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  1. Lore of the Durhua Empire and Calradia Empire? *spoilers*

    I am reasonably certain that the canon ending is the good ending.  So as far as what the protagonist can do following the evil ending, its mostly just a matter of imagination.

    None of the "Dark Commanders" are really fleshed out, at least in the English translation.  Fenrir is somewhat angry, Hel is a haughty *****, and Jormungand is a tank with no description, in addition Garneev is an old evil wizard man.  That's it.  These are as stock as character concepts can come.  If you go Evil, the protagonist is essentially a Darth Vader figure, having fought against the bad guys but in the end deciding that "evil is stronger" and "I am stronger than evil" so that they can "end all wars in Caladra."  Its implied that Mr. Evil Wizard will just control everything, and that the player is just a dumb pawn for him if the player goes evil.

    I doubt that the player actually becomes a "Dark God" since Garneev is implied to be from King Leon's age, and is a demonstrated evil wizard.  He is probably actually the "Dark God" in practice, or whatever evil powers he is dealing with.  But, they are evil, lying to people to make them join evil is a common story device.  "Hey dude, you are strong. You can solve all the problems with 'evil power' brand evil power, let me sell you some."  Later "Hey, thanks m8 for taking the land over.  Oh hey, look at that, I just killed you and now I own everything."

    They do human sacrifices because they are evil, to drive home the idea that they are evil and not someone the player is supposed to empathize with.  The narrative is a heroic tale, and that kind of thing just makes the enemy more evil.  If they also ate kittens, it would fit in.  Evil powers probably result from it in some way, but really its irrelevant as anything other than an evil plot device to say "These people kill innocent people, and a lot of them, for power."

    Its a classic.  When evil people talk, expect their words to be bull****.
  2. Gekokujo: Bugs and Suggestions

    Subject: Bug Report
    Version: 3.1
    Issue: NPC Equipment
    Summary:  When in the party screen, then talking to a particular unit type, the items in the "Show me your equipment" screen do not reflect in battle equipment.  However, the portrait in the party screen is still correct.  First found with shingi monk gunners, but appears to affect other units as well.
    How to reproduce: Simply examine the shingi monk gunner in the party screen.  The picture, as well as the troop you talk to will be correctly wearing monk's robes like reflected in the "show me your equipment" display.  In battle, they will have armor, somewhat like the veteran shingi monk gunner is supposed to have.  In battle, killing a base shingi monk gunner shows that they still have the correct matchlock firearm, just wearing armor instead of monk's robes.
    Other units affected: Ikko skirmishers, possibly the whole line of them.  The equipment screen shows only guns, but I see a significant amount of bows in their ranks.  More units are possibly, or even probably affected but I have not done a detailed inspection of further units.

    I had wished to try running a cheap unit gun force, and found that I couldn't count on the ikko skirmishers to be equipped as the equipment screen says.
  3. Do I have to finish the story line quest in order to ask a kings vassal

    You could select sandbox mode at the very beginning.  However, if you are playing a story mode game, well, you are playing story mode until its done.  It shouldn't be too much of a problem for you though if you just press through that.  And don't forget, if its getting super boring or you aren't having fun with a section, you can always adjust the difficulty or cheat through those parts.

    And if you felt like, you could export your current character, start a new sandbox game, and then import the stats there so you wouldn't have to blow time leveling up again.

    I'm not certain, but if you fiddle with the storymode scene cheat menu options and jump to the last scene, you might be able to skip the story.

    But, sooner or later you will be forced to become a vassal of a faction for the story, and it sounds like you are getting pretty close to that point.
  4. Viking Conquest: Reforged Edition (Lastest features added, page 1) - 31/05/2015

    I don't think the problem is "Did they ever use the mace" because in some form, of course they did.  I mean, the consideration is that there has not been a point in human history that stick based bashing things were not in use.  As a combination of economic concern and ease of production, its pretty much insane to consider that the mace was not in use in some form.  Perhaps I just give too much credit to our historical Brits and Scandinavians, but it seems that if there was a way of killing people that was cheap and could reasonably defeat some level of armor. 

