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Snooze Cruise
Feb 16, 2013

hey look,
a post
If you are playing on normal you really don't need the maxium amount of units for every mission. Later chapters have slots for 20 and I was beating them with 11 units with plenty of time to spare on the not even the turn limit but the s rank turn limit.

There isn't really a trap to LDR gain just keep it in mind capturing bases and forced surrenders increase it and check out who lags behind and get them on that. The thing you want to keep your eye on is affinities, this determines stat gain. It might not be the best idea to buy a unit of a class you want with a mismatch affinity, but also while I didn't realized this till later its not like it made the game actively harder.

Build squads however you want. It's part of the fun of the game.

Snooze Cruise fucked around with this message at 19:49 on Jul 31, 2022

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Quixzlizx
Jan 7, 2007
Thanks for the responses, both of you. Is it obvious in the UI/game encyclopedia what affinities are tied to what stats?

Bremen
Jul 20, 2006

Our God..... is an awesome God

Quixzlizx posted:

Thanks for the responses, both of you. Is it obvious in the UI/game encyclopedia what affinities are tied to what stats?

Yeah, they're all listed with what stats they change, though I ended up writing them down to avoid having to recheck. So I guess I'll go ahead and c/p:


Earth: +2 HP, -1 SKL (Tanking, which mostly means heavy melee in game, though the healer line also gets a tank class)
Water: +1 HP, -1 STR, -1 SKL, +1 MAG (Good for mages and healers)
Lightning: -1 HP, +1 STR, +1 SKL, -1 LOY (Bonuses to physical damage so good for archers and light melee units, decent for heavy infantry)
Fire: +1 STR, -1 MAG, +1 LOY (Also decent for light/heavy melee)
Dark: +2 STR, +2 MAG, -2 LOY, -2 LDR (Pretty rare, and decent for both mages and melee. Excellent for dragons if you can find a Dark affinity dragon)
Light: +2 LOY, +2 LDR (The rarest, and excellent for squad leaders - if you find a light anything you might want to train them to be a squad leader)

You can also occasionally find one use affinity changing items, and the changes are retroactive (they change stats as if the unit had that affinity from the start), so you have some ability to shift things around.

Bremen fucked around with this message at 00:19 on Aug 1, 2022

Gyoru
Jul 13, 2004



https://store.steampowered.com/news/app/1488200/view/3299473037498518830

quote:

Symphony of War Version 1.02 is live!
Market Exchange, tile highlights, QoL and UI improvements, balance, and more
Hello!

We're finally here - major update to Version 1.02 is complete and now live! This update comes with some new game features, as well as a large amount of fixes and balance/economy changes that we believe will enhance the Symphony of War experience. Notably, as has been often requested, Warlord difficulty feels significantly more challenging!

New Game feature: Resource Exchange

-At Bazaars and at Home Base, you will now have the option to trade Iron, Gems, Horses, Obsidian, Sunstone, and Pyrocite on the Resource Exchange! It is automatically unlocked at the Chapter 5 Home Base.
-There is no net loss or fee for using the exchange, you have total freedom and flexibility to invest your resources however you want without risk.
-Exchange rate is the same regardless of which direction you're trading.
-The "fire and hire merc to gain resources" meta was never intended as a primary source of upgrade materials. Now, new Mercenaries will no longer come with resources, but rather, there will be no resource cost for the class they start as. This is exactly how the new Apprentice conscripts work in that they don't cost Gems
-You can also exchange arena tokens for other tiers of arena token

Graphics

-Replacing legacy text with proper text strings to both clean and align certain pieces of in-game text, but also to prepare the game for full translation
-In Chapter 7, changed the ship's steering wheels colors (red/blue) to indicate who owns them, player or enemy
-A huge swath of pictures with text in them have been replaced by actual dynamic text
-Added color and contrast to the "Bazaar" map objective to increase visibility
-Fixed a background association with heat wave weather + desert tiles
-Zanatus Mage graphic has been updated to more closely match the character sprite during cutscenes
-Critical Hit number pop-ups have been slightly increased in size, and displayed in yellow
-Glancing Blows have been slightly decreased in size, and displayed in grey
-Barnabas now has a unique battle sprite
-Increased the visibility of full Nephilim Powers in the HUD

