Integrity Posted July 4, 2011 Author Share Posted July 4, 2011 (edited) Whole lotta nothing today, but there was a good point to stop. Incidentally, magic skills DO improve spells of that school by some factor, not just make them cheaper. [spoiler=today's lotta nothing] We start our new week next to a SIGN! Signs serve no purpose other than exposition. Let's see what it says? :( Oh well. At least we read it. Our newfangled Resource Silo over the Marketplace gives us extra resources every day. Also, I break our budget buying everything I can then decide to leave the Pikemen home for mobility. Let's fight some Troggos! You can guess how this ends. mmhmm Halon doesn't level up, but Christian does from unrelated activities. Resistance gives your units a 5/10/15% chance to deflect spells. It's not my favorite skill. Pit Fiends are the diciest enemy we've fought yet, but this is Christian. We'll poke their eyes out! Yeah, we got this. UTTERLY blew taking the picture, but our Marksmen procced a remove. Score! Halberdiers eat the counter, then our melee brigade tears the Pit Fiends to little pieces. Didn't even bother to picture the aftermath of this. Pewpew! Found another Observatory! Hey now, Brown Castle! It's not sturdily defended. CRASH COURSE IN SIEGE TIME Unless your hero has the Ballistics skill, the catapult acts of its own accord. Each shot can be glancing or solid (usually solid), and two solid hits knock off a section of wall. You can't pass except over the drawbridge (which can only be opened from within) or through a wall breach. Upgraded walls give you archers atop towers (who do asdf damage) and a moat which damages any unit who steps in it. Fliers can just zing over the walls and lol. No archers, no ranged units, no moat. This is going to be a pushover. AND THEN HE WALKS OUT TO FIGHT ME. Incidentally, that drawbridge opens when a unit comes out and closes when they step off it. If a unit dies on the drawbridge, the drawbridge sticks in the open position. Very useful, sometimes. Melee mobs are fun to take pictures of. AW GAY WISDOM WISDOM WISDOM So let's see what's in our new castle.. ...fuck-all. Base level hall, base level castle, a Guardhouse and a Market. Halon does some conquering. Incidentally, on ranged units: every range unit can attack in melee (for half damage, *usually*) and cannot shoot if any enemy is next to them. The Hellhounds in the middle shots attacked my Marksmen, removed, and MOVED AWAY FROM MY MARKSMEN to attack my Griffins, letting me shoot them to death. Ponder that. Halon levels TWICE from that. Archery is Offense for shooters - INCREDIBLY useful - and Scholar lets a hero teach other heroes spells. Not so great. Christian hits up a Witch Hut for Water Magic and then I reload because no. Now we're left with a choice! Christian can go southwest, northwest or northeast. Halon is pretty much pigeonholed into his path, but Christian has options! CHOOSE WISELY or don't Edited July 4, 2011 by Integrity Quote Link to comment Share on other sites More sharing options...
Balcerzak Posted July 4, 2011 Share Posted July 4, 2011 Northeast? Quote Link to comment Share on other sites More sharing options...
Integrity Posted July 6, 2011 Author Share Posted July 6, 2011 (edited) Northeast it is. I think we'll just do this one campaign, because this is proving to be a lot of work. [spoiler=today!] Hey, look, it's that Witch's Hut we're not visiting! Anyway, a picture of the northeast. That shimmery shiny stuff is ...some special kind of terrain that ...does something. I think it improves Morale? Victory results in us finding our first ARTIFACT! oh that is just straight ballin' Remember, move speed determines combat initiative. Now our Marksmen ALWAYS act before other peoples' Marksmen. This is incalculably good. Also, freeish stats. After we've pinned the enemy to his last breath, I'll take an aside to make sure all our Heroes hit all these houses. Now Halon's turn! Let's go find out what the Lighthouse does! ...that's it? Fine. Back to Christian. Trying is overrated. Free stats for Halon, and a sign for Christian! ...wait a minute. OWNED BY TAN PLAYER. OH GOD HAVE MERCY. I don't remember what Scholars do. Aw, REALLY? And I didn't save before this. ...autosave Week 3 comes with good things. Most notably, Level 4 Mage's Guild! That's as far as we can build in a Castle. That's out of 5, by the way. Looks impressive, don't it? Each scroll represents one spell, but there's a single obvious winner here: These are permanent resurrections, so if I take a few losses in a battle I can just pick them back up and trololol. As long as I do it in-battle. Harpy Hags SUCK. They have high MOV, they cannot be counterattacked, and they return to their original position after they attack. I fucking HATE them. So we shoot the FUCK out of them. And get an axe :D Now, we need a new hero. Let's go visit the Tavern and -- ASDF HOT STUFF This leads us to her recruiting everything she can, which leads us to another special day of New Units Get! NEW UNIT GET: MONK Monks are the Castle Tier 5 unit and one of the better ranged units in the game. Solid stats combine with hefty health for a great ranged platform. There's one better, though. NEW UNIT GET: ZEALOT Not to be confused with this hunky guy, Zealots are Monk upgrades. Notice the doubled shot reservoir, the improved defensive skill, and the special ability. Yeah. No melee penalty. So anyway, next time we venture into the black! This has been like an hour of playing so far. ;_; EDIT: ha ha end tags Edited July 6, 2011 by Integrity Quote Link to comment Share on other sites More sharing options...
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