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  1. I am writing about what (I think) the situation right now might be and how it could look if there is a mechanic that allows the player to upgrade units. When I thought about that I also found some complications and issues that may arise with this. For sure I am not saying let’s do this because it sounds cool. I will talk mostly about peasants and will be viewing two different situations. The first is as I said earlier - “Hey, why my peasants are still peasants and what to do to improve them?” - Upgradeable Units Let's see how Peasants look in KOH2 It says “Peasants
    5 points
  2. I would love to see weather effects. Attrition is a must. Snow, Rain, Mud, Extreme heat everything should have an effect on armies, terrain and climate you just have to put that in a game as this.
    4 points
  3. Yes, it is absolutely useless as a tool of attrition. Rebels are only annoying because they will raze a lot of settlements over time. But an enemy army 99% of the time has no time to waste on settlements. If you moved into enemy province with an army you expect to conquer the province, so you want settlements intact. If you don't have enough force to do it, it is pointless and dangerous to lock your weak army into pillaging a settlement with enemy strong army near by. Since in KoH your main limiter is a number of marshals you can't have spare raiding forces around, because you don't have mars
    4 points
  4. I don't have any questions this time. Maybe just.. can we see an overview of the entire map? Or if not the entire at lest the Bulgaria area? Cheers!
    4 points
  5. Hello! The first game had clouds that casted shadows onto the land which gave the game a nice depth effect. Will KoH2 feature clouds or at least cloud shadows? From all the screenshots I've seen, the land always is bright, locked in an eternal perfect cloudless green summer which is too uniform and boring to look at. Will the game feature some weather effects like rain or wind, local storms with all those trees swaying in the wind a little? I think all these would make the game more visually appealing and increase immersion. If anyone else has
    3 points
  6. In terms of upgrade path for units in general - yes, I agree. The implementation itself... I don't know. It appears that the main barrier to better units are buildings which are very expensive compared to a unit cost. As a result it could be a very long time before next unit tier gets available. Most of your peasants won't live long enough probably. Second, if the current approach of "peasants are cheap but triple population cost" stays. It would be counter productive to train peasants up instead of 3 new units. Third, I'm not sure I want to lock into a specific unit type, it co
    3 points
  7. Here are some of my suggestions. Add unit training time. This removes ability to instantaneously fill marshal with OP units and reinforce nearby battles. Units have more value because they are not easy to replace... If you wish quickly fill your army, then buy overpriced mercenaries or ineffective peasants as last resort. Units should have upkeep in gold. Just like food in original KoH. When marshall leave town there should be impact on royal treasury. Waging war should be expensive. If you lose all gold you lose ability to recruit new units and you lose war. You can't go t
    3 points
  8. I'm not. Armies constantly called for reinforcements, and sending an untrained army from a nearby fort/city is something that happened all the time. If the AI got stomped by the human calling reinforcements, that's a problem with the AI, not the concept.
    3 points
  9. The ideas are cool, but did you read my comments about that? How you would be able to handle battles like this in real time if you have 3-4 battles at the same time while you are being invaded and besieged and non-stop getting messages on the left side of the screen and popups. The mechanics that you propose would work if you pause the game and entirely focus your attention on the battle. Cheers!
    3 points
  10. So after my emotional appeal, I’d rather go to a more constructive feedback. This are the things I would advise to implement or consider. 1) Autoresolve combat I cannot stress this hard enough, but auto resolve battles cannot suck. Most of the battles in a singleplayer are going to be autoresolve (very very few people can claim they played all battles manually in their original KoH experience) and all of the multiplayer battles have to be autoresolve due to the time constrains. Autoresolve combat has to be appealing and interesting, not mundane, lame and repetitive
    3 points
  11. Good eye, its a french castle indeed. I just saw the documentary some months ago, it is not a real medieval castle but a project to rebuild one from scratch only with materials and tools from that time. See https://www.guedelon.fr/en-famille-ou-entre-amis or https://en.wikipedia.org/wiki/Guédelon_Castle
    3 points
  12. 3 points
  13. Thanks for the Diary, as I understand the settlements and some features to provinces are randomly generated with some restrictions. This sounds great especially for multiplayer games and playability. I do believe this should be the default setting. I also suggest to include a setting option giving fixed settlements and features resembling what they would have been like historically "Historically Fixed Settlements". I do understand the fear that players might only select this option if given it, so I think the default should always be set to randomly generated, to encourage players pl
    3 points
  14. Hello friends, and welcome to 17th DevDiary for “Knights of Honor II: Sovereign”! Though we initially planned to talk about Espionage and Spies in this one, we decided to change the topic, and cover some fundamental features that are high time we shed more light on. Settlements and provinces are at the base of the game’s economy, connected to the production of any resources or currency. As we established in the very first DevDiaries we wrote, the world in our game is divided into provinces, more than 300 of them. Today we will take a look into the key elements of a province, and how those