Music/SFX

-Changed the "Alex" theme
-Adjusted the sound effect for loading a save to be more pleasant

UI/UX

-You can now rename individual units. Do so by going to "Use Item" and using a Rename Scroll on that unit.
-You will now have the option to display "Ambush Terrain" in the tactical map, which displays both which terrain is Ambush terrain, and which tiles are adjacent to those tiles and thus also subject to Ambush attacks
-You will now see which tiles, if moved into, constitute a Charge attack by your melee cavalry with a different colored movement tile
-You can now adjust the volume of Voice SFX
-All Unique Mercenaries now display in Orange text to delineate their status as a Unique Mercenary rather than their power or rarity
-Tutorial entries have been added for several unique classes
-Using multiple codexes, stat up items, trait books, and affinity scrolls now much faster as animation lock removed, allowing the player to "spam" these items
-Skip button has been added to the ending cutscenes and ending credits

General Changes/Fixes

-Protagonist now properly displays graphic based on gender selection during ending credits
-Narima now gains maxed Swordfighter CP on legacy saves where she started as archer to facilitate transition into her Blademaster class
-Narima's "Gilded" class graphic now has more gold trim
-Chapters 14 and 15 now offer a Deploy Phase, though the Squad limits remain the same
-Trait List has been greatly improved, updated, and reinstated back into the Tutorial list
-Impassible wall tiles in Chapter 27 have been fixed
-Fixed the unintended flying tile access in Chapter 30
-Restricted access to the enemy reinforcement tiles in Chapter 8
-Clarified class description for Paladin
-A new Bond is now potentially available between Lysander and Beatrix. Complete chapter 29 to unlock, both must be un-bonded
-If you missed Chapter 20E, you will now be granted its 2 ultimate rewards upon starting Chapter 29
-All Bazaars starting from Chapter 6 and on will feature one extra slot with a guaranteed unique Artifact available for purchase. This Artifact will be priced at double the normal cost

Gameplay/Balance

-Enemy HP, Magic, and Weapon Power has been slightly increased on Warlord Difficulty past Chapter 14
-Enemy formations in Chapter 25 and 26 made larger and more formidable
-The large enemy Cavalry army in Chapter 26 is now 5 levels higher, and starts with very high Morale
-The appearance of the enemy reinforcements in Chapter 26 has been deferred to the beginning of the next turn, rather than immediately
-Chapter 30's walls have been reduced by 1 tile in certain places
-2000 Max HP has been added to the final boss on Captain and Warlord difficulty
-Enemy Morale has been slightly increased starting from Chapter 11, with the exception of chapters in which the story dictates the enemy have lower Morale
-Added a large patch of "Wheat Field" terrain to Chapter 15, allowing ambush strategies by the player, without slowing down movement
-Kuroda has received a massive increase in starting LDR, now starts at 84
-Barnabas now starts Fire Affinity

--Artifacts/Items--

-Medal of Valor has been changed to further help low LDR stats - you now get 3 LDR under 50, 2 LDR under 60, and 1 LDR under 70
-4 Medals of Valor have been added to chests in early chapters
-Several artifacts have had their STR/MAG toned down by about 20% in a continuing effort to rein in single deathball play
-At max Faction Rank, gain Proofs of Merit instead of Medals of Valor for continued faction rank ups

--Conscripts/Mercenaries--

-All Conscripts start with 2 learnable trait slots instead of 1
-All Conscripts no longer naturally roll traits
-All Mercenaries naturally roll 1 trait
-A new Unique Mercenary joins the lineup: Lord Carnith. A capable Zweihander who starts with max Loyalty to your cause, decreasing his capacity cost immediately
-A new Unique Mercenary joins the lineup: Calvor the Tireless. A Ranger who is just about as beefy as a heavy infantry and then some, with all the perks of light infantry

-- XP/growth--

-We found that accumulating faction XP via Surrenders was slightly too high a proportion of player growth compared to chapter rank, challenge missions, and objective captures. To adjust the proportion, we have increased the Faction rank requirements by 50%, but adjusted cumulative faction rank potentially gained from Objective capture also by around 50%.

