Author Topic: King Arthur: Knights Tale  (Read 454 times)

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Offline Unorthodox

King Arthur: Knights Tale
« on: February 20, 2023, 04:15:54 PM »
Let's go back and start at the beginning. 

One of my favorite games of all time is King Arthur: The Roleplaying Wargame.  In fact, I strongly recommend the collection.  Especially the Saxons expansion, though the base game is so unique. 

https://www.gog.com/en/game/king_arthur_collection

This game might lure you into thinking it's a Total War ripoff, but the base units are not the star.  The real fun is in your KNIGHTS, which command the units.  They are superheroes and have abilities that alter the course of battles in drastic ways.  Whether it be a "champion" class cleaving hundreds of enemies in a few seconds or a "sage" class tossing fireballs to consume an entire squadron of archers. 

There were also 3 concepts woven into the games.

1: Morality

The morality circle of King Arthur games determines what units you could recruit, what knights will join your ranks, and how loyal your knights are to you.  Yes, some will leave your service if they don't like how you run the place.  It was a simple circle with Tyrant vs Rightful and Christianity vs Old Faith/celtic

I always had a penchant for playing my first game as Rightful/Old Faith followed by Tyrant/Christian.  (Fie on Goodness, FIE!!!!) 

2:  Quests

The quest system of the original is either annoying or exquisite depending on your POV.  Presented as little story elements, you were rewarded for your knowledge of the lore, which you were free to read or not in the game's library.  These quests were typically presented as choose your own adventure quests, with your choices impacting upcoming battles and your alignment on the morality chart.

What made these good is they were well written and the rewards for your choices weren't always apparent.  Sure, obviously siding with the druids over the priest would = old faith points, but freeing the prisoners might net you loyal subjects or a larger enemy force for instance, and sometimes killing them was seen as the rightful thing. 

3:  Combat was rarely about mopping the floor with the enemy army, it was about holding onto particular points on the map.  This often forced you to split your army into little groups to capture various points simultaneously. 

Fast forward to King Arthur: The Roleplaying Wargame 2.

https://www.metacritic.com/game/pc/king-arthur-ii-the-role-playing-wargame

I can't really recommend purchase unless you get a screaming deal on it just for the fact it's NOTORIOUSLY poorly optimized and tends to run like trash on a lot of setups. 

This game leaned even heavier into the commanders as superheroes but also put some weird restrictions in place.  You were no longer free to have your sage powering up a troop of archers, but were stuck with horseback units that would never charge the enemy. 

The addition of flying units was more annoying than it was groundbreaking, and the quests from #1 were changed to make it clear what choices would reward what, and the in game lore was more spoon fed. 

The morality wheel returned virtually unchanged. 

Combat also shifted to a more punishing version of the control points from the first game.  You're almost always trying to destroy fortified strongpoints to win the battle.  This often means fighting through a constant wave of reinforcements from out those points.  I does become a slog at times.

Still, the knights as superheroes is a fun little thing to mess around with and watching your knight lead a cavalry charge into a group of enemies, pop off a blast spell and ragdoll a hundred hellhounds into oblivion to continue charging into the next group is a thing of beauty. 

So, here we are with King Arthur: Knights Tale the third game in the series.  I didn't know this entered a kickstarter back in November and stumbled on it entirely by accident.  Being a fan of the series I just purchased blindly. 


Gone is the Total War styled system, and we are presented with a more Divinity/Xcom hybrid style turn based tactics game.  Doesn't feel quite a polished as Xcom, but looking at some of the mechanics I think it may improve as I level my characters. 

We play as Mordred, being brought back from the dead by the lady of the lake to kill whatever Arthur has become after the boat carrying him to Avalon was sunk and his body and soul taken by nebulous dark forces.  Because, who else do you summon to kill Arthur? 

A couple hours in, I've met probably one of each class but perhaps there's more, though there are new classes and looks like minor variations within classes. 

There's been plenty of hoards, a duel, and some fairly evenly matched battles.  Thus far putting my archer in cover plinking off folks and my melee folks in overwatch to slice anyone approaching her seems quite effective. 

You can rebuild Camelot in between missions, much like building your ship in the recent Xcom games though more limited.  There's random? events that clearly draw from the old quest system but are severely watered down and still have the clear indicators that this is the tyrant option vs that being the rightful.   

Unlike previous games, you cannot choose your starting leader's class.  Mordred is a sword and board specialist and that's not gonna change. 