    3 points
  15. I agree wholeheartedly. There needs to be weather that affects combat. Summer, winter, local showers.
    2 points
  16. I didn't say that you have to train always the lowest possible unit level and train it. That would be inefficient in mid and late game. And maybe XP doesn't fit well in KOH and creates more bugs than helps. Look at the same process but ignore everything that involves XP. You hire Recruit in the beginning of the game because you usually don't have the required buildings and when you build them you go to town and upgrade the unit. The cost would be the same as you would pay to recruit the unit but you save the manpower. If your unit has 50% health you may pay also 5
    2 points
  17. Like I said, there is no drawback in using only DEF tactic (at least the way you presented). And again, as a casual player I don't want to spend 10-15min on a single battle because of the ATK/DEF tactic. And setting default orders and then not changing them does not make sense, since every battle is diffrent agains diffrent units and Marshals with different perks/skills, so I my opinion letting algorithm do it job is the best choice (you will have your hands full with choosing the right units to make the best synergy as it is). Well now you are just going into the extreme and don
    2 points
  18. I mean lot's of you guys are arguing about the stuff we don't have enough information of yet. I do agree on some things like: - armies having time to train (Marshal in trainig for 1 min, basic spear man 5-10 sec, heavy cavilary 40 sec... for example) - reinforcement should stay (it is both historicaly correct and fun to have your 2nd army come in last second and give you another chance to win) - 2 Marshals is a good choice (again, historicaly there usually weren't more than 2 Marshals/Generals at the same place at the same time, since more than 2 of them would be logistica
    2 points
  19. 2 points
  20. Because there has to be a limit. And they chose 2. Could easily have been three. I think M2TW does three. But they chose 2. So 3 units? There is a magic number that makes it interesting but not overly complex. But I think your pendulum swings too far. If it isn't realistic, don't do it at all? There has to be some compromise, and I think they found a good middle ground between too much and too little. I'm comfortable so far. We'll see how it plays out in the beta. If they let us into the beta.
    2 points
  21. I don't have a problem with any in game mechanics which adds more value to the game at expense of reality. But original mechanics of armies joining ongoing battle had proven (to me at least) a problem. Because of ability of other marshals to jump into a battle you had: A possibility of AI to jump into a battle you lead 1 on 1 or was on autoresolve from places you (player) didn't expect. (outside you vision). Such that a new player had to do something about it. A possibility to create a marshal in the nearest city, after battle has started, with zero experience, but give the ma
    2 points
  22. I"ve read over your comments. They are very detailed. My issue is that I think you are asking for too much reality in a game. For example: You're right. I also don't really have a problem with that. Because it's fun and reality would require far too much micromanaging. Yes, auto-resolve would be more tactically interesting with flanks, etc. And we're back to micromanaging. I look at KoH2 as something that scratches my itch for a Medieval 3: Total War, since it looks like we'll never get one. A nice balance that isn't so so so in depth that it robs the fun out of
    2 points
  23. @William Blake Sadly, I think I could agree with you about some of the things that you are saying. But I can't agree just from one five minute video and a dev diary to make conclusion that the game sucks at economics and trade. I don't think we have enough info yet about the most of the stuff going on. Even about battles themselves, I don't remember anyone talked anything yet. The auto resolve mechanic that you talk about. Well the whole purpose of that is to quickly complete the battle without you do anything right? Imagine the following situation. You are in the midd
    2 points
  24. "There’s nothing in the world more difficult than candor, and nothing easier than flattery." Fyodor Dostoyevsky If you expect a slight remaster of original KoH in 2021/2022 to be a good deal, you are very easy to please. For me personally that would be a failure because I want to see much better and much more successful game. Original KoH was a fresh interesting take, but it was not a hit. Making the same 20 years later with slightly more polish would likely to have same result. Do you see KoH2 to be top streamed game on twitch? No. Can you imagine people taking hours an
    2 points
  25. Nice dev diary, thank you for it. Very interesting and important topic indeed. I enjoy having settlements randomized because that let's you adapt to the game giving it more strategical possibilites and especially replayability (very important!). As I know from other games: nothing is more boring than having to play the exact same map over and over again in an endless-game / non-scenario game. And for your other question: I prefer adapting to the given geographical settings and only bend the circumstances where possible (e.g. through diplomacy, espionage, who to conquer
    2 points
  26. is a medieval dating simulator from hell. No game should ever go that way.
