Hi!
I played many maps half a year back with v0.8.1a. Now, with v0.9.0a, after only two maps, the city defending with the endless waves felt imbalanced. Something broke the fun I had with it:
On Vanquisher, I had an ideal setup with only two sides to defend. Three battering rams came and melted my 6-square-thick walls in under two minutes like butter.
That didn’t feel right.
What’s the point of stone walls if raiders are barely slowed by them? It felt like cheating, on the raider’s side. It killed the endless-waves format and the fun for me in an instant. No more summer after summer of improving and defending since walls are now useless.
A few changes I’d love to see, either as options or maybe as a moddable playstyle:
- Multiple-square-thick walls are clunky and bulky. Triple their health/resource cost and make them almost immune against battering rams. A thick stone wall should be more than enough to provide safety for a town. Rams should only work against gates. Their damage seems way off. Let rams only attack walls if players stack gates like crazy, as the eventual last resort.
And do not let rams stack on each other but block their square. Let the replacement rams stay behind and wait until the first one is broken (like Medival Total War 2 did).
As the third wall tier, offer an upgraded two-squares-thick wall, forming the final city enclosure that looks fancier and more impressive.
If walls are useless, the whole cardhouse crumbles and there is no more building and defending for years and years–which is my favorite way to play the game. I loved 0.8.1a actually way more in the long-term from the defending aspect.
I know there’s probably a loud minority of fans screaming that the game is too easy on Vanquisher. Making walls useless though feels not like a satisfying solution to me.
I understand the agent limit and subsequent raider lag but ranged-immune raiders (crossbows are armor-piercing) and rams that force one to go beyond one’s walls feel not like a satisfying solution. It defeats the purpose of tower defense. Behind stone walls, I’m sitting on the high ground. It should feel like that. Attackers are at a great disadvantage against a fortified city.
Charging outside with unautonomous (aka dumb) soldiers is just frustrating. The selection square doesn’t select ALL units (no blue square appears on all), I don’t have unit cards that can be given stances (like RTS games do), and the soldiers behave not at their optimum in combat (to state it mildly).
A small side note on: ALARM BELL / TOWERS / CITY ATMOSPHERE
The income budget and micromanagement (and lack) of villagers make us play the ON/OFF game with towers. That’s not a fun mini-game!
How about a
- VILLAGER PRIORITY SYSTEM and
- enough time to gear up and scamper to the towers/citywalls?
Activating the alarm bell in the town center should place guard duty as priority one for villagers. A loud and fuller ringing should cast the entire town into an ominous uprising. The price for that feat is a lack of production from missed work.
Villagers should scamper like a poked ant hill, rushing to gear up or hide in their houses. Don’t leave villages walking around like nothing is happening when the city is besieged. Normal city life should come to a standstill. No one should leave the city walls.
If the villagers act scared, the player might feel the same excitement!
Tiny tweaks that annoyed me every past playthrough:
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Hunters should not need micro-management with boars and wolves. They should handle themselves and one-shot their prey. Bears could be even more dangerous and require player management to spice things up (and only provide the ‘being attacked’ warning there).
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When guards on foot get charged, they often do not even get one arrow loose. That’s extremely frustrating to watch. Guards should come with one arrow loaded into combat; while their second shot might be up to chance. They also should not stop their aimed shot at 1/3 of the distance. That’s when you’ll hit a straight-charging enemy perfectly!
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When guards are on duty, they should not be intoxicated or do anything else. They get paid good gold for a reason and dereliction of duties carried very uncomfortable punishments in the past. Let the workers bring food to them. The good townspeople trust them with their lives!
Balance-wise, I always felt that there were just not quite enough villagers, if you played with raiders.
With a guard rooster, you just can’t craft enough shoes, or clothing, or have enough workers. It’s not really an option since you need guards.
Unfortunately, then the rest suffer. It would feel great to reach that equilibrium IF, through a few playthroughs, someone could learn that level of perfection and allow players to master that. Currently, the broken trader stuffs that hole of lack of resources, if one has to defend.
I hope you’ll fix the rams<>walls conundrum because currently, I don’t feel the urge to play the game again, unlike in 0.8.1a.
Cheers!