How do you switch weapons?

I have a bow equipped, but my sovereign also carries a sword and throwing knives in his inventory. How can I switch to these when in tactical? 

When I use his "sweep" skill, it uses the bow graphic in the animation, and appears to do the damage listed on the bow in the sweep melee attack

15,451 views 20 replies
Reply #1 Top

Can't switch weapons in tactical, a far as I know.  

Reply #2 Top

Yep can't.. bit of a bummer.  The knives who can still throw... it's an ability, look under skills down the bottom there in the tactical bar and there should be an option to use the throwing knives (assuming you have them equipped).

Reply #3 Top


Oh! Is that an oversight? Something that will be patched soon? Or WAD? Seems very odd to me. If I can't switch weapons to melee, there isn't much point in carrying them around.

Also, if I cannot switch weapons, then it seems that melee abilities such as "sweep" should be disabled if no melee weapon is equipped or equippable.

Reply #4 Top

WAD, except the sweep thing I think.

Reply #5 Top

Quoting sweatyboatman, reply 5
WAD, except the sweep thing I think.
End of sweatyboatman's quote

 

:(

Reply #6 Top

Quoting sweatyboatman, reply 5
WAD, except the sweep thing I think.
End of sweatyboatman's quote

Whats this "WAD" thing, sorry to bump in like this, but the closest thing I could get to an answer was "World Association of Detectives".... ^_^
Either that or its a "Where's All the Data" kind of thing >_<

Sincerely
~ Kongdej

Reply #7 Top

Quoting Kongdej, reply 7
Whats this "WAD" thing,
End of Kongdej's quote

I believe it stands for 'Working As Designed'. Not positive, but it makes sense in this context.

 

As far as the knife usage goes, you might need to check the Skills menu, not just the skill and spell bar (button that says 'skills', located beneath the skill and spell bar and next to the button that says 'spells').

Quoting onomastikon, reply 3
Oh! Is that an oversight? Something that will be patched soon? Or WAD? Seems very odd to me. If I can't switch weapons to melee, there isn't much point in carrying them around.
End of onomastikon's quote

If you were so inclined, you might be able to mod in something that would 'correct' this oversight - perhaps changing ranged weapons to a special ability weapon similar to knives and using them to give a special attack, or doing the same for some kind(s) of melee weapon. I have no idea how this would impact the ability of the AI to use such weapons, though, so it could greatly reduce the effectiveness of AI archers if you were to do this.

Reply #8 Top

yes WAD stands for working as designed.

 

Actually, joeball123 and others, I thought about that... switching ranged weapons to an ability. Given that the AI always prioritize the usage of thrown knife over melee for bandits, it might work, just add a cooldown for ranged that would represent the initiative of the weapon.

 

With that, we could have a ranged weapon in addition to a melee one, plus initiative of ranged weapon would not hamper a mage casting speed, which is good, or he could still have a spell focus staff while carrying something else.

 

Plus, additional bonus, you can specify a range!

 

What would you see all as drawbacks to the solution? It seems to have quite some advantages... 

Reply #9 Top

Judging from the way bandits use throwing knives, while they do prioritize using that attack over using normal melee attacks, changing bows to a special attack weapon and giving it a cooldown would cause the AI to have their units continually close the range, which negates the advantage they should be getting from using a bow in the first place. I suspect that you could instead include an initiative penalty on the bow, or cause the use of the bow to cost an extra turn, and that would allow the AI to make use of the bows without constantly closing the range (I think).

Another possible issue, if you make bows a special attack with a range limitation, is that the AI will first close to within proper usage range, and then end their turn, and then on their next turn make use of the special attack, at least judging from how bandits use throwing knives.

You would also not really have a distinct archer model, if you turn bows into a special attack option, as I don't think that any accessory affects the unit model, although I suppose you could go for making a secondary weapon slot that provides some change to the model.

Having the cooldown also might not directly relate to the current relative strengths of bows, since the number of turns that you 'lose' by using a bow rather than a melee weapon varies by the total initiative of the unit.

