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Not sure what night that is
Btw might i ask how far you are at meta progression?
Day 1-3 2x Gold Mine max prod+++ and one level into the extra worker. The attacks I think are always one side attacks, so easy to hold with 3 fairly weak heroes.
If you have most of the meta upgrades for item rarity from crafting then 2x mines is good enough. Otherwise I used to make the third mine and look to put 6 workers in to the mines each turn.
Day 4 Seer (push back) + House . Think this is 2 side attacks next to each other.
Day 5 Any crafter, but I think Armor probably most consistently useful. I think this is two strong attacks next to eachother and is maybe the hardest of these nights to hold with 3, but ballista's can help the side with the best weapon (usually I want shortbow/handxbow) while the other 2 hold another side.
Day 6 Usually this is first strong attack on opposite sides. You either add inn+hero or if you have one really strong guy rank up crafter and start on a second crafter and let him solo. Good night to spend a bunch of materials on the solo side.
Day 7 this is I think always 2 strong attacks opposite each other and 1 weak attack to the side. I generally always get the 4th hero to take the weakside and leave the others in place.
Day 8 - 12 Just scaling up item production facilities and when it goes to 4 side attacks add the rest of the heroes. Usually at this point the starting ranger owns one side, the starting melee usually ends up with daggers and owns opposite side. If no warpstone on the melee then starting mage usually covers a corner to help melee and the adjacent side. Then usually decent hero on the helped side and the remaining 2 heroes on the opposite side.
Gear types and heroes offered can obviously shift things around like I have put a longbow on the corner in a watchtower to replace the roaming mage and had the mage do the killing on one side with stun/sniper support from the longbow.
Do you have mines unlocked?
https://steamcommunity.com/sharedfiles/filedetails/?id=2534049954
My cool Ballistas are really just for fun, if you have strong archers, mobs never even get close to them. Ballistas make lots of cool noise when they fire tho. (and you upgrade them to fire 2 times)
My advice would be a lot different than Peppe's advice.
I build zero gold mines. Upgraded weapon shops are better, they give lots of money from sales, and you get fancy weaps. I usually only build one weapons shop. Bowyer (if I want to be super powerful). Magic shop. (if you want to be pretty powerful) Melee (if i want a challenge)
I tend to get a 4th char very fast. (3rd or 4th day) Same with 5th and 6th hero.
First building i build is a weapon shop. This shop decides if i go all range, all magic, or all melee.
I never build any walls. Not one wall. I destroy all stone walls they give me, so that I have sight-lines. Late game when I am messing around with ballistas I build watchtowers for sight-lines.
First perk upgrade on all heroes should be +25% exp.
No enemies ever make it my base. and I don't do any losing. (annoying brag statement)
The only reason I built a "healing building" is because this game is weird about equipment, and after you equip something, you have to heal. I choose the skill that gives you +50 reliability when when at full health, which is quality for every range unit.
I think my issue is I'm wasting my gold on buying items instead of making buildings (I also tend to rush the Inn and first hero which requires me not spending any gold for a production early on (generally I save my rewards from night 2 to buy inn on day 3 then 4th hero for night 4).
I'll try ignoring using the shop for items and just try to make do with the poop starter gear.
I was wondering about xp boost perk (I usually take coagulation for that sweet armor bonus on my melees and the accuracy perk for snipers) so maybe Ill give that a shot next as well.
Thanks for the advice.
Make sure to get a lot of Propagation weapons like druid staffs (preety fantastic) 1-h crossbows (Good if you can stack dmg and multihits) or tomes (Lightning go brrrrr)
I'd also avoid melee, the clear on those weapons is negligable late game.
Maybe its a bad advice but having longbow helped me a lot, the fact it can reach so far made it really flexible since it could reach 2 sides at once and could both aoe+stun and oneshot big targets at low energy cost, also prooved really cruiciall in the finall night but I don't wanna spoil it.
You will end up with way too much money later on and will easily be able to afford all the production buildings anyways so I'd advise clearing ruins and setting up mines for the first few nights, getting the seer and leveling inn right after, getting the bonus heroes is a huge powerspike.
Yup. that's always what happens :)
I recommend you watch my streams, I comment every decision and you might pick up a tip or two that will help you push further.
You can look at my apoc4 runs, or my full reset run where we go all the way to day 9 on the very first run without any unlocks. The run that follows shows a win on lakeburg #1 with 4ap heroes and a few basic unlocks.
Twitch.tv/Drakenkin
Click into Oraculum. LOOK CAREFULLY at the Boons which FREUDE may bestow. You want to unlock the armoury, bower and blacksmith, you want those buildings to progress. It took me a while to understand what was going on there and I ground to a dead halt at night 8 for a couple of tries sticking to my established strategy.´
Consider for a bit what you need to do during a run to get FREUDE to bestow her boons upon you. :-)
Watchtowers be very important, not gonna lie :-)
Nice, you aren't hard-stuck night 7 anymore!