    1 point
  27. Hello friends, and welcome to 17th DevDiary for “Knights of Honor II: Sovereign”! Though we initially planned to talk about Espionage and Spies in this one, we decided to change the topic, and cover some fundamental features that are high time we shed more light on. Settlements and provinces are at the base of the game’s economy, connected to the production of any resources or currency. As we established in the very first DevDiaries we wrote, the world in our game is divided into provinces, more than 300 of them. Today we will take a look into the key elements of a province, and how those
    1 point
  28. Finally the topic I was most interested in 😉 Everything seems very promising, but I still don’t see a major point here - the Capital. The capital is the center of your empire, the cradle of culture and civilization. As such, it has be allowed to have an additional slot for building or special slot of building. Something special, something unique (like i.e. the Coliseum in Rome, Hague Sophia in Constantinople, etc)... A building that will give you advantage when the empire is getting larger and larger. Speaking about getting a larger empire - how is this going to be reflected i
    1 point
  29. Actually, wait for a second. You are describing a potential problem - A player goes to a town and spam-recruit units in a matter of seconds(or something like that). But is it the recruitment time the source of the problem really? Or is manpower issue - like having too much manpower and not enough ways to use it. Is that really a problem-spam-exploit or a strategy. If I am neighbouring my enemy the most logical thing would be to keep my neigbouring provinces 100% full with soldiers and manpower. I would even move soldiers from another towns if I have to, to be prepared for emergencie
    1 point
  30. I have read through everything and wrote down the main points in my own words, I have organized them slightly and given my own opinion on each one. Good Luck. Economy Point 1: Settlements are fixed and their production is static. Improvements likely will be quickly decided based on the main settlement type. The generation of the settlements determines the appropriate action the player should take on improving their province. More freedom is desired then just maxing out starting fixed conditions. Opinion: I understand the concern, and I think the Point 2 offers a quick fix whic
    1 point
  31. Since I cannot react anymore with buttons on display for each comment for the rest of the day, I just want to share quick thoughts and impressions. First, thank you Frujin, for the time you invest reading this topic, that means a lot. Totally agree with you, the game (to my mind) seems like a scientific experience on course because the team seems to explore everything it can do (and it's great !). I wished there was not that much "image proof" and talking over it done by everyone (I promise I won't do that in my reactions topic), because the excess of doing it reveals ignorance, as
    1 point
  32. Hello to everybody, I'm following with real interest this game development, in my case I started playing KOH after the KOH2 announce, because what i saw in the few images at the time was too cool and intriguing. I'm not a huge gamer, played in the past but nowadays the time is very little and I'm really hoping KOH2 will be the game I will play during my nights as a dad. I find William's considerations to be really interesting, specifically because, especially in his first comments about the gameplay, I noticed how the playing experience needs, for him, to be meaningful for the player
    1 point
  33. Thanks William for sharing us a full explanation of your thoughts, I really appreciate this (though I represent only myself), and thanks everyone for this (long) conversation. I better see your POV and your suggestions, and in truth I wanted to propose you to give them when I wrote my first message. That's how we can make this game progress and question the devs team about each mechanic's pertinence. I won't quote everyone's speech because there's much to read (a bit too much sometimes, so please everyone, try to keep this simple !). So : I find the army stance a good thing to a
    1 point
  34. It is not about marshal spawn itself. If you have a clear maximum army which is 2 marshals everyone will max it out, because there is no reason not to. Why 2 marshals? Why a 3rd marshal can't join? Why not five per side? This race can go forever, but you have to have a reasonable limit. If a limit needs to be 1 marshal 1 army per side it would not that different from a limit of 2 per side, but it solves other problems. So I'm willing to throw out battle reinforcement feature which was clearly abused anyway. In my design depending on duration of battle phases a battle can be
    1 point
  35. Well in my mind there is a big difference between a siege and a battle. In my mind sieges should not really be battles, but rather be a stage one - blockade running for a long time, and stage two - an actual battle which is swift. First can wait for a long time in a siege stage before you actually have to have a player input to resolve the actual battle. Overall for single player yes, it would be the same if a player selects to go into RTS battle - you have to stop the game until you get out of RTS battle. The reason you see that as a problem is because the original KoH had battles
    1 point
  36. Dear William, I read your point of view and came to the same conclusion than Ivory Knight. Really, I appreciate your thoughts because you always go deep into matters and show the devs, and show us, key elements we didn't see, and though I do not always agree, I estimate what you share with great value. I have to admit on the very beginning of the demonstration, I was like a bit deceived, because it was not like car's explosions and all. But the video caught my interest, and I was quite calm and quite curious at the same time. I didn't notice every single thing, I paid attentio
    1 point
  37. Interesting Comments - At (36min43s) We notice the garrisoned units can only be 5 instead of 6 as was the case in KOH 1. At anytime, we see a crown and two hands on the bottom left of the screen. What is that? At (37min48s) we see something called Kinship at the bottom right in the politics tab. What is that? Some sort of additional boost to relations if you have a dynasty member in another kingdom? At (39min4s) we see that battle engagements start with a timer, that I assume will resolve to auto resolve the battle if the player doesn't get to them in time. This is a nice fea
    1 point
  38. So there are some questions that came up after the dev stream in my head: What happens with the castles(keeps on the map) if a town is sieged and conquered. Are they still enemy territory or they surrender after the fall of the town? There was a discussion about the randomness of recourses and province assets that will trigger the creation of zones (villages, farms, etc..) And the example of the stream was - if you have cows as asset you will have a cattle farm on the map - pretty cool mechanic. But raises the question If assets are randomly generated does this mean that t
    1 point
  39. Nope you are incorrect here. You can come watch our gameplay of no Merchants and no building of economic buildings and see how things played out. It is rough, but you do get very quick bonuses from sacking early on and its easy to pull off with peasants early in the game. and the additional marshal skilling you get from the plundering helps give your marshals early stats.