--Affinities--

-Slightly reduced the max leadership roll for Light affinity
-Removed LDR malus from Fire affinity

--Traits--

-"Thievery" Trait Tome has been made significantly more rare and expensive, and the Thievery trait has been made more rare for randomly-generated units. To make up for this, the Rogue and Assassin class all now possess the Thievery Trait.
-Stefan now starts with the "Treasure Hunter" Trait.
-Kuroda has a new, unique Leader Trait: Shadowchaser. Ignore Zones of Control, extra movement in Ambush Terrain
-The "Counterattack" Trait has been made into a learnable leader trait via Tome, does stack effect with the Black Belt Artifact

--Classes--

-Dragon damage tune slightly back up in response to slight over-correction in 1.01.1
-Red, Silver, and Blue Dragon variants made more distinct by increasing Silver HP, Red MAG, and Blue SKL
-Stefan's "Mirage" upgrade class now has a free attack in every battle
-Skirmisher and Ranger classes now have a 35% damage bonus when attacking Firearms
-Armor growth for all Heavy classes increased from about 0.8 per level to 1 per level
-Armor growth for all Dragon classes increased significantly
-Weather no longer prevents Gunner, Dragoon, or Siege Cannon classes from firing. This malus has been changed to a flat -50% damage modifier, and is active during Rain, Snow, Blizzard, and Storm weather. This is still offset by the "Breech Loading Rifle" tech.
-Militia can now class change into Archers
-Crossbowman class now has the same STR modifier as Archers, allowing the promotion to Warbow option regardless of which base class
-Paladins now require 5 additional STR (now 35) to promote
-Sorceress damage increased slightly
-Siren damage increased significantly

--Other--

-"Shadow" terrain has been added to most indoor maps. This terrain acts as Ambush terrain, as though it were woods or swamp, but otherwise is identical to normal indoor terrain. This gives Light squads an additional role in indoor maps
-Several Techs have been made standard to all enemies on all chapters. These include: Zones of Control, Polearm Mastery, Advanced Flanking, Psych Warfare
-Uncapped Resources from 99 to 999
-"Ambush Trench" terrain has been added to the final chapter, giving Ambush squads a role in the final battle

Short term Roadmap

-New Game Mode: Post game extra difficult final boss fight and/or some form of NG+
-Expanded difficulty settings
-Additional artifacts
-Main character will get more customization options from game start questions
-Far more robust interaction between Affinity and Weather and Day/Night
-Renaming Squads
-Continued UI and QoL improvements with each update
-Replayable past missions

Long term Roadmap

-Endurance Trial
-Translation to French, Italian, German, Spanish, Brazilian Portuguese, Russian, Chinese, Japanese, Korean
-Porting SoW1 to Nintendo Switch, macOS, Linux
-New DLC campaign
-Additional character classes
-SoW2

As always, thank you so much for supporting Symphony of War!

Gyoru
Jul 13, 2004



30% off until Nov 7

Also Halloween Event
https://store.steampowered.com/news/app/1488200/view/3407561963591630985

quote:

Special Halloween Event!

-A new, powerful Artifact has arrived in Tahnra - the Skull of Rowdain. It locks your squad at "fearful" Morale, but every kill this squad gets counts as a Surrender (if enemies are able to surrender, some, like a few "fearless" late game squads, will still refuse)
-You will be able to get a guaranteed Skull of Rowdain by successfully executing 33 Ambush attacks. You will see your progress meter on the right side of the tactical map HUD
-After the Halloween Event, the Skull of Rowdain will remain in the game, but as a rare legendary unique

General Changes/Fixes

-Added a special dialogue if you clear all enemy units in Chapter 12
-Diana/Stefan bond option now never expires
-Decreased the amount of Mana contribution to "Blessing" from damage dealt
-Increased the rate of "Teleport" Mana generation by 50%
-Princes for Conscripts and Mercenaries have been "normalized" - you will see fewer extreme cases and prices will make more sense based on the power/traits the unit comes with, and the value of the resources of the unit's starting class
-The way Conscripts and Mercenaries interact with resources has changed significantly. Rather than being a "free" phantom resource for the starting class only, now newly-purchased units that start as a class which costs resources, will now "carry" those resources throughout *ALL* class changes.

