Thats actually a good way of looking into things Thanks for the personal answer, actually ive been following you a bit since the first game but never took the dive, today im buying both games, eager to try them both out # Always happy to support indie developpers, and I must say I am very impressed by your presence on the boards here, only one other game I know got this kind of awesome support and it was Siralim 2 (Which i am very fond of, its another indie gem definitely worth trying). Ill post first impressions once I played a bit, Ill most likely start with the first though ! And gratz Xandrak, you are now immortal ###
His max AP is 100. He's a wrecking machine. I focused on damage absorption and dodge and hit % with him but gave him enough AP to be able to do some real damage.
Very cool! You can probably guess that my werebear did a lot of the heavy lifting although it was a team effort. Would it be possible to make it so that when you add new members to the team that it creates a bench you can pull from instead of replacing a current team member? They'd be saved with their attributes and gear and you could manage which people are on your team? I've found my current lineup is really effective but I'd like to try out the other characters with them instead of creating a new save. Here's my lineup as of now: Werebear Shadow Ghoul Void Walker Black Orc Huntress Demon Knight On normal the shadow ghoul does AOE, the werebear takes out the heavy hp units, the huntress has 16 range and high hit and crit so snipes everything far away that could create problems (portals etc) while the orc and knight take care of whatever gets close. I really just use the void walker to buff as he can get off both his 5th and 6th skills on the first turn. In extreme I do the same but with a little more caution. E.g. The shadow ghoul will wade in and blast and then teleport back out. This has been a fun and effective team but I will definitely be trying out other characters.
Sorry for spamming this thread but I've enjoyed the game enough that I've been playing a ton. Managed to beat 30 on extreme. I did lose my Huntress (too squishy given how many directions the mobs attacked from) but the rest survived. The key was using the Ghoul to reduce crit resist for the tough mobs and the werebear to take them down in a single turn each using a lot of crits. I think it was 7 turns but may have been 8 to clean up the last three portals (no Huntress so had to run all the way to them). I've also been playing the mags arena quick battles on extreme. I like the variety. A nice one was the one with the high priestess where she has charm and you can't kill her but need to survive for 10 turns. Thankfully some abilities stop the enemy from using skills (Ghoul in this case).
With your achievements, please do spam. I enjoy reading how other people better than I, play the game; we can learn a lot from what anyone writes in this thread.
Recent thing that bugged me: reopened a battle crashing in the middle of round (number) only to find that the position of the characters reverted to their starting position during round (number) BUT the Action Points that were used didn't revert to the initial value early in the same round.
Please continue to post your thoughts and feedback. It's super helpful to learn how experienced players play the game and what strategies work and which don't. It's incredibly helpful to a games designer. That's a great synergy between the shadow ghoul and were bear. I hadn't considered it myself but I really like it. The level with the high sorceress where you're not allowed to kill her is fun. I really liked putting that one together. Using the shadow ghoul to prevent her from casting spells is a great way to neutralize her without killing her.
So action points are regenerated a random amount each turn. When you load a mid-battle save, you load back to the start of the turn and then the game has all characters recover a random amount of action points. Therefore, I don't think it's really a bug but more just when the mid battle save is taken. Since it is recorded before the action points are regenerated, it's possible that when you load back to that point that a totally different amount of action points are regenerated.
Regarding extreme difficulty, do you guys think i should also increase the number of attacks and counter attacks that the enemy has? I increase most other stats but I don't think I modify attacks / counters.
I see. I don't think the randomness is at fault here because no AP was generated specifically for the characters that used their skills before the game crashes. 1. My werebear and I think the witch/enchantress used their skills until they have no AP left. 2. The game crashes. 3. I restarted the game but now the AP is empty for both of them. This has happened multiple times and they all culminated with those who used skills before crash will have no AP after I reload the game even though the game backtracks to the start of the round. I could be wrong here, so I will observe again and see whether the pattern repeats itself.
Loot I don't know if it's because of my lack of progression but I always seem to only get 1 piece of loot per battle. Occasionally I will see 2 and on one occasion I have seen 3. With an average of 1 piece of gear per level i will obtain 30ish pieces of gear after completing the campaign. I need 11-12 pieces per character so 66-72 pieces per party. Is the game really that dependant on shop purchases to outfit your players?
Same here. Although for me, the loots are all vanilla eg. most of them are plain and have no enhancements.
That's interesting ... I'll take a look and test on my end. To be honest, the characters should never start a turn with 0 AP since the regeneration is always between 1 to Max AP (+ any AP benefits from items / buffs / terrain effects). So if you start any turn (except turn 1) with 0 AP, then it's a bug.
On higher difficulties, the quantity and quality of items increases as does the gold reward. Also later campaign levels have progressively better rewards so you will receive more / better items as you progress in the campaign. In my play throughs, I don't spend a lot of time in the store so I wouldn't say it's essential. There are several ways to build a strategy ... I didn't focus too much on items and instead focussed on team synergies and a play style that maximized the odds of getting divine favour during battle. Then on harder levels, I used that divine favour to help me get through the levels. In case you're wondering, the chances of divine favour increase the more enemies and enemy leaders you kill in a single turn. So if you can try to build situations where a large area effect spells kills a lot of enemies in a turn, you have a good chance of getting favour.
That would be a good way to do it but pretty hard to code with the current way I've done it. I'll take a look and see what could be done. For the moment, when you switch out a character, the character's equipment and XP / level / stat bonuses just transfer to the new character class. So if you switched your were bear for a blood shaman and decided you didn't like the shaman, as long as you switch the blood shaman back tot he were bear class, he will be exactly the same as before. So as long as you remember witch slot number you switched out your character for and revert back to that same slot, you'll always end up with the exact same character again. That is a really effective team ... I can see a lot of synergy. I'm hoping the new character classes will be as well designed as the earlier ones and give you some new variety.
Tough one to answer. On extreme the mobs have so many hp that their main ability is just outlasting you unless you're hitting for 200+ per attack. If they start getting more attacks that would mean that you couldn't get up close as even at 15% hit odds they'll take out guys easily since characters tend to be closer to 100 hp than the 3k+ of the mobs. The best hp regen items I've seen only regenerate 15 on the high end so you'd get worn down pretty quickly. I do think some more counters makes sense as there is always strategy in who you have attack first and the ability to time healing spells. Maybe an extra attack and a couple extra counters? Depends on the mob as some have big hitting attacks while others have multiple smaller ones. Don't know that this helps you as different play styles will be impacted differently by such a change. My group could use more challenge but the next configuration I try could be totally different.
Sounds like you can move your team around to max the abilities they've randomly received from levels? You can probably guess I like min maxing so that's an interesting idea.