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King Arthur the Roleplaying Wargame : Old Faith Complete

What will Arthur's Choice be?

  • The Return of the Old Faith

    Votes: 5 50.0%
  • The Spread of Christianity

    Votes: 5 50.0%

  • Total voters
    10

RK47

collides like two planets pulled by gravity
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Dead State Divinity: Original Sin
Chapter 0 : Prologue

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It is explained that Uther Pendragon, Arthur's father, failed to draw the sword Excalibur from the stone.

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The mysterious wizard, Merlin, years later brought forth a young man to the stone...

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His name is Arthur

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Alas, the drawing of the sword unleashed magic to the land, bringing forth many chaotic changes...

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The emergence of unnatural beasts...

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Tales of magical stone circles, once lifeless emerges....

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Peasants were terrified by the unexplained changes...

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Savages and those with strength battled...

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And the mysterious race known only as the Sidhe further terrified the populace...

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From this time of turmoil rose forth champions of great strength and cunning to lead armies and serve their lords.

Lords like King Arthur.
 

Gondolin

Arcane
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Purveyor of fine art
Armours do not match the historical period.

Arthur has a big sword and bad hair. He looks kinda emo.

Also:
Woman: Well, how did you become King, then?
Arthur: The Lady of the Lake,... [angels sing] ...her arm clad in the purest shimmering samite, held aloft Excalibur from the bosom of the water signifying by Divine Providence that I, Arthur, was to carry Excalibur. [singing stops] That is why I am your king!
Dennis: Listen. Strange women lying in ponds distributing swords is no basis for a system of government. Supreme executive power derives from a mandate from the masses, not from some farcical aquatic ceremony.
Arthur: Be quiet!
Dennis: Well, but you can't expect to wield supreme executive power just 'cause some watery tart threw a sword at you!
Arthur: Shut up!
Dennis: I mean, if I went 'round saying I was an emperor just because some moistened bint had lobbed a scimitar at me, they'd put me away!
Arthur: Shut up, will you? Shut up!
Dennis: Ah, now we see the violence inherent in the system.
Arthur: Shut up!
Dennis: Oh! Come and see the violence inherent in the system! Help! Help! I'm being repressed!
Arthur: Bloody peasant!
Dennis: Oh, what a give-away. Did you hear that? Did you hear that, eh? That's what I'm on about. Did you see him repressing me? You saw it, didn't you?
 

Darth Roxor

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:salute:

How are you gonna handle the text-quests with multiple choices? With a pre-set mindset of going one way for all of them?
 

hoverdog

dog that is hovering, Wastelands Interactive
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Project: Eternity
Darth Roxor said:
:salute:

How are you gonna handle the text-quests with multiple choices? With a pre-set mindset of going one way for all of them?
Vote! ALL POWER INTO HIVEMIND'S HANDS!
 

RK47

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Dead State Divinity: Original Sin
Chapter 1: Sir Kay

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Sir Kay leads a small force to suppress the rebels in Cornwall.

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His forces consists of three footmen and one heavy footmen.

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The heavy footmen possess above average armor and decent damage, but they move slower than light infantry. They are also penalized when fighting in rough terrains such as swamps, rivers and forests. They are extremely effective when fighting in Wedge Formation against light infantry in the open.

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The footmen moves faster than their heavier counterparts, but cannot be relied upon to fight in the open ground. They are also incapable of forming the Wedge like the heavy footmen do. They're basically cheap, expendable units meant to hold off stronger forces in rough terrain.

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Our first task is to engage the rebel army just outside Cornwall.

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Before engagements, you are given a preview of the enemy forces compared to yours. You can also view the enemy hero's capabilities in full. You can also retreat if you don't like the odds, just be prepared to lose a whole unit or so.

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We march forward as Sir Ector instructed and noticed three archer units across the river. Marching forward without cover or speed will get us killed.

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There are better options, but at the moment we're stuck with Sir Kay's default spell, Fog of Avalon which has the effect of reducing ranged accuracy by 50%.

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It also cuts down the archer firing range. Any forces advancing upon archers are recommended to stick to loose formation for a slight speed boost and ranged defense while losing melee performance.

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There's nothing left to do but march forward. A hurried march consumes stamina more rapidly than a normal march. Under most circumstances I'd move faster than save the stamina. Units falling below 40% stamina will perform poorly in combat.