Graphics

-You can now freely change between Diana's "Titan" and "Exemplar" graphics when the Titan class becomes available
-General Ragavi now has a unique palette for her Swordmaster class
-Jaromir now has a unique sprite for his Knight class
-Minor graphic fixes to various map design

UI/UX

-You now have the option to turn off battles for enemy phase, or all battles
-Artifacts now listed by rarity in ascending order
-You can now sell items in the shop
-Items with multiples now stack and can be sold en masse

Gameplay/Balance

-Selling artifacts now yields 50% of their purchase value, up from 25%

Artifacts/Items

-New Artifact: Skull of Rowdain: Locks your squad at "fearful" Morale, but every kill this squad gets counts as a Surrender
-Donar's Treatise of War now gives double CP in addition to XP
-STR, MAG, and SKL consumables increased in price. HP consumable decreased in price

Traits

-The Main Character unit now has 2 learnable trait slots
-Garrison has been changed: Now grants an extra 50% damage reduction effectiveness from all Terrain bonuses
-New Trait: Soul of Sayunaa. Swordfighters, Swordmasters, and Blademasters will always attack first when on defense, max 2 times per phase, and 1 range only. Unique to General Ragavi
-Tundra Warrior now grants immunity to the "Chill" status effect
-You are now able to find or buy trait books to learn "Shock and Awe"
-You are now able to find or buy trait books to learn "Tundra Warrior"
-You are now able to find or buy trait books to learn "Desert Warrior"

Classes

-Zweihander and Champion will now have the "Guardian" trait
-Sentinel now has an additional 5 Armor
-Siege Cannon damage decreased by about 10%
-Beatrix MAG modifier bonus decreased from 75% to 50%
-Hand of Zanatus Dragon Rider form deals significantly reduced damage
-Samurai given a significant evasion boost

Legends DLC:
Early in 2023 (we hope) we will be launching a major content pack for Symphony of War, including new chapters added to the main story, new artifacts, traits, classes, characters, game modes, and more!

Snooze Cruise
Feb 16, 2013

hey look,
a post
https://www.youtube.com/watch?v=dW7zoM9nD0w
Trailer for the new dlc was shown at the gurellia collective show today.

More classes, new game+, new missions, and most importantly necromancers and skeletons

e: geniuely really looking forward to this. so much of this game was honestly bland but the actual act of playing it is pure sprg [insert addictive drug of your choice] for me.

Snooze Cruise fucked around with this message at 01:46 on Jun 8, 2023

Bremen
Jul 20, 2006

Our God..... is an awesome God
Honestly, I'd probably buy it just for the new classes.

Levantine
Feb 14, 2005

GUNDAM!!!
More Symphony of War is very welcome. I'll buy this day one no questions asked.

Gyoru
Jul 13, 2004



First DLC is out
https://store.steampowered.com/news/app/1488200/view/3669924544084025289
https://store.steampowered.com/app/2432430/Symphony_of_War_The_Nephilim_Saga__Legends/

8 new chapters
13 new unit types
New artifacts, items, traits, uniques
NG+

Professor Moriarty
May 16, 2007
strong vs. Earth attacks
How's the new content? Worth starting a new run now, or does it need a patch or two to iron out the wrinkles?

Levantine
Feb 14, 2005

GUNDAM!!!

Professor Moriarty posted:

How's the new content? Worth starting a new run now, or does it need a patch or two to iron out the wrinkles?

I've had zero issues and I'm about halfway through the new content. They are stages that unlock at intervals throughout the story and let you play an optional map that may concern a historical figure, or a villain or something like that. All resources gained are yours to use. New classes are kind of interesting. I like how the undead are handled.

I think you'd be fine playing it now tbh.

aparmenideanmonad
Jan 28, 2004
Balls to you and your way of mortal opinions - you don't exist anyway!
Fun Shoe
I'm part way through my first run in FE:Three Houses, but I purchased the DLC cause this is now next on my list.

