The Mercenary
Grandmaster Knight
Nice Chel!
Somagu said:Is the black helm supposed to give so much body armor?
By the way I was/am a huge fan of EGII and am very glad to see this all of the sudden.
Sir Lulzalot said:So wait, is this mod like native expansion kinda?
Rexxar said:Plz make more different paths when starting with new charachter (especially more with normal stats)
Will you make any new special feats in nearby future?
Somagu said:Oh, another thing, using battlecry or first aid while on horseback shows the animation as if you were on your feet, i.e. you clip through the horse and slide along the ground until the animation finishes playing.
TheSlightFeelingOfRegret said:Can you at least give some kind of description. What is the setting of this mod? Is there a new landmass, new fortresses or anything new?
I can see from some of the screenshots that there seem to be some fantastical elements, how true to the original game does this mod stay?
From the posts of others it seems that there is some kind of morale system in this, is it optional? Does it work flawlessly or is it buggy? I notice that this is a 0.90, how close is it to a 1.0?
You have such a general title for this mod, you really must give some kind of idea what it actually is.
Jayeh said:Got me a squad of Vaegir Skirmishers but none of them have missile weapons, they're equipped the same as the footmen.
Great to see EGIII making an appearance, I've waited a while to see this Chel. Cheers
Chel said:Rexxar said:Plz make more different paths when starting with new charachter (especially more with normal stats)
Will you make any new special feats in nearby future?
traveling merchant can be leveled into any kind of character, he isnt specialized.
what kind of feats do you have in mind?
Realistic dodge (cooldown 7 sec)
Our charachter would make one faster move in direction we want to move.The lighter is our equipment, the faster is the reaction.But I guess this would be too hard to implement or not?
Shield bash, but made more realistic.YOu would knockback you opponent instead of stunlock(opponents can also use it.If there would be knockback effect instead of stun, enemies cant spam shield bash, beacuse you would get out of reach in the first place. (cooldown 3 sec)
throw shield (coold down 45 sec) This feat would have str req and also some power throw req(you cant throw shield larger of size 60).If you succesfully hit opponent, he takes blunt dmg and chance to get knocked down.If he blocks your shield throw, he is knocked back and takes some dmg to shield.
I will be happy with that
One more bug or something i dont know how to call : 90% of peasants in town (when you are walking the streets) are running! It would be a nice add,if one of them would be running, not all.Now you just get the feeling, that there is a fire in the city!
jacob25 said:i started this up, and its in a forin language, not english
tommyboy said:A great release, thanks.
A few minor bugs I get:
1.The Fallen; have no bodies, just helms, shields and weapons, makes them even harder to fight, as with all the flames you cant really see what to aim at.
2.I'm trying to join the defence of a castle siege, about 200 of us VS about 450 Rhodockians, as the battle starts I get an "RGL error unavle to lock vertex buffer" CTD. This could well be a native hangover, but i thought it might be worth mentioning.
3. Some troops get a weird vertex stretching from certain angles, like part of their armour stretches off possibly to infinity. I've seen this bug before somewhere. Sorry I cant tell you which troops, it was in a big battle and they got killed and it stopped before I could see which ones had it.
All in all its a fine mod. The economics of having higher tier troops are quite hard though (they are expensive, and I'm not generally getting the loot drops to pay for them, so I'll have to adjust my strategy), and the difficulty level overall is challenging, as in; I just got whipped by a Rhodock army of 90 men when I had 80 or so. I thought I'd win easily but I ended up having to retreat. Great stuff!