    In game, for example, in the low tier troops and low tier bandits, pretty much everyone with knives would be better served by getting out sticks or clubs if the target has some armor on.

    It could just be me, but I'd imagine that they would recognize that an axe handle was capable of bashing a man's brains out, and that the axe handle costs less than the axe.  It doesn't seem to be too far of a stretch that they had some room for an implement for bashing people's brains out.
  5. Reforged Editions news: Women faces improved

    Guys . . .

    Guys.

    I suspect a that there is some misunderstanding here.  The Devs are replying like that was serious.

    C'mon guys.

    dietpills42 说:
    Urban_Viking 说:
    Petro Buleka 说:
    Тhey have a face, as if visited Auschwitz :cry:.
    I agree the face itself is somehow skinny.

    Exactly, these women look like slightly depressed horses.
    I have an image that I have researched for this very topic which represents the kind of woman I'd like to see in the game.


    http://d1vr6n66ssr06c.cloudfront.net/wp-content/uploads/2013/10/dead-or-alive-5-dlc-10.jpg


    A few sets of similar styled armors should be made as well. I really like its design as the removal of a couple of metal plates enables the user to move faster and for a longer time, which was essential for long forced-marches, something very common at that time.

    That was a joke.  Is it dry humor?  Yes, very dry humor but that was meant as a joke.  It is satire.  I'm captain Buzzkill who explains the joke, but . . . it apparently needed to be explained.  Looking at dietpills42's profile, we gain even more information.  Not only is it dry humor, but there is a good chance that it is genuine British dry humor.

    And I don't know where the constant concern about "beauty-fantasies" is coming from.  Sure, that one poster Xen0tech from the "Women are f__king ugly" thread could be seen to have complained in that lane, but most of the legitimate commentary wasn't really about a beauty issue.  That sort of language is just the easy way to go about describing the issues.  Its about stuff like those shoulders in kraggrim's post above, and stuff like how when wearing the basic dresses, their shoeless feet and lower legs seem to freefloat and punch through the dress which as you can imagine, is a little silly looking.  Although, in fairness that last is a problem with pretty much all the robes and dresses.  The problem is the stuff that takes the player's experience down a level of immersion because they struggle to relate to the characters on screen as something like human beings.  Its a shame the brain is so advanced in the whole area of discerning between human and inhuman things but that is the underlying problem being expressed.  The same brain function that is responsible for us saying THIS and THIS is a human head is the same cause for the uncomfortable feelings when viewing THIS.

    Still, better than Native and the diversity of faces shown there is a notable improvement.  I really think a large part of the issue is the higher quality models and textures.  When the quality is low, its a lot easier to be forgiving about such things, just like we can accept that at one point in time THIS was a passable representation of Bruce Lee.
  6. Delay before the engagement

    Alright, ran my test, and here are the results.

    Using about twenty infantry and twenty spearmen class troops for my two units.

    At the start of a battle with looters, I set them where I wanted them to be, spearmen behind infantry by several feet.  Pressing F2 at that point saved their relative locations.  I retreated and went in again on the "start battle holding position feature."  The infantry held their position a few steps from spawn, and the spearmen charged the enemy for some reason.  I recalled them with everyone selected and a "hold this position" flag command.  Both units adjusted to where I pointed, and actually kept their relative spacing from what I had saved.  So it seems to use this feature you will have to issue a manual command to hold position at the start of the battle.

    Of interesting note, it also seemed to save their level of "stand closer together" or "stand farther apart" they had at the time the formation was saved, even before I forced them to hold position.  The spearmen, although charging for some reason seemed to have taken loose spacing on their charge.  The actual ranks, shieldwall, wedge formations were not saved however, or at least did not seem to be saved.  Overall, while not a perfect answer, this could help save some time at the start of a battle.  It does seem as though it might not be working fully as intended, given the behavior of the spearmen and the failure of the units to retain shieldwall formation between battles, but that could just have been a failing of my very brief test that might have been resolved under other circumstances or by the next encounter with a new band of enemies.
  7. Viking Conquest: Reforged Edition (Lastest features added, page 1) - 31/05/2015

    Looking up some statistics to get an idea who the target audience is for this, as well as responding to a recent thread, I am curious the overall intent of this patch.  It is of course a shame given that it has become a decent DLC, and at a bare minimum is a better deal than some other contemporary DLC at the same price point.  At the point the game is at now, I kinda like it.  I've always appreciated the potential that this title held.  However . . .

