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Showing content with the highest reputation since 01/22/2020 in Posts

  1. 2 points
    Hi all, is there a need for alpha/beta testers? :) Regards, bradonja
  2. 2 points
    We've translated this dev diary into Russian: https://strategycon.ru/knights-of-honor-2-sovereign-dd-3-1/
  3. 2 points
    Sire, i present you the royal family
  4. 2 points
    I would love to participate in the alpha-beta as well i've played knights of honor since it was first released, only recently i found out KOH2 was being released and i was absolutely static! I have been a big fan/supporter since the first one, I know this one is gonna blow the socks off of all rts games! I love the fact that you guys are gonna be implementing a Co-op campagin mode in this one, me and my buddy already plan to purchase it as soon as it gets released. Thank you for everything you guys have done and more! Thank you!
  5. 2 points
    I would love to help too, got some practice writing reports.
  6. 1 point
    With the experience we can gather from the original KoH, I think the following should be addressed: 1. Army stacking aka “steamrolling” A mid/end game situation when a player has 2 full armies to high level units going together totally overpowering any opposition. Since no opponent can possibly have more than 2 full armies in a battle it becomes easier and easier to win filling your army with top level units and loosing nothing in a process. This has negative impact on a gameplay both in case when player has max army and in case AI has significantly superior army winning over and over again. Proposed solution Introduce some mechanic making large armies not optimal and harder to maintain, such that a player would be more inclined to reduce army size and a significantly stronger opponent in its turn would have a penalty bringing overwhelming numbers into a battle. Required change: If a max army size is N units, make armies with 20% of N or less use half food per tick per unit, from 20% to 60% of N use 1 food per tick. From 60% and up use 2 food per tick per unit. Such that a smaller army would be way more efficient on food. This will penalize long running invading large armies, but would allow a quick defensive action with a bigger army without a significant penalty over short time. This would force to use smaller armies while attacking a smaller, economically weak opponent since you cannot get a lot of food for a large army deep in an economically weak land (no local food). A large empire won’t be able to overcome this with gold since food is localized resource Probably make marshal skills to reduce food usage or penalty of large armies which you would have to take instead of direct power skills like dread or direct combat buffs. 2. Static army composition A mid/late game situation when a player picked up strong units which allows win fights without significant unit loss. Since the healing of damaged units could be performed at any province such an army would heal over and over again going from province to a province while the army units won’t die and would not need to be replaced only healed. This has a negative impact on gameplay since every batter would be same player army over and over again and original strong unique units will be always available as long as the healing it done over and over again. Proposed solution: Introduce mechanics forcing rotation of units per time or require local economic state to impact unit healing. Required change: For a regular unit, do not allow to heal a unit if there are no required industrial building (forge, stable so on) or at least make a significant cost penalty (like triple cost) on healing a unit in a province without proper building. For unique units, remove healing on if these unique units are not available in the current province. (Vanguards can’t heal in Spain for instance) For unique units allow a new command – “return to home” which will take the damaged unit automatically back to the province it was built in, walking across the map with a regular speed. Once in the original province they will setup a camp and player can pick them up back to a marshal army. This would allow to make damaged unique units to save experience since they can’t heal anywhere on the map. 3. Endless chase A common situation on a global map when an army is chasing another army but since they move and the same speed it takes half Europe to catch up. This makes a boring gameplay when a player can’t catch an enemy in time and AI can’t possibly catch a player. Proposed solution: Army speed on a global map should be variable in burst, allowing quick maneuvering at a cost of long time movement speed. Required change: Create a command “quick march” which makes an army on a global map to move at a double speed for a fixed time, after that an army will have a half speed debuf for a double of that time. Make a marshal skill increasing the quick much time and another skill to reduce length of speed debuf. Probably, during quick march and/or debuf time food consumption of an army should double. Alternatively make quick march to be a toggle which consumes morale of army unit, so a high morale army can afford a long quick march but a low morale army cannot. Once moral of an army falls to low levels during quick march force an army to make camp for a fixed time to recover. 4. Crushing defeat A mid to end game situation when a player had a large army of high experience top level units which happens to suffer a stunning defeat such that high number of high experienced units was lost. Usually this is practically “reload saved game” situation since there is no reasonable way to replace these high experience units and the war will be lost since any fresh no experience army will be way less effective. This leads to out of the game solution through replaying from saved game such that the units won’t be lost of the battle would be avoided. This is pretty bad from immersion perspective and impacts player experience in a negative way. This also in part happens with a player who avoids conflict for a long time such that at a certain point all opponents have experienced armies against fresh inexperienced troops. This negative reinforcement is not desired as it takes more effort for a player to avoid conflicts but produces a disadvantage. Proposed solution: Introduce a mechanic to level up unit experience without a direct combat at least to a certain medium level. Required change: Allow marshal to train units during peace time, probably by setting up a training camp outside a city for that purpose. Training should consume time, food and probably gold draining morale of the units. This will not allow to training in a war time next to a real threat nearby as it would leave the army with a low morale. Allow to setup training camps only in the provinces you own. Probably have marshal skills to increase max trained level of units, reduce costs and/or time of training camps. Sorry for the long post, hope it makes sense.
