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Enigami

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Posts posted by Enigami

  1. Quote

    What i think should be changed however in this chapter is that the victory condition should trigger after the 12th Wagon is destroyed, and not wait until the Enemy Phase ends to trigger Victory condition

    I would like this too, before I worked out my strategy on beating it I at one point almost won, but then played recklessly to kill the last caravans hoping that the game worked this way and instead the Enemy Phase happened and 2 of my units died (meant a restart since I want to keep all of them alive)

    For player convenience, maybe have it trigger at the end of the Player Phase and not immediately after killing the last caravan? That way for example if you happened to kill the last Caravan and there were still enemies to kill for EXP or ruins that one of your units were in range of, you still have the rest of the Player Phase to try and get what you can.

  2. Long time Serenes Forest lurker here brought out by this amazing game, absolutely love the mechanics changes. I'm only about halfway through the game so I wanted to hold off until I beat it before commenting on it, but I discovered an error and figured the sooner you were informed the better.

    This occured when I pressed the "Info" button on the menu with Objective / Options / Suspend / End.

    Traceback (most recent call last):
        File "Main.py", line 108, in <module>
        File "Main.py", line 50, in main
        File "Main.py", line 68, in run
        File "Code\StateMachine.py", line 189, in update
            mapSurf = self.state[-1].draw(gameStateObj, metaDataObj)
        File "Code\StateMachine.py", line 530, in draw
            gameStateObj.activeMenu.drawInfo(mapSurf)
        File "Code\MenuFunctions.py", line 600, in drawInfo
            help_box = InfoMenu.create_help_box(self.info_desc[self.currentSelection])
    NameError: global name 'InfoMenu' is not defined
    Failed to execute script Main

    Shrimperor, something that can help rainlash is figuring out how to reliably recreate the error. If you time it right, you can also prepare for the crash and get a print screen to catch the details before the console window disappears (how I got the above error log) which is even better.

     

    Also, for anyone having problems with Chapter 4, through trial and error I ended up working out a fairly reliable way to 100% the level.

    Spoiler

    Give Renae the Mana Ring, get the Levin Sword from the Olphie/Sam conversation, and give Renae the Levin Sword. She immediately goes from laughably weak to a great combat unit (for Chapter 4, at the very least, still need to beat the game to see if she remains great throughout), being capable of ORKOing 2 common enemy types in Chapter 4 from a safe distance making thing much easier. She's a great user of the sword anyway due to her speed, borderline Mage-like Magic growth (60), and almost horse-like mobility.

    Arrange your units' starting positions with Nia, Theo, and Althea in the bottom left side of the diamond, Olphie and Joel in the top left, Drake as close to the ruins as possible. Nia, Theo and Althea are your South team, while the other 6 are your North team. Althea and Eliza are used as primarily Caravan killers on their respective road.

    Turn 1: All North Team units head straight for the North road caravan spawn. Drake goes for the ruins at the start and grabs the Wyrmfire and heads to join up with the rest of North Team. The next is executed in order: Nia heads south for the woods to the right of the cliffside. Theo shoves her closer to the woods. Althea moves into the spot Nia was.

    Turn 2: North team keeps charging into the North caravan spawn point. Remember that Renae can safely ORKO the Cavaliers and most of the high damage axe baddies, exploit that as much as you can. Eliza won't be able to do much at first, just have her focus on taking out the Caravans and drawing an attack or two from the axe baddies unless you really need to finish something off (try to make sure she can still chase down any caravans afterwards though). South team makes for the woods with Theo occupying the north-most tree, Nia heading for the northwest part of the cliff and Althea safely behind Theo.

    Turn 3: The southern Cavalier should charge towards the North team, no problem as North team is stacked. Nia takes up a position at the northwest edge of the cliff and starts pelting the enemies there. Ideally she should target those she can ORKO, preferably the archer if she can do so. Theo heads for the second ruins to pick up the Mithril Mail. Althea heads back onto the main road, waiting directly below the start point to pick off Caravans.

    From there: Theo picks up the Mithril Mail, then prepares to be a meatshield for Nia when the boss goes after her. On one of the turns, (turn 4 I think?) the enemy boss spawns, and Nia needs to be outside of his 2 attack range so he heads for the southern pass to get up the cliff so Theo can block him. Just keep hitting him with arrows and play defensively with Theo (make sure he has Vulneraries/Potions). The rest of the south squad of baddies should either get stuck at the cliffs trying to get at Nia/Theo or go after the North team, so Althea should be fine by herself roasting Caravans. North squad keeps trashing the North baddies until the final Caravan is defeated (the final caravans spawn 2 cavaliers), then works their way south to help deal with the buildup of baddies Nia hasn't taken out yet. Assuming all goes well, you'll have everyone alive, 12/12 caravans looted, and every enemy dead for some juicy EXP. If you did what I did and gave Renae the Levin Sword + Mana Ring, she should also have gotten enough EXP to gain her stealing ability by the end of Chapter 4, which you can use at the start of Chapter 5 from an enemy mage to nab a really fun spell for Althea (Sandblast, an AoE blinding spell).

    Now, my Nia got quite a bit of EXP and good levelups, so I don't know if this strategy still works with something closer to low level/RNG screwed Nia.

     

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