    Since the game has a quite negative response rate on Steam, I don't think any addition will be exactly profitable at this point.  It is unlikely that the Reforged update will solve the player count for online matches since its core player base is pretty much locked in now with the occasional Steam/other service sale jumper.

    Just doing some simple, easily available math.  Steam shows that ~6,500 people are playing Mount and Blade Warband at the time of writing.  Given that the vast majority of players online are fairly likely to be going through Steam it can be roughly assumed that this is the approximate player base right this second.  Looking at the online games, ~1,250 of that are playing a mod, Native, or Napoleonic Wars.  Only one person was in a server for Viking Conquest.  The most I have personally seen online for Viking Conquest at one time was ~50 and the people who do play are usually the same people each time.  So the new "Raid" multiplayer game-mode will be played by a small fraction of players. So, unless the update does actually reboot multiplayer by adding a new game mode, its fairly clear that this particular addition isn't going to see much use.  While I understand that multiplayer failed to solidly take off, I must think that VC represents a very small and unlikely to grow significantly community.

    It seems, half of players abandoned the game after purchase, and however many people are playing the game's campaign are not playing multiplayer.  But it is extremely likely that those negative reviews and opinions are locked in and won't be changing, and with its present reputation.  Even the recent reviews seem to be showing a pretty even split between those people who like it and don't.  With these factors in mind I am led to think that VC represents a very small and very unlikely to grow community even with this update.

    So, I am left wondering about this update and what it intends to do.  Certainly, good on the staff for producing more content, yes, without question.
    But, what is the main goal?  Is this to make up for the bad experiences at the start, or is this to try to draw in new players who have not played VC yet?  About all I can see for a statement of intent is this, from earlier in the thread.
    Idibil 说:
    Well, we wait that these 1.0 negative reviews changing with Reforged Edition or many people will lose VC experience. We are doing a huge work with this expansion, like you will see very soon.
    Its a nice goal to fix the reputation, but those ~2.5k negative reviews seem like a pretty large hurdle to overcome.

    Edit: While I might sound a bit negative, overall you guys made good on your product after that launch.  I was worried at launch that it would never be playable, and I am very glad to have had nothing to worry about.  And if ever things do seem a little down, just remember how "Caribbean!" is doing by comparison.
  8. Fantasy

    The reception to the game, 53% negative on Steam, suggests that no further large undertaking will be profitable for this title.  So, any fantasy content should probably be produced as a community mod like the rest.  The problem is that there are already a ton of fantasy mods for native, and it seems that the community at large has little interest in VC, so there are very low odds that such a thing will happen.  It would be fun, and the VC framework would a great base for it.  There is just very low incentive for anyone to actually make that content.
  9. Delay before the engagement

    I personally have not tested it out, but there is some kind of army formation memory function.  Its a bit awkward and only visible in battle, but a quick easy fight with some looters with your army, and you could set up the formation and relative position of your various units, save it, and with any luck it would then bring that formation back into play as soon as you got into the new battle and activated it.

    I can't remember exactly off the top of my head, but I seem to remember that function living in the F3 menu.  Just another thing to test out.  If I get to it and get any results I'll either edit this post or post a new one here.
  10. Viking Conquest: Reforged Edition (Lastest features added, page 1) - 31/05/2015

    Idibil 说:
    We understand the problems in 1.0, but 1.04 storyline is perfectly playable and stable, you shouldnt have bugs. New questline testing is quite positive until the moment.

    Did you try ships in 1.04? I amnt sure what you mean.

    I think the problem being expressed here is not that the storyline cannot be played right now, but that this customer was so put off by the initial release that they either did not, or else will not retry the story now that it has been fixed.  Count is as just a shadow of that initial release.