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My standard engagement tactic is to switch formation just before the unit engage in melee. The light infantry can only deploy in closed formation while the heavy footmen can form the Wedge for very high attack bonus.

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We sustained heavy casualty but successfully destroyed the 3 rebel archer units.

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We marched onward, relieved that there are no archers on sight. However, we were ambushed when we moved closer.

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Notice the icons above the enemies head? Forests can hide units and give a short duration ambush effect. Particularly deadly for archers first strikes. Thankfully, these are just light infantry. No match for our heavies.

An alternate counter to this ambush is usually to just switch to loose formation and retreat until their ambush effect wear off, however, circumstances on battlefield are usually more varied. Archers behind ambushes forces you to advance or die. Or cavalry ambushes cannot be outrun by footsoldiers...not to mention they can trample footmen with brutal efficiency!

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For now, we let Sir Kay mow down the rebels with ease.

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Post combat we are given hero/unit EXP breakdown and casualty report plus a sum of gold and food. Defeated heroes also has a chance to drop artifacts. The tutorial is nice enough to replenish our forces fully and give us additional forces to fight a second battle.

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Looks like we have new unit types to cover:

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Light cavalry is no fighter. They are the fastest unit in the game and their most common function is to get to strategic places quicker. They won't last long in melee or sustain ranged fire. They can still trample foot soldiers, however. If you can hide in a forest and charge down an archer unit, it will usually force the enemy to move it away or suffer heavy casualty.

This Light Cavalry unit is a special case. It's a level 5 units with an unlocked special ability 'Dodge' which increases ranged defense rating. It won't help much against the next unit, to be honest.

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The basic archer name is deceptively simple, but one look at the ranged damage (450!) will immediately turn heads. Keep them alive behind a solid melee shield and they will mow down hundreds of foes with ease. If anyone reached archers at close range, don't hesitate to make them retreat.

Always keep them at loose formation unless you want to setup ambushes in forests. Close formations only lessens damage from cavalry charges and improve melee, but it makes you more vulnerable to ranged attacks. Keeping them in loose formation can make retreats much easier to execute, for example, it can outrun a Heavy Footmen in Wedge formation.

But enough talk, the second rebel army awaits!
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I'm not sure what determines battleground choices, sometimes you don't have the option to do so when you are attacked. Each province basically has three alternate maps to fight in. Picking the right battleground depending your force composition CAN make some battles much easier.

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A small area denoted by blue posts marks the radius limit of deployable area for your army. This allows you to place faster units near the edges to capture Victory points quicker. What are Victory Points? Well, let's look at the mini map.

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White is where I start. Red is the enemy's army. They are visible in the mini-map. Before you cry 'map hack', forests can hide them or bad weather / spell effects may conceal units. They can see us as well!

Notice the shields dotting the map. That's the VP. Each VP has special properties. The map has a Mill on the SW. Stone Circle just slightly north of it. The red shield denotes a Dark Monastery. The two brown shields above it are Villages. Now, recall a classic called Sun Tzu Art of War where some places give stamina recovery and such, this works the same way in King Arthur, they are:
- Mill, gives 20% bonus on food upon victory
- Stone Circle, grants spell Fog of Avalon
- Dark Monastery, Spell cooldown cut down by 50%
- Village, units recover Stamina faster
- and many more!

But that's not all! Look at the Blue & Red bar.

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They're not HP or Mana. The Blue bar is your army's Morale while the Red is enemy's. They can be decreased by: having less controlled VP or taking heavy losses. They can only be gained by: special knight skills or controlling more VPs. The lower your bar, the worse the army will perform as a whole. Lose the whole bar completely, and your army routs. No exceptions.

This is why control of VP is crucial if you want to prevent battles to become a fight of attrition. Lost units cost gold and food to replace, better to just control the battlefield and rout the enemy army while keeping 90% of your forces intact!

Get it? OK, now on to the battle.

I send the Light Cavalry to capture the Mill to the Southwest.

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The archers will hide in the forest to ambush the enemy. I send one light infantry unit each to secure Dark Monastery, and both villages. Sir Kay will hold in Wedge formation to ambush oncoming infantry.

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The enemy moves eastwards after securing the Stone Circle, leaving it unattended. A few of them have hidden themselves by moving through forests.

They emerged on the other side of the forest later...
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Our forces are in no danger, they prepare to engage from the forest while the other two light footmen continue towards the villages.

