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About Nelyo

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    Jr. Action Poster
  1. One thing I'm having trouble following with the strategy is, how many different bloodlines do you end up as regents in keeps? It looks like you end up with most of your keeps belonging to the same bloodline (though I could be missing something). Obviously adoption creates enough genetic space that you can probably marry within the same family, but don't you end up with a bunch of heroes from only one class? Granted, you could probably beat the game easily with a uniform party of level 10 heroes, but it's nice to have some variety.
  2. I can say this much: I played three games on 0.85 and never felt the "year 50 crunch" that other people ran into. My first game on 0.86 saw me faceplant on year 51. Slower keep building meant I was slower to get new trainees which meant I had fewer fresh heroes ready to go. I was also interspersing more recruit hero actions because by the time my second, third, and fourth keeps were going up, whatever heroes I had at the start had already aged into low fertility and I only had so many newly-come-of-age trainees to go around. I had barely even started item research when I crashed and burned on a Bulwark/Lapse attack. And this was with putting my first keep on the (nerfed) building time reduction region. I think this version might push me into actually getting and using Health Vials. In 0.85 I easily did without by prioritizing Steady Handers (to put down enemies more reliably) and Reinforced Armor (which makes a huge difference against Bulwarks). Without those, my heroes were feeling the pain much more than I'm used to, and you just aren't going to get them in a hurry with the slower research and the necessity of getting several keeps up. My gut feeling is that the slower overall research is going to make the end game feel better. The early game, however, is going to be more touch and go, especially if you can't get your hands on plenty of bountiful heroes to kick start your bloodlines.
  3. Hmm, I'm kind of with ApexHawk in that it doesn't feel right to deny Hunters Stealth as a class ability. The ability to scout and/or ambush enemies feels pretty central to their class identity. What if, and I'm just spitballing here, but what if Shoot n' Scoot was their level 2 ability? There seems to be a consensus that Shoot and Scoot isn't that impressive and is hard to justify vs. a lot of choices, so what if we make hit and run tactics part of the core Hunter package? It gives Hunters some interesting tactical options for either scouting or offense, but isn't so good that it's going to allow them to kite melee Cadence. So my hypothetical tree would look something like this: Class: Stealth Level 2: Shoot n' Scoot Level 4: Honed Hearing/Put it Down Level 6: Hobbling Shot/Follow up Shot Level 8: Dead Eye/Chalk One Up Level 10: Flarrow I like putting Hobbling Shot opposite Follow up Shot because I think it creates a clear dichotomy in what you are building your Hunter for. Likewise, to me Dead Eye and Chalk One Up feel evenly matched and provide an opportunity to decide whether you want your Hunter to hit harder or hit safer, so to speak. I'll admit that Flarrow feels kind of weird as a capstone, but it does provide a sort of "I own the battlefield" flavor to the Hunter.
  4. Nelyo

