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Selke

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Posts posted by Selke


  1. That's kind of my point - the Veil armor is pretty much undeniably better than the other Cadence armors, which makes Hunter Armor the de-facto choice to not research. Amping up the other Cadence armors may be the answer, or providing non-numerical bonuses to Tier 3 armors may be the right approach. But right now, I expect to need at least 1 Cadence armor, and Veil is always the top candidate.


  2. Every now and again, I'll end up with an open Crucible or Sagewright slot that I can't staff, or I'll install someone as Regent and sit tight on giving them a Partner. Maybe the Regent is still under 15 and I want to know his features before pairing him off, or maybe I'm sitting on a stockpile of Trainees and need one to age enough to become the Partner.

    You can mouse over each building in order to confirm whether it's fully staffed, but it'd be nice to be able to tell that without needing to hover over 10 individual zones. Can we get some kind of "Room Available" indicator so that this is visible at a glance? My first thought is a tiny pennant sticking out of each building with the occupants' core colors represented. Not the actual Bloodline banners themselves, just a basic, standardized pennant akin to the Scottish flag, showing the primary & secondary colors of the occupant(s). If you see a Crucible with no flag or a Keep with just one, you immediately know where to go when your roster fills back out.


  3. The game can be pretty swingy right now, but you're basically doing things right. I'd suggest building 2 Keeps right off the bat to help get your hero economy going, and I like getting a Crucible right afterwards so that you're spitting out relatively competent heroes. One interesting quirk in the current game is that Partners don't appear to contribute experience to their children. So you can put accomplished heroes in as Regents and pair them up with rookies that have (comparatively) good Traits and Personalities.

    Bulwarks have become pretty tricky since the initial build. Your best bet is to open with a shot from a Hunter, then follow up with a Caberjack using Knockback or Charge to stun them. You'll need two turns to kill them until you get a few levels under your belt. Cradles are straight up death dealers; no real tricks to them beyond normal ambush tactics.


  4. One other note re: research attractiveness. Veil Armor still seems like a bit of an outlier, even assuming (possibly incorrectly?) that the numbers on the Tier 3 Hunter Armor is better. My thought process has been that (1) I want members of all 3 classes, and (2) that I cannot complete Tier 3 armor research for all three classes due to time constraints and research competition. Therefore, funnel one class into Cadence armor, and research regular armor for the other two. Thus, Veil Armor isn't competing with Hunter armor, it's competing with the Rupture & Bulwark-based armors. Right now, that doesn't strike me as a very competitive choice given the risk involved in the former and the conditionality of the latter.


  5. I'm at year 218 of a 0.86 playthrough. Thoughts thus far:

    I actually did not have a tough time getting Keeps up; I put my second Keep on the "reduced building time" bonus, and I got a battle with -25% current research time right after starting my third. (Side note - it kinda sucks that this battle reward takes anywhere from a couple days to a bunch of years off depending on where you happen to be in the research process.) This is basically a best case scenario, but it was enough to get 3 Keeps and a Crucible up in the very start of the game.

    What the changes have done is led me to not fill up my entire country. I still have 2 open regions (5 Keeps + 2 Crucibles + 1 Guild), which was unheard of in previous runs. The escalating times are brutal though - I don't want to spend 30 years on another Crucible.

    Sagewrights don't feel terribly helpful. Basically all of the decent research is listed as "Slow" despite a pretty decent guild, and building a second Guild feels prohibitively time-consuming for such a small benefit.

    Items remain the least attractive research option. Steady Handers and Haste Hooch are still my core, and Veil Armor is a nice cherry on top. I've been sloooowly advancing through Alchemist and Caberjack armor, but the research times are brutal. Not sure I'll max both before endgame - might just go for Nation research instead.