  7. 1 point
    Based on the blog and your twitch stream discussion, it is quite clear to me that the design for the Royal Court (RC for short) took a wrong turn, much like the original game. Here is why: Given Mechanics: 1) RC is 8 slots plus a king 2) 5 classes: Marshal, Merchants, Diplomats, Spies, Clerics 3) “Usual” mechanics from the first game – capture by enemy, enemy spy in your RC, Pope/Patriarch, dying of old age and so on. Implications: 1) You will have to have at least 2 marshals in RC (very hard to have just marshal and the king for any sizable kingdom) 2) 8 minus 2 or 3 marshals = 6 or 5 slots left for Merchants, Diplomats, Spies, Clerics 3) If you take at least one of each it means that you can’t have more than 2 of these together at the same RC. So you choices to apply effects of merchants, diplomats, spies and clerics are in fact “where to put my ONE or TWO”, which is piratically like no choices at all mid to end game (there will be obvious one best trade choice, one best enemy to spy against or one most appropriate province to convert religion). There is in fact NO CHOICE because there are so few at hand and so obviously different outcomes of their actions while the world around you so huge. 4) With enemy capturing your marshals and infiltrating you RC with spies you will have even few active slots in RC so you won’t even have all the classes at hand at all. 5) This means at once a situation arises requiring a specific action of a specific class you most likely won’t have that class available in RC unless they are sitting idle waiting for an opportunity. If situation requires multiple RC members of the same class to deal with it you most likely won’t be able to even have slots available in RC to fit them all. Result: this mechanics of RC is very limiting mid to end game, very limiting at application non marshals classes and will create dull repetitive gameplay when you assign you one merchant, one cleric one spy and a diplomat and there is nothing else for you to do with them. Suggested changes: If you want to keep RC as 8 slots on same level with most of the mechanics of each class unchanged, I suggest the following: 1) Remove classes. Every member of the RC gains access to BASIC action of EACH class by default. There is no reason a noble man can’t lead a prayer, can’t be send to a foreign land to negotiate, can’t lead an army action or spy at the same time. These are the best most noble and capable men of the country. 2) Everything should come from a skill tree such that you can level your RC members either into dedicated or in a broad specialization. 3) Any advanced actions like “become a Pope” and so on should just require a skill at a certain level. Why should it matter if you started as a marshal, then went to negotiate to another kingdom and then became a great man of faith. Implications of these changes: 1) At any given point any interesting opportunity can be address with whoever you have available at the RC 2) Least used or boring classes (and there will be 2 out of 5 which are least useful no matter what) will not just disappear, but still be available for a player even if are not attractive enough to take a dedicated slot in RC 3) Any dramatic event – capture, revealed as a spy, death of old age which you can’t really control will not suddenly remove actions of this specific class from a player. Loosing your only cleric during conversion is basically instant “reload saved game” because you don’t have anyone possibly to replace him. Loosing 1 of 8 potentially available members of RC to fix an issue right away is way more interesting proposition. 4) Amount of skills needed to make ONE unified skill tree for RC members is way less than trying to create separate skill trees for 5 different classes. Trying to stretch skills for a merchant to even potentially match skills of a marshal is a pointless waste of effort. Yet even if you do invent a lot of skills for spies and merchants and clerics they mostly will not be used just because a player will have just a single of any characters of this class at hand. 5) No classes, single skill tree has very good replaying value. You don’t just level your marshals in a certain way and your clerics in a certain way every time you replay the game, because you don’t really know if this will be a dedicated marshal or a dedicated cleric or a merchant even if you need one now. With fixed classes if you take any of the least used classes (not marshals basically) you already set your mind on what they will do, so no real choices in the character progression over and over again. There are a lot of other possibilities to advance and tweak this approach, but I’d rather keep it short, or well... shorter for now. Cheers.
