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Muffled cheeki breeki in the distance
Muffled cheeki breeki in the distance








muffled cheeki breeki in the distance

Each of your dudes can also learn one artisanal skill that allows them to do non-combat chores.

muffled cheeki breeki in the distance

Of course, crafting equipment is a lot more meaningful as every member of your small group of mercenaries relies on personal gear (as well as a few skills) to win. If you have crafting into your game, do it via a minigame that determines the quality of the finished product, as otherwise it’s just meaningless grind that could be cut out in favor of just bringing more money to a merchant. More than than that, crafting involves a minigame! This is something I’ve been raving about since Sims: Medieval. Towns have a neat screen displaying all the available business and cute building interiors for the ones you choose to visit. But just like in any other game, you can repair armor (as well as do quite a few other things) by visiting towns. Sadly, the Wartales features armor deterioration, which is… well, it all depends how you felt about it in Battle Brothers. However, if you do beat up a few shirt-haters, you’re treated to a post-battle screen where even corpses are counted as loot. The big difference here is that you can just find resources on the map without beating up a handful of half-naked men.

muffled cheeki breeki in the distance

Overland travel, however, is still real time, and thus very much reminiscent of Mount & Blade. You even start off within charge distance of the enemy as you don’t have the horses or the numbers to make large flanking maneuvers meaningful. In Wartales, instead of engaging in real-time field battles with fifty dudes hell-bent on drinking from your skull, you do tight turn-based tactics skirmishes. What if Mount & Blade was a turn-based RPG? This is basically the concept of Wartales – and I played the demo.










Muffled cheeki breeki in the distance