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War and combat questions

GeneralMercenaries · Pillage · Firearms · Terrain · Fog of War · Scouting
1 patcheslast touched 58mo ago≈ 0

Power trajectory

Up = buffed, down = nerfed
0Nov 3, 2021Nov 3, 2021Nov 3, 2021 — Answering not-so-obvious questions from the community +0 / -0 (cum 0)
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Patch history

    • 🎯Behaviormercenaries

      States undecided on generic mercenaries; planned variety from different recruitment pools.

      Unclear if generic mercenaries will exist; each company has its own quirks and recruitment pools.

    • 🎯Behaviorpillaging

      Pillaging not yet implemented; expansion to looting and related mechanics contemplated.

      Currently cannot pillage; only occupy enemy territory; looting and rebellions are implemented and may be expanded.

    • 🎯Behaviorguns_cannons

      Explains debate over firearms; potential inclusion of gunpowder weapons depends on design choices.

      Handgonne discussed as a cooler option; gunpowder weapons may be included or excluded based on player preference.

    • 🎯Behaviorterrain_effects

      Terrain dynamics adjust unit performance; forests planned to be integrated for ambush opportunities.

      Terrain affects combat: uphill slows, downhill speeds, line fighting bonuses; forests not yet factored but planned.

    • 🎯Behaviorfog_of_war

      No FOW implemented; rationale includes clarity and matching trailer visuals.

      There is currently no fog of war; removing FOW improves battlefield readability and aligns with testing goals.

    • 🎯Behaviorscouting

      No scouting mechanic due to no fog of war design choice; focus shifts to building and planning.

      With no FOW, exploration and scouting mechanics are minimal or absent.

War and combat questions balance history — Manor Lords