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Messages - Anaris

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1
Announcements / Bugfixes
« on: May 18, 2018, 10:40:38 PM »
A couple of major bugs have been fixed recently.

First, when fighting rogues performing a takeover, human realms were still able to become the defender and gain the walls.

Second, when changing realms (particularly due to a duchy changing realms with them in it), Lords were losing their lordships.

Both of these should now no longer be the case.

2
Feature Requests / Re: Unit Disipline
« on: May 17, 2018, 01:46:35 AM »
It's not impossible that we'd implement something like that some time in the future, but it won't be particularly soon.

There's definitely room for discussion of ways to discourage plopping a huge army in a single region and sitting it there for long periods.

3
Feature Requests / Re: Adventurer Infiltrators
« on: May 16, 2018, 01:21:50 AM »
Frequently requested, frequently rejected.

Not going to happen.

I've got an overhaul of the infiltrator class sketched out, that should address the imbalances in it as it stands—right now, given its kit, it's too likely to swing between OP and frustratingly useless, and I want to make it more generally useful and less flashy.

4
Helpline / Re: account slated for deletion, I did not request this!
« on: May 15, 2018, 07:26:52 PM »
What is your user ID or family name?

5
Development / Re: Fortifications
« on: May 15, 2018, 05:54:57 PM »
Then why have a separate lord for each? An estate with a fortified home, maybe, but the point of the lord is that he was needed to manage lands further out and protect them. If they can't protect their lands worth a damn, then they don't have a purpose.

I see several logical fallacies in here, but I will leave it at this: BM is not a medieval simulator, nor does it aspire to be one. There are times when we make decisions based on what was most historically accurate, or what would be most realistic, but there are other times we make decisions based on game balance or fun, even if it goes completely against history.

6
Development / Re: Fortifications
« on: May 11, 2018, 05:06:57 PM »
Not entirely true. If a force remains within the walls of their castle (and it is conceivable for there to only be one within a given region), that would leave attacking forces free to loot and pillage the country side, but at the same time, the attackers can't move on further into their enemy's territory until they had dealt with the defenders lest they emerge behind them and catch the attackers in a pincer with defenders from a further in castle.

The city or stronghold is the castle. The rural region is the countryside. There isn't a castle in a rural region.

That may not be how you've interpreted it, but that is canonically how the BattleMaster universe operates.

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That can be changed by allowing what I proposed. Cavalry can go around tearing up the countryside while the defenders hide behind the wall and then are very useful if the defenders decide to sally forth. Further, if we have it so that the walls, once taken, allow the cavalry in through the gate where they can start ripping up the defenders within the walls.

I mean, we do have that. But it loses the main benefit of cavalry in BM: their charge.

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Cities aren't just built out nowhere. They start as a settlement that is desirable to reside at for one reason or another and grow until they become cities. Typically, this was because they were at a location which facilitated trade, like river forks, as trade hubs afforded convenient locations for artisans to build their shops. Sure, you can build a structure just about anywhere, but a collection of buildings does not make a city. A population does. This stands in stark contrast to fortifications which are built and staffed to defend an area of import to someone. Unlike a city, which grows organically, a castle is a more deliberate structure.

And it is not one you will be able to build, because in BattleMaster, a castle is effectively what a Stronghold region is.

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Well, you've got my recommendations. Lock in food stores for the duration of a siege, allow the defenders to choose whether or not to sally forth, attackers can't attack without siege equipment, allow them fortifications to be built anywhere. Other things like murder holes in the gatehouses or oil on the walls are good ideas for addons, but those are kind of predicated on an actual siege mechanic being built.

And some of those recommendations are, indeed, pretty close to some of the ideas I already have in mind for improving fortifications at some point in the future.

7
Development / Re: Fortifications
« on: May 10, 2018, 02:51:37 PM »
First of all, fortifications are necessarily an abstraction. To be truly accurate, fortifications in any region type besides a city or stronghold would have to be around a bunch of smaller enclaves rather than one monolithic wall around a single place.

Second of all, what regions you can and can't build fortifications in is very heavily influenced by game balance, as opposed to historical accuracy. It used to be possible to build palisades in any region, but this caused cavalry to become effectively useless.

Third of all, in real life you'd also be able to straight-up build a city in a region that's now a rural, and that is not, and will never be possible in BattleMaster. Similarly, some kinds of fortifications will not ever be supported in some places.

All that said, I am interested in ways to make fortifications more interesting than they are today—both harder to walk over, and supporting more complex interactions. I have some changes on the drawing board to how food is handled that should make sieges a genuine possibility, and once that's true, it opens up new options for making city assaults harder.

8
Feature Requests / Re: Improving Adventurers and Trade
« on: May 02, 2018, 04:40:52 PM »
This is much more work than we're going to put in for something like this, especially since there is a different change to the trading system waiting in the wings to be finished.

It is intentional that adventurers and nobles don't interact much. I don't foresee changing that significantly any time soon.

I do have some ideas for how to make the adventurer game itself a little better and more interesting, though.

9
Black Forest / Re: Launch
« on: April 30, 2018, 03:15:15 PM »
Greetings.
Unfortunately, this is the helpline for Tom's older game, BattleMaster.

I am moving this topic to the forum for Black Forest, and hopefully you can get some answers there!

10
Feature Requests / Re: Archer nerf
« on: April 27, 2018, 04:39:00 PM »
I will take some thought for this.

11
Helpline / Re: Advy training and equipment
« on: April 27, 2018, 03:18:16 AM »
Pretty sure it's just a limit on what you can use, not what you can get.

Certainly, if it tells you you gained some skill, you gained some skill. It won't lie to you because of your equipment.

12
Helpline / Re: Deleted account
« on: April 27, 2018, 02:42:19 AM »
If the family is gone, it is gone. Sorry.

However, we have recently implemented a change that preserves all accounts that have existed for at least 3 months—so if you join again, play for at least 3 months, and leave, even if it takes you 5 years to come back, your account will still be there! (Unless we get such an influx of new players in that time that we have to change our minds....or the game is gone entirely!  ;D )

13
Helpline / Re: Adventurers finding Unique Items
« on: April 20, 2018, 06:02:44 PM »
Is there a way to decrease the amount of fatigue suffered when hunting? I find that around group level 4-5 my advy gets too fatigued to hunt, and resting takes too much time to return and hunt the group again.

I believe your best bet is to make sure you have good options for resting—resting on the floor will probably take you too long to be able to go back and hunt; resting in a private room is more likely to work out for you.

I have some plans to improve hunting in groups, but they're dependent on my finishing the message system update.

14
Helpline / Re: Adventurer Infil Skill
« on: April 20, 2018, 02:25:40 AM »
Adventurers naturally gain Infiltration skill as they adventure.

15
Helpline / Re: Priest Claiming Rogue Region?
« on: April 18, 2018, 02:55:13 PM »
Perhaps focus more on diplomatic power and roleplay influence rather than just focus on game mechanics?

This is, in fact, the intended purpose of the Priest class.

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