  8. 1 point
    Why I can't have marshal-monk like most historic knight orders were in Europe or in fact any Muslim hero like to be a warrior cleric instead of just a warlord? Why cleric can't negotiate as a diplomat? Most appropriate in fact from a real life perspective. If I don't have a slot for a diplomat I don't have any diplomacy? If there is nothing to negotiate about as slot is wasted on an idle diplomat? Why merchant can't spy? He is going to that foreign land anyway and its a perfect cover up too. If there is no trade worth a merchant price plus cost of a slot does that mean that I drop merchants all together from my gameplay? Your choice would come from selection of the skills for a knight every time you level up. You can take a very focused path through skills or be more generic. Mix and match things differently every time. We already had this with builders and farmers - some classes just less useful no matter what you do. If they are less useful no one takes them and all their functionality vanishes from the game. Five slots for four "support" classes is way to little to have any variety mid to end game.
  9. 1 point
    But having an answer to every problem/opportunity would be very boring, wouldn't it? Strategy games specificially are always about managing opportunities and risks. In Age of Empires, Civilization, Total War, whatever game, you name it, you always have to decide if you want to focus on building your economy or your army, you can't have everything. I just think in KoH the Royal Court should be the thing that forces you to focus on a particular thing. If you have a lot of trading potential, like the kingdoms in the mediterrian had, you should probably have 2 merchants and a diplomat to get some trading agreements. Of course we can't tell exactly what options we will have since the skilltrees and actions aren't revealed yet, but I doubt the developers will repeat the mistake with the builders and farmers. Greetings!
  10. 1 point
    I have to disagree with what you said. While being part of the community in the last 15 years there were always two major complains about the first installment. First, the game is way to easy, make it harder. And second, the court is way to small make it bigger. I always thought it is strange because one thing tried to fix the other. Also, gameplay-wise it is way more fun to control a small group of armys on the battlefield. Where would the limit end? If we would be able to create, say 20 armys, it would be one big mess. The game wouldn't be fun anymore but just tedious to manage. Also, many of the improvements in the 3rd dev-diary did act upon the implications you mentioned. All member of the royal court can now have armys, so you can at all times have up to 9 armys on the map (which in my opinion is too much, especially for smaller realms). Only if the member is a marshall, his army can be bigger. So you can have your diplomats and spies and merchants with small armys defend the realm from lower threats (e.g. rebels) while the marshalls gos into battle with the best army. So, i think we will see games having 1 king, 2-4 marshalls (big army) and 3-5 others. Since they can have armies aswell, the can protect the realm behind the big city walls while the marshall will meet the enemies on the field. That should do great for the diversity of games. For my part, I just hope that there is no spy-action that instantly lets your whole court revolt. But as far as I can read between the lines, they fixed that aswell by implementing a loyality-system so that only some of your men will turn into rebels, but we'll have to see. Greetings!
  11. 1 point
    I think it's not the case for "so much female protagonism", but the queen skills should have some wheight when the king is absent (in crusades, long wars, trading etc.). If she have enough authority she could be the regent if the heirs are still babies when the king dies and so on. Royal weddings are already a great diplomatic tool in KOH, there is no doubt that female characters could be better used as diplomatic emissaries (specially if they are originated from other royal families) or spies.
