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Neocore_Kate

Major
11 Badges
Dec 2, 2009
530
1
www.neocoregames.com
  • Commander: Conquest of the Americas
  • Hearts of Iron III
  • King Arthur II
  • Lead and Gold
  • Magicka
  • Majesty 2
  • Semper Fi
  • Sword of the Stars
  • Victoria 2
  • 500k Club
  • Mount & Blade: Warband
Hey guys,

Here's a video Preview made by Angry Joe. He plays the King Arthur II Prologue Campaign (aka Dead Legions) and shares his thoughts about it:

http://www.youtube.com/watch?v=cqpo1488rJo

If you know who he is, I don't have to explain anything, if you don't then you should definitely check his review of the first game:

http://www.youtube.com/watch?v=WAtxIC6fdgU

Or any other game review he has done at: http://angryjoeshow.com/

I bet most of you will love his style of game reviews :)

Cheers!
 
I notice that he's also annoyed at the size of the user interface panel that takes up a quarter of the screen at the center, right where you most need to see clearly. Any reason you guys insist on putting a giant piece of UI with needless artwork there rather than putting it to the sides or making it shorter/longer to increase visibility?

Also: "I would have expected that they would have surrendered by now..." Me too, Joe!
 
:) Good that you agree with each other.

Yes, the UI question was already on top when we released the first screenshots and there we agreed we'll include an option to switch off the dragons on the battle UI. It's not ready yet, we'll try to add it till release but it is not first priority yet. If we cannot make it till release we will surely add it in one of the first patches to come after release.

About the morale: it is not TW. You have many spells you can use to hunt down the last units of the enemy without having to chase them all through the battlefield. Moreover, usually the last remaining enemy units are archers and you can trample them with your fast cavalry units in zero time. And also, it's a fantasy game and as such the heroic last man standing is part of the game accordingly. So enemy units don't flee the battle but they have a stat that is called "will to fight" that is a mixture of stamina and morale - lowering their prowess as they lose more and more fellows.
 
Kate, I can read that will of fight reduce fighting effectiveness, but it would be nice to have more details on this.

Something like at 100% WOF unit does full damage, and at zero WOF it does half damage, or dies twice as fast. Just to give us an idea of how will of fight works please.
 
neat, how much is this gona sell for?

It's already on pre-order. If you pre-purchase on Steam you will get an extra (Prologue) campaign for free, and you can start playing it immediately. It's also 10% off during the pre-order: http://store.steampowered.com/app/24480/



About will to fight:

There is a manual that includes this and many other things about the game. You'll find it here:
http://devblog.neocoregames.com/links/

And to answer the question (btw p15 in the Manual):

Will to Fight: Combination of morale and stamina. In combat, fatigue and the loss of many soldiers lowers this factor, while resting or healing your troops raises it. In the battles a low Will to Fight level causes reduced fighting capabilities.

And in the game there's a pop-up description too that says:

Will to Fight: "Affects the combat effectiveness of the unit. If the Will to Fight value drops to zero during the battle, the unit's Damage will be reduced by 40%. If it reaches double value, the Damage will be increased by 40%." EDIT: this text will be changed to include that the damage modifier changes gradually as the will to fight value goes up or down.
 
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So the unit fights at 100% effectiveness until WOF drops to 0, and only then it has a 40% penalty. That's a lot less dramatic of an effect than i had expected, but at least now I know.

Thanks Kate!
 
Actually the pop-up text is not the best. I just told the guys here that it needs to be changed - cause (I asked our game designers) what it actually does is increasing and reducing the damage gradually as the Will To Fight value goes up and down from the original value. But that +-40% is correct, those are the margins. For now. :)
 
Will to Fight: "Affects the combat effectiveness of the unit. If the Will to Fight value drops to zero during the battle, the unit's Damage will be reduced by 40%. If it reaches double value, the Damage will be increased by 40%.".

Kate, could you please explain to us what does the second part mean? "If it reaches double value, the Damage will be increased by 40%.".

What is a double value for a unit with eg. 200 starting morale? Would it be 400?
 
Thanks for the answer Kate. Does this mean we should never raise the morale when a unit levels up then? Since this will make even harder to achieve the +40% morale boost?

A unit with 200 base morale needs an extra +200 to get the +40% damage boost, while a unit with 210 base morale would need +210 to achieve the same result. So it is a somewhat harder.

Did I get it wrong?
 
If you add to the WTF (let it be Will to Fight for the moment and not something else :)) at leveling up, it will be easier to achieve the double value, because the double value is always the double value of the unit's base WTF value.

Let's say your archer's WTF is 200 - if you spend 1 ability point on it, it will be 210. In the battle it will appear as 210/200, and that 210 will change according to the battle situation. It will gradually change the Damage value of the unit. If it finally reaches 0 (meaning you lose 210 WTF) that's -40% damage for the unit, if it reaches 400 (meaning you gained 190 WTF) that's +40% damage for that unit.
 
Thanks Kate, this is the detail I was looking for!

The WTF positive bonus applies on the unmodified base value of the unit's WTF. Perhaps. It should also be added at the manual.

WTF FTW indeed then!
 
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