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About bdavisshannon

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  1. Congratulations and thanks for the game. Spend as much time with your family as you can!
  2. Yeah, the dying Cradles creating 3 seeds was a great change and it can get messy when the Advanced Seeds get Pack Hunter. I've had Advanced Seeds do 7+ damage in one hit.
  3. Just got a chance to take a look at 1.0 last night and I'm liking a lot of the little changes. My personal favorite is giving levels to the pawns to subtly let players now when they are behind the level experience curve. Nice simple solution. What's your favorite change either from Early Access to 1.0 or during the beta period?
  4. This reveal bothered me. Not because the parents were actually people, but because it seemed a little far fetched that Shay would forget his parents were real people (I mean it fits with the theme of player knowledge and character knowledge not necessarily matching up (shay knew, but we didn't), but still). All it really needed was Shay's father going "I know it's been a while, let's see . . . 1, 2 . . . 8!? Has it really been eight years since we've had time to see you?" and I would have totally bought it because Project Dandelion did depend on isolating the boy and so I could see the constant emergencies and repairs keeping his parents away. I mean, I buy it anyway and I generally like it. It was just the particulars of the reveal that bothered me.
  5. Yay! Can't wait for 1.0. Although, of course, I will. Very patiently.
  6. I've heard the point several times the wiring puzzle was boring and repetitive, but . . . I really don't understand it. I felt like it was very straightforward and easy to solve. The only real problem I had with it was that the initial wiring pattern was hidden in that photograph (and at least Shay tells us the solution is back on the ship). Beyond that, the way to solve it was: 1) Have items: photo, hexipal, charging station, wire. 2) Try wired hexipal in charging station. See patterns. Rewire one more time to get rest of nodes. Write it down. 3) Wire hexipal according to photo. 4) Put in charging station. The second pattern is just wiring up the next pattern from the log book. The puzzle is how to use the hexipal. The third pattern needs a little guess work, but the puzzle is really where to use the hexipal. Perhaps I'm biased because I initially thought it was going to be a complex environmental puzzle (there is a blue version of one of the symbols outside the control room on the ship--so of course the puzzle must be finding the symbols in the ship and figuring out how they are related! Of course. Oops) . . . However, this makes me curious about where people ran into trouble because I can see how there would be two distinct sticking points. How long did it take you (meaning anyone, not just serjay) to figure out the actual logic of the wiring puzzle versus finding that first pattern in the photograph? Most of my time was spent finding the pattern and I did find that frustrating. Once I did that, it was maybe three minutes tops to solve the rest of the puzzle.
  7. Actually a good point. There's no reason to suppose it wouldn't have a long range, and I can imagine a fun way of delivering the puzzle information could have been have Vella tell stuff to Marek and have Shay hear that, or have Marek accidentally leaking stuff back that he heard from Shay. "I am afraid that young Shay may not last long, left to his own devices in the Badlands. In the latest transmissions from him he seems to be under attack from a snake known as 'Mr. Huggy'." or something. It wouldn't work in all cases, but I feel like they could have done something with that. I actually assumed they were going to do this at some point in Act 2 and was very surprised when they didn't. The earpiece seemed like the perfect way to get communication going on between the two.
  8. I can't wait to get a chance to sit down and watch this!
  9. It does seem strange that that level 9 combat veteran I retired to the Sagewrights Guild suddenly can't take a hit or do any worthwhile damage . . . .
  10. See I use them all the time--especially against wrinklers. If you have a bad battle against wrinklers they can seriously cripple one of your heirs to the regency. Personally, I like having them early on, the main problem I have is that they are SO effective across the game. They combat the increased abilities of the Advanced Wrinklers and Lapses and I believe (because I haven't noticed this power at all) that they impact the Advanced Lapses cooldown ability. I think they are a very valid strategy (I personally play to absorb damage rather than avoid), but they seem overpowered right now.