Reply #10 Top

We are always clamoring for choices. Well, choosing a weapon is a a choice--sometimes a hard one. I think equipping a bow and a melee weapon makes about as much sense as being able to choose Fortress/Town or Town/Conclave when your village gets to Level 2.

 

Reply #11 Top


I agree that tough choices are good, but that in the case of Champion weaponry, this is not one of them. The main reason is this: We already have in place a system of upgrades upon leveling that each Champion may invest in; these involve choices. Normally, one might go down the path that most RPG fans know: minimaxing your advantages and specialize. That is, a Champion who wants to wield a bow will probably not want to invest in special melee damage bonuses, and vice versa. Yet, one could imagine the situation in which a player wants one of his Champions to be less good in both  melee and archery, but be able to do both with some modicum of success. The system we already have allows this -- except for the combat UI. c-RPG players are used to weapon swapping and alternate sets. I think it would make sense to enable it in the UI.

 

Reply #12 Top

If switching a weapon costs the champion their tactical turn, it would make some sense. However, I hope they don't ever allow equipping both at the same time.

Reply #13 Top

Yes, it should cost the traditional "action point" penalty. Wielding both a bow and a sword simultaneously is a bit ridiculous even for fantasy.

Reply #14 Top

Personally I enjoy the current system, you can use a bow anyhoo in melee. I would prefer if the classes were more separated though, so if you focused your champion for using bows, you wouldn't get too many melee choices.

I did consider making alternate hero traits, but the current modding system is too difficult for me to bother ^_^ (Mostly because I don't like the idea of making my mod replace core files)

I can't see the problem though, is there any specific reason you want to be able to change weapons in-combat?
I know I am slightly narrowminded (yea right, "slightly"...)
but personally I think it would be quite a big benefit to the player compared to the current AI, since he could change to monster specific weapons without first considering the effect for the rest of the turn.

Sincerely
~ Kongdej

Reply #15 Top


Yes, actually, I like to roleplay my champions a bit and prefer to arm them accordingly and flexibly. In some situations, I want to be primarily ranged, in others, melee. Using a bow in melee range just feels wrong. I have no problem with an initiative penalty for switching weapons.

Reply #16 Top

A reasonable option would be: if a champion switches weapons he can't attack or cast a spell that turn.

Reply #17 Top

I think you make a valid point Onomastikon, but I still prefer the current system. If the champions could wield both a melee weapon and a ranged weapon it would be a no-brainer, every champion would have both, since it's such an obvious advantage. I like the fact that I have to choose.

Reply #18 Top

You can't switch weapons... because Mongol horse archers carried scimitars only for decorative purposes...

... and lance-wielding knights never switched to swords...

... and landsknechts did not have katzbalgers when when pikes failed them...

... and so on...

I know, it's just a game...

Reply #19 Top

Quoting Kamamura_CZ, reply 19
because Mongol horse archers carried scimitars only for decorative purposes...

... and lance-wielding knights never switched to swords...

... and landsknechts did not have katzbalgers when when pikes failed them...
End of Kamamura_CZ's quote

you didn't know :(O

Nah, you can't because the devs chose it to be so, for whatever reason, I don't mind omastikon (Did I spell it right? ^_^) asking and/or discussing the subject, but I just state my personal ideas around the subject:

If you could switch weapons during combat, weapons that counter specific creatures/enemies becomes much more valuable and much easier to use, and it would be yet another benefit to high combat speed (move out of attack distance, switch to whatever weapon, go back into the fight). So besides man-hours spent on either neglecting the AI, or teaching the AI using the system, I think its better left where it currently is which worked fine for me.
Note: That was my point of view ;)

Sincerely
~ Kongdej

Reply #20 Top

Quoting onomastikon, reply 3
If I can't switch weapons to melee, there isn't much point in carrying them around.
End of onomastikon's quote

I carry around the best weapon I have of each type {blunt/cutting/piercing(ranged & spear)} Its a turn based game, so once I know what I am gonna be up against in Tactical I switch weapons before I engage that encounter. Randoms/wanderers, etc. are just the fun bits that happen to catch me off guard or in a weakened position {ie. marching around with swordsmen + I have a sword equipped only to be engaged by something with high cutting defence} Thats the fun part LOL.