    The deadliest part of the game is the Core Bloodline selector. I shepherded along the terrible nitwits bearing my name, which hamstrung my early game and ensured I'd be dealing with terrible genetics for the rest of the game. After I got them established, my Hunter keep with two 35 year old partners naturally decided to bear no children, leading to a hail-mary adoption in their 60s, meaning I had no hunters at all for something like 60 years. It was annoying, and having these happen in sequence led to a lot of roster issues. (And more deviously, Partner issues. Nothing like appointing a new regent and realizing that he's too closely related to all dozen of your available heroes.)

    Game definitely feels harder, but at least this run is indicating that the patch may have missed the mark.


  6. I haven't seen your post, but yeah, that's pretty much the logic. Rushing XP on a Standard still has a few positives in its favor. (1) Your Standard will be in multiple battles before the building is ready for him, whereas Regents often get hustled off to make babies after 1 or 0 fights. (2) Your first Crucible is frequently going to be on the "Bonus Crucible XP" tile, improving the ratio. And (3) even with a quick Crucible, you're still building Keeps ASAP, which makes the single Standard's XP more far-reaching than disparate Regents'. Best case is still probably the Regent XP route, but Standard has (or just had?) its perks.


  7. My main worry, is that it has made the already sometimes tricky early game harder without actually making anything else easier to compensate.
    This is an incredibly succinct version of what I was laboriously trying to get to. High five.

    It probably doesn't help matters that tech is more of a pool than a tree. Not having prerequisites to be concerned about, I just pluck out the items I care about (for me, it's Steady Handers first, Haste Hooch second) and ignore items for the rest of the game. Armor research has an element of progress to it, but the benefits feel comparatively modest, turning it into something of a luxury item.


  8. Update v0.86 introduced some major changes to the strategy layer. I'll let Brad do the honors.

    We’ve also made some big adjustments to the amount of time that it takes to create buildings on the map. We’re trying to make tactical tech more attractive as opposed to just rushing to build the map out. This is a work in progress and there’s more balancing to be done, but this should put the game into a state where the difficulty is more consistent throughout!

    The patch notes (LINK) have a full rundown, but the short version is that "adjustments" means everything takes longer to build, time ramps up faster, and Sagewrights provide a smaller research bonus.

    Discussion questions to kick us off:

    - Does this feel like it has affected your overall success rate?

    - What is the first Weapon/Item/Armor you research? When are you researching it?

    - When are you building your first Crucible? Your first Sagewright's Guild?

    - Are you following a strict early-game build order? At what point do you feel like you can proactively explore your options rather than reactively following a standard script?

    I haven't played the new patch yet, but just by reading the notes I'm not getting the impression that this doesn't address the issue of buildings trumping items at all. In my eyes, Massive Chalice is fundamentally an engine building game, and you will fail when the 50 year crunch happens if your engine isn't churning out enough heroes. In essence, hitting 3-4 Keeps is still essential, it just takes longer now, which ends up pushing out tactical research even farther on the timeline.

    My go-to build has been Keep 2 > Crucible 1 > Keep 3 > Guild 1, then branching out into tactical items and "luxury" buildings. Usually I'll need to Recruit heroes once or twice in order to fill out Regents and Partners. All in all, that's about 40 years of base building before touching any tech.

    In light of the changes, the Crucible rush (funneling all kills onto one of your starting heroes to install a ~level 4 Standard early on) looks less viable due to age. Going Keep 2 > Crucible now takes us to year 23 on the timeline alone, compared to year 12. That means that (1) the Standard will older, meaning less time to contribute his experience to Trainees, (2) I'm a Keep short of where I'd normally be at year 23, meaning he's contributing experience to fewer Trainees, and (3) I'm a Keep behind "schedule", which means the 50 Year Crunch is going to suuuuuuck. So my initial thought is to go Keep 2 > Keep 3 > Crucible 1, ending around year 35, and loading XP into Regents-to-be rather than a Standard-to-be.

    At that point, I'm not sure a Sagewright's Guild is worth it - by the time it's done, my roster will be bottoming out - especially in light of its reduced contribution. So maybe the net result is slightly earlier Steady Handers? I'm probably leaning towards a fourth Keep though.

