1.07 - I've had it with monsters

This should a priority for the next update.

Monsters spawns are, in two words, bloody ridiculous. You can watch a caravan go through open territory that hasn't seen a spawn in 20 turns, and BOOM, spawns right on top of it. Monsters pop so frequently, and so thoughtlessly, I've had the same bandit spawn 4 times in 4 turns, ceaselessly attacking the same party, like the game REFUSES to allow areas to be empty of monsters if you're anywhere remotely near them.

The frustration you feel having to spend 50+ turns just to get a caravan somewhere, and all the last minute teleporting units around against the INEVITABLE ninja spawn of monsters is getting really, really old. In some cases you don't even get the chance to do something about it, because monsters spawn two squares away and dive on your caravans during their turn.

The fact that powerful units hide among weaker ones just makes this worse, for your scattered bands of caravan route guards. You look at the army numbers, see everything should be ok, then WHAM, one unit that looks like all others 2x to 3x more powerful than its counter parts, that can deal enough damage in one attack to kill your entire army.

Please take a look at monster spawns for the next update. In general there doesn't need to be ~14 to ~15 of them roaming in any given area. The world always doesn't have to be CRAWLING with monsters. There are often enough spawns out on the map to completely over run every kingdom.

9,605 views 14 replies
Reply #1 Top

This would be fixed simply by being able to "attach" guards to caravans so that they could defend themselves.

Reply #2 Top

World difficulty + influence would like to have a word with you.  They can't spawn inside influence, and as area without influence gets smaller they spawn more heavily. 

Reply #3 Top

Agreed. On several occasions I've begun the game when exploring out a few tiles, and BAM! Spiders spawn next to my Sovereign and attack. I can't imagine a more epic conclusion.

Seriously though, the creatures do feel a tad bit overwhelming in an annoying sort of way. It would be more story like for the game to initiate spawn points via Bandit Camps, Spider's Nests, etc - cut down on creature numbers through cleansing the region, and also stop the random spawning.

 

You know, on a separate thread I had mentioned of how the adventure tech tree could be boosted by somehow influencing the travelling adventurers to tackle the monster issues, etc (think in terms of the game "Majesty"). The spawning of creature locations would add more depth to the game and can be applied to a whole plethora of areas within the game.

 

And yes, as awuffle said, being able to attach guards to caravans would be a perfect yet simple solution.

Reply #4 Top

I have to agree. I only played one game to fruition, and I spent all of my time running around killing monster so they wouldn't take my resources. No, they don't spawn in your territory, but they spawn right outside of it and march right in. And when you get trolls with 120 attack strength, you can't just throw any unit against it (particularly with the game's poorly designed combat system). Forget about any wars going on. I never heard from the AI - I guess they were having the same problems. I feel like the Orkin man, not like the leader of a great empire. Spawns really need to be cut down.

 

Reply #5 Top

Some kind of option to assign armies to suppress monster spawn in a given forested area would be greatly welcome! Call it "patrol" or something.

Reply #6 Top

Quoting awuffleablehedgie, reply 1
This would be fixed simply by being able to "attach" guards to caravans so that they could defend themselves.
End of awuffleablehedgie's quote

Yeah - or the ability to design some (like when making a caravan unit, you can design it with "Guards" that up it's HP and defense at the cost of more materials/gildar to recruit the caravan).

Reply #7 Top

you can already create "Elite" Caravans that have more HP...

Reply #8 Top

Thoughts and suggestions:

1: Spawns serve a purpose as a way to get XP without going into a full-fledged war (which may or may not be tougher.). As such, they are necessary.

2: When you do not want that, there should be a way to suppress it - I'm thinking put an army on patrol and its move radius will be a sort of 'secured' area where monsters can't spawn.

Optionally, make some of the treasure areas places where monsters spawn, and you can choose to let them grow (and possibly increase the value of whaterver item's in it) or cut them down, depending on wether you want that item now or a better one later, and/or want to kill the creatures for XP or remove the threat to caravans.

Lastly, it is not THAT difficult to expand influence to a point where spawns are not a problem.

About tougher caravans: You can't even fight them, the option is automatically 'auto battle' or cancel. TOugher or not, they'll still be automatically killed.

With that said:

How does the new damage calculation work? I notice that it seems like it works something like this:

Squad of 4 archers w. longbows (6 attack) get 24 attack value total. This is 4 attacks of 0-6 damage against individual armor; against 8+ armor or so, damage is rare.

However, and this is the bit I think must be wrong, it seems that as unit figures die, it becomes 3 attacks of 0-8 damage, 2 of 0-12, and finally 1 of 0-24, so, with one figure left it's exactly the same as the change was supposed to fix. I am not SURE it works like that, but it's the only way I can explain that an archer group of 1(of max 3) did 11 damage against a target with 9-ish armor value, while  consistently doing 'miss' damage when a full group against less-armored targets.

 

Reply #9 Top

I could live with, at the very least, some code that just says "can't spawn within 4 spaces of a player unit. The more finite issue of gaggles of monsters even in early game can wait...but ninja assassin monsters have gotta go. It's almost like the game looks for your units and spawns stuff right on top of them. It's not so much a problem with units (although it happens), but I've watched monsters make beelines for caravans before. We at least need one turn of warning so we have a chance to do something about the situation.

Reply #10 Top

I totally agree with OP.  It is ridiculous, ludicrous and most of all: NOT FUN!!!!

I bought this to play a strategic war game - not a monster-fest Diablo clone layered on top of said wargame.

Reduce the monsters DRASTICALLY!  My hope is the devs will listen or set up an options screen like in GalCiv2 for events/monsters etc.

Reply #11 Top

the problem that goes hand in hand with this is the restrictions on where you can place a new town. forcing you to be at least 5 spaces away from any influence tile is absurd. you can deal with it during the early game before influences get big, but once you get done exploring but havent had enough time to build enough pioneers, you are screwed. especially when your dealing with bordering enemy influences. that's where these huge monster spawns are unrelenting making it impossible for a caravan to make it through, even with your entire military as an escort. between turns, the monsters spawn and jump between tiles to attack the caravan, even if you are surrounded by like 4 tiles worth of escort. unless all 8 tiles have armies, your caravan is dead meat.

Reply #12 Top

It can be frustrating. As time passes. why monsters seem to spawn so much? Why are they especially attracted to caravans? Why we can't bloody defend them properly? Even with being forced to micromanage the deployment of caravans it just takes one slip for a critter to suddenly spawn in a previously empty area for a 'combat' menu to appear (just to add to frustration) and indicate how doomed that caravan is.

I actually have the cheats option enabled just for this. Upon making a caravan I simply teleport it to the desired destination and voila, it's done. What a relief not having to worry about making roads to connect the cities...

Reply #13 Top

new spawns shouldn't come with a full set of moves. they should spawn and have to wait a turn before moving so you can take appropriate action. assuming you have line of sight and fog of war is nowhere nearby.

Reply #14 Top

Strange, I haven't actually seen all that many monsters in my game.  Of course I don't usually build caravans.  I also haven't been moving up the Adventureing tech levels that fast, which may help.