    As to the complaint about the ships, the problem was this.  When doing the coastal assault option, in order to get out of your boat, or get back in, you go along an invisible ramp.  The complaint is about the invisible ramp way of getting in and out of ships being silly, and it taking them "out of the moment."  Theirs was not a complaint about function, but rather form and presentation.
  11. Foreigner

    Given that it is unstated, it is from anywhere you can justify a character coming from.  Seeing the narrow range of character appearances, basically anywhere populated by moderately to very light skinned people that approximate or conform to a general European phenotype.  That said, our foreigner companion was from Greece if I remember correctly, and surely there is some stereotype about the Greeks that can justify +2 to intelligence for the foreigner background choice.
  12. How to use formations?

    dietpills42 说:
    Not sure if it's been mentioned, but if you move the "hold this position" flag to a spot where enemy units are standing, your selected soldiers will follow and attack that specific unit type until they are completely destroyed. All while maintaining the shieldwall formation.

    I had noticed this during the test, but there was a small issue.  The "attack" didn't really do an attack.  What actually happened was that the enemy melee units would throw themselves into my stationary pile of troops.  When fighting skirmishers using slings, my men just went, killed a couple at the spot, then politely waited for the enemy to use all of their ammo.  At that point the enemy skirmishers also threw themselves against the shield wall.  So, I can't say that its a working attacking mechanic, but it does give the extra message with the "hold this position" flag saying that they will attack.

    Another test for someone to run there?
  13. How to use formations?

    Just tested it.  In formation it doesn't matter where the unit is in your party screen. That said, while I though it was sorting units by level, and it may still be, its actually a function of the ranks formation. Probably the easiest test is to use wedge formation, and have a companion.  You can do it with just one or two types of unit, freemen and veterans in my case, and one companion.  The companion was the lowest, so brought up the rear with the freemen.  I leveled him up, cheating style, to ~70.  Suddenly, he was leading the wedge.  No less, in the ranks formation, he immediately goes to the right most spot in the front rank now.  So yes, formations control what level of troop you get at a particular spot in the formation.  However, that feature is useless if you don't have mixed unit types in that setup.  I also learned that, aparrently, if you put a companion without a spear into the spearmen group and form them up, they will ignore their sword and punch enemies.  So I'm guessing formations apply some extra AI combat rules by unit type.
  14. How to use formations?

    BrustwarzenLenny 说:
    [The Above Post by BrustwarzenLenny]

    Since someone official chimed in, might I ask what the actual advantage is of using the formations if any?  I mean, I grant that they are a bit nicer to look at, but literally everything you posted there as a benefit of formations is really just a benefit of telling your men to stand closer twice.  That tactic is equally as cavalry stopping in Native and NW Commander Battle.  And it is that "Stand Closer" trick that makes the troops cover each other with their shields, not the shield wall formation.  And as long as your men aren't set to charge, they do not end up running around like morons chasing enemies in an inefficient way regardless of formation.  Finally, the part about using a wedge of cavalry to split up enemy groups, essentially any contact with an enemy line will do that.  The AI will collapse its lines if any small unit, in any configuration, makes it to their lines.  Unmentioned is the square formation, which I would assume also stops cavalry a bit better.  I'm not saying formations do nothing, just that none of the outcomes you mention above have much at all to do with the formations feature.

    I did some experiments with it, and I think I did notice that the formations tend to put more experienced unit types in the front ranks, and the more easily killed ones in back.  That is nice, however I have not tested enough to even be certain that this is a feature and not just random chance on how the troops were sorted out.  That in addition to very slightly easier "Hold this position" movement of formed units is all I can see that the formations are doing.  I'm curious what exactly the formations do for us, because all of the above claims are just a combination of "stand closer together" and the balance of the mod.  If one has some "elite" armored troops going against a normal army composition that involves some low/mid tier units, even without tactical movements its not that difficult to end up with a  3-1 to 5-1 KDR in your side's favor.
  15. How to use formations?

