Getting slaughtered on campaign level 5. The enemies just keep spawning, is the win condition to kill them all?
That's the one where you need to survive for 10 turns. My advise: don't rush it, or you will run into a LOT of counter-fire. I had killed everyone by turn 8 or so, so it's possible to not only survive but really clean up. Other than that, I'm only at stage 7 currently. Played a bunch of quickbattles in between. Some of those are pretty tough for low-levels (everyone is 2 or 3), especially the one against the Necromancer. Completing stage 6 I got a pretty expensive (~10k) item as reward that none of my folks could use. Sold it and went on a shopping spree, significant equipment upgrade, got some really good stuff. Item price balance unfortunately still is really out of whack, just like in DR1: e.g. a +4% Dodge cloak for almost 3k is just overpriced for what it does. I got way better items for less. If I have time today, I'll post some equipment stats. Also noted: - Yerty's benchmark of finishing stage 10 in 8 turns - Stage 11 are 13 are supposed to be pretty hard, it seems Will report back how things went for me when I get there. Also, didn't someone comment that stage 6 was pretty hard (can't find that post )? Seemed ok to me, I learned my lesson from earlier stages - especially stage 5. On 6, I split into two groups from the start, NPCs on the left, my team on the right. No rushing in this time. Instead, I slowly moved forward as groups on the first few turns, picking off nearby targets only, and rolled up both flanks simultaneously, then converged in the middle for mop-up. I think the pincer attack was a bit much for the AI to deal with Seems to be the general outline so far: Rushing right in gets you killed very fast. Much better to hang back a bit, set up a killzone and let enemies come to you for the first turn or two. And I really have to think about my tactics, much more challenging than playing with the killergirl team in DR1, well done.
Is level 5 the one where you have to hold the bridge or the one where you have a bunch of Demons (including a big blue demon baron) and you have to break through the defended human lines? If it's the bridge, just try to move back and use the totem that's on the bridge to boost your troops and let the enemy come to you. Use your allies as the first line of defense and let them get cut down first. If it's the one where you have a lot of demons on your side, then you should let the big demons go in first and get chewed up by all the arrows / gunshots and come in the second wave. Watch out for the human general, he is very powerful. Have you played any of the quick battles yet? The first 4 quick battles are easy but designed to give you some XP. After that, the battles are randomized and some are hard and some easy. You can also replay an earlier campaign level to boost your team.
Stages 10-15 generally pit you against some hard hitting high hp enemies. Multiple units with life over 200 and one or two or 500, plus hitting around 12-18 per attack. These levels are much closer in combat, meaning it's hard to run far, so using a good team synergy is best, especially making sure skills that buff or debuff units affects as many as possible. For the earlier levels, I actually learned to withdraw, and if faced on multiple fronts, find the weakest link as I withdraw from the stronger units, and let them come to me. I soak up damage with my werebear and allow my orc to battleshout him to increase how many skills I'm able to use. My archers are used primarily to kill their ranged units first, starting with the mages (they're much harder hitting.) Obviously, you have to adjust your strategy depending on the level, but this is primarily how I draw the fights to how I want them to unfold.
You do start to face enemies that just have too many hit points and too much damage potential for you to kill quickly. Therefore, you need mages or archers with debuff skills to try and reduce their effectiveness before you can take them down. I like the Orc's battleshout ability too. He's a really solid character and I just love the idea of him kicking and shouting at wizard to "motivate" them to cast more spells. Have you used his war banner ability yet? It's more suited to a defensive strategy since the banner cant move but it's pretty great once it builds up its action points. Yeah, it really depends on your team composition. There are so many possible strategies. One of the more interesting I had was a team whose primary focus was summoning creatures (Void Walker's demonic portal, Shamaness' skeleton summon, etc.) to tie up the enemy and then a tonne of shooting from the Black Orc Warbanner, Void Walker's Warpfire and such to annihilate everything. If anything broke through, then the Black Orc would pick up his meat cleaver and finish them off. Worked well in theory but not always in practice.