Zore
Sep 21, 2010
willfully illiterate, aggressively miserable sourpuss whose sole raison d’etre is to put other people down for liking the wrong things
Is there a list of the new classes that got added anywhere?

Evil Fluffy
Jul 13, 2009

Scholars are some of the most pompous and pedantic people I've ever had the joy of meeting.
The news link a few posts up lists them except whatever the super duper secret class is.

Gyoru
Jul 13, 2004



Base game and DLC are on sale for -40% / -20% until end of Oct/Halloween

https://store.steampowered.com/app/1488200/Symphony_of_War_The_Nephilim_Saga/
https://store.steampowered.com/app/2432430/Symphony_of_War_The_Nephilim_Saga__Legends/

PotatoManJack
Nov 9, 2009
I played through the main story and enjoyed it, but didn't feel the need to go back once it was done. Does the DLC offer enough to make it worth revisiting?

Levantine
Feb 14, 2005

GUNDAM!!!

PotatoManJack posted:

I played through the main story and enjoyed it, but didn't feel the need to go back once it was done. Does the DLC offer enough to make it worth revisiting?

I did the same and started a new game to go through the game again with the DLC. Yeah, it offers like 9 more stages covering some historical events and story characters giving them some more development. There's also some new classes that manipulate and create undead, some new items, some new character sprites, etc. It's not all things the game strictly needed, but if you enjoyed it before you'll probably enjoy it more now. It feels more polished for sure.

That said, I think I should have played on NG+ to take advantage of the features that unlock there. If you do decide to play again, make sure you follow that route.

toasterwarrior
Nov 11, 2011
Got the game and DLC on the recommendation of a friend. Looks and plays pretty good! Any tips I should keep in mind? For now I'm just maxing out the capacity of every squad and making sure everyone's got at least one healer.

Rascyc
Jan 23, 2008

Dissatisfied Puppy

toasterwarrior posted:

Got the game and DLC on the recommendation of a friend. Looks and plays pretty good! Any tips I should keep in mind? For now I'm just maxing out the capacity of every squad and making sure everyone's got at least one healer.

You'll want this for affinities:

Bremen posted:

Yeah, they're all listed with what stats they change, though I ended up writing them down to avoid having to recheck. So I guess I'll go ahead and c/p:

Earth: +2 HP, -1 SKL (Tanking, which mostly means heavy melee in game, though the healer line also gets a tank class)
Water: +1 HP, -1 STR, -1 SKL, +1 MAG (Good for mages and healers)
Lightning: -1 HP, +1 STR, +1 SKL, -1 LOY (Bonuses to physical damage so good for archers and light melee units, decent for heavy infantry)
Fire: +1 STR, -1 MAG, +1 LOY (Also decent for light/heavy melee)
Dark: +2 STR, +2 MAG, -2 LOY, -2 LDR (Pretty rare, and decent for both mages and melee. Excellent for dragons if you can find a Dark affinity dragon)
Light: +2 LOY, +2 LDR (The rarest, and excellent for squad leaders - if you find a light anything you might want to train them to be a squad leader)

You can also occasionally find one use affinity changing items, and the changes are retroactive (they change stats as if the unit had that affinity from the start), so you have some ability to shift things around.

Buy resources from the markets whenever you see them so you can keep class changing. You can't reroll the markets with arena tokens. If you hate a class change you're free to change it back to the original class and you'll reclaim your resources, you'll even keep a maxed CP bar so you can class change into something else. The game is quite nice about letting you experiment freely.

Keep 3k in gold when you do chapter 8.

Rascyc fucked around with this message at 02:38 on Jan 7, 2024

toasterwarrior
Nov 11, 2011
Thank you! I also gotta ask: is it better to have squads specializing in one aspect (plus healers)? Like, if I'm running a frontline squad, everyone is better off in melee instead of having a ranged backline? Or are mixed squads totally fine in case I want to do some pike and shot stuff?

aparmenideanmonad
Jan 28, 2004
Balls to you and your way of mortal opinions - you don't exist anyway!
Fun Shoe
There are benefits to creating squads that have a focus around unit type, range, damage type, front line vs back line damage, ambush ability, and movement type, but it's also nice to have some balanced units that can be thrown into a variety of situations and do well.