  12. 1 point
    I have been dying to play the game for me this might be the only game worth it this year ... as I am not a big Shooter or RPG fan. Still playing KoH 1 once and a while 😄
  13. 1 point
    Count me in, we are proud to be here
  14. 1 point
    Hello friends, and welcome to the third entry of the “Knights of Honor II: Sovereign” DevDiaries! In this one we will take a look at one of the most emblematic features for the KoH series – the royal court. We love both the atmosphere it creates and the “deck-building” element it adds to the gameplay. The royal court plays a fundamental role in our game, thus it’s not much of a coincidence our teaser trailer had the concept front and center! With this feature we are not trying to make a realistic depiction of medieval rulership. Think more of the famed King Arthur’s Round Table – the king is the central, most important figure, and by his side stand the most capable and trustworthy knights. Dynasties and the royal family also play an important role, but we’ll tell you more about the royal family in a future DevDiary. For now, let’s focus on the knights. The royal court consists of the king, who is now always a member of your court (unlike in the previous game), and up to 8 more knights, which you can recruit during the course of the game. Each knight has a class, which defines his strengths and abilities and thus they play a completely different role: Marshals: These are the most efficient army leaders and they are good at solving matters in one way only – by force. Marshals can lead bigger armies compared to other classes and usually focus on skills that improve their troop’s capabilities in battle. Merchants: Building, development, diplomacy, espionage and war – besides other things, they all require a lot of gold. Merchants are the best knights to take care of this need by exploring profitable trade opportunities with other kingdoms. Diplomats: Regardless the strength of a kingdom, it needs allies to ensure its safety and to prevail against strong enemy factions. Diplomats’ function is to make important friends and help bury the hatchet of war with enemies, before all Hell breaks loose. Spies: The usage of cunning spies is more of an offensive function. They can infiltrate enemy kingdoms, corrupt and build networks of puppets in their royal courts, and then create chaos. Kingdoms can shatter from within as a result of their actions. Clerics: A strong clergy improves the stability of the crown and calms the people, halting the spread of heresy and foreign religious influences. Clerics are also the ones to keep and protect the ancestral knowledge and wisdom. In the first game there were also Builders and Farmers, but since these turned out to be underused, we decided to skip them and instead focus on a smaller, but significant, number of classes. For example, a new feature for knights is the ability for each knight to be appointed as governor of a province, making that province become part of the Royal Lands. This increases the benefits your kingdom receives from a province and is another area where a knight’s class can play a role – different knights boost different aspects of a province, e.g. gold income and production, defensive capabilities, etc. We will share more details of the classes in upcoming DevDiaries where we have time to dig deep into their unique features. Of course, all that aid doesn’t come for free – knight wages are certainly not trivial. Players should also be careful with their actions and keep the crown authority high. Who knows what disasters might befall a kingdom whose knights lose trust in the rulership of their king and decide to serve another…? With the choice and usage of knights, players open up different possibilities to craft and shape the strategies of their kingdoms to fit their playstyles. Whether you like to overwhelm your enemies with a dreadful army, destabilize their kingdoms through espionage, influence them culturally and wait for their rulers to beg themselves for your wise rulership, or buy your way to victory with economic dominance over Europe – it is all up to you. We’re trying to make the number of combinations and different ways you can leverage your Royal Court quite expansive, and we’re excited to see how players try different strategies with the tools at their fingertips. We will talk more on this topic in our DevStream on Thursday, February 6th, @ 3:00 PM GMT / 10:00 AM EST. The Twitch stream will be hosted on the THQ Nordic channel: http://twitch.tv/thqnordic and we’ll be grabbing responses from this post as well as answering questions live during the stream. So, jump right into the discussion and share your thoughts in this thread, or join our Facebook and Discord channels and talk there too. Do you find royal court management interesting and challenging? What were your favorite knight strategies and combinations from the first game? Share with us what is your preferred playstyle in grand strategies and what features you find most enjoyable. Next time we will focus more on the art of war – Marshals and armies. Until then, we bid thee farewell. Go forth and conquer! View full article
  15. 1 point
    any time, anywhere, anyway just let me know all hands and legs in :))
  16. 1 point
    Count me in, still play KoH once in a while!