    A small note for you to perhaps test.  Formations break when you issue a charge, but not when you move them manually, either on the battle map, or by holding down the key to tell them where to hold position, or by issuing the "advance ten paces" command.  As long as the formation doesn't break, I have seen the AI do a little better when dealing with opposing AI units, especially incoming charges.  Personally I prefer a tight formation on hold fire (assuming spear throwing troops liking the various vikings), such that units shields tend to protect each other and I can just sit out whatever significant thrown weapon assault I face at the onset of a battle.  Once I get them actually into the melee, beginning in formation using the ways above, I'll have them charge when it seems right for them to break formation to fight.  At that point, since it is melee mosh pit, I'll have them go to fire at will.  What I often see from this is that, when a unit kills the person they were fighting, they will move to a throwing spear and catch someone in melee with a different unit.

    Overall, its pretty true that formations aren't as useful as they could be in other games.  There is no Total War style unit bonus just for being in formation.  Really, all it does is makes the units move cleaner for tactical movement, and to hold position in formation better.  Like trying to use successive volleys in NW commander battles, its fun and neat, but not really more effective.
  16. Omg the women are f__k ugly!

    Eibhlin Nic Lugh 说:
    Am I the only one who thought female characters looked cooler and better than ever? My only complaint is the face shape seems a little weird, like I swear you have a big chin no matter how you muck about with the sliders. But I think female characters look really cool and even pretty in Viking Conquest. Though I'm not expecting 21st century supermodels or given how old Warband's engine is, the absolute newest graphics.

    I think the different face textures look quite different too and you get a variety of hair colours. I'm happy with the characters in the game. Male characters also look very good.

    "Better than Native" does not mean "it is not bad." 

    Its definitely a leap in the right direction in many ways.  However, things like the facial structure being strikingly odd still detract from the package being called "good."  It is a dated engine, yes, and accounting for that the models are fantastic compared against Native.  That said, because of a combination of dated modeling which means we grant a lot more leeway to it and just possibly more accurate general anatomy (else just that we are used to the old models and don't notice their flaws as harshly), the current models still very much fail to look "right" to many people.  Looking at it deeper, I've spotted a few of the more glaring issues with the female characters though.  When wearing armor, or any non-dress or non-woman clothes, the neck becomes the male thickness neck.  Also, a lot of the armor give the impression of her torso being shaped quite strangely.  The worst offender I had seen was the scale mail.  If we want to use padding to justify things, that would mean her rib cage might be is narrower or the same as her head.  And the belt, if that is supposed to be at her waist or hips, suggests another "basically the same size as her head" issue.  On the base nude model and the female built clothes, the arms connection to the body is just strange.  And while the problem is still present, the bad offset of the boot/foot part of the armor against the pants of the torso section just add another little piece to the overall picture that makes it not work.

    Either way, the male model is actually far worse off than the female one as far as I can tell.  Take that armor off and get a look at the base model, not to mention the texture.  The nipples are practically on the side of the torso facing outwards.  The back arch into the butt, as well as the general shape of the area is what one of my friends called "lady butt."  Whatever the case, you can tell something is up there. The hip area seems almost okay when you look at it directly on, but at a slight angle the hips become bizarrely angular.  The arms, and how they are muscled, are just off.  Not to mention overall the head size is a bit small for the overall body structure.

    Even with all that, is it an improvement over native?  Pretty much, yes.

    It is curious though that the players here generally notice the "all faces are the same" thing on women, even though it is still present in the male model as well.  Perhaps the beard variety is why we don't notice it on the male models.
  17. how to go beserk?

    Traits are granted, if I remember right, at level 15.

    Your highest skill is associated with what trait you get, and as far as I can tell, nothing else matters. These could be wrong as it has been some time since I conducted the tests.

    Leadership gives "War Cry" which I think is a power strike bonus of some kind to your troops.  It includes the yelling, but I think the bonus is there even when you don't use the yell.
    Athletics is associated with a power that I cannot remember the name of which is actually an athletics boost for your troops.  The shield taunt that comes with it is just an extra fun thing and does nothing by itself.
    I thought Ironflesh was associated with some other power like "toughness" which also has the shield taunt.  I suspect it was either a troop bonus to ironflesh or else gives them a point in the shield skill which is for whatever reason still active in the character data even though you can't put points in it.

    Anything else, or a tie of the above, gives you Berserker, where you get a personal rage ability.  If you have the shield taunt, that tells you that you cannot get berserker anymore with this character.