    My overall take is that we're going to lose a lot more games, but the actual flow of tech won't change unless the hero economy is addressed by way of something dramatic, like giving us a second Keep to start the game.


  9. ... Don't plan on just soaking hits up. I mean. The game is turn based, I go forward with melee characters, they go forward with melee characters - my low level Alchemists run out of bombs and become melee characters - and then there is a lot of flailing and dying and a sensation that I am wasting my time, not making tactical or strategic decisions.

    If you think Keep Defenses are rough, wait until you get a Crucible or (gulp) Guild defense. At least you've got two bonafide heroes in the Keep to help out your A team.

    It's tough to advise via generalization, but try to pay more attention to your unit spacing. Most enemies die in 1 hit, and pretty much all will die in 2. That means that just about everything will die the turn you engage it since you're rarely looking at more than 4 or 5 enemies at once. I'm at something like 35 hours of play on Steam (roughly 500 years I think?) and I think Wrinklers have been able to attack me single-digit times in total.

    Are you in an open area? Don't run your unit all the way forward, inch him just into the enemy's vision range. Cadence movement is generally pretty close to Heroes' which means 4*2= 8 Move versus 11 Sight. If you're 10 or 11 tiles away, the Wrinkler runs up and can't reach you, then your units collapse on him for an easy kill.

    Are you in an enclosed area? Scout forward with a stealthed Hunter, and advance your melee unit up while hiding behind Line of Sight blockers. The Cadence rarely shuffle more than 3-4 squares in a turn, which gives you room to creep up to a corner in preparation for a dramatic entry while they stand around in the dark.

    There are other tools that help you manage the range game as well. Flarrows cut sight range, Hobbling Shot cuts movement range, Charge gives Caberjacks extra mobility, Haste Hooch lets you hall butt all over the map, Fertilizer Flasks provide concealment, Prime Target can be used over low blockers, Honed Hearing gives you extra scouting for ambushes or blind flask tosses, and so on. It takes a while to unlock some, but there are options to deal with this.


  10. CALM YOUR BEARD.

    Keep defense. Could I have an option to sacrifice 5 units and keep the Keep, instead of being encouraged to play through 20+ minutes of party wipes?
    Even if they add a retreat option, why would you get to keep the Keep here? I agree that you should be able to recognize a lost cause and bug out to save a few heroes, but the Keep would still be kaput.
    After losing all available heroes, and a Keep. My "Recruit More Heroes" ("Research") completed. Having never had a battle yet, I had the event The Capital of Misfit Heroes occur.
    This is less of a "Game sucks would uninstall again" moment and more of a "That doesn't seem quite right" one. Great material for the bug forum, as our friend JFarceur demonstrates here.
    So then I had a mission with a bunch of level 1 heroes against Cradles, Bulwarks, and Seeds.
    What year was this? Level 1 heroes against Cradles sounds like a major no-no, and having advanced armor makes it sounds like you're deep in the game. Build a Crucible or two! You're massive underleveled and should be losing that fight unless you pull out some sorcerous levels of tactical play.
    After the Massive Defeat of the Keep I got a speech about Vera Thatch ... but I don't even know what the fuck they are talking about.
    The Chalice advisors are old acquaintances that frequently recount the olden days. Her drinking habits, his days studying (presumably) to become an Alchemist, old battles, and whatnot. That should be pretty clear by that point in the game. If there's something unclear about the Vera Thatch conversation, I'd encourage you to try to get into more specifics rather than flailing your arms.
    Do Wrinkler have variable movement distances? Do Wrinklers do more damage to older characters or less? Damage range seems to be 1-20? Is death from old age a fixed # (70?) or does each character make a save roll after aging above 50, or is their death from old age rolled at birth, and exceeded by Wrinkers on hit?
    Wrinklers have consistent stats (Advanced ones may have more movement, but I don't think so off the top of my head.) Damage does not change based on target's age, but there are two separate damage ranges - that of a hit and that of a "miss." Full damage (~20 damage) represents a "hit" and is modified by your Hero's Armor value. (Which is based partially on the unit's Strength). Like your Caberjacks and Alchemists, however, Wrinklers don't ever truly "miss" an attack, they just deliver a Glancing Blow that deals a very small amount (1-3) of damage. They do still apply 5 years of age though, so don't plan on just soaking hits up.