Many good leaders have captain skills that make one type of unit cost less leadership, so it's good to stack a bunch of those units with them. Archer captains are the most obvious/important ones imo.

It's also useful to have units that can perform a certain job efficiently. Having a bunch of ranged units together works better for softening up targets for melee as you won't have dead weight doing nothing in those ranged engagements.

Units that can specifically deal with casters, firearms, cavalry, or armored units can be useful to group together or sprinkle into your more flexible squads. It sucks when you have a specific squad to solve a problem but then enemy squads that they are designed to handle are scattered all over the map.

Specializing is good, but don't overdo it. Leaders like the main character and gigapaladin lady are great for a more diverse set of units, but you should absolutely be stacking archers onto Jules.

aparmenideanmonad fucked around with this message at 04:37 on Jan 8, 2024

toasterwarrior
Nov 11, 2011
Right, thanks all. So far, for my main combat squads, I've been putting the usual frontline of melee, with two healers and a mage in the middle column. Can't afford squad cap for a rearline but once I can afford it, I suppose that's where archers will go since they can take more than one hit from assassins, which have honestly been pretty annoying for my mages since they keep getting ganked.

toasterwarrior
Nov 11, 2011
Do you guys bother saving all your Light-affinity dudes and grinding up their LD to 50 so they can lead squads (mainly through sitting in Barnabas' squad while he does actual poo poo)? I feel like I already have plenty enough squads to fight with, and whatever Light-affinity guys I have are honestly kind of a mishmash of light infantry, archers, and mages, which I struggle to make effective in a fight without proper heavy infantry and healer support. Hell, I still have a Dark-affinity swordfighter just sitting in reserve because I have no idea how to make her useful.

aparmenideanmonad
Jan 28, 2004
Balls to you and your way of mortal opinions - you don't exist anyway!
Fun Shoe
You can use whoever as a temp squad leader as needed, but the game will provide most of the leaders you need from the story. There are some good "unique" mercs you should be looking out for to fill in the other spots who will have useful leader skills and high LDR stats.

It can be a fun project to try to grind out a nobody into a badass leader by the end of the campaign but it's not needed.

Snooze Cruise
Feb 16, 2013

hey look,
a post
yeah with the exception of one squad i had running made fronted by a unique merc (which i ended up folding into a different squad later), I pretty much only ever used story leaders, which often put me underneath like the max deployment but i did fine.

you do get items on that let you change affinities, which can help with mismatch types.

i still need to pick up the dlc and do another play through of the game. this time i'll just completely skip the story B)

ulmont
Sep 15, 2010

IF I EVER MISS VOTING IN AN ELECTION (EVEN AMERICAN IDOL) ,OR HAVE UNPAID PARKING TICKETS, PLEASE TAKE AWAY MY FRANCHISE

toasterwarrior posted:

Do you guys bother saving all your Light-affinity dudes and grinding up their LD to 50 so they can lead squads (mainly through sitting in Barnabas' squad while he does actual poo poo)?

Is there a way to actually grind? I thought it was all story plus limited arena fights?

Rascyc
Jan 23, 2008

Dissatisfied Puppy

ulmont posted:

Is there a way to actually grind? I thought it was all story plus limited arena fights?
No, but with DLC there's even more maps now which means even more shop rerolls and even more arena tokens. And if you want to specifically grind XP/leadership instead of gold/drops, you can exchange all of your tokens to bronze too for maximum map spammage. It would be very time consuming but the option is there.

Bussamove
Feb 25, 2006

ulmont posted:

Is there a way to actually grind? I thought it was all story plus limited arena fights?

Weren’t they going to add in repeatable missions or something? Nothing irritates me more in a game like this than an inability to get things up to a suitable level without burning through a limited amount of missions.