    Personally I just edited text documents of exported characters named after what trait I want and levels up to the point where it will grant the trait.  As soon as I start a game I import the one I want, wait a day or so ingame so that I get the trait, then I import over that whatever character I wanted to use.  You keep whatever trait was earned even after you import characters from that point.

    Addendum:  If you want to berserk in multiplayer, press B
  18. "It seems that someone went through your inventory and has stolen..."

    Dymetreus 说:
    It's a really big problem, because I merchandise. It takes a lot of effort to get certain goods, and to have them just stolen even when my soldiers are very satisfied with their current situation makes me feel the game is punishing me for flourishing.

    You did see the bit about the faction marshal can take troops out of your garrison if you have "too many"?  This seems completely in line with the developers attitudes to balance and player activity.

    Not saying I think its a good decision, but it does fit the other balancing and mechanics that they have implemented.
  19. Omg the women are f__k ugly!

    I would not expect a redesign of that element of the game.
  20. Good game :D?

    I'll be "that guy".  I regret my purchase and would only recommend it if you can get it on a Steam sale.  I enjoyed it and continue to find some fun in it, don't get me wrong, but if I knew what I was buying I wouldn't have done it at full price.

    The multiplayer element is pseudo-dead.  The most I have ever seen online at one time across all servers combined was 50 people, and the majority of time there are zero players on the thing.  Unless something special happens, it essentially has no active and functional player community worth mention.  Surely there were larger gatherings at one point, but now it may be near impossible to find anyone playing the game depending on timezone.  Seeing as how it failed to take hold at launch, due to its deeply flawed release, it is unlikely that it will ever fully recover to a more populated state.

    Ugly female armor may be an issue for you once again.  Its not to say that the armor itself is bad, it isn't.  On male models it easily beats Native without question.  On female models however, the anatomy is questionable.  Most notably to me are the shoulder/armpit areas and the way the armor is set on the chest just seems off.  And, as far as the shoulders go, its a little unnerving to look at if you do happen to take that armor off and try to fight.  Further, prepare to have just one female face shape.  The sliders are still there, but the base you are working with is so . . . distinct that all faces will look pretty much the same. 

    It does have a lot of impressive features added.  The sea battles can be interesting.  Generally, the combat is entertaining and has a different feel from native, which is greatly welcome. With the addition of hair under helmets, no longer does your character become shockingly bald the instant they put on a simple helmet.  Is it a simple change?  Yes.  Is it one that should have been done years ago and already been in native?  Yes.

    There are quite a few questionable balancing issues with the expansion though.  Read some of the threads here and I'm sure you will see a number of complaints about either not having enough money, or troop wages being too high, to name a few.  As well, while much better now, the Lord AI is prone to the same failings as Native, but it hurts far more here because of the way the map was designed.  If I had to sum it up, they were overly ambitious for what could be achieved, and so a lot of what was implemented might not function in an optimal way for any given player's enjoyment.

    I can break it down more below, but the above is enough to get the idea.  Most people I have talked to in game say it was better to just play the Brytenwalda mod that these guys made instead of buying this module.

    The Steam Store Page 说:
    From the creators of the popular “Brytenwalda” mod, “Viking Conquest” is a brand new DLC for Mount & Blade Warband! This single and multi player DLC brings Mount & Blade to historical Dark Age Britain, complemented by authentic scenes and cultures.

    Yes, nothing wrong here.

    The Steam Store Page 说:
    The DLC features a story mode with a complex plot, where choices have real consequences,

    It does have a story mode, which is good.  To call it complex is a step too far, and only a few times will you get those choices with "real consequences" in any meaningful sense.  One of them is primarily "Am I Pagan or Christian" and has to do with what party members you keep.  The story is does the job of giving you an excuse to kill people, but its not good enough to be a selling point.

    The Steam Store Page 说:
    as well as a standard sandbox mode in an all new setting, with expanded options and controls.

    Yes, nothing wrong here.

    The Steam Store Page 说:
    Online battling also takes on its own flavour, with special modes like Coastal Assault and Warlord.

    Warlord mode is fun but still kinda iffy in function, and coastal assault is indeed also fun.  But the only game mode that I ever see well populated is an invasion style one that is just bot survival.

