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frujin last won the day on March 30 2023
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Balancing - Archers OP? AI battles too easy?
frujin replied to Al_Wombat's topic in Gameplay Discussions
Well, the game is all going to evolve and change based on community feedback. We are already working on first two updates. -
multiplayer can be between 2 and 6 players.
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Ivory Knight started following frujin
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Yes, all these are shown. How current morale is calculated, all things like "archers on the hill", "cavalry in a forest", etc... You see it quite clearly ... Initiative is a real mechanic. You start an attack, you have "initiative", but if you do nothing ... it slowly vanishes.
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https://steamcommunity.com/app/736820/discussions/0/3187989286455629440/
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Global combat impressions from latest in-game footage
frujin replied to William Blake's topic in General Discussion
Of course. It always boils down to maxing what you CAN max at a given time. My comment was about what "full army" means. Sometimes army with 5 slots filled can have more manpower than another with all 8 slots filled in. The entire topic can quickly go very "philosophical". Overall, battles are only ONE element of a war. There are many more. Wars are multidimensional. The game is about winning wars, not about battles. Of course, you can't win a war without any army (although there are mercenaries in the equation too), but you can defend quite well even with less armies and make the invader pay hefty price for their attack. Think of chess - it's a simple game and all "battles" are bland and stupid. We know that the queen always will take that pawn, the pawn has zero chance of winning. The entire game is deterministic and "theoretically" can be computed from any position to the end, therefore it "can't be fun". If we had such powerful computers, of course 😉 So, battles in KoH2 are like pieces in chess moving and attacking each other. But the war is more like the whole game. I know it may sound a bit too "vague" but getting much deeper will sway us from the KoH2 topic, and we will get into game design, games theory etc. Not the place for that ... Look, the question of all questions - is it possible to reach a situation where it is clear that one player will win and the other will lose even before war starts? Of course, that's the point of the game. It means that one of the players played his "cards" better and this is the reward 🙂 Think of chess... P.S. Is KoH2 suited for competitive PvP multiplayer? Depends, on what "competitive" means. If we talk e-sports, ELO ratings, etc, then "no". Is it fun to play PvP? Oh, yes .. a lot, especially with a group of friends 🙂 -
Global combat impressions from latest in-game footage
frujin replied to William Blake's topic in General Discussion
I don't see any evidence for that. And I don't see that analytically too, given what you show in-game. With a few marshals you have and a cost of a marshal plus upgrades bigger that cost of a full army. (500 gold per marshal, + books + experience vs full tech 1 army = 8 by 70 gold), it would be stupid to even leave your lands without a full army OK, so the thing is that the man power of an army depends on many things. Yes, there are 8 "slots" for unit types. But these are not simply "units". Think of these as 1/8th of the army composition. So, if you have for example archers in one slot, that means 1/8th of your army will be composed of archers. But how big this army will be depends on MANY factors, which are not easy to maximize out. Actually, there is a "soft cap" on the army sizes and it takes a lot of progression in various aspects of the game to be able to reach it. Each time you "hire" troops of a given kind in a slot, they also come with a "base man power value". For example, if no other factors contribute, 1 slot of archers will give you about 250-300 basic man power (I don't remember the exact number, but it is not important right now). And then this number can be increased manifold depending on skills and level of the marshal, traditions, where he governs, what the army carry with itself, etc. etc. And now *these* things can't be maxed out so easily. In fact - it's quite hard and takes a lot of skill and strategic planning. If you aim exclusively for having huge armies, and even if you achieve it, it will come with serious *opportunity costs*. I mean, you can't have everything in the game 🙂 P.S. We paid a lot of attention to make the game much deeper than the first one, but still keep it similar on the "surface". How much "bigger" is the new game compared to the old one? Orders of magnitude 🙂 -
Global combat impressions from latest in-game footage
frujin replied to William Blake's topic in General Discussion
This is wrong, and everything that follows is wrong too .... -
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Top right. Next to Facebook and Twitter icons.
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Indeed, there is FFA in Grand Campaign mode. Means, no other conditions than those built in the campaign.
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Attacker has no benefit. They just need to prepare the attack and breach defenses enough ...
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Balance of unit types is by far not complete!! May be we should explain in more detail how exactly auto-resolve works and what the stats of units mean. Peasants are not very reliable (notice their negative resilience, the only unit type with such) in the long run. Hmm ... We keep following this topic ...
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It actually does this. And more than this.
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We are reading ...