We restarted on Stygian. Also playing with a more current version of the game.
JagreenLern's Crusader and Jason Liang's Bounty Hunter have not spawned. Everyone else is in (tindrli as Hellion, Servant as Arbalest, everyone else in their chosen class). Forgot to turn Deck-based recruitment off for a great chunk of the campaign, so for a while we were only getting Vestals and Arbalests and Plague Doctors.
Two men were drafted as we needed to recruit to keep fielding full parties. AngryEddy the Abomination and Thor Kaufman the Grave Robber seemed appropriate. Welcome to the kkk, men.
Grimwulf also just spawned in this week. I think he walked right in from the gRimworld LP. An alcoholic with hard nerves, roaring bellow, and commanding ability.
2 other Men-At-Arms spawned but this one had the best set-up. Space magic at work, obviously.
We've had only one truly awful expedition.
Week 7:
boot, Reinhardt (I had your name misspelled for a while, sorry, it's fixed now), Regina I. Perrin (vazhu, that's all I could fit in the text field) and MZeta went on a short trip to the Warrens. Wanted to break in the new arrivals and collect a half decent trinket .
Eldritch Killing Incense
+4% Crit vs Eldritch
+20% Damage vs Eldritch
(Occultist)
I planned on using Highwayman's riposte ability with the Antiquarian's guard + dodge buffing skill to keep the party mostly safe from harm ... But I forgot to actually train the riposte ability, or the point blank shot that would have helped burn down enemies quickly. boot also had a dodge debuff from drinking in town. Also thought MZeta and Reinhardts starter skills would work for us, but I really should have adjusted them. I just didn't expect much resistance, really.
End result was a fully afflicted party. Reinhardt almost died of a heart attack and survived a handful of deathblows.
Are afflictions a set thing for each hero? Do they have the same affliction each time or is it random? Where is the manual?
Warren feels more dangerous than Ruins, pig men are tough. That and the increased rate of enemy critical hits from Stygian, combined with low torchlight (we didn't run out, I just forgot to use them ) really punished our weak party set-up here, but we finished the quest and no one died.
Week 6 : We hunted down the Necromancer apprentice, which was pretty memorable. We took it on earlier than I would have liked and with what I thought was a substandard party, as there was an awesome trinket reward for it. (I thought it looked good anyway).
Holy Orders
+15% Virtue Chance
-20% Stress
+12% Death Blow resist
-20 blight resist
-20 bleed resist
We explored the lower wing of the dungeon and hit a bunch of rough fights. Eriador came onto the party already partially stressed and seemed to eat a critical each turn, so was quickly at his breaking point. Came down to Death's Door briefly but didn't get hit with any deathblows.
However, he managed to hold it together, somehow throwing out his own crits each turn, keeping his stress under control (he reached 98 at one point) all the way to the end.
Servant broke down against the Necromancer's Apprentice, becoming Masochistic, but the fight was nearly over so it didn't hurt us much.
Most troubling thing about the run so far- probably the lack of deeds. For a few weeks we had zero (0) deeds. Didn't find any at all in the dungeons. I've started converting them from other heirlooms, but weapons and armor have not been upgraded yet due to this shortage.
Our krew has had a rough time with luck in the town. Merc vanished for 3 weeks after he went on a gambling streak His absence was very noticeable as it happened nearly right at the start of our campaign. Caretaker always takes up needed resting slots.
Right now we're on Week 10.
New party members have come in at a trickle, the desired classes have been slow to spawn, and being unwilling to fire Heroes and take in fresh ones means we have had a slow start up with a lot of negative quirks accumulating, but I think we are mostly stable now. 15 Heroes, 11 unstressed, some usable trinkets, and enough gold to train a bit and head out on a medium length expedition.
Seems the key to getting strong is to open up the boss dungeons quickly so you can attempt them when you see a desirable trinket, and before you've outleveled them. That, and taking on longer dungeons as frequently as possible. Short length is not very profitable, unless you take the Antiquarian with you.
As long as you have a decent camp setup, medium-length dungeons don't seem at all more difficult than the shorter ones. Short dungeons should be left for when there is nothing better to do, or when you can't field a strong party, I'm thinking.
I like Grave Robber a lot. Deals out critical hits very frequently which helps a great deal with managing stress.
Flagellant having no negative affliction seems very broken, haven't played it but that seems like an obviously unbalanced class mechanic. I'm not touching it. Everything about Crimson Court struck a bad chord with me, I don't think it is wrong to assume the class they attached to their DLC is also shit.
