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McHuman

Active Member
Nov 8, 2019
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i am neutral to it, kinda wish we kept the ability to lay low and not have constant waves but that is probably just me
I'm fine with the constant waves but I wish there was a bit of a grace period, like at least one or two extra days. Being attacked right after the first day really puts you in an awkward position since you have so little time to actually breed anything.
 
Apr 8, 2019
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I'm fine with the constant waves but I wish there was a bit of a grace period, like at least one or two extra days. Being attacked right after the first day really puts you in an awkward position since you have so little time to actually breed anything.
True actually. The first attack wave is very swingy and a bit too strong with how soon it comes, I lost against it with my first attempt but for my second time things turned around when I set my units to be aggressive when the enemy got close enough.

Orks being able to jump strike straight over your barricades is pretty damn strong, they're better on the offense than the defense for sure. But then again I guess that should be obvious. Another strategy I'm doing is putting a huge line of goblins with clubs on the front, just any of them with unimpressive or bad stats to help clear the list up a bit and also to redirect ranged firepower.

Actually that's another thing I've noticed. From the third day onwards it's a lot easier to get a huge number of monsters this time around, a lot of them don't really do anything and just take up space in your monster list. I hope we get sacrificing and those automation pixies from the previous game brought back.
 

McHuman

Active Member
Nov 8, 2019
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True actually. The first attack wave is very swingy and a bit too strong with how soon it comes, I lost against it with my first attempt but for my second time things turned around when I set my units to be aggressive when the enemy got close enough.

Orks being able to jump strike straight over your barricades is pretty damn strong, they're better on the offense than the defense for sure. But then again I guess that should be obvious. Another strategy I'm doing is putting a huge line of goblins with clubs on the front, just any of them with unimpressive or bad stats to help clear the list up a bit and also to redirect ranged firepower.

Actually that's another thing I've noticed. From the third day onwards it's a lot easier to get a huge number of monsters this time around, a lot of them don't really do anything and just take up space in your monster list. I hope we get sacrificing and those automation pixies from the previous game brought back.
Oh yeah, I made it through the first attack fine, I've just seen a lot of people talking about instantly losing, or having all their Goblins or Orcs dying in that first attack. So it's clearly a bit of a problem, especially for people who are less used to the game.

That being said, my current strategy is using barricades to funnel the enemies into a single line then using the piercing of shortstacks to rip through them. So basically the best strategy in the other combat version. Granted this probably isn't ideal since human archers will stop once they enter range of your monsters, which is usually out of range of the vast majority of your own archers, causing a lot of unnecessary deaths if you don't switch to offense once all the melee units are dead to force your archers up into range.

Also yeah, the best use for goblins and humans with bad stats is probably just making a line of meatshields at the front of your defensive line to slow down attackers.
 
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FluffyRaKu

Member
Jan 2, 2023
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My expectation is that the traits have been rough since they have done passes on it, and then they added those traits in 5.0 dealing with the infamy system and reputation. Since they removed the map (probably temporarily), it was probably just easier mentally to trim them all.

Both Traits and the Map do still exist in code currently.
Yeah, I suspect most of the missing features from the previous edition are only temporarily removed so they could focus on the new combat system. Trying to add so much stuff at the same time while also making it work with older mechanics is just asking for bugs, so it makes sense to add the new stuff in then gradually filter back in the old mechanics.

The old overland map mechanics added so much extra potential to the game that it would seem odd to just remove it. Plus, simply giving us orcs right at the start seems more like a a workaround rather than an intended feature.

Something else that I find quite notable is that the old file that determined the types of waves you would get (technically the file is still in the game, but I don't think it does anything at the moment), is called "nations". I wonder if the plan is for you to have separate infamy tracks with each nation, so players can choose which ones they are willing to antagonise?
 
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McHuman

Active Member
Nov 8, 2019
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Yeah, I suspect most of the missing features from the previous edition are only temporarily removed so they could focus on the new combat system. Trying to add so much stuff at the same time while also making it work with older mechanics is just asking for bugs, so it makes sense to add the new stuff in then gradually filter back in the old mechanics.

The old overland map mechanics added so much extra potential to the game that it would seem odd to just remove it. Plus, simply giving us orcs right at the start seems more like a a workaround rather than an intended feature.

Something else that I find quite notable is that the old file that determined the types of waves you would get (technically the file is still in the game, but I don't think it does anything at the moment), is called "nations". I wonder if the plan is for you to have separate infamy tracks with each nation, so players can choose which ones they are willing to antagonise?
I mean, this is literally what happened, they explicitly said in dev posts that all the stuff removed in this version were removed because they either no longer work due to the combat rework, or they need to be rebalanced.
 