Chillgamesh
Jul 29, 2014

A friend got me this game for Christmas and I had a great time with it. I played on Warlord and I used a handful of named generics as squad leaders the whole way through. I had a squad of Samurai and Arbalests led by General Bizen, a squad of Hussars and Valkyries led by Lady Clarimonde, an alpha strike mage squad led by Centhos the Muse, and a squad of Dragonriders and support led by Cloudrender Athelis, along with a very late addition of some gunners and cannon squads I made that were nothing but mooks. I got Bizen early on and his squad in particular was clutch as hell for the entire game. Did I misunderstand or overlook some kinda leadership mechanic that makes generics bad leaders? By the last mission I had a full deployment of 20 squads, so most of my leaders were story characters.

Rascyc
Jan 23, 2008

Dissatisfied Puppy

Bussamove posted:

Weren’t they going to add in repeatable missions or something? Nothing irritates me more in a game like this than an inability to get things up to a suitable level without burning through a limited amount of missions.
XP is scaled so hard for under leveled things, to the point that it's not uncommon to do one fight and watch a low level thing gain multiple levels. You also can get a tech tree perk where recruits come at a much higher level and with a full CP bar so you can promote them instantly. The DLC makes maxing out the tech tree pretty easy, I think I maxed it out in the early 20s getting mostly S ranks and some As here and there.

Class Points on high tier stuff remains a little annoying, you typically will need a map or two to get a 3k bar if you don't have a stack of CP books from arena tokens. That said with the perk and DLC I had most people in their T3s before the 20s and resources are the main gate. The only CP I had to pay any attention to were Dragon Riders.

I get the grind complaint but this is a pretty simple game in the end.

Rascyc
Jan 23, 2008

Dissatisfied Puppy

Chillgamesh posted:

A friend got me this game for Christmas and I had a great time with it. I played on Warlord and I used a handful of named generics as squad leaders the whole way through. I had a squad of Samurai and Arbalests led by General Bizen, a squad of Hussars and Valkyries led by Lady Clarimonde, an alpha strike mage squad led by Centhos the Muse, and a squad of Dragonriders and support led by Cloudrender Athelis, along with a very late addition of some gunners and cannons I made that were nothing but mooks. I got Bizen early on and his squad in particular was clutch as hell for the entire game. Did I misunderstand or overlook some kinda leadership mechanic that makes generics bad leaders? By the last mission I had a full deployment of 20 squads, so most of my leaders were story characters.
You hired legendary mercs (orange names). They're all hand crafted afaik and I recognize some of the names there as high leadership people. Legendary mercs can be extraordinarily good.

Normal generics from the market place have to fight for a bit to gain leadership levels. I noticed they tend to level pretty fast, even without Barnabas' trait, such that they're pretty usable for the mid game. I never saw them sky rocket to like 70s/80s like some other story characters who were seizing objectives so if you want a generic to hit those levels they probably need to actually be leading and seizing stuff.

Professor Moriarty
May 16, 2007
strong vs. Earth attacks
General Bizen is a pretty cool unit. Eh shoots the bad guys and doesn't afraid of anything. Was my second archer team captain, and like Jules you can stack a bajillion archers on his team thanks to the Archer Captain skill. Not sure if I'd consider him the best orange tier merc but he's arguably a nice add.

Don't forget to use your Medals of Valor on your leader units with under 50 LDR! It adds a +3 up to thst point.

toasterwarrior
Nov 11, 2011
Is it me or do field cannons just vastly outperform horse archers? Dumb question, probably, considering they're fuckin horse artillery, but I feel like I should be transitioning my my horsebows and raiders into cannon now

Also on that note, Lysander is probably better off being a horse artillery unit too, huh? Command discount on firearms units, plus he's literally a cavalry unit himself

Onehandclapping
Oct 21, 2010
Field cannons have two disadvantages to field cannons, the major one being that horse archers are much cheaper to upgrade to, so it's easier to spam them out early. The other is that cannons can't fire back on enemies hitting them and have less defense in general, which is occasionally relevant.

Once you have enough resources, it's smart to transition from horses to cannons for the sheer firepower advantage.

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Rascyc
Jan 23, 2008

Dissatisfied Puppy
If you get the legendary artifacts that convert your MAG to STR/SKL they can be pretty handy to keep on a horse archer squad.

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