Werewindlefr

Werewindlefr

Joined Member # 2728610
28 Posts 717 Replies 14,432 Reputation

[quote who="Trojasmic" reply="37" id="2830655"] I would maybe add some other bow types like crossbows and bolts, but i like the idea of bows having a harder time piercing the late game armor.[/quote] "20" isn't late-game.

152 Replies 91,889 Views

I think the damage changes to the bow were a bit exagerated. I mean, a late-era bow should be able to deal *some* damage to light plate armor, a mid-game armor, which can reach the low-to-mid-20s depending on the presence or absence of a shield. Also, I wonder what those accuracy changes are based on. And it would be nice to see the dodge "bug" on that list; I for one am reluctant to do any testing while it's not working, not out of bad will, but because it's ki

152 Replies 91,889 Views

[quote]Average rolls would be 50.5/ sqrt to 7[/quote] Actually, that doesn't give you the average sqrt-ed roll. Assuming the system rounds down (but the numbers stay roughly the same if it doesn't), P(X=n in [1,N-1]) = (2N+1)/(N^2), with N the max value. The average is then N^2-1 = 2N/3-1/2+5/(6N) ~ 2N/3 for large N. It's close enough at high values (but deviates a lot at lower values), but the most important point is, the higher values are the most likely, the m

21 Replies 13,399 Views

[quote who="tjashen" reply="4" id="2830295"]Since you guys are playing around with the .xml files, have you tried boosting dex to some obscene value to see if THAT might be the new dodge stat? Or is that the stat you are already raising?[/quote] Yes, it is. I've also tried without raising it, and with a base accuracy of 0. My peasants still hit every time. [quote] Yes, I do care if Dodge is working. I had assumed it was, and that Armor factored into it (I wasn

13 Replies 10,370 Views

Actually, it has been said by one of the dev that they square the max value before making the roll, then they take the square root of the roll, which gives an average of ~70% and a lower standard deviation -thus, less randomness-. I think lowering randomness any further is bad. Managing uncertainty and probabilities is part of ones' tactical skills, and should be part of this game as well.

21 Replies 13,399 Views

Hi, I'm creating this thread because I (and maybe a couple other people) are the only ones to have mentioned this issue, so I was wondering if others had the same problem to begin with: I haven't seen a successful dodge in my games. Dodge is supposed to be rolled against accuracy, and if the accuracy roll ends up lower, then the attacker misses. However, I haven't seen any such thing happening. I've tested this on many configurations, partly to see if a&

13 Replies 10,370 Views

[quote who="Heavenfall" reply="1" id="2829151"]As is? No. Come back in a month, I would say. They're working on a great patch that is currently being open beta-tested that will push the game from being mediocre to quite decent.[/quote]I would actually say " come back after the first expansion". In a month, the game will start being interesting, but will not be worth 40 bucks in my estimation. There's just so much more to do before it really starts being a really good game, and not just "quite

29 Replies 18,811 Views

[quote who="Derek Paxton" reply="20" id="2829194"] There is a developer scheduled to look at the first two when he gets back (and generally get all the combat wonkiness worked out). The last one I will half to play with a bit to see whats going on.[/quote]I hope he also finds out what's wrong with dodge (and resist, to a lesser extent), so I can finally look at the tactical combat balance and equipment balance.

152 Replies 91,889 Views

[quote]-Focus on a fast highly dexterous hero that can penetrate the enemy line and deal good damage to their archers and wizards.[/quote] Dexterity doesn't increase speed. Actually, all it does for now is increase something that doesn't work at all. 

55 Replies 23,342 Views

1) It sends waves after waves of undefended pioneer through my territory 2) It sends several small armies against my big ones (the ones with spellcasters and armored dudes), one after the other. Very inefficient. When it saw my mini-StackOfDoom, it should have retreated and gathered its forces or stayed on the defensive. 3) It choses targets poorly. It should do the maths: a spear is good to fight moderately armored dudes, but not the ones with 10+ armor, which are going to be

54 Replies 113,357 Views

Did you get dodge to work? Did your units ever dodge anything? Because in my games, and even when tweaking the dodge and accuracy values for experiment purpose, I've NEVER had a succesful dodge.

5 Replies 2,710 Views

[quote who="weather_rog" reply="1" id="2827938"] P.S. I think there need to be more damaging spells added, there are very few in the 1.1 beta.[/quote]Meh. So far, there's very little to make damaging spells feel different tactically. There's not much that can be done about this 'till 1.2.

2 Replies 2,573 Views

[quote who="dabrownsrphat" reply="36" id="2827703"] OK, you have a range to roll in both attack and defense. Blah bland. having the dodge factor in there too to me is fun, makes it interesting and even lower defense versus overpowered attack has a chance at luck. My attack is 20 and your defense is 5, pretty blah, but throw in there the chance of dodging, I think makes it interesting. Again, I do not even now if it is a bug or working as intended, but I

54 Replies 29,914 Views

[quote who="dabrownsrphat" reply="34" id="2827693"] Quoting Werewindlefr, reply 27 Quoting dabrownsrphat, reply 17 Quoting Werewindlefr, reply 13I don't think dodge is working... I know it is working against the NPC's. Says -17 and about 7 or so goes off HP.Wait.... is that how dodge is supposed to work? Edit: apparently, it's supposed to negate the damage altogether. Right now, it's not working. 1.1 needs some bug killing . &n

54 Replies 29,914 Views

Uhm, I doubt it'll ever happen. How many linux-only gamers are there, that would only get the game on linux? How many months will it take to get the game to a point where "50 bucks" will be the right price for it for most users are pre-order users?

5 Replies 4,212 Views

So, here are a few bugs I've found so far: -On the tactical map, when giving the order to attack an enemy that's a few squares appart, moving through the last sure will not cost movement points. -Dodge doesn't work, at all. Tested in several configurations, with high dodge in a standard game, and then after tinkering with the CoreUnitStat.xml file so that the units would have 100 dodge and 3 accuracy. And everyone hits every single time. -As mentioned earlier, damage d

0 Replies 1,042 Views

[quote who="dabrownsrphat" reply="17" id="2827274"] Quoting Werewindlefr, reply 13I don't think dodge is working... I know it is working against the NPC's. Says -17 and about 7 or so goes off HP.[/quote]Wait.... is that how dodge is supposed to work? Edit: apparently, it's supposed to negate the damage altogether. Right now, it's not working. 1.1 needs some bug killing :).

54 Replies 29,914 Views