Meanwhile, my Light Cavalry has finished capping the Southwestern Mill and is ordered to rush northwards to capture the Stone Circle.

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Our archers opened fire.

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Completely catching the rebel forces unaware.

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Sir Kay emerges with his heavy unit Wedge to finish the job.

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It's our turn to get ambushed. An archer unit and rebel footmen appeared from the forest. I quickly switched to loose formation and advanced towards their footmen. Hopefully, their archers will not attack to prevent friendly fire.

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The first clash sent a rebel footman flying.

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Our archers were not idle, their volleys wrecked their archer column till they're down to two. At the same time, our Light Cavalry has finished securing the unguarded Stone Circle. The rebel army morale plummets.

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Moments later, our light footmen reported that the last village is secured. The Rebel Army surrendered immediately.

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Skyway...err...Sir Kay has crushed the Cornwall Rebellion!

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With the Cornwall province secured, we can collect tax and food annually once more. Each province can be assigned to a knight as a liege lord.

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Each province has different yields, beliefs and culture. Not every Knight will make a good lord. You can check their traits on the character screen. As you can see here, Sir Kay is:
-An Arrogant Briton, penalizing non-Briton culture loyalty by -3
-Ferocious, increases military by 30%, military governs how fast you can recruit army in that province.
-And Stern, 25% more tax income collected.

Each Knight can rule up to 3 provinces. So keep those good provinces under a good ruler to keep the gold coming and don't appoint corrupt officials!

Our army can no longer move this season and we rested, satisfied with our victory.

The next season brings a new challenge and opportunity.

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Two choices:

Help King Mark
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Effect: We gain +1 Paragon & King Mark will join us.

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Effect : +8000 Gold, an Artifact and +1 Renegade

The Codex voting begins now as I brush my teeth and go to bed.

Oh, Happy New Year. :salute:
 

Darth Roxor

Royal Dongsmith
Staff Member
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Support Idres :salute: King Mark becomes a burden later on if you take him 'cause he has a shitty skill set.
 

anus_pounder

Arcane
Joined
Mar 20, 2010
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Yiffing in Hell
Go with Idres :salute:

If I remember, Renegade simply means you rule strictly and firmly not rape and pillage. Also, I'm certain the codex will vote for pagan power over christianity.

:salute:
 

Zed

Codex Staff
Patron
Staff Member
Joined
Oct 21, 2002
Messages
17,068
Codex USB, 2014
Why did I buy fucking Settlers fucking 7 instead of this? This looks really good. Do carry on.
 

RK47

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Dead State Divinity: Original Sin
I cannot believe you would even purchase that DRM junk, Zed.

:roll:

King Mark isn't bad, really. his skill set may not seem solid early game, but imagine having a cavalry unit that can charge, trample around 10-20% of the unit's strength, while protected from the first 15 attacks by his Seraph and then instantly burn 10 nearest enemies with Dragon Strike. Even a Light Cavalry under him can perform respectably against most melee infantry unit due to the spike damage he can unload. Later on you can even add immunity to ranged attack to his repertoire of skills to make that blind charge into archer columns less painful.

Mini Update : Seasons

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Our army attempted to march towards King Mark's army to attack during the autumn season. However, the army is forced to stop when winter arrives. The snow starts to fall and the weather is too cold to mount any meaningful military campaign.

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Spring - Summer - Autumn - Winter is the flow of season per year. Movement points of army is increased by 1.5x during the summer. It is always a good idea to garrison armies in cities during autumn to reinforce units, since during winter they cannot move at all.

Also, winter season is the only time you get your taxes collected. So we have to make sure our gold reserves are sufficient to maintain our army.

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The most important thing about winter besides Xmas, it's the only time of the year to assign level-up bonuses. Strange isn't it? This is why it's a good idea to attack after winters if you want to spend those skill up points for the next battle. However, autumn strikes are the best since enemies have a hard time counter-attacking effectively. They only have autumn to respond to your attack, survive that attack, then you could've replaced your losses during the winter and significantly leveled up from previous victories.

So let's assign the points now, shall we?

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Heroes have 5 statistics, a few of them are entirely non combat:
-Leadership: Reduces army upkeep
-Reign: Increases income from ruled provinces
-Adventuring: Increase EXP received from quests and army movement points.
-Fight: Increases unit HP & damage output, also directly translates to hero attack power.
-Magic: Increase Mana points reserve

His first ability point goes into Adventuring. I want his army to move further per season, preferably stop at 10 to get a massive 50% boost to Quest EXP & Army Movement.