    1 point
  40. I think that problem will be gone with the 2nd installment since you can't cheese your economics anymore by spamming merchants in the early game, no? As far as I can tell from the dev diary about merchants it will be alot harder to get trade agreements and follow up on them to make a lot of money. Also, in multiplayer games raiding and the war of attrition will be one of the best tools to damage other players while you can't directly take their cities/provinces. Having your village destroyed, which produces 17 gold every tick can be a hard hit. I guess rebellions will be rising more frequently
    1 point
  41. sacking villiages stacks up your marshals provisions. But the really fun start when you got the plundering skill deployed and get a good amount of gold for each sacking
    1 point
  42. I was just wondering whether the medieval town of Cherven made it into the game? Thank you!
    1 point
  43. Totally agree with Yavor and DoVlaLegend - it makes me a little worried, too. Please stick to your plan of easy to get, hard to master. Make it Knights of Honor not Paradox. And as I suggested it in the past: make hard and more punishing options a game setting but not a given. This gives motivation for playing the game several times with different settings. So far I am very happy with how things seem to go and how the game develops. Don't punish us with punishing gameplay 😉
    1 point
  44. Agree. I mean we don't even know how the game will be played, yet they want "hardcore". I mean there is nothing wrong with that, everyone has they one playstyle. I am just worried that later people will complain "the game is unplayable, AI is to smart/cheating, etc..". Like stated by Yavor before, make it as you intended it. 🙂
    1 point
  45. Looking at the comments I see more and more people wanting "hardcore realism" and that makes me worried. So I ask of you, dear Devs, please don't make the game harder than it is intended by you! Some people may enjoy challenging themselves with games, but people like me don't have neither the time, nor the will to get good at hard games. I just want the easiest difficulty option to still be playable for me, that's all! Making the game accessible for a broader audience will only benefit the game!
    1 point
  46. tbh I have never sieged as castle. I go just go in and slaughter them. There doesn't seem to be any tactical advantage to siege a castle. All you do is just give the other guy time to call in reinforcements. And if you wait long enough, the other guy will sally forth anyway, so what was the point? I think sieges need to be worked on. The point of a siege is to take a castle/fort/town without damage or loss. So either there needs to be a massive penalty for fighting or a massive bonus for not fighting. That just isn't there in KoH1. Not that I have seen.
    1 point
  47. I assume you are talking about RT battles. It is an interesting idea, but I don't think it is a necessity. Let me at least try some constructive criticism - What will happen when the knights dismount: When the knights dismount what happens to the horses are they still on the battlfield incontrolable? Can the opponent interact witht he dismounted horses? Is there a possibility that you enter the battle with 5 cavalary units and leave the battle with 2 cavalary and 2 knight units (presumably 2 units got their nights stolen or killedand the 5th unit died in the battl
    1 point
  48. i agree, knigths were expensive to train, maintain and even to deploy on the battlefield. So i like idea of uber strong knigths bois ( like in Field of glory 2: medieval) that can destroy anything that is not armuored ( no that dumb spear beats horse...). For gameplay balance heavy knigths could be rare ( or in small numbers?).
    1 point
  49. Cost is always a factor in everything. Double rations/triple rations, cost of horses, cost of reinforcements etc.
    1 point
  50. That is a very good point actualy. TBH I have very rarely used Siege - 2 or 3 times in total and in very specific circumstances: we have comparable armies & enemy moral is high & I have no other army close enough to be able to assault the castle safely. I think an increase in Deffensive ("Fortification") bonus when assaulting the castle should be fine(10% is just too low), as in KoH1 it just feels like an open field battle. On the other hand - if the defenders decide to Break the Siege, this should be an open field battle and the "Fortification" bonus from the defenders
    1 point
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