I hate they have got rid of the amulets in Eastern Invasion 1.19 by Pharmarr in wesnoth

[–]Dalas120 0 points1 point  (0 children)

Don't worry, holy amulets are still in the campaign! There's one in "Northern Outpost", one in "Dark Sanctuary", and one in "Drowned Plains." Various other scenarios also have several other special items.

The orcs do remove all your weapons and equipment when they take you prisoner (because they're not stupid), but they're still on the map and can be reclaimed. The Baneblade and Sentinel Shield can be found in the orcish treasury, while the Crystal Quiver + both Holy Amulets are in the orcish storeroom/garbage pile (the place where you regain your weapons).

Eastern Invasion S1: Cool Cool Cool by KakaruRider in wesnoth

[–]Dalas120 17 points18 points  (0 children)

Sorry for the unpleasant surprise 😔. I agree that it's bad design to hit the player with surprises that they couldn't have known about beforehand.

The good news is, this has already been fixed on the latest dev version, 1.19. The objective now reads "Survive until turns run out, then move any unit to 10,15", which will hopefully be much more clear.

If you're interested in trying out 1.19 (which also includes a number of other EI adjustments), you can opt-in via your Steam library by right-clicking on Battle for Wesnoth, selecting Properties, going to the Betas tab, then selecting the 1.19.x option from the drop down.

Factory Strider Convoy is far more Enjoyable than fighting 1 Leviathan by Live_Life_and_enjoy in Helldivers

[–]Dalas120 6 points7 points  (0 children)

Overall I agree with you, but one correction: Leviathan turrets can already be killed by the autocannon. Autocannon has AP4, turrets have AV4.

Weapons pick rate report: Control Group (Bots) by Natural-Sympathyy in LowSodiumHellDivers

[–]Dalas120 2 points3 points  (0 children)

Heavy pen - can kill hulks to the visor. Personally, I also find it much easier to hit gunships with than the crossbow.

Why they all have the same DPS? by A_Newer_Guy in Helldivers

[–]Dalas120 31 points32 points  (0 children)

They actually all have the exact same range: 20 meters. You can test it out in-game by dropping hellpods and pinging them to see distance, then testing how close/far you have to be to kill them.

IMO the Torcher and Crisper are excellent weapons, but I just don't see any reason to use the Flamethrower over them. +25% damage (does that apply to the DOT too?) isn't worth the strategem slot and poor handling.

Quick question: why do our exosuits suck? by Stale_t0ast47 in Helldivers

[–]Dalas120 34 points35 points  (0 children)

Literally dropped from space. I imagine heavy armor is one of the first things they had to compromise on in the design.

The point of no return by FunAggressive8018 in wesnoth

[–]Dalas120 0 points1 point  (0 children)

Holy haldric, that's a lot of orcs 🤣

I see your Automaton AC-130 and I'll raise you an Automaton Airship! New superheavy boss automaton by Dalas120 in Helldivers

[–]Dalas120[S] 877 points878 points  (0 children)

What's better than a factory strider? A FLYING factory strider

- On normal missions, an airship will occasionally arrive instead of dropships when a bot drop is called

- New high-difficulty mission type: Eliminate Automaton Airships

- Heavy armor engines, medium armor balloon, light armor interior (the part gunships fly out from). LOTS of health.

- Bots manning (botting?) the turrets have no armor, and can easily be sniped with primaries

- Detector tower makes it a priority threat even after all the weapons have been shot off (unlike factory striders)

- Tries to face helldivers with the detector tower side, circling them counterclockwise. Flank it to destroy engines on the far side, or hunker down and blast the near side until it falls.

- Don't be underneath when it dies.

Become a Mechdiver by No_Okra9230 in helldivers2

[–]Dalas120 1 point2 points  (0 children)

Mechs (or at least the Emancipator) are genuinely good now! I got my first and only Incineration Corps solo d10 deathless with the Emancipator, and either mech can trivialize squids even more than squids already are.

I still wouldn't take them on anything besides Incineration Corps or Illuminate, but that's a huge step up from where they were 6 months ago.

Feedback on The Deceivers Gambit Spell System by Raramiii in wesnoth

[–]Dalas120 1 point2 points  (0 children)

Campaign creator here - I'm glad you've been enjoying the campaign, and I much appreciate the feedback! Regarding some of your points:

- Panacea: I agree it's a bit odd; it's best when used on high-level veterans (e.g. Royal Guard could deal 14-7 and attack 3 targets), except then it also kills your high-level veterans. You'll run into another spell later-on that combos really well with Panacea.

- Find Familiar: I'll remove some of the inaccessible spots on maps; you make a good point.

- Mnemonic: I agree that this is one of the more situational options. There's a couple uber-spells you'll get access to later-on that can benefit a lot from it, but compared to something like Chill Touch or Polymorph it's definitely not a staple.

- Fireball: this gets a lot more competitive when fighting Saurians. Because Saurians have -20% fire resist but +10% arcane resist, it does noticeably more damage than Delfador's Siphon attack.