JagreenLern's Crusader and Jason Liang's Bounty Hunter have not spawned. Everyone else is in (tindrli as Hellion, Servant as Arbalest, everyone else in their chosen class). Forgot to turn Deck-based recruitment off for a great chunk of the campaign, so for a while we were only getting Vestals and Arbalests and Plague Doctors.
Two men were drafted as we needed to recruit to keep fielding full parties. AngryEddy the Abomination and Thor Kaufman the Grave Robber seemed appropriate. Welcome to the kkk, men.
2 other Men-At-Arms spawned but this one had the best set-up. Space magic at work, obviously.
We've had only one truly awful expedition.
Week 7:
boot, Reinhardt (I had your name misspelled for a while, sorry, it's fixed now), Regina I. Perrin (vazhu, that's all I could fit in the text field) and MZeta went on a short trip to the Warrens. Wanted to break in the new arrivals and collect a half decent trinket .
Eldritch Killing Incense
+4% Crit vs Eldritch
+20% Damage vs Eldritch
(Occultist)
I planned on using Highwayman's riposte ability with the Antiquarian's guard + dodge buffing skill to keep the party mostly safe from harm ... But I forgot to actually train the riposte ability, or the point blank shot that would have helped burn down enemies quickly. boot also had a dodge debuff from drinking in town. Also thought MZeta and Reinhardts starter skills would work for us, but I really should have adjusted them. I just didn't expect much resistance, really.
End result was a fully afflicted party. Reinhardt almost died of a heart attack and survived a handful of deathblows.
Are afflictions a set thing for each hero? Do they have the same affliction each time or is it random? Where is the manual?
Warren feels more dangerous than Ruins, pig men are tough. That and the increased rate of enemy critical hits from Stygian, combined with low torchlight (we didn't run out, I just forgot to use them ) really punished our weak party set-up here, but we finished the quest and no one died.
Week 6 : We hunted down the Necromancer apprentice, which was pretty memorable. We took it on earlier than I would have liked and with what I thought was a substandard party, as there was an awesome trinket reward for it. (I thought it looked good anyway).
Holy Orders
+15% Virtue Chance
-20% Stress
+12% Death Blow resist
-20 blight resist
-20 bleed resist
We explored the lower wing of the dungeon and hit a bunch of rough fights. Eriador came onto the party already partially stressed and seemed to eat a critical each turn, so was quickly at his breaking point. Came down to Death's Door briefly but didn't get hit with any deathblows.
However, he managed to hold it together, somehow throwing out his own crits each turn, keeping his stress under control (he reached 98 at one point) all the way to the end.
Servant broke down against the Necromancer's Apprentice, becoming Masochistic, but the fight was nearly over so it didn't hurt us much.
Most troubling thing about the run so far- probably the lack of deeds. For a few weeks we had zero (0) deeds. Didn't find any at all in the dungeons. I've started converting them from other heirlooms, but weapons and armor have not been upgraded yet due to this shortage.
Our krew has had a rough time with luck in the town. Merc vanished for 3 weeks after he went on a gambling streak His absence was very noticeable as it happened nearly right at the start of our campaign. Caretaker always takes up needed resting slots.
Right now we're on Week 10.
New party members have come in at a trickle, the desired classes have been slow to spawn, and being unwilling to fire Heroes and take in fresh ones means we have had a slow start up with a lot of negative quirks accumulating, but I think we are mostly stable now. 15 Heroes, 11 unstressed, some usable trinkets, and enough gold to train a bit and head out on a medium length expedition.
Seems the key to getting strong is to open up the boss dungeons quickly so you can attempt them when you see a desirable trinket, and before you've outleveled them. That, and taking on longer dungeons as frequently as possible. Short length is not very profitable, unless you take the Antiquarian with you.
As long as you have a decent camp setup, medium-length dungeons don't seem at all more difficult than the shorter ones. Short dungeons should be left for when there is nothing better to do, or when you can't field a strong party, I'm thinking.
Grave Robber conversation
I like Grave Robber a lot. Deals out critical hits very frequently which helps a great deal with managing stress.
Dayyālu defends Flagellant
Flagellant having no negative affliction seems very broken, haven't played it but that seems like an obviously unbalanced class mechanic. I'm not touching it. Everything about Crimson Court struck a bad chord with me, I don't think it is wrong to assume the class they attached to their DLC is also shit.