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Silly Wizard

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About Silly Wizard

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  1. Most of my memorable moments have involved things going terribly awry, and managing to pull off a victory with one or two heroes who manage to pull off an astounding victory against seemingly insurmountable odds. I've only managed it with one survivor (vs 4 wrinklers!) once, but that old lady (well into her 50s by this battle -- where she earned the appellation "Doomsday," appropriately) was Artemis reborn. Probably the most exciting bit of that playthrough -- other than that battle itself -- was when she was resurrected in the final battle, where she became the foundation of my strategy. Ah, good times.
  2. For what it's worth -- and this is coming from a newcomer with relatively little experience with the game -- the combat is all about incapacitating enemy units which would otherwise be able to attack you the following turn. It's actually a clever system which I'm really coming to appreciate. After the light clicked for me, I started having a lot more fun with the game -- and surviving a lot more -- which leads to further appreciation of the between-battles bits. Specifically, roughly half of the available classes have some sort of knockback ability, which is vital. Your battles should run through a couple of phases, over and over -- 1. Use a stealthed Hunter to scout out some enemies. 2. Bring your other units to bear and attempt to eliminate each small group of enemies in one round of combat. 3. Reserve one or two of your knockback-capable units -- Caberjacks, Shadowjacks, Enforcers, and Brewtalists, for instance. 4. If you've expended most of your attacks for the round, and are unsure of whether you'll be able to finish off a last remaining enemy or two -- and this is particularly an issue with Bulwarks -- use your last unit or two to knock the offending enemy(ies) into something -- battlefield obstacles, another hero, or your best option -- into another enemy. This will stun them both (meaning it'll stun your hero if you knock someone into him/her, so be careful!), allowing you a free turn to finish them off, next round. As you acquaint yourself with the game, you may want to research ramcap cabers, if you get to the point where that's an option. It's a caber with an automatic knockback attack built in. Apparently these can't turn into relics, though, so beware.
  3. Wait, what? Researched weapons can't turn into relics?
  4. This seems as good a place as any to ask this: In the late game, I tend to get a lot -- a lot -- of glancing blows (or just straight misses, with bows), particularly with my relics. Is there any kind of "hero level must be this close to relic level or higher in order to use relic effectively" thing going on? Also -- what exactly is required in order to generate a relic? Career kills? A certain number of kills in one battle? Random chance?
  5. I kind of prefer this kind of thing over simply adding an (easily missed in the heat of battle) adjective to the existing name.
  6. ***SPOILERS*** obviously... Part One I have to say I really enjoyed how the Final Battle played. I went from not knowing what to expect, to being certain of my impending doom as the first wave or two came crashing in, to an elated battle-joy as the first hero to go down was replaced by the previous relic-owner, who hopped in and tore shit up. Now, a series of unfortunate events had left me with only 4 relics for the final battle -- I think I'd lost something like 4-6 relics by choosing poorly in several events, and having one or two be forced onto a regent or partner as the last surviving member of certain bloodlines. So I had 4 relic-wielders in the last battle, and one Alchemist just using a standard Thrower. When my first relic-wielder went down and was replaced by his resurrected ancestor, I thought "Great, if this keeps up I'll have a shot!" I was worried about that Alchemist, though -- he didn't have a relic. Would he be replaced by an ancestor? And really -- I can't stress how awesome it was whenever someone would go down and be replaced by an exceptionally fondly-remembered hero from generations past. And when a certain elderly lady hunter (Doomsday, appropriately) who had single-handedly carried several otherwise poor tactical teams through about 5 decades of combat, in particular pulling off a win as the last-man-standing vs something like 4 Wrinklers -- what an epic battle that was! -- well, I knew that the Cadence's days were numbered. Anyway, this Alchemist held on for a good long while, but ultimately he went down ... and I actually found myself to be a bit disappointed when he was replaced -- and somehow his replacement was sporting one of the relics I'd previously lost, or was for whatever reason unavailable when the final battle began. I would like to propose that only relic-wielders be eligible for resurrection-replacement in the final battle. As it was, the battle was intense but not un-winnable by any means. I think it might add to the tension to know that the ancestors available are in fact finite, and for the player to understand that careful management of relics is of paramount importance. Part Two Another thing I'd like to see, to sort of bring the whole cyclical nature of the game into relief, would be a very occasional event resulting in a relic from a previously won game being passed on to a new owner. That is, upon successful completion of the Final Battle, the game saves all relics -- only the ones used in the Final Battle -- to a database. In future games, an event can check that db and has a chance to select a relic randomly to be recovered and introduced to the current game, resulting in a Legendary Relic, perhaps. Mostly I think that would be fun just as a nod to previous victories.
  7. I may adjust this for future plays-through. I wanted to build a lot of keeps in my 2nd game due to losing at least two in the previous game, and things being pretty tight by the end game. The issue was compounded by my starting group of heroes, and my first two or three recruitments, all yielding just terrible heroes. I mean, simply awful. I still haven't managed to breed out the asthma, dimwittedness, heart disease, slowness, and sundry other poor traits. So I kept building keeps in order to start new breeding lines with hopefully better stock. For Brewtalists (my favorite class so far) equipping two Vitalibands, at a certain point you can slightly more than double their starting HP. You're probably right, though -- I've learned a lot about the combat in the game this time around, and am not taking nearly as many hits as I did in my first playthrough. I'll likely forego the Vitaliband for something else next time around. Maybe I'll finally check out the Refined armors.
