![]() ![]() So that, for example, entering defense mode adds only retaliation attacks but removes the ability to do opportunity attacks for that turn.Įdit: after checking out Komogi's mods and other posts, I suspect that the two reactions originate from different traits but share the same counter. I will certainly try it.įor you and anyone with experience in modding this mechanic, I would very much like to get insight on the following:Ī) Is it possible to distinguish between retaliation and attacks of opportunity or are they the same thing mechanic-wise? TL dr: do the fights yourself, favor the structures with the highest security gain, build barracks and enlist mercenaries with the highest security gain asap.A very interesting discussion so far, thank you all for chipping thank you for sharing your mod. If you level your prestige too fast you will skip a lot of the low level stronghold adventures which could bring you nice unique items. Best thing is to hire folks who have high positive security gain but a negative impact on your prestige (best example Korgrak the Ogre from Dyrford Crossing). I can't remember if that attracks raiders - but the higher the prestige the more advanced the stronghold adventures become. Up to the point where they don't happen at all.Īlso you don't want to raise your prestige too soon. Once you get hirelings for your stronghold (via barracks) and some security upgrades (focus on those ones first) you won't experience many attacks anymore. To keep the amount of raids in check: raise your security number. ![]() I guess you never travelled to your stronghold to aid in those fights? If you always let your stronghold sort the attacks out on its own there will be damage. If you kill all enemies you won't have any damage to your stronghold and get experience. With the right apporach you won't have many problems with stronghold raids at all.Įvery attack gets telegraphed long before so that you have the time to travel back and do the encounter yourself. His is either exaggerated or you do something very wrong. Not up to what I think of as Obsidian's usual quality unfortunately. To me that pretty much sends me looking for something else to play. The next raid will wipe out the last upgrade and again there is nothing I can do to stop it so there really seems to be no point. Seems to me that you just cannot get ahead because I lost nearly all of the cash that I had already spent on it PLUS the cost of the generic repairs - so it costs me all my gold to gain nothing. ![]() There really doesn't seem a lot of point in continuing at that point - not enough cash to rebuild, not able to defend the place regardless. If I autodefend, then 2 of the three upgrades that I have already done are destroyed. I tried actively defending and one of my characters STARTS unconscious every time which seems a bit unfair especially given that the bandits outnumber me and are higher level which means that my party dies - end of game. I've just started getting into PoE and just started upgrading the stronghold when I got hit by bandits. And this without even going into the problem of "no content" in 1.0 Edited Maby Ymarsakar But it had far less effect on gameplay than the other things they could have done with that stronghold area. The engine difficulty of making areas that changed over time, was probably difficult. It's just a place that was designed without consideration of how players actually play the game. All the merchants should have been outside as well, with their own little stalls and what not, renting space. I preferred a circular design, with the throne room and forum in the middle. Would have made navigating it more fun and less tedious. They could have done the same thing with the keep and the brighthall. Every one of those text adventure boxes, teleports you across the same map. They also probably should have put all the internal regions into the same map area, and used teleportation to get around. That way, when you're doing the Endless Paths, it's just one more fight outside. May be even more hilarious than that first bear cave after Cilant. That way when you go up to the top to rest, somebody gives you a little greeting. It would make more sense if the stronghold battles were like mini boss fights, for when you entered a new path under Caed Nua. ![]() That's an example of a Stronghold battle done right. IMHO Stronghold attacks/battles should all be worked into quests/storyline somehow. When you're in the middle of something completely different, it's annoying to have to rush back to the stronghold just to fight some trash mob. the stronghold is a lot more fun since WM2, but frankly, the attacks are still more of a nuisance than anything else. ![]()
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