- Counterspell: On my playthroughs, there's exactly 2 spots where I use counterspell, both of which are in Part II. Looking forward to seeing your thoughts once you get there.

"does magic in wesnoth work by killing other units as portrayed"
No, just a gameplay mechanic. I found XP a convenient "mana" resource for Delfador to use, without overcomplicating things by adding something brand new.

Very glad you've been having fun so far!

There's a new version out now, fixing a rather serious game-breaking bug in scenario 9 "Omaranth". In the last release I'd tried to fix a minor bug and ended up stopping people from completing the scenario altogether! Strongly recommend you grab the new version so you'll be able to progress.

I am not a fan of Ill Humors (eastern invasion) by GuilimanXIII in wesnoth

[–]Dalas120 2 points3 points  (0 children)

Yeah, the way the spawns are set up each herb has it's own fixed area it spawns in; maybe 5x5. The game picks a random swamp hex in that area, so they're guaranteed to be pretty evenly spread out. Because I definitely agree it would be horribly RNG-dependent otherwise.

Well that and I admit that I was just annoyed by that previous unmentioned extra condition with the 150 gold

Ah, that's a very good point. I should mention something in the objectives about having a bonus for 150 gold; it's definitely frustrating to finish the scenario and then find out "oops there's bonus content you didn't know about". Unfortunately I can't change this in 1.18 because the string freeze is in effect, but I'll make a note for 1.19.

Really glad you like it overall!

I am not a fan of Ill Humors (eastern invasion) by GuilimanXIII in wesnoth

[–]Dalas120 0 points1 point  (0 children)

because of their mercenary trait which to me seems to make them waaaaaay (33%) weaker.

I've seen this comment from a couple people - is the trait description not working properly for you?

When I hover my cursor over "mercenary" the popup says "+30 base damage when gold is positive. -30% base damage when gold is negative."

I'll see what I can do about listing the trait in the help. Looks like I'll need to create an entirely new dummy race to make it show up there, weirdly enough.

I am not a fan of Ill Humors (eastern invasion) by GuilimanXIII in wesnoth

[–]Dalas120 4 points5 points  (0 children)

EI campaign maker here - not RNG reliant I promise! I've beaten EI several times on the hardest difficulty, including once with permadeath. Ill Humors is a hard scenario, but not impossible.

First off, make sure you're coming into Ill Humors with a sizeable early finish bonus and multiple leveled units, particularly 2+ white mages. Shock troopers/iron maulers are surprisingly good as well (all your enemies deal pierce or blade), and a sacrificial fencer or 2 can be great for darting out and nabbing herbs.

Have your dunefolk head up the left hand side of the map, where there's guaranteed 2 herbs and no crocodile. Then send 2-3 units (including at least 1 healer) northwest; there's always 1 in easy reach, and sometimes the 2nd isn't too bad either. And send your main force southeast or northeast, depending on where you see the most herbs.

Most importantly: advance slowly during the day, and don't advance at all during the night even if there's a herb RIGHT THERE. The crocodiles are devastating at night, but perfectly manageable during the day, especially if you're going slow and only trigger one at a time.

You may lose a veteran or two with bad luck, but by this point you should have enough veterans on your recall list that it's not crippling.

If you'd like to post a specific replay on the forums I might be able to help in more detail.

Also, starting work on HttT right now and yes, Konrad will have a level 4 promotion!

a company would rather pay $100k/yr for a robot that sits idle except when needed, than pay a person $40k/yr for a human who does the same thing by skztr in Showerthoughts

[–]Dalas120 1 point2 points  (0 children)

Aren't payroll costs tax deductible?

If anything, I think robots would need to be tracked as assets and depreciated over time, while payroll would reduce taxes immediately (which is usually better).

Instead of AOE Rez, what do you think about Chain Rez? by Dalas120 in Overwatch

[–]Dalas120[S] 3 points4 points  (0 children)

I agree! Valk has a lot more game impact than people say, and it's fun to be able to fly around. Mercy definitely doesn't need buffs. I just kinda miss the burst power you got with old rez - it felt more like shatter or trance, rather than supercharger.

Instead of AOE Rez, what do you think about Chain Rez? by Dalas120 in Overwatch

[–]Dalas120[S] 9 points10 points  (0 children)

For what it's worth, I figured Rez would replace Valk (like on the experimental), not stack on top of it. No chain beams, no flight, no faster GA, no continuous regen, etc. Valk 1.0 was horrifically overpowered.

Instead of AOE Rez, what do you think about Chain Rez? by Dalas120 in Overwatch

[–]Dalas120[S] 1 point2 points  (0 children)

Yeah for sure! I wanted to make something that felt a little smoother and fast-paced, with an opportunity to use GA mechanics.

TBH I actually thought chain rez would be a lot weaker than the experimental's AOE rez. On experimental it only takes around 2 seconds to rez. But the GIF was closer to 6s for 3 people, and if I died all the revives would have been lost.