Sir Kay is a Warlord class. His skills revolves around effective leadership of his army which translate to support buffs to units instead of direct damage.

The second skill tab is the General skill:
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Each hero has a unique general skill tab. Which makes it highly attractive to pick those good heroes and groom them.

A few skills of note for Sir Kay:

Class Skills: (From Left to Right)
-Famous Leader: 10% passive increase to all unit Stamina
-Liege:Increase income in all ruled provinces
-Masterful Strategy: Reduction of casualty by 10%
-Masterful Tactics:Increase Armor and Damage for units in a certain radius.

These skills unlock a further two directly beneath them.

For Sir Kay's general skills we have:
Cloud of Arrows: For a short moment, each archer will shoot 2 additional arrows per shot.
Healing: Heals all injured units in a unit. This does not resurrect dead ones, mind you.
Magic resistance: Grants magic resistances to a certain radius.

The other three are really unremarkable passives, one increases rate of unit XP gains, other grants 50% increase to morale and loot from victories, the last one is free research points per season.

Since we only have one point, I choose Masterful Tactics to increase his units damage and armor. At high level we can increase the radius to cover almost 6 nearby units!

Now I've got an hour to get ready for work, let's see if I can destroy King Mark's army and post an update... BRB :smug:
 

RK47

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Dead State Divinity: Original Sin
Chapter 2: King Mark's Last Stand

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As agreed, Sir Kay's army marches towards King Mark's stronghold.

I picked the Saltwind Plateau for the Plains and Forests.

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There really isn't much room to maneuver, the forests aren't thick enough to ambush. And King Mark is already deploying his light cavalry to capture the two northern Victory Points. So I followed suit by capturing the southern points myself and setup the archer columns at the thin forests.

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There's not even enough forests to stage an ambush. Sir Kay activates his Masterful Tactic and charges forward with his unit.

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King Mark replied with a Dragon Strike. Scores of men fells and Sir Kay was grievously wounded.

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Dragon Strike is a deadly spell capable of damaging up to 12 closest soldiers in melee.

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Our heroes has a mini-duel amidst the chaos.

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Sir Kay has fallen! King Mark invokes the spirit of the Seraph, protecting his unit from the first 15 attacks from enemies! And just for the hell of it, he invokes another Dragon Strike.

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By then I was blinded with rage and sent my Light cavalry to charge his unit down instead of capping the last two victory points.

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This isn't an effective strategy when he's already surrounded by 200 soldiers all clawing to reach him. Only 20 are actively participating, the rest are just waiting for their turn like a Jacky Chan movie villain.

But we prevailed anyway.

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Sir Kay needs time to recover from his wounds. Depending on your luck, maybe it'll take one or two seasons. Wounded Knights cannot lead their army in battle.

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King Idres forces lets us have the whole province to ourselves.

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Not complaining, Sir Kay shall rule over this province.

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Ah, winter. Sir Kay adds Cloud of Arrows to skill set.

Our next vote shall determine where we shall advance next.

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The crossed swords indicate a province in conflict. That's where King Idris is facing his nearest rival. We can profit if we strike now. But who shall we assault? You may begin voting now.
:salute:
 

RK47

collides like two planets pulled by gravity
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Dead State Divinity: Original Sin
I have to say this is probably my best Steam purchase ever.
At USD 5.80. This is probably going to stay in my harddisk for months to come.

In fact, other Steam purchases like Bad Company 2, Team Fortress 2, L4D 2 didn't get much attention as King Arthur did. Well done, Hungarian indie devs.

Those who are still on the fence should definitely wait for another sale before grabbing it. I haven't even covered the Morality Chart aspect of the game yet, which greatly impressed me.

Goddamn triple A devs should take note. This is how Total War Heroes of Might and Magic would turn out.
 

Black

Arcane
Joined
May 8, 2007
Messages
1,872,660
Played it for a bit, it's like King Arthur + TW + rpg elements.

Also, go xtreme ARTHUR on everyone.

798px-fsn_saber.jpg


:salute:
 

Topher

Cipher
Joined
Dec 5, 2007
Messages
1,860
I had a good time with the game but the enemy quickly starts using magic that is very difficult to overcome and I ended up putting it down. I'll be keeping tabs on this to see if and how you get past that point.
 

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