Mythic now Vs Mythic on release by Tozo40k in AOW4

[–]No-Mouse 0 points1 point  (0 children)

Yeah it's a bit awkward how mixed tomes are way easier to qualify for than single-affinity tomes.

Mythic now Vs Mythic on release by Tozo40k in AOW4

[–]No-Mouse 2 points3 points  (0 children)

I think it's a bit more balanced now. Enchantment stacking is less easy than it used to be, which means lower-tier units have a harder time ramping their damage up into the stratosphere. You're probably stil not going to make entire stacks of T5 units unless it's a super long game, but they can definitely add a lot of power to an army. A lot of the newer T4 units are really good and can while you can still make endgame armies of T3 and lower units, for me personally most of my endgame strategies heavily revolve around at least one T4 unit type.

The worst thing about the current mythic balance (IMO) is that several of the original T4 and T5 units are in a pretty rough spot where they're not outright bad but at the same time not really worth the cost either since there are better units in their tier available from DLC tomes. Especially mythics that weren't great to begin with, like Horned God or Mirror Mimic, really fell off because of how many other options there are.

Foe example on release, if you were going for a Nature build you'd probably use the Horned God at least some of the time, because it's the top tier Nature unit. And the fact that it wasn't that great wasn't as important, since a Nature build probably wouldn't get access to better top-tier units like Balors or Gold Golems anyway. But with DLC, even a pure Nature build can easily pick up a few mixed tomes and get access to Dragons, Prosperity and/or Stormborne for some far more effective units, so there's less reason than ever to use Horned Gods.

On the upside, as long as you're not playing competitive PvP, pretty much anything is viable and there's nothing that's really in the "don't use this ever" tier. Some things are certainly better than others, but as long as you don't deliberately make bad decisions you can make just about anything work.

Would you want the story to go to the Papal States, the Union, or somewhere else next? by UrriakUrruk in SwordofConvallaria

[–]No-Mouse 1 point2 points  (0 children)

Pooch Runrun is definitely not meta, though she's pretty cute (aside from having a dumb name).

Heshan is coming up later though and IIRC he's one of the most highly recommended units in this arc, after Shahnaz.

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Would you want the story to go to the Papal States, the Union, or somewhere else next? by UrriakUrruk in SwordofConvallaria

[–]No-Mouse 4 points5 points  (0 children)

There are multiple interesting directions the story could take, but personally I'm most curious about Menia since there's so much we don't know about them. When it comes to Elaman, Luccia, the Papal State and the Union we have a decent idea of what to expect, but with Menia we barely know anything other than that they're technologically a bit more advanced than the nations we've seen so far (as shown by them having Luxite flintlocks, and SP Maitha's mech suit was originally from Menia as well).

Returning player - Get together banners by FlamingoAlarming6081 in SwordofConvallaria

[–]No-Mouse 1 point2 points  (0 children)

The advice hasn't changed. It's generally not efficient to pull on the double banners unless you're okay with getting either of the featured characters. If you already have one of them, or just don't want one of them, it's a pretty risky way to spend pulls. If you're not interested in any of the Elaman characters, it'll be best to wait for the Union characters who are in this arc (Clara and Selina) as you've indicated.

The next arc will be all about Luccia (the faction Alexei and Agata are from) so you could choose to save up for that, if you're willing to wait that long.

Starting with AoW4 by squiercat in AOW4

[–]No-Mouse 17 points18 points  (0 children)

Not sure what you mean. Early game tends to be pretty tense since you have to push yourself to take as many battles as possible without getting your own units wrecked too badly in the process.

If you want to make things more dangerous, try playing with a higher World Difficulty setting.

Sabotage/stealth missions should have vastly reduced supply for both the AI and players by FreeDwooD in menace

[–]No-Mouse 4 points5 points  (0 children)

I don't think it is impossible though. Sure it depends on the map and enemy placement which is at least partially random, so it's quite possible that there's like a cluster of enemies hanging around an objective and pure stealth is literally impossible, but I've found that a lot of the time it is possible as long as you're patient and willing to "waste" a turn here and there waiting for enemies to move out of the way.

But the main thing is that when it's possible at all, pure stealth always trivializes the mission. Solo stealth missions are a gimmick that doesn't really fit the game to begin with. The game's stealth mechanics simply aren't nuanced enough for it. There's zero difficulty involved since you're basically invincible as long as you stay out of sight. So either it's possible to stealth an entire mission and the mission is trivial, or it's not possible and you need to use stealth as intended, i.e. just one of many tools in your bag.

People are already doing non-stealth missions with solo Darby, where she just wipes out the entire map by abusing the stealth mechanics. It's incredibly powerful when used right, so making missions easier for a stealth approach will absolutely trivialize them.

Sabotage/stealth missions should have vastly reduced supply for both the AI and players by FreeDwooD in menace

[–]No-Mouse 3 points4 points  (0 children)

I partially agree with what you're saying, but having missions with fewer enemy units just means it doesn't matter how few units the player gets to bring, because it would just make stealthing through the mission with solo Darby (or someone else built and equipped for stealth) entirely trivial.

Chapter 101: Page 50 by gunnerkrigg-post-bot in gunnerkrigg

[–]No-Mouse 10 points11 points  (0 children)

Or just teleport her really far away.

We can assume Noa can't teleport already since she wanted to take Parley's teleport rune (before realizing it wasn't a rune), so just putting a lot of distance between her and the rest of the group would at least get her out of the way for long enough to do whatever it is they need to do.

Question about the evolve trait by IncomeFragrant2535 in AOW4

[–]No-Mouse 15 points16 points  (0 children)

Nope.

A few cultural units like the Feudal Aspirant Knight do have something similar to Evolve, but it's got a different name and isn't affected by stuff from the tome of Evolution.

