I've noticed it too . Looks like caravans can't manage with herd penalty . Too easy on pray.
Whoops, re computing.
I've noticed it too . Looks like caravans can't manage with herd penalty . Too easy on pray.
Oh wow I was catching and killing them really easy as a merc thought I had got my army composition just right. Now I find out they are just slow. Another well thought out TW decision.I've noticed it too . Looks like caravans can't manage with herd penalty . Too easy on pray.
I think it actually does . I feel like I get more exp via headshop rather shot in a leg , and distance matters too. But it's just my feelings. I can't prove it with facts.There should be bonus xp for headshots giving the player bonus xp for making good shots for players getting their William Tell on. Maybe it could even be linked to damage
With that I agree 100% . It's too slow .get my crossbow skill to 150 and it feels like an impossible grind without the killing allies exploit.
Range experience - Currently the way range xp works doesn't reward good gameplay, you basically get a little bit of xp no matter where you hit. There should be bonus xp for headshots giving the player bonus xp for making good shots for players getting their William Tell on.
It is so familiar. We need bridge across this bay , or sturgia will stay weak as it is.For example I just quit (ragequit - have to admit) now when seeing how Raganvald created army close to Nevyansk castle I joined him but he was traveling to point to village on the oposite side of that norhern peninsula - Ustokol village if I recall so visually if there was no sea/water it would be ok but going whole week around to gather forces then going back gives enemy time to get another casle or even city. It is just unbeareable.
It's just a feeling but xp seems to be related to relative speed an attack has, the more the better, with a bow you get plus ~ 30 m/s by default.Speaking of range XP, why does using melee weapons on horseback increase riding skill so slow compared to using a bow, it always felt really slow, then i tried horse archery and it increases your riding skill so much more, meanwhile it would take like 15 melee hits to increase riding from 50 to 51, but with bow i was able to get so much more without it being a huge grind.
I think it actually does . I feel like I get more exp via headshop rather shot in a leg , and distance matters too. But it's just my feelings. I can't prove it with facts.
Those are good to know when to retreat and shoot in another fight to get more exp for shooting them from their range is waste of oportunity to get more exp from larger distanceLooter rocks still are way too good, they should have less of them and still drop the accuracy a bit. I picked up some rocks and holy **** are the those things accurate compared to other thrown weapons.
Speaking of range XP, why does using melee weapons on horseback increase riding skill so slow compared to using a bow, it always felt really slow, then i tried horse archery and it increases your riding skill so much more, meanwhile it would take like 15 melee hits to increase riding from 50 to 51, but with bow i was able to get so much more without it being a huge grind.
As a modder who actually looked at the game code i can explain why riding levels so damn fast with archery.
Short version: riding skill xp = damage * shot difficulty * shot difficulty.
Yes indeed. The game practically squares the shot difficult resulting in a way too high xp gain for riding.C#:public static void OnCombatHit( CharacterObject affectorCharacter, CharacterObject affectedCharacter, Hero captainHero, Hero commander, float speedBonusFromMovement, float shotDifficulty, WeaponComponentData affectorWeapon, float hitPointRatio, CombatXpModel.MissionTypeEnum missionType, bool isAffectorMounted, bool isTeamKill, bool isAffectorUnderCommand, float damageAmount, bool isFatal) { float f = 1f; if (isTeamKill) return; if (affectorCharacter.IsHero) { Hero heroObject = affectorCharacter.HeroObject; int xpAmount; Campaign.Current.Models.CombatXpModel.GetXpFromHit(heroObject.CharacterObject, affectedCharacter, heroObject.PartyBelongedTo?.Party, (int) damageAmount, isFatal, missionType, out xpAmount); f = (float) xpAmount; if (affectorWeapon != null) { SkillObject skillForWeapon = Campaign.Current.Models.CombatXpModel.GetSkillForWeapon(affectorWeapon); float num = skillForWeapon == DefaultSkills.Bow ? 0.5f : 1f; if ((double) shotDifficulty > 0.0) f += (float) MBMath.Floor(f * num * Campaign.Current.Models.CombatXpModel.GetXpMultiplierFromShotDifficulty(shotDifficulty)); heroObject.AddSkillXp(skillForWeapon, (float) MBRandom.RoundRandomized(f)); } else heroObject.AddSkillXp(DefaultSkills.Athletics, (float) MBRandom.RoundRandomized(f)); if (isAffectorMounted) { float num1 = 0.1f; if ((double) speedBonusFromMovement > 0.0) num1 *= 1f + speedBonusFromMovement; else if ((double) shotDifficulty - 1.0 > 0.0) { int num2 = MathF.Round(shotDifficulty - 1f); if (num2 > 0) num1 += (float) num2; } if ((double) num1 > 0.0) heroObject.AddSkillXp(DefaultSkills.Riding, (float) MBRandom.RoundRandomized(num1 * f)); } else { float num = 0.2f; if ((double) speedBonusFromMovement > 0.0) num += 1.5f * speedBonusFromMovement; if ((double) num > 0.0) heroObject.AddSkillXp(DefaultSkills.Athletics, (float) MBRandom.RoundRandomized(num * f)); } } if (commander == null || commander == affectorCharacter.HeroObject || commander.PartyBelongedTo == null) return; SkillLevelingManager.OnTacticsUsed(commander.PartyBelongedTo, (float) MathF.Ceiling(0.02f * f)); }
Also archery levels faster than melee skills because of the extra xp from shot difficulty while melee is based purely on damage.