I like it cold

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Did the raid three times. Impressions:

  • Fighting your way into the castle is difficult from my perspective, i. e. single-player wiith lots of experience, bad reflexes, top gear. Tried it with two low-level thralls in tow, and they got demolished right away.
  • The respawn rate of guards is extreme. I’m not saying it should be nrefed, that’s part of the challenge. But it needs to be mentioned.
  • The final boss is difficult to solo, but doable. I’d put him near the Arena Champion in difficulty due to the adds and cramped space.
  • It is possible to sneak/climb into the castle. Not sure if that’s intended - I guess so, but wanted to mention it. I like it, felt like playing an assassin, as it’s not really advisable to bring thralls with you if you enter this way.
  • The final boss gave a lot of XP - levelled a thrall to 20 right away. Intended? If so, this might the main reward for doing the raid, as it allows us to level thralls.
  • The rewards for killing the boss should be looked at. I didn’t find loot chests or anything of importance on his body, but lots - LOTS - of gold each time. The gold may be a bit inflationary, though it may be intended to justify the outrageous prices the mercenary vendor demands. Some gear or resources would have been nice.
  • The guards can deal a lot of damage. The hammer dudes and dudettes hit like a truck.
  • The guards drop a lot of weapons. It’s not really useful for farming gear or resources, as they’re only hardened steel weapons, but creates inventory spam. I’d think about lowering the drop chance, but improving what you get, e. g. half as many weapons, but a quarter of them are starmetal weapons.
  • The castle could benefit from some visual improvements. Also, there’re quite a few rooms not connected to the rest of the castle. Maybe some of the talented builders in the community could help in doing some fine tuning.
  • The castle creates a drop in FPS. My own base creates less strain on the hardware, although it’s maybe even larger and has tons of thralls and decorations. Don’t now why that is. Again, maybe a community building expert can help with that.
  • I get a lot of ā€œPress X to use this itemā€ in the castle, but cannot use anything as it’s owned by Nimlod. Not a real problem, but if that could be disabled, it’d be nice.

So far, I like the raid.

P. S.: Telith’s ghost still seems to be missing.

P. P. S.: After some more runs… The gold reward is not overblown. It’s really time-consuming to get into that place. Hauling big treasure items to your base probably is a faster way to make gold.
Something more random or unique would still be welcome, though, e. g. putting some purge chests in the boss room.

4 Likes

yes you and @Yup apparently found the real reward of the event, i really hope this is intended as this is really needed to have an event allowing to level up thrall fast as a reward -knowing how quick thralls level 20 can die…

event also drop some recipe of unammed city either in main room of commander or in a little room just behind (it’s a scroll on ground you can pick up)

and i confirm the castle can create massive lag for server when it’s regenerate, happened me several time to have simply my game stuck and totally freeze for 30-40 sec when i go away from the castle after killing commander, and that the castle regenerate.

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with the promise in future updates that we’ll be able to dress our crafters(which was confirmed in the stream), the only things left that I need to see in this game are:

  • permanent cosmetic warpaints because noone has the time to replace warpaints on 50 followers daily (increase warpaint cost by x100 if that’s what it takes)
  • healing potions to heal follower health by % and not fixed value. Spending 10 pure aloe extracts takes too much time. I wouldn’t mind to have increases aloe extract cost by 10 if I can heal my followers in one go.
  • replace RNG stats from followers with points that can be distributed with each level, like in ARK
  • have all thralls start with same stats (for each tier), so I can finally make a darfari army that can actualy survive a purge (everyone using dalinsia like it’s the only thrall in game)
3 Likes

I just wanted to put something out there. The Tavern idea is pretty cool and I am happy to welcome it as an addition to the game. However, it feels like it does not fit in the thematically as part of an an Age of War. But rather it belongs in a different age.

5 Likes

I understand your hunger for battles and glories but a true warrior knows where to cleanse his mind of so much blood and broken bones of fallen men, followers, slaves, friends. Taverns were the first thing a soldier thought of at the end of a battle and then brothels. It also serves as a new profession of work and jobs. I have participated in sieges in other games, this one just needs more excitement and more details to be entertaining such as a more difficult defense, cauldrons of fire, good atmosphere in the building, archers in the fort, a war horn to warn, barricades, launchers of catapults. To make the enemy more entertaining and difficult and the treasure more attractive, there are many in chests and around the world. caged animals, damsels in distress (chained), caged slaves, and perhaps more coordinated enemy soldiers along with their commander.

3 Likes

On the Tavern:

  • The barkeep dropped several times from low-level purges and worked fine.
  • The bar can be placed without any trouble.
  • Guests do arrive.
  • The sellsword could be hired. *fun story below
  • So, all in all, no bugs found except the chair crash.
  • I like the addition. Seems to work well, brings some live into your base.

One suggestion, however: Many guests spawn half-naked or in rags:

At least I try to build nice houses, give my thralls nice outfits and try to stick with some common theme. And then, a band of unwashed beggars arrives at the bar.