  11. I'll also throw in a vote for Shadowjack, but for the Caberjack/Alchemist, I like Thunderjack, which seems to capture the blast-focus well while hanging on to the -jack suffix. Along similar lines...

    Alchemist/Caberjack: Pugilist, all about getting up in your grill.

    Alchemist / Hunter: Demolitionist, applying explosions to juuuust the right spot.

    Hunter / Alchemist: Howitzer, your long-ranged explosion delivery system

    Hunter / Caberjack: Predator is a good suggestion (From thekonfuzed below) that bungles the spelling theme but keeps the "-ter" sound well. Bushwhacker was also a good suggestion, and Impeller sounds like a forced-movement specialist that's more precise than I'd expect a Caberjack-based class to be.


  12. All in the Family: Marry two partners of the same Bloodline.

    The Other Half of the Battle: Win a game having never built a Sagewright's Guild.

    Short on Role Models: Win a game having never built a Crucible.

    Next Round's On Me: Win a battle with all surviving heroes Drunk or Hungover.

    Good Hustle Out There: Deploy a team of 5 heroes to battle, and win with 4 of them having 0 kills.

    Home Schooled: Have a Trainee graduate at level 5 or higher.

    Child Prodigy: Have a Trainee graduate at level 10.

    Sagewrought: Complete all weapon, armor, item, and nation research options in a game.

    Flop a Rainbow: Send units of 5 different classes into battle and win.

    Flop a Set: Send 5 units of the same class into battle and win.


  13. My last post on this had a bit of a neutral-observer vibe to it, so to be clear: I totally support in-game bloodline customization as long as it isn't overriding anyone's Backer lines. Using it as the Core bloodline or limiting the player to a predefined number of custom Slots (5? 10?). I'm not even worried about it crowding them out -- with thousands of backer lines and the near-necessity to Recruit Heroes once or twice during a playthrough means that backer lines WILL come up.


  14. ...I can't imagine the class of the children being determined by anything other than: Primary Class of Regent + Primary Class of Partner.
    I'd actually prefer a tiny bit of randomization in this, with the majority (~80%) going Primary Regent // Primary Partner and a subset (20%) getting Primary Regent//Something Else. Maybe that means they're guaranteed non-hybrids, maybe that means they use the Regent's Secondary, or maybe it's just a straight RNG roll to determine the secondary. I do like the idea of this being a relatively stable system that still incorporates the occasional curveball, though.

  15. Per Brad, this is already (tentatively) on the docket for a post-v1.0 update. LINK

    It's definitely not going to be possible at our initial release! This was a special thing for our Kickstarter backers.

    We talked about the idea of allowing people to create their own inside of the game, like way down the road. But it's a decent chunk of work to convert that web tool to be used inside the game. We wouldn't do this for quite a long time after the release of the game and we would try to get opinions from our Bloodline tier backers before we did it. I feel like it would just make the game more awesome for everyone, but I don't want to upset anyone and make them feel like they were getting ripped off. Would you guys be upset if we did that?

    The implementation I'm thinking of would only allow you to alter the STARTING Bloodlines of the game. All other Bloodlines for characters (from recruitment, mission rewards, random events, etc) would be pulled directly from the backer Bloodlines. So it would never be as cool as having your work our the full database. :D

    ....

    Thanks for your opinions on this topic! I love the idea of integrating the Bloodline Editor into the game one day. I hope that we’ll be able to do it! :D!


  16. I'd prefer that Lapses be the stealth-detection Cadence, because I really like the idea that they forget to not see you. :) If you want Seeds to feel like more of an attack dog, expand their movement and have them call other Cadence over when they find a hero.

