Can we have the old groups added back?

I like the new combat controls… however it now makes it pretty much impossible for the regular townsfolk from being useful in almost any capacity. I had a soldier fighting a wolf right by two militiamen in fight mode, and they just stood there until the soldier happened to flee in their direction, where the wolf got close enough to trigger them to attack. The old group mechanic was also useful if you wanted to send a large group of workers far away to pick stuf up, we cannot do that anymore. So can we please have both?

1 Like

you can still grp them up the old way, just add to ur party of footman

1 Like

I belive the Desktop Tuesday mentioned a built-in militia party, as well as the ability to still make your own parties and use the move control with them. I haven’t played A14 myself yet though.

As it stands now, you cannot add non military hearthlings to one of the four color groups, and you cannot make a “workers” group. When you hit the town warning buton, anyone in the militia will go into defense ode and only attack things very close to them, this makes them useless, as they do not gather to a central point first. So if you wanted to use your militia to back up your soldiers for a hard fight, you would have to either make a gather banner and place it where you want the fight to be, then REMOVE all hearthlings from the militia, then hit the town warning button so they all go to the freshly places banner, then turn all hearthlings back on in the militia, and hope that they notice the enemy mobs when your all done.

1 Like

Look, there is a lot of bugs with the party menu as of right now. just report the issue’s and they will get addressed. I do agree, they need a party grp for just workers and crafter’s, so you can move them out of harms way. But i also like the new party system.

1 Like

I have to agree the new system is not working very well yet in A14 and is counter intuitive really. There’s no way to cancel an order… I had to post about it to find out that ordering another banner cancels the last one - but that’s really not a very ideal way to handle it. I prefer the old A13 method of a big red X to cancel the banner call. I also agree there’s no way to make a militia or non soldier group that I can see and there’s no real beneficial way to get your haulers to safety as they will just cower in place if you hit the town alert button. Lastly, after about day 20 and a footman group of 4-5 … the group banners really start to bug out and not work properly. Either the footmen get all bugged and run in circles in one spot, or they do nothing at all, or multiple banners appear and they can’t seem to sort out where to go.

No one’s here complaining - this is feedback. We need to let them know the overhaul changes from A13 to A14 on the Footman Grouping and Banner system is not really working very well. They just changed it all from A13 so I’m sure there’s a lot of tweaking that needs to happen before A13 stable is updated with any of these new interface and AI methods.

3 Likes