town for awhile and hiring heros to do most of the exploring. Then explore with my sov after i've learned a few tactical spells that make it much less dangerous for him to be running about.