  8. Presumably they couldn't do the above with wizards for the same reason they can't do the above with the existing classes -- the chalice only feeds its power to a select few people who can benefit from its influence. The exact same rules apply. There are plenty of ways to hamstring a magic class, e.g. making them very fragile, limiting the frequency with which casting can occur, limiting the context in which certain spells are effective, etc. I'm not suggesting the introduction of a more powerful class than currently exists: I'm literally suggesting that they take the items, turn them into spell-skills, and spread them out among several new Mage classes/hybrids.
  9. On completing the game as it exists for the first time, the other day -- I'll be posting my endgame thoughts elsewhere -- several things occurred to me. These are they: The game requires players to manage two resources: People, and Time. Each resource is equally important, as without either, the other loses all meaning and purpose. Careful management of the latter -- ever-dwindling Time -- allows for the production of excessive quantities of the former by mid/late game. No amount of Time management allows for the research of most of the available items and upgrades. Once the player has built a minimum of 6 Keeps -- 2 each for every currently available class -- a Crucible, and a Sagewrights' Guild ... even assuming the most efficient build possible, there is time for only a small handful of upgrades to be made. The fact that some of these upgrades are absolutely vital compounds the issue -- the importance of the Vitaliband and Steady-Hander cannot be overstated; the Cadence-based armors are effective to the point where I can't be bothered to waste time on the standard armor upgrades; etc. The weapon upgrades seem superfluous, as by the time I get to a point where I can start researching them, I've already produced enough relics to render any standard weapons unnecessary. I've completed the game once, and have made it just about to the final battle in a second game, and have researched none of these items like Health Vials, Magic Underwear, Swift Socks, whatever they're called. They're clearly not necessary for victory. There are well over a dozen various items and technologies which can be researched and employed -- by replacing a Vitaliband or Steady-Hander, which is a serious opportunity cost -- most of which appear to be designed to render People more survivable in battle. The thing is, I can't wrap my head around why I would want my heroes to be that much more survivable. I produce so many new heroes -- frequently with Trait/Personality improvements over the current crop, and with higher EXP at a younger age than their predecessors. And knowing what happens in the final battle -- of which I am a huge fan -- there's really no reason to go out of my way and waste time on some items which might (undeservedly) extend the short lifespan of a hero, when instead I could be equipping him or her with something designed to improve his or her combat effectiveness for the brief, glorious moment when he or she is alive. Which isn't to say I wouldn't like to play around with some of the abilities that these items offer. Fortunately, I have a solution. And really, this solution basically writes itself: (And, caveat, I understand this is pretty late in development and I expect the resources to produce this may no longer be available, so I don't have any expectation to see it any time soon, though a DLC add-on would be welcome.) Assuming one concedes the validity of the above argument: that researching any or all of these various items/techs would be a self-defeating endeavor -- I propose an elegant solution to replacing these items with an alternative, while keeping the abilities they provide in the game, hence rendering the work put into their creation still worthwhile: The game would benefit from the inclusion of a Wizard class. I've seen it posted elsewhere that there was some sort of arbitrary decision to remove the planned Time Mage from the human side, as they either couldn't figure out how to make it work, or, for "thematic" reasons, they wanted humanity not to be magic-users. Thematically, that doesn't make any sense to me: there's a giant magic goblet giving orders throughout the game, made by a mad wizard. So clearly, some people in this world are magic-adept, and it makes just as much sense for the Chalice to enhance these people's abilities as it does for the thing to increase their strength and endurance. Furthermore, such a class's details pretty much write themselves, once you get going. For argument's sake, let's call the class the Mage. Mage + Mage = Mage -- a glass cannon class with spells that damage/inconvenience Cadence in various ways. Chain-lightning, maybe some damage-over-time stuff. Different ways to deliver damage than we currently have. You get the idea. Mage + Caberjack = BattleMage -- a heartier version of the class with self-targeting offensive/defensive buffs, designed to fight on the front-lines. Mage + Hunter = Sorcerer -- a class that buffs the abilities of other heroes, granting invisibility, teleporting, basically providing options to totally re-arrange the battlefield when things start getting out of control. Mage + Alchemist = Cleric -- a healing class that basically provides the effects of the Health Potion and Sponge Stone etc, through spells. Provide protection against Wrinkler-aging, perhaps perform the occasional resurrection mid-battle. That kind of thing. Caberjack + Mage = Paladin -- super-high DEF caberjack who offers some basic healing. Hunter + Mage = Ranger(?) -- perhaps a self-teleporting hunter, maybe with either some basic healing ability and/or a skill to Mark Target and give him/herself increased damage/evasion bonuses vs that target? Alchemist + Mage = Philosopher -- I don't even know what this class should be, but it should definitely be the most OP thing in the game. An alchemist who can equip 4 items and unlocks Mad Bomber at level 6 or something. And has extra wide blast radii and inflicts burning damage-over-time with each flask. Something along those lines. Maybe with a lightning-bolt tossed in. Or resurrection. I don't envision them having any kind of effective direct-combat weapon (which would be problematic both in terms of relic-generation and for how BattleMages would function). I guess some sort of naturally low-damage wizard-staff would be in order. Anyway, these are all off the top of my head. I'm sure professionals could come up with something better. The upshot is that a new, Magic-focused class would allow for the inclusion of most/all of the stuff players currently need items to access, while streamlining the research aspect of the game, which is frankly crowded enough as it is without offering all the items as distractions. Thanks for reading!
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