  11. Playing through the game on Easy (after playing on Normal and Hard), I can say that one of the biggest things that seems to impact difficulty of individual battles (outside of the experience of the heroes) is the mix of pawn types and their numbers. The least satisfying battles are those where you are fighting a bunch of lesser powered pawns (seeds, lapses, ruptures) with no higher powered pawns (cradles, twitchers, wrinklers). The most satisfying seem to be the ones that have a few high powered pawns grouped with a large number of lesser pawns. Or, of course, just a huge number of high powered pawns The absolute least satisfying is when a map says something like Cradles and seeds and then it turns out there is only one cradle, which you killed at the start of the level. You plan for dealing with cradles, but then you don't really need to deal with them and you spend most of the level just mopping up. The Advanced Pawns do help mix this up as pawns like seeds, ruptures, and lapses begin to pack a surprising punch (especially when those seeds get together as a group and just take turns beating up on a single hero). Basically, diversity in the pawns you are fighting and the appropriate ratio of each type seems to be what makes for an entertaining battle. I had one last night where I was fighting advanced seeds, lapses, and wrinklers. Some of the seeds turned into cradles and some just ganged up on my heroes. I then had to balance that against taking out the lapses little hits (I had wunderpants, so that wasn't a concern) and taking out the wrinklers as fast as possible. Having to juggle these concerns was really entertaining. The same thing happens when you have three or four twitchers on a map surrounded by tons of smaller pawns. As a side note: it feels like the way armor works makes things less interesting. In the first half, once I research advanced armor, I can generally just take hits and outlast the pawns . . . .
  12. So against my better judgment, I started up an easy game (iron mode) to test out running lots of keeps. At year 130, I have five keeps (one hunter, two caberjacks, and two alchemists), a crucible, and a sagewright's guild. At this point, it doesn't feel worthwhile to add another keep, but I might just do it to see how it runs. Aside from the insane number of heroes I have (and the difficulty in managing them), the biggest thing I've noticed is how much recruiting/finding heroes is not communicated to the player as essential. And it is essential! To get your kingdom off the ground, you're going to need to either recruit heroes at least once or aggressively pursue rescuing heroes from cadance attacks. If you want to found a bunch of bloodlines, you are going to need to 1) do this multiple times and 2) build keeps before you have a bloodline to install. Some of this can be in the loading screen tips, others can be added in the tutorial pop ups, but there's one thing that I think is highly misleading to new players: choosing your initial vanguard houses. Letting players choose the first five houses implies that those houses will be important to the game, but the truth is that in most cases, you'd be hardpressed to found three of those houses as bloodlines (Three keeps = about 18 years; Starting heroes age at end (if you're extremely lucky) = 33; Four keeps = about 35 years; Starting heroes age = 50). In all likelihood only two of those initial five houses will survive and if you don't pursue the second keep immediately, it might not even be that. I don't have a solution for any of this. I just wanted to point out that right now the game is implying something to new players that simply isn't true and there's currently no other communication to nudge them towards recruiting heroes or rescuing them from cadance attacks. (Oh, and I really do think talking about discovering new bloodlines, rather than recruiting heroes helps communicate the importance of the bloodlines over heroes to a new player, as well).
  13. This fits my experience pretty well. Once you figure out that the research largely doesn't matter (I still would argue that Advanced Armor and Recruit Heroes are it, with wunderpants being very useful and so often a must research since I'll have the time), the main strategy is 1) Keep fertility up. 2) Make sure you always have heroes of the right age (typically thirties) to become regent that are being leveled up in battles. 3) Avoid bottlenecks in marriages. The third one might be the hardest part of the game because you can't keep track of it easily, although point one can also be a problem if you don't immediately pursue bountiful as a trait for all your lines. And, granted, you have to keep doing well in the tactical battles, but for someone who has beaten X-Com, I would expect that to be doable first try on the hardest level (maybe I'm wrong there, though. I've never beaten it Perhaps someone else can speak to that). Although there's variation in the general build order you can do, if you prioritize this stuff, then you will get through the game and win. And if you do that, the final battle will also be a cake walk and you will never see your ancestors . . . which is disappointing.
  14. Awesome! Done with a newborn? Even more awesome.
  15. Good point. I had such a long play with just brewtalists, I had forgot the damage potential of other forms of alchemists.
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