McHuman

Active Member
Nov 8, 2019
513
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I hope 0.7.0 will come out with less delay, tbh
The reason this update was so delayed was because they were working on the Steam release of MBM, that's not a problem anymore so the wait for the next update shouldn't be anywhere near as long, probably within a month. That being said 0.7 will obviously be a while off even without any delays, major updates like that don't come quickly for most game.
 

Shadesishere

Well-Known Member
Modder
Dec 5, 2020
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Thoughts on V0.6 :
Meh
I mean... it's alright... but frankly the archer towers are pretty useless, traps aren't too bad, but frankly, the breeding side of things needs a major boost, as right now it is possible to get overrun if the enemy balls up and steamrolls our minions.
The pillory could have been more useful if it helped during combat, but it doesn't.
The new layout (indoor and outdoor) can be a tad awkward if you put anything in the rooms to the far side, as interface (goblins, women, babies) can cover those rooms.

I miss the uber breeding program you could do in V0.4 :
1.jpg

What I think would be ideal is if there was a actual cap per generation (I.E, max +2 to any stat, with a hard cap on the actual stats themselves, say, 80 hp total, 20-50 attack etc) but still had the old breeding system (adding parents stats together), could possibly be linked to an upgrade that increased the limits...)

Would be amusing to have the old "I made a single Super goblin capable of dealing with entire waves single handedly" back... but I doubt that will happen.
 

shiroi_neko

Newbie
Mar 10, 2020
31
3
68
For what it's worth, it looks like ACLU is gearing up to start a class-action against Mastercard, pitching the payment bans as a form of discrimination that disproportionately targets minorities. (Since challenging them for being the censorship they are is going to fall flat, since VISA/Mastercard aren't the government).

Of course, that'll probably take years to work its way through the courts.

I'm guessing we're going to see a massive drop in things getting officially translated as it becomes harder and harder to sell stuff in Western markets.

I had figured MBM on Steam was a longshot even if the payment companies hadn't gone full Puritan, but I'll be fucking amazed if it happens now.
That isn't strictly true. They are providing a fundamental service that can be argued to be a replacement government service. 1st Amendment will apply to public spaces even if they are managed by private companies. The challenge is proving that it is all that though which takes time and money.

The threat of a class action may however discourage both companies from taking the action though. Maybe they will apply the rule as an exception in the end.
 

Imitater

Member
Aug 2, 2022
180
183
112
Thoughts on V0.6 :
Meh
I mean... it's alright... but frankly the archer towers are pretty useless, traps aren't too bad, but frankly, the breeding side of things needs a major boost, as right now it is possible to get overrun if the enemy balls up and steamrolls our minions.
The pillory could have been more useful if it helped during combat, but it doesn't.
The new layout (indoor and outdoor) can be a tad awkward if you put anything in the rooms to the far side, as interface (goblins, women, babies) can cover those rooms.

I miss the uber breeding program you could do in V0.4 :
View attachment 5206665

What I think would be ideal is if there was a actual cap per generation (I.E, max +2 to any stat, with a hard cap on the actual stats themselves, say, 80 hp total, 20-50 attack etc) but still had the old breeding system (adding parents stats together), could possibly be linked to an upgrade that increased the limits...)

Would be amusing to have the old "I made a single Super goblin capable of dealing with entire waves single handedly" back... but I doubt that will happen.
I was expecting the AI to attack the Palisade first but NO~, those ranged enemies took my goblin/shorstacks posted in those towers. It's better to just spam monsters in there.
 

Tsygan_m249

Newbie
Sep 12, 2022
43
99
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А у тотема есть баги. Похоже, его нельзя разместить на поле боя.
It is placed only on the battlefield, the bug was noticed only with white goblins, you put them on the battlefield and they disappear, but in fact he just moved his sister there and everything became fine.
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Last edited:
Jan 6, 2018
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It is placed only on the battlefield, the bug was noticed only with white goblins, you put them on the battlefield and they disappear, but in fact he just moved his sister there and everything became fine.
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The reason it disappears is likely due to not having animation call it properly. The (Sister Totem) GoblinPillory character is under race Goblin, so it properly grabs the GoblinPillory to act as the male. It is white because the initialization value for the GoblinTotem has none.

Funnily enough, this is basically the exact opposite issue as the Elf one. Because it checks for the Father's ID.

If you want to fix it, you can just
Apparently, if the nun was as a totem, and then you remove her, she could be pregnant, and the baby will be white and have the name "Sister Totem"
If you want to fix this, you can just alter the mix_sister_goblin.mix file to


C:
[
    {
        "ParentFigure": ["Sister", "Goblin"],
        "CharacterId": "Goblin",
        "Chance": 80,
    },
]
Edit: Obviously this can't fix the Sister Totem's already existent, but it should prevent future pregnancies.
 
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