Aethelred
Sergeant Knight at Arms
Not sure if it's a bug but I thought I'd have a whine anyway. Fought a battle against pirates with some manhunter allies, no real problems for my troops except a couple of farmers copped it (no big loss eh?), or at least so I thought... I'd had my companions on follow me mode while the rest charged to keep them (and me) alive, but at the end got a message saying that Ardenius had died. Now I was surprised since he certainly hadn't been killed or knocked unconscious or even involved in the fighting that I'd noticed. I was more surprised when I turned around and saw Ardenius standing behind me looking completely unhurt:
I Ctr-Alt-Del closed it, and his health before the battle was 67%. I'd have thought that a hit taking his health down by 17% would have resulted in some visible blood on his face or clothing, although I can't actually remember if it shows blood for blunt weapons. Always thought it did, strange way to die either way. I re-did that battle, and this time I'm certain Ardenius didn't get involved in any fighting since I ordered everyone to charge then ordered my Companions to follow me while I sat back and watched, pinging arrows over everyone's head. So, er, a bit weird that he dies of his wounds when he didn't receive any new ones.
Definately the NPC death **** needs work, it's annoying how easily they die, which in itself wouldn't be so annoying if they didn't take their equipment to hell with them. Can add some suggestions to what's already been said, though I don't know what's possible and what isn't. Is it possible to track which weapon type caused the damage? If so it ought to affect the chance of survival when a character is wounded rather than killed or knocked out during the battle - wounds caused by blunt weapons ought to be less likely to prove lethal, slashing wounds more likely to be lethal (any open wound very likely to get infected and cause septosemia and death, which you probably know generally killed more people than the actual fighting), and piercing wounds maybe most likely to cause death (I'm not sure on this since it would vary depending on the weapon, but piercing weapons would tend to cause more internal damage to organs which would be irreparable).
I like what Flatline suggested. If someone with 50% health is considered close to death, the game doesn't really handle it properly since they would presumabley not want to be involved in a fight. The game still thinks it's ok for them to fight like boneheaded berserkers until their health is below 30%. I think the death chance threshold should be crossed at 30% rather than 50%. It's probably less realistic, but better for M&B.
I Ctr-Alt-Del closed it, and his health before the battle was 67%. I'd have thought that a hit taking his health down by 17% would have resulted in some visible blood on his face or clothing, although I can't actually remember if it shows blood for blunt weapons. Always thought it did, strange way to die either way. I re-did that battle, and this time I'm certain Ardenius didn't get involved in any fighting since I ordered everyone to charge then ordered my Companions to follow me while I sat back and watched, pinging arrows over everyone's head. So, er, a bit weird that he dies of his wounds when he didn't receive any new ones.
Definately the NPC death **** needs work, it's annoying how easily they die, which in itself wouldn't be so annoying if they didn't take their equipment to hell with them. Can add some suggestions to what's already been said, though I don't know what's possible and what isn't. Is it possible to track which weapon type caused the damage? If so it ought to affect the chance of survival when a character is wounded rather than killed or knocked out during the battle - wounds caused by blunt weapons ought to be less likely to prove lethal, slashing wounds more likely to be lethal (any open wound very likely to get infected and cause septosemia and death, which you probably know generally killed more people than the actual fighting), and piercing wounds maybe most likely to cause death (I'm not sure on this since it would vary depending on the weapon, but piercing weapons would tend to cause more internal damage to organs which would be irreparable).
I like what Flatline suggested. If someone with 50% health is considered close to death, the game doesn't really handle it properly since they would presumabley not want to be involved in a fight. The game still thinks it's ok for them to fight like boneheaded berserkers until their health is below 30%. I think the death chance threshold should be crossed at 30% rather than 50%. It's probably less realistic, but better for M&B.