    Stun Slam

    I think moving Charge down to level 2 is a good idea. Right now low-level Caberjacks are really hurting for good mobility options, and those are compounded if Asthma and Slowness is tainting your gene pool. It'll be interesting to see how you rearrange the skills. If you just straight up swapped Charge and Prime Target in the tree as it stands, I think I'd still lean toward Prime Target over Stun Slam, but it'd be a lot closer of a consideration. On the other hand, if you could have Charge, Knockback, and Stun Slam on the same Caberjack as they currently stand, you could potentially chain stuns indefinitely off a single character.
  5. I really like the map with the long stone walls separating it into quarters. Stealthing your Hunters around to act as spotters while Alchemists toss flasks over the walls is a lot of fun.
  6. Alternately, a costly research project to demolish a building so you can do something else with the plot might be nice. For those times when a bad result on a random event nukes your only Caberjack keep, for example. Might be a pain to figure out what to do with the people currently in the building you want to demolish, though (particularly trainees).
  7. Hmm, if creating a relic is based off kill XP (or experience earned in general) and gaining a nickname is based purely off the number of kills, then it might be possible to get a nickname from killing a lot of Seeds while still not having enough experience to make a relic. And conversely, in the late game kill XP is high enough that you could probably cross the threshold on relatively few kills while not having enough kills to earn a nickname.
  8. That doesn't surprise me. Charge is a huge bonus to the Caberjack's mobility (especially once you realize there doesn't have to be an enemy at the end to use it), which is pretty important for getting the class into the action, while Stun Slam is a marginal skill that has a longer cooldown, making it harder to chain stuns. It doesn't help that you can already stun multiple enemies at a time by using Knockdown, Charge, or Ramcap Cabers to knock enemies into one another. I could maybe see Stun Slam being interesting on a Caberjack that uses a Skipping Stone, but that means that you aren't using Wunderpants and you've got a -1 movement penalty.
  9. I'd be in favor of more nicknames just to get some more variety in there. I think the last game I played I got three different "Mr. Pancakes," two in the same battle from different houses.
  10. This makes sense, given that the chalice voices are constantly referring to old battles by name.
  11. One idea that occurred to me recently (and maybe this is something for the "expansion pile") as I was playing yet another game where I ended up with way more relics than I needed, was that relics that provide benefits when held by a Regent/Partner might be interesting. Maybe a relic that has an associated personality trait that's a bit more likely to be passed on to offspring, or one that skews the odds on the genetic lottery a bit in your favor, making negative genetic traits a bit rarer and positive ones more common. As far as what generates a relic, I know getting a nickname guarantees it, but I've gotten relics from heroes without nicknames, so that can't be the only criterion. Maybe there's a certain threshold of earned experience? That would explain why extra relics start showing up out of nowhere late in the game.
  12. After two more playthroughs, here's where I'm at: Caberjacks are a lot better than I gave them credit for; in fact, Ramcap Cabers might be too good, since they essentially crit whenever you can knock an enemy into something (and splash damage whenever that "something" is another enemy) and stun on top of that. Caberjacks definitely make the final battle less tedious than a Hunter-heavy party; they might even make it too easy, since a single Caberjack can take out a big chunk of a Cadence wave as soon as it appears. When I build 3 Sagewright's Guilds, research goes way too fast. When I build 3 Crucibles, hero experience ramps up too quickly. Both feel a lot better at 2, but there are 10 building spots and I don't see myself ever building 6 keeps. Bloodline management is a bit tricky right now. I ended up playing in windowed mode and keeping a sticky note open at the side, because it was the only way I could keep track of who had relics and which heroes where going into what posts when they finally opened up. Fertility is a bit feast or famine depending on your strategy. If you pick fresh-faced youngsters for your regents and partners, you'll be swimming in heroes and have more than you can possibly use, and your regents will be faceless breeding stock that you won't recognize when they show up during the final battle. If you have a hero participate in a couple of battles to get experience before being assigned as a regent, they'll probably be in their late-30's at the youngest, their fertility will have fallen off, and you'll find yourself recruiting new heroes on a regular basis just to keep stocked. In my third game, one of my bloodlines just quietly died out because I installed a middle-aged regent with a theoretically productive spouse, and they simply did not produce an heir before the regent died. Considering heroes can die from old age as early as 48, this isn't too surprising. I have discovered that you can change hero loadouts before a keep attack, but this requires you to click on the capital (something I didn't even realize you could do after the Cadence attack notification had popped up at first), click Heroes->Regency/Standard to find whoever's in the territory being attacked, fix their setup, then back out to the map and click on the territory being attacked, whereupon you'll go back to the chalice screen to outfit your five man team. That's a bit counter-intuitive, and involves way more clicks than it needs to.
  13. Speaking of voice overs, it feels a little weird that the Chalice is making the exact same commentary during the final battle as it does during normal battles.
  14. Alchemists are for dealing with densely packed groups of enemies (Caberjacks aren't great at that until Kill Rush and Hunters have to kill one enemy at a time). They're also great against Bulwarks, as The Acid Solution and Bees in a Bottle both bypass Shell Defense. Free Throw makes them good at dishing out a lot of damage (even without relics) at short notice, whether that's softening up a bunch of enemies or piling it on one guy. Also, the fact that they can lob flasks over LoS-blocking obstacles is amazing on certain maps, especially in conjunction with stealthy Hunters scouting. My Alchemists can often soften up or destroy enemies before they're even aware of my heroes, and that combos great with just lobbing a single flask and letting the acid finish them.
  15. Favored Heir: Relics used by this hero gain additional XP. Black Sheep: Relics used by this hero gain fewer XP.
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