    The Steam Store Page 说:
    Living world that evolves around you, with historical and random events, as well as the actions of the player all contributing.

    Sure, historical events in the story mode.  But, its not any more alive than native other than having more interesting city scenes, so don't think its lightyears beyond native in that department.

    The Steam Store Page 说:
    More than 300 new cities, castles, villages and special scenes to discover, explore, conquer and plunder.

    They reuse a ton of scenes though.  The Norse lands have this the worst, as it seems that virtually every village in those factions uses the exact same scene.  Those special scenes are fun though.  Just little one time things to do, with some novel element to them.

    The Steam Store Page 说:
    More than 200 historical characters and 100 extra NPCs: Kings, Lords, Ladies, bards, priests and many others. Meet legendary figures like Ivar the Boneless or his bother Sigurd Snake-in-the-Eye, royalty like Harald, later known as FairHair, or Aelfred of Wessex.

    It has a lot of lords, and a few extra types of traveling NPC.  Not mentioned here are the prostitutes though.

    The Steam Store Page 说:
    A story mode where the player will be part of a complex plot involving political conspiracy, during the time the sons of Ragnar were leading their Great Heathen Army through Britain. An immersive game style with choice and consequence, romance, betrayal, moments of greatness and ruin.

    Its more immersive, I certainly grant that.  But romance, in any meaningful way, you had better be good at playing pretend.

    The Steam Store Page 说:
    A sandbox mode, the classic Mount&Blade system, where goals are determined by the player, but with all the richness and options offered by the new setting.

    "Its a Mount and Blade mod, and you can do the same things as in the base game, but they look better here and a few are different."  Not saying it is wrong here, just that its not really a selling point.  Rather, it is the definition of what a mod is.

    The Steam Store Page 说:
    More than 15 possible companions, with deep interaction and different personalities. Sometimes their conflicts will force you to use cunning and diplomacy.

    Companions don't like each other, like in native.  Exactly like in native.  And their "deep interaction" amount to a few scenes of additional dialogue.  Its Mount and Blade, the characters aren't deep in any sense other than their statistics page.

    The Steam Store Page 说:
    A complex religion system with two faiths, The Norse Gods and Christianity, with monasteries, special NPCs and parties. Religion will be a important factor in the game that will affect the player's interactions even within their own party.

    Its some of the most interesting mechanics in the game.  But really, its just like honor in native, but with some extra ways to manipulate that number, and bonuses for being a Pagan which translates primarily to having a negative reputation.  It allows you to recruit bandit and viking parties on the map, and you can sell stuff at the bandit lairs on the map.  It really does show a good game element here not found in native, as it tries to make the bandit raider play style a little deeper.  Also, troops have religions and care about the religion of the people they kill.  It has potential, but really the priests end up being a way to boost morale for gold, in the end, filling a similar role to the prostitutes in taverns.

    The Steam Store Page 说:
    Naval travel and warfare, a key feature to really make the setting complete.

    Its cool and I honestly wish more of the game could have been this.  Its a bit of a clustered mess when the fighting actually happens, and its quite hard to control your men after they board another ship, but is fun and it is one of the experiences most unique to this module.

    The Steam Store Page 说:
    Battles can range from simple robbery to massive naval conflicts between huge fleets laden with warriors, all in dynamic battles where you can pilot your own boat, adjusting for factors such as wind, waves, and weather.

    In reality, you will mostly be fighting bandit parties like you did on land, or chasing down merchant caravans like you did on land.  Sometimes big impressive fights happen, and the story line features a few impressive naval events that were overall quite good.

    The Steam Store Page 说:
    The option to build your own refuge, hire staff for it, and populate it with the wives and children of your troops...

    You can make your own little fort on the map to store troops and eventually buy goods at.  Its fun, and helpful tool.  This is probably one of the features I really wish Native did have.

    The Steam Store Page 说:
    Detailed siege warfare system, with options to reduce a defender by hunger or morale, or by direct assault. With hard choices, plagues and famines, coastal assaults.

    You get a lot of choices about how to do things, but in the end 90% of the time it will be the usual Mount and Blade bloody mess of a fort assault.
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