That is funny in a way. But what if the guest would stick to the quality or even the kind of material the bar was built on? E. g., if it’s on T1 material, poor refuges arrive, while in a T3 aquilonian building, they spawn as well-dressed adventurers, maybe even as Aquilonians?

Might also be an interesting item for the store: Variations of the tavern that spawns guests of the corresponding culture.

*Fun story: At first, I thought the sellsword bugged out, as he sat at the bar at first, but had disappeared when I returned later.
Turns out that crafty old bastard had moved to the sleeping chambers upstairs and was staring at a woman sleeping in one of the beds.
Creepy, but fitting for an old arms merchant that seems to have a talent for getting in trouble.

9 Likes

Tested the Archer Post:

  • Found one finished Archer Post in a level 2 or 3 purge, and the recipe at a level 6 purge.
  • The Archer Post can only be placed at a crenallated wall.
  • Thrall needs a bow to placed at the post.
  • Thrall stays at his post and fire arrows on enemies.
  • Archers still seem weak compared to fighters, but no bugs or problems found with the new item.
  • One graphics issue: The quiver clips into the nemedian crenallated wall, possibly others. Don’t know if it’s supposed to do that.
2 Likes

Peoples, could someone please do me a kindness and check if Glowing Goop can now be placed in the Foraging Container?

do the guest sits on any chair around or just next to the bar? The chairs near the balcony are part of the bar or we need to put it separated? Thanks for info :wink:

they just sit on chairs that are part of the bar, in fact bar is just a kind of workstations that came with 4 seats. npc will only sit on seats of bars, but you can build the numbers of bar workstations that you want.

2 Likes

Some information about the bar:

  • The bar comes with a few stools. Those are the ones around the counter.
  • The guests sit around on chairs in a radius of x meters around the bar. Haven’t tested the radius yet.
  • Guests can sit on the stools that come with bar, but also many other chairs and benches. Some chairs do not work, though - more testing required.

Edit: Pictures…:

This is the tavern at my main base:

Inside the red circle is the bar. On the stools, there can be guests, but currently, I use them to store additional barkeepers I found.

Inside the green circle, there are manually placed chairs. The NPCs sitting there are random guests.

NPCs at the bar drink from their mugs, laugh and talk. It’s quite nice ambient noise.

5 Likes

Hello Funcom, in the final boss, General Stygian, you can add archer henchmen, about four in each corner of the room, on a cargo elevator, lifting platform, whatever it’s called. If the enemy archers are killed, a new replacement soldier appears on the forklift. When the boss dies they will stop appearing. That way it will be more challenging. I also want to throw swords so that I have the appearance of having two swords when wielding them. Is this a challenge too difficult for my dear funcom? ha ha ha :grin: @Ignasi

The castle needs training of warriors, if possible a new dangerous background music, the boss who greets you sarcastically, a basement with cages if possible, a more striking castle structure with vines, mazes with a DLC building piece. Let the boss have a bow or an animal next to him to make it more difficult. You can copy my ideas, I’m not bad. @Funcom_Community :heart:

I am unable to test this because I cannot access battle pass items even past ones I have unlocked from the base game on the public beta.

Some testing with purges:

  • The barkeeper spaws a lot during purges. Had one in every or every nearly every purge I did.
  • That may be okay for when they’re introduced, but should be lowered after a few weeks, or even from the beginning. The barkeep takes away a spot for more useful thralls.
  • Also, the sellsword never spawned from the purge. Is that intended? He can now be hired via the bar, so that’d be okay - just wondering.

This is funny because I am having the opposite RNG, I’ve gotten the sellsword many times and 1 barkeep after 30 or so purges.

edit: also, I think the sellsword and the barkeep have their own unique cages that are added to the RNG thrall cages, I suspect this because once during a tier 1 purge (which should only have 1 thrall cage) I had 3 cages, 1 for the sellsword, 1 for the barkeep and 1 for the normal random thrall.

Are purges working better with this update? Or do they still bug out half the time.

by this i mean, setup a purge base. Purges work perfectly for several days, then login another day and get the message
ā€œThere is no reachable location for the purge to setup their base campā€
or similar messages.

Don’t have any issues so far. Did a lot of purges, all worked fine.

Depends on the base you build, though. Currently doing level 1 to 8 purges with this:

The entrance has a small ā€œlabyrinthā€ to slow the advance a little. On the bridge to the base, there’re cimmerian thralls that just pound anything that approaches into bloody pulp.

In more restricted areas, I had some failed spawns with the current live version. But most of the time, you could just start the purge again, and it worked.

3 Likes

thanks. Just setup a new one over the weekend on Official, and it didn’t have any problems. ran 6 or so purges to test things out. went back today and now they wont spawn. It is on top of a big flat hill by sinkhole with nothing to block them. i didn’t change anything today, it just wont spawn.


oh well.