Hey guys, Can I get some feedback on the blood stains that are left when a creature dies? Are they too thick / heavy? I'm leaning towards something a little softer and more transparent. Let me know what you think.
It's the one where I have all the extra demons and I did just as you suggested. I did kill the general and when I had a few enemies left, 4 or 5 more spawned. Nearly killed them and then 4 or 5 more spawned. I have not tried the quick battles but will give them a whirl tonight. Definitely need to level up and get some better gear, I suck right now.
I believe that's level 4. On level 5, there is a strong Templar general and few marksmanship that have mad critical skills.
I think it's fine when a single unit is killed, but sometimes it's a bit much when multiple units are killed around the same area.
Yeah, that's my feeling too. I'm not a fan of how it just pops into existence out of nowhere. I'm going to put in a smaller blood effect that gradually fades away. It's more in line with the blood impact effect that most creatures have when they die and I think it looks better. It'll be in the update that I submit today. I found a small bug that had crept in last night so I have to submit another build today to Apple.
I actually like the blood effect! Please make it an option if you can. I love when the void walker spears come from the ground and make the guy pop! Great game on campaign 16 trying to free the sorceress dungeon
I'm definitely keeping blood but I'm going to try a different blood splatter that is a little more realistic.
I think I farmed a little too much as I'm on mission 25 and they've largely been easy. I actually played the one with the crystal on extreme to see if I could farm it easily (19?) and found that I could take down the 6300 hp crystal in 3 turns. That said, I have had a lot of fun with the game and have found some pretty powerful synergies between characters that can make them one man wrecking crews. Lots of fun and keep up the good work. Few questions/ a comment: 1) Some of my troops max out hit % at 100 while others have gone as high as 185. Is the 100 accurate? 2) does dodge truly max out at 100%? 3) the void walker's Mutation skill often hangs the game (no inputs register for the characters and I need to restart the level) Keep up the great work.
Nice to hear about the update, especially the speed option and the camera fixes. Got a bunch of feedback lined up already, but want to get back to playing too So only this for now: The Shamaness summons might need some limitation. That big Dwarf pet in Stage 8? Surrounded it with her Skeletons and slowly took it apart, not dangerous at all I didn't even check yet if there are more Summoners than her and the Huntress; those mixed with good ranged attackers might be DR2's killer party. Shamaness and Huntress do make a good tag team: first one for mass summoning, second for healing the summons and ranged damage. The summoned Dragon seems worse than the Skeletons, and at least my Shamaness isn't that good with her ranged damage. And a question: Does tohit chance cap at 100, or does the sheet just not show higher values? And I am not sure yet if actual tohit chance in a battle caps out at 85%, or if it can go higher.
That's interesting, if you're finding the game easy at mission 25, I'd suggest just increase the difficulty. You'll get better rewards if you finish a level on a higher difficulty. Hit chance and dodge chance go from 0 - 200. However, the final hit odds never go in excess of 85% or fall below 15%. The attack formula is: Hit Odds = Attack Skill - Target Dodge Skill - Target Cover Bonus - Target Tile Bonus If the above Hit Odds is above 85, it caps at 85% and if it's below 15%, it stays at 15%. Therefore, while it's really helpful to increase your attack skill and dodge skill, doing so to even extreme levels will never make you completely invincible or hit all the time. Now, I may not be displaying the value correctly in all stat sheets so if you think your base stat should be higher and it's capped at 100 or something somewhere, let me know and I'll fix it. It's likely just displaying incorrectly on that particular stat summary. Nope ... it goes up to 200. See above. Yeah, this is a known issue. If you just hit the Home button and then go back into the app, it actually fixes it. No idea why this happens but I've fixed in the upcoming patch. I changed the mutation spell to just affect all friendly units (except the Void Walker) within 3 tiles.