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Thank you - even though it was my first time, I left it on standard difficulty (captain, I think it is?) so I went ahead and turned permadeath on, just seemed like it'd be more fitting. But I am seeing now as I go into the mechanics that upgrades are tied to attributes, which increase with experience, so it makes sense to try and keep folks alive.
Now I'm trying to figure out who to upgrade first and how to create/add to sqquads effectively. Looks like a fun game, though!
Do note that as you advance through the game, your recruits start at higher level too. And there is tech (the middle tree) that further boosts the level of recruits as well as their starting Class Points. There is also an artifact (that you can find multiple copies of) that doubles XP and CP gain. And of course, if a unit dies it refunds the resources you spent on it. (Iron, horses, that kind of thing.)
This makes it much easier to replace losses quickly.
However, avoiding losses is still important, especially later on when you have super-elite high tier troops you have given powerful traits to, or unique mercenaries with spectacular stats.
Fortunately, there are also resurrection mechanisms in the game. They're limited, but important.
Early on the main thing to look for for is Donari temples, which can raise the dead for 300 gold a piece. They're not in all missions, but they are in many of the bigger ones. If you have squads that suffered losses you care about, try to walk them to those temples to raise the dead before ending the mission. Even if that means you take longer than the mission is supposed to, getting your good troops back is much more important than getting a few more research points for finishing fast.
I figure that ALMOST all vets to gaming such as myself (45 years video gaming) prefer the mechanic of permadeath. So therefore this game has 8 difficulty levels, 4 of which appeal to myself. I will start at story-mode permadeath. I am sure this will give me the greatest joy in playing said LEGENDS title. After such I obviously have the other 3 modes (difficulties) to play with once I happen to beat the game on this one! I am glad they also have the baby modes as I would refer to them as in the game (permadeath off). It is IMPORTANT to have options, just like one poster suggested a mechanic for being able to turn OFF the timers in newgame+ (maybe that has already been added?).
So yes, can anyone tell me how POSSIBLE failure is in any of the "baby" modes as I would refer to them as? Can you STILL fail the game somehow, and/or have to go back to a save? Or is it just respawn type stuff until you win (doubt it). So like I said earlier, the game has 8 BASIC difficulty modes from what I can tell, and an almost infinite amount extra (well lots) if you include newgame+ modifiers. Super glad to get into playing this what many refer to as AN OPUS MAGNUM of strategy gaming pixel perfection. Really luv the UI/looks.
So are you CONVERSELY stating that scum-saving is almost a mechanic built into the game...or as I am trying to point towards, can someone with experience (I have decades in gaming) play on EASY level without having to resort to a single scum-save (IE Voluntary ironMan as mentinoned = all mods start in the MOTHER of user created content = the imagination anyways). Would this PROVIDE a GOOD experience, as I refer to games WITHOUT possibility of loss to be essentially baby-games. I prefer MODERATE challenge with both good chances to win OR lose (maybe 2/3 win hahah).
Save before Arenas , you get only so many of them and if you don't kill clear the map with 0 deaths within the time limit you get less rewards , or nothing if you outright fail it.
The best way to optimize the arena is
-Only do bronze
-Have these squads:
1: A soak squad, 2 oracales and a paladin in front with pacifist and arcane barrier. Sin credo and resistance items. Keep it in cautious attack stance. This squad will be attacked by all the others and deal almost no damage in return, meaning they stay alive to be "eaten" by the ones you want.
2: A money squad: as many rogues as you can fit into one squad. NOT assassins, assassins will kill faster due to the weapon strength but will not steal more money for it. you want to keep the enemy units alive as long as possible for more thief attacks. Give as many as you can scavenger, skill items, and ideally sin credo, use cautious stance for the same reason mentioned above. This will net you far more gold over time. Don't ambush, and don't give the leader treasure hunter/fixed die as there are no item drops in the arena.
3: An XP squad: All the units you want to grind xp/cp for and give it donar's treatise. Use sin credo and cautious attacks as much as possible.
4: A capture squad: whoever you want to grind LDR for, and as many unloyal units as you can fit. Use this to capture the point at the end as that's the best way to get both.
5: An LDR squad: Barnabas with all the low LDR leaders you can fit in him. Have him hit stuff with cautious attacks.
For farming surrenders: Ideally get skull of rowdain. If you can't, then i've found the optimal way to do this is to have the soak squad mentioned above, then just use your best squads to force surrender everything, even if they have full morale. There's probably better ways to optimize it with target leader and such but i found it frustrating.
This game actually does not reward save scumming all that much. You can do it sure, but it's honestly easier to just let your luck play out.