Thus far there are multiple health bars in play on units: 

HP
Vitality - which if reduced will result in permanent injuries.  Have not seen this happen yet so not sure how it works or if only certain attacks target this or if it starts depleting after your regular HP. 
Armor - which reduces damage taken by whatever the armor is.  Armor can be reduced by certain attacks. 
Magic shield - Think Temp HP from D&D

Offline Buster's Uncle

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Re: King Arthur: Knights Tale
« Reply #1 on: February 20, 2023, 04:59:39 PM »
 ;b;


I always love your posts about this kind of game, especially the AARs.

Offline Unorthodox

Re: King Arthur: Knights Tale
« Reply #2 on: February 21, 2023, 09:08:37 PM »
Playing a little more, further impressions: 

There is some BAD voice acting.  A lot of okayish but some downright BAD.  I've always given them something of a pass with their dialog, being a small hungarian game company.  Localization has always been dodgy, but usually just comes off more flavorful/olde timey, but this is less polished than the last two entries coupled with some really bad delivery for one character in particular. 

I did learn how the vitality works finally.  After your HP is depleted, it starts going into your Vitality.  As you lose more I presume you run greater risks of injury. 

Ironically I found this out when an enemy exploded when I killed it, and nearly one shot my knight.  I need to see if there's an indicator of that explosive property for the future. 

I want to talk a bit about Sir Kay. 

Sir Kay is always the first knight you have a chance to recruit in these games.  In the previous two games, he was a tactician class.  This was a "boring" class in the first two games but crucial for the passive buffs that limited your casualties, and you typically wanted 1 per army.  He was purposely design to roll with your choices and be loyal no matter what. 

He's still a blank canvas in this game, but has switched class to "champion".  These are the great feats of strength styled knights.  In this game wielding double handed weapons.  Big damage.  Big armor penetration.  A clear indicator the game feels the champions are now the meat and potatoes of your army. 

So let's talk about my current roster: 

Mordred:  "Defender" class.  Sword and board, main character. 
Thus far at level 4 he's got a knockdown charge, a curse debuff and can heal himself on every strike. 

Sir Kay:  "Champion" class:  Dual handed sword.  Basic AOE swing and basic attack, just doing passive damage upgrades on him so far.

Lady Dindraine:  "Marskman" class:  Basic bow.  Poison and Fire arrows.  She's 'Christian' though and will probably leave with my choices.  Still, early ranged option is too useful not to use at the moment but won't be putting any extra training on her once a replacement is found.  Normally you can keep someone with ONE trait you're working against by giving them titles to buy their loyalty but she's got a personality trait that says she don't care about titles.  These traits may be randomly and/or procedurally generated.  Need more time with the game to tell for sure but it seems they may be getting added after missions.   

Sir Balan :(given a choice between him and brother Sir Balin) Champion Class:  Dual Handed axe.  Basic attack and big armor piercing strike.  Rightful/Old Faith will be amongst my most loyal knights, so focusing on upgrading him.  Interestingly his brother is a 'Vanguard'.  Dual weapon rogueish type for my eventual Tyrannical Christian run. 

Sir Yvain:  Marksman.  Crossbow with a piercing shot and fire arrows.  Neutral character so likely able to keep around.  terrible voice acting so will get replaced at first opportunity.  Come with some trap and hidden chest finding ability unlocked.  So that's a thing. 

Formerly Sir Ector:  Arcanist (Sage from previous games, wizard).  I dismissed him immediately.  Christian Tyrant, no way in hell he'll stick with me, not worth my time.   

Sir Lanval:  A Sir Kay clone for now. 

Looks like new skills unlock for characters at level 5. 

Missions work as a free roam exploration that is littered with battle encounters.  Some encounters you can see coming and sneak around or prepare for, and some you don't.  Major chests are highlighted on your map during exploration, but there are a lot of out of the way barrels or sacks you can search for trinkets if you spend the time to explore, and characters have a perception skill so having someone in your party that can find hidden items can yield even more loots. 

You're limited to 4 party members, but it seems fairly common for you to find 1 or two additional folks during a mission to help out.  Maybe a wounded guard you heal or prisoner you free , monk you save etc. 

The cover system works similar to the armor system in that it seems to reduce damage rather than prevent targeting like you'd expect.   

Offline Unorthodox

Re: King Arthur: Knights Tale
« Reply #3 on: February 26, 2023, 12:42:35 PM »
I have to say that with more time the multiple health bar system has really grown on me to be quite the addition to the genre, and ESPECIALLY valuable in an entry that feature melee combat. 

Armor to reduce damage degrades over the course of the mission, to where maintaining it becomes a key component of battle.  HP is more easily healed mid battle and represents your basic health, and freely heals between missions.  Vitality on the other hand does not heal between missions, you have to actively heal it in the hospital.  As vitality depletes your risk of injuries (permanent debuffs to stats) goes up.  Those can be healed in the cathedral with enough time an money. 