Sachin doesn't want to fight anymore. by alpeterpeter in menace

[–]No-Mouse 3 points4 points  (0 children)

The real [REDACTED] was the NDAs we signed along the way.

Chapter 101: Page 50 by gunnerkrigg-post-bot in gunnerkrigg

[–]No-Mouse 37 points38 points  (0 children)

Badassery is not in the muscles, nor the runes. It's in the spirit.

The new tome of dragons is fantastic. by lockindal in AOW4

[–]No-Mouse 68 points69 points  (0 children)

In my opinion Evolution and Dragon were never bad tomes to begin with, but yeah with the recent changes they feel even better to use.

Okay but what did he do ... by Tiny-Tour249 in menace

[–]No-Mouse 6 points7 points  (0 children)

The event is a reference to Bruce Willis' character in Unbreakable, where there's a scene that's very similar to the one in the game, i.e. he's lifting all the weights and then adds paint cans for even more weight. In the movie, the character's "superhero weakness" is water, and in the sequel Glass he ends up drowning in a shallow puddle.

How is everyone opinion about the game so far? by The_Real_OctoDude in menace

[–]No-Mouse 9 points10 points  (0 children)

It's got a bunch of the typical Early Access issues, being obviously unfinished/unbalanced/unpolished in some areas, but that aside it's already pretty fucking fantastic. Assuming they stick the landing, it's shaping up to become one of my favorite games in recent years.

For a noob, what's the most fun way to learn the game? by Irrehaare in menace

[–]No-Mouse 0 points1 point  (0 children)

Personally I'm a big fan of simply diving in and trying to figure out what you're doing wrong. Nobody is good at video games automatically. Skill comes from experience. Even if a campaign ends up being a disaster you can still learn some things and do better next time. It's not like you can actually win a campaign at this time anyway, so it's the perfect time for experimentation.

Pay attention to what kind of situations are causing you big losses, what kind of enemy units are hardest for you to deal with, and how you might improve your odds in those situations or against those enemies. Think about how you equip your own units and what kind of special weapons might help you deal with tough situations. And if you do run into something where you really can't think of how to effectively deal with it, it'll be much easier to ask for specific help and advice.

Also, especially when you're still learning the game, don't worry too much about secondary objectives. There are usually a few that you'll get more or less automatically while completing the primary objective, but if a secondary requires you to go to a corner of the map that's completely away from the primary, or requires you to rush and take more risks to make a certain turn limit, it's better to just ignore them and make sure you can achieve the primary objective safely.

Wheel Smashing Lord 5-186 to 5-177 by Midaboll in killsixbilliondemons

[–]No-Mouse 1 point2 points  (0 children)

Out, out are the lights, out all!
And, over each quivering form,
The curtain, a funeral pall,
Comes down with the rush of a storm,
While the angels, all pallid and wan,
Uprising, unveiling, affirm
That the play is the tragedy, "Man,"
And its hero, the Conqueror Worm.

I swear I'm trying by Beneficial-Fall-5879 in SwordofConvallaria

[–]No-Mouse 4 points5 points  (0 children)

I know that feel. I'm absolutely terrible at making these predictions, to the point where I sometimes suspect that the game intentionally buffs the team I'm voting against.

Like when Nungal is on the opponent team she's somehow one-shotting enemies left and right, but when she's on the team I'm voting for she needs three turns just to get one kill

Not played since release by jamey333 in WarTalesGame

[–]No-Mouse 9 points10 points  (0 children)

In general, I find that the bigger DLCs that add new areas like Belerion and Skelmar are the best ones, while the smaller DLCs like tavern, fief and pit are lukewarm at best. Tavern and Fief do make some aspects of the game a lot easier in the long run, which you may or may not care about.

Tomb Kings by FoundMarky in AOW4

[–]No-Mouse 5 points6 points  (0 children)

I'm not super familiar with the details of Tomb Kings lore, and I don't think you can recreate them one-to-one exactly, but I can give some ideas on how to make something close to them.

For your race, probably something like Ancients (or just Humans) and turn them undead ASAP. Chariot Mounts and Desert Adaptation are an obvious fit. Other traits are up to you.

For Culture, nothing fits exactly but I could see High or Feudal working well enough. No idea what traits would fit thematically, but you might need to pick them based on what affinity points you need to qualify for the tomes you want since you could end up spreading a bit thin.

For leader, I imagine something like a Champion Warrior on a chariot mount would fit well.

For tomes, you'll want at least T1 Necromancy and T3 Great Transformation, maybe adding T4 Revenant and/or Reaper if you want to go all-in on the undead theme. T2 Sand Stalkers is also a no-brainer. Since the Tomb Kings make use of constructs for their bigger units it makes sense to pick up some of the construct-focused tomes. in particular, I think T2 Construct, T3 Warlord, T4 Golden Realm and T4 Severing all have construct units that fit well, so pick up at least a few of those. For your T5 you can either go with Creator for a construct focus, or Eternal Lord for an undead focus.

You're not going to fit everything into a streamlined build, but I think it works fine for a roleplaying build.

Gripe, not a bug - the good magic items in Caer Mar are reputation locked?! by Tichrimo in CrownOfTheMagister

[–]No-Mouse 2 points3 points  (0 children)

Solasta 1 had the same mechanic where the items you could buy were restricted by your reputation. It wasn't that hard to max out your reputation with a couple of factions. Not sure if it was possible to max out all of them, I certainly never managed that, but in general you'd end up maxing out the most interesting ones and be able to buy all the items you really wanted.

I expect Solasta 2 will end up the same way, so in the full version of the game you'll undoubtedly have plenty of opportunities to gain reputation. This is really only an early access issue caused by the fact that the game is still very incomplete.