    On a more general note, I'd love to see some visual distinction on the Advanced Cadence. Some extra light effects, minor model tweaks, or even just the tried-and-true pallet swap. Anything to provide some visual distinction to show that we're dealing with the bigger, badder versions beyond just seeing a higher HP value.


  17. During the design process, they did mention either FTL-style "right answers," giving you a positive outcome when you have exactly the right tool for the job. Or showing probabilities when an event wanted a high Intelligence vs. high Strength hero. Do we know why those were ultimately dropped?


  18. You can marry Muir/Muir, they just need some distance in the family tree. You'll see second cousins start popping up in the partner selection screen once you start giving lines more than one keep.

    The biggest difficulty with handing down relics based on lineage is that you'd often be handing down relics to people that can't use them. Your Caberjack/Hunter parents are going to have a bunch of Caberjacks for children (or a mix of Caberjacks and Caberhunters, when hybrids make it in), and since relics only take the form of weapons, none of them will be able to use the crossbow relic that Papa Hunter is handing on.

    To a certain extent I agree that it'd be preferable, thematically, to hand down based on lineage. But I think handing down based on Bloodline is a close number 2, and it works FAR better with the game's systems, so I don't really want or expect it to change at this point.


  19. It's a (relatively?) well-known screwup in XCOM 2012. Like the OP suggests for Massive Chalice, you can see your soldiers walking around the base if you zoom in and scroll around, and sometimes you'll see a couple chatting in the mess hall. One of them is heartily digging into some food with a fork and knife and visibly eating it, but there's nothing shown on his plate. I don't recall how it came to be known as pie rather than anything else.

    Edit:

    http://i.imgur.com/ELU9zmP.jpg


  20. One suggestion for encouraging, but not requiring regents to be battlehardened would be to have the amount of xp transferred be impacted by the number of battles (or kills?) they had when retired. They're better at training because they lived it!

    That's a nice straightforward approach, and I'd definitely be interested to see how it'd play in practice. The inability to eject a regent might be an issue though, since you're removing the heir from combat based on the game's schedule rather than your own. (Barring Keep Mission fatalities/suicides.)

    I've also been bouncing ideas around in my head for a dedicated subsystem that would be a more elaborate means to this end. Based loosely on a post by nazareadain a long while back (LINK), the core is giving heroes and houses specific goals within the overarching "kill stuff, make babies" loop.

    The big change is that Bloodlines themselves would have a discrete level (Minor/Major/Mythic?) similar to our individual Heroes. That level affects (at the very least), the maximum level a Trainee can graduate at. However, houses don't level up via basic combat experience; instead, they need to acquire Glory.

    Each Trainee, upon graduating, would automatically be assigned a single personal Goal - essentially a character-specific achievement. That might take the form of: fight in 6 battles, kill 5 Cradles, raise 10 children, stun 4 units at once, kill 10 units with bees, defend a Keep/Guild/Crucible, complete a certain category of events, win a battle using no other families, or similar. If the character completes the Goal, (A) they receive a new positive Trait/Personality or remove a single negative one, and (B) their Bloodline is awarded Glory, progressing it closer to the next Bloodline level.

    Heroes who earned Glory for their houses would be memorialized in their family's Keep (either as statues in the throne room or in a dedicated Crypt screen), and would receive a more detailed readout describing their exploits. These Glorious heroes are also the ones that would be relevant during the final battle, rather than it strictly using lineage.

    It's certainly non-trivial from a scope perspective, but I think it'd do a good job of giving us more discrete moments of historical significance in the timeline & our family trees. And since it includes a hard cap on Trainee level, it means your Heroes need to actually display some swagger to net you long-term progress, rather than simply gaming Crucibles and the like.

    For a slightly simpler approach, you could also assign the Goals to the Bloodline directly rather than the character, and simply bestow Glory on whichever hero happens to be the first one to achieve it.

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