  17. 1 point
    Alright, I have a small issue with the court system in the original game. The concept is great but it was very limiting in the original KoH. First and foremost, it has limited spots. We had only 10 spots to fill in merchants marshals spies and clerics, and now we have a new class we need to account for, the diplomats. The issue here that it is not a royal court, it is not me picking up the best of the marshal to make him my military advisor, it is not about picking the best clergyman to make him my moral compass, nor is it about choosing the best merchant to tell me what trade routes are the best for the kingdom. NO. If I want to make an army, any kind of army, even a small contingent to clear out a very small rebel group, I had to have a spot on the royal court. If I have 10 lucrative trade routes, I can't send a merchant to each one, otherwise I will have nothing but merchants. Etc. And I really don't think that there was a kingdom, no matter how small it was, with only 10 men taking care of all it's aspects, let alone 8 men including the king as you mention in KoH2. So please tell me that I will be able to have marshals to lead my armies outside the royal court, and I will be able to hire a merchant to take care of a trade route without filling one of the 8 spots you mention in the royal court. OR, tell me that the royal court will have at least 20 spots, which is the minimum that can reasonably sustain a kingdom. The second limitation in the original court system, the SPIES, yes the spies. After couple of hours playing, it was clear that, if I'm optimistic, after the first hour I can't trust anyone I appoint in the royal court, he will most definitely be a spy from another country. Which led me to develop a strategy where I recruit a marshal as the very first thing I do in the game, even though I need the money for other things. And afterwards, I only wait for the king to have more than one prince and then use the extra princes to fill the royal court with what I need, merchants, clergymen, etc. Sometimes, this meant limited income from the trade, having to limit my expansion since I have only two armies. And any loss in the court will take long time to recover. The idea of the royal court (or maybe we should call it royal council as it is more suitable since I don't think there was a royal court in history with 7 men in it) is a great idea indeed and adds a very nice of interaction in the game, but it should not limit the game play, it should not stop the expansion.
  18. 1 point
    They said that traders will be able to lead armies.
  19. 1 point
    that one notice " the king has no heir" meaning that i will lose one of my marshals was so bad that almost my main concern was for king to always have the child, i hope that KOH 2 will have at least that much attention to the details in game, if not more,
  20. 1 point
    It's quite more .. hmm ... complicated (in a good way!!) than that 🙂 ...
  21. 1 point
    Count me in too
  22. 1 point
    Take my money, where is the checkout button? One of the best game I've enjoyed with my half brother when I was younger.
  23. 1 point
  24. 1 point
    You mentioned that provinces do not have defined sizes nor strengths, being this is the case are provincial borders going to be dynamic or static in the game? Will the player be given the ability to expand or shrink the provincial boundary of a certain province, or are provincial borders locked for the entirety of the game? If you say dynamic please explain further.
  25. 1 point
    Hi @zooid (and others), thank you a lot! You are already supporting us a lot by being such a great community. You can't imagine how people in the office are smiling each time we post something on Facebook (for example), and they see the 'love' of KoH fans ... this is extremely motivating feeling! Of course, at some point we will start involving more and more people from the community in tests, etc,, to help us finish the game and give it the needed "punch" 🙂 ...
  26. 1 point
    Name/Handle: Maresuke Country: Serbia Games: Age of Empires 1, Medieval 2: Total War, Oblivion/Skyrim, Mount and Blade, Witcher III Pets: Cat
  27. 1 point
    Welcome to the new home for the Knights of Honor community! We've been hard at working setting up this community hub where we can come together and chat about all things Knights of Honor. This is where we'll be posting regular DevDiaries about the game, giving you insights into the development process and exclusive first looks into the specifics of Knights of Honor II: Sovereign. We also want this to be YOUR community, a place where you can discuss everything from games to history. We know that KoH fans are a passionate group of people and we're eager to join in on the conversation. So settle in and get to know each other. Be good to one another, engage in enlightening conversation, and help us create the best game we possibly can. Gaming communities are special, and we can't wait to see how this one comes together! View full article
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