"Light" armor units are bows and mages, and tend to rely almost solely on skills and HP for protection and fight at range. 
"Medium" units are the only ones I tend to have issues getting injured.  These are rogues and spellsword archetypes.  I'm fairly sure the game is cheating with the 'hide' mechanic of the rogues.  It always seems to discover them with a melee unit just before all the archers move in the turn order.  Even if they're behind my heavy units the enemy archers typically find ways to hit these guys. 
"Heavy" can and will take hits. 

Let's see if this works....easy rewards based decisions on missions now:



There are a few opportunities for surprises though.  Fall on wounded priest during mission.  In my mind I was thinking heal wounded = rightful.  Game read it as help priest = Christian....so I'm now a little behind on my old faith progression. 



I should have killed the [progeny of unmarried parents] but gotta tick the rightful boxes...



Which brings us to Loyalty.  More than in the old games, loyalty has tangible effects.  I chose to highlight what's impacting Gwens here, bu that bar behind that indicates she's getting stat boosts by being loyal.  You get debuffs to disloyal knights, which has led to me trimming the house as we have gone.  Nearly all my knights are rightful and/or old faith now.  The neutral knights just don't get enough bonuses to keep up. 




Offline Unorthodox

Re: King Arthur: Knights Tale
« Reply #4 on: February 26, 2023, 12:48:15 PM »
And of course I've always adored their art. 

I think I can do that with the fire pit for Halloween...



And they decorate standing stones too...


Offline Buster's Uncle

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Re: King Arthur: Knights Tale
« Reply #5 on: February 26, 2023, 01:05:02 PM »
-I'm telling you, Mayan step pyramid cinderblock stucco-ed shell around the toolshed - easy to redress as anything else by the nature of it.  Probably need to turn the shed first, though...

Offline Unorthodox

Re: King Arthur: Knights Tale
« Reply #6 on: February 28, 2023, 04:34:06 PM »
The shed is nearing a need for a complete tear down/redo. 

Not opposed to submitting mayan pyramid shed to the city for approval when that happens. 

Though passage tomb would fit with the circle...maybe even better. 

Done right I can even make a hidden greenhouse in it. 

Offline Buster's Uncle

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Re: King Arthur: Knights Tale
« Reply #7 on: February 28, 2023, 04:46:30 PM »
Enthusiastic  ;b; ;b; ;b; .  Doooo iiiiit.

Offline Unorthodox

Re: King Arthur: Knights Tale
« Reply #8 on: March 06, 2023, 01:51:24 AM »
Running into some actual difficulty finally. 

I've got wounds everywhere, getting me ass handed to me in this mission.  Fewer and fewer options to repair armor mid-mission coupled with enemies STACKED with CC skills that mean half the time I'm stunned in one way or another for a turn.  (playing on hardcore/no save scum mode whatever this game called it)

Offline Unorthodox

Re: King Arthur: Knights Tale
« Reply #9 on: March 07, 2023, 04:43:06 PM »
So I eeked out a phyrric victory on that one.  Going to cost me more than I made in healing.  The next couple side missions have been relatively easy by comparison so it seems to be something of an aberration. 

I am hitting some serious performance issues on the computer though.   Battles getting that big.  I've turned down the graphics but that's aiding minimally. 

The laptop was a mid-top tier gaming laptop....10 years ago, so it's not terribly surprising to run into issues. 

Offline Unorthodox

Re: King Arthur: Knights Tale
« Reply #10 on: March 13, 2023, 04:08:23 PM »
Alright it seems the massive difficulty spike is that one mission.  But I will say whoever did the progression in this game messed it up.   

Missions all have a level, and you basically want to be equal or above the mission level.  But, I'm now in a position where my knights were all under leveled for the main mission.  Knights at level 15 vs level 16 mission.  This is likely due to me trying to keep everyone evenly leveled and swapping out knights too much.  However, finishing the level 16 main mission unlocked a bunch of level 14-15 side missions.  Sure would have been nice to have those to build people up for the main mission.

Unlocking tier 3 skills on the knights seems to indicate a RPS system in place. 

Defender (sword and shield) knights are best against archers by virtue of taunting them as they can't be hurt by ranged. 
"Champion" knights are for taking out sword and shield
Arcanist/wizard knights are for taking out champions
Archers unlock ways to deal with arcanists. 

Supports and vanguards kind of hang out on the fringes

Offline Unorthodox

Re: King Arthur: Knights Tale
« Reply #11 on: March 16, 2023, 07:30:27 PM »
Caerbannog easter egg bonus points. 

In fact, Lancelot seems rather closest to his spamalot iteration...

...for that matter Bedivere fits spamalot too presuming his poison counts as "the strangely flatulent Sir Bedivere" 

 

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