Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I'd be nice if tainted essence and the other unlock thing (I can't ever remember the unlock system names) at some point buffed up the potions a bit so they were more useful (make them cost more if that keeps the game balanced).
Despite lots of good advice here, I'm stuck. I can't get past the Night 7. I mean, I think I'm pretty good at the turn-based combat part but no matter how I build - no matter how many Scavengers, Mines, Houses, etc. --, I just can't ever seem to make enough materials or gold to upgrade to all stone walls or get ballistas and what not, mainly because I'm too busy having to build completely destroyed walls from scratch by that point of the game.
I don't want to resort to easy mode, but I don't think I'll ever progress past Night 7 otherwise. I just don't understand whatever building-city economic voodoo the better players pull off. And it would help if the potions actually did more than just make your HP or mana meter "blip" imperceptibly. :D
felt like the game is pretty luck reliant in the first trys especially if you reach the later nights and are not decked out in passive perks. Cause starting weapons play a huge role cause many of the melee weapons (sword, axe and dagger) or range weapons like the rifle or even the long bow are pretty bad in clearing multiple enemies which means if you got waves from multiple directions you always have to have a second hero there.
Also depends on the directions, if they swtich up every round its bad to defend it cause you can only reinforce a few walls early on. in the first waves i wouldnt build to much in terms of walls, maybe just close up some holes, so the runners just dont run through and you have to play catch up.
pretty essential is getting the upgraded havens (more walls, or the gold/material to start with, helps a lot in getting goldmines going and upgraded so you will be able to build enough houses and by the 4-5 night have the tavern ready and the seer, the seer is pretty essential to progress. Cause pushing back the fog will give you more time to react and attack more enemies early on, also enable you to plan the hero distrubution, cause if you see that on direction has only one skull in terms of strength, its enough to put a sledgehammer/spear melee or short bow dude or tome mage there, with a couple of ballistas he should be able to handle it by himself. Would be careful with single melee heroes though, if you got a stunner in the wave, it will be disaster cause losing a whole round can make you lose the run.
Just in general it all builds on each other, if you manage to avoid panic, you will get more items and gold/material, enabling you to build more stuff making you handle the next wave better. should also steadily trying to build workshops later so you can get item upgrades that you need for later waves. Would maybe always build a bowery or magic shop first, cause i feel like they provide more useful items. I would only fill up holes with the weakest walls at first and instead get ballistas (100 material ones) currently i use no stone walls and rather rely on intercepting the enemies before the reach the walls or let the ballista handle flankers like the bats or dogs
on topic: you using tainted essence or passive buff after using a certain amount might be a good idea
Maybe the problem is attacks are too predictable? Potions let you improvise and prepare for the unexpected.
I think I 'waste' those type attacks much too early, and when I don't need to -- like if something can attack 9 tiles, why am I wasting it on 3 enemies? -- and then inevitably late in the Night battle, all my heroes are out of mana, and I'm screwed. Well, I'm screwed anyway since the walls are gone and the city's in flames, but I think if am smarter managing use of the highest mana consumption attacks earlier, maybe it'll be less bad. :)
My method for building gold is:
Night 1:
Build a gold mine, upgrade Prod 1 and Mine 1 and mine in it.
Scavenge a well for gold, and build the second mine, which you work in.
Night 2:
Upgrade second mine with Prod 1 and Mine 1, work in the mines. Upgrade to Prod 2 in both mines.
Night 3:
Prod 3 in both mines.
From there, I will build houses and Seer, and production buildings. Try to get one production building up to highest Prod level, then Worker, and you get 7 level 4-5 gear for 4 workers. Upgrade the shop so you can sell at better prices, and you will outperform gold mining with gear selling, and get high level equipment in the process!
I destroy rather then scavenge the ruins, so they don't raise panic when attacked in early levels or block LoS.
I also don't buy anything with materials first levels, first time the wave splits, I put a hero and ballistaes on 1 side. Production buildings are more important to build and upgrade then scavenger camps, although I get them as well, but seldom works in them. Remember, the infected can't destroy the walls if you kill them before they reach them.
Also, upgraded ballistae is so much more effective then unupgraded for spreading out the damage so they don't all overkills one target.
EDIT: As for the topic, only buys potions if buying gear changes health, I have lost Confidence perk, and I don't have a Shrine available. Literally never used a scroll.
I think they are more tailored towards early levels, before your heroes start with higher mana and mana reg.
Also I feel like they are a way to rather use money than level ups to keep up mana in some edge cases. Like once I got a hero who actually got almost only desired level ups (+dmg, +ap, +multi etc) and therefore run low on mana in the later nights. The other heroes didnt need the mana well so I bought mana potions for said hero (which in the end was more expensive than the mana well with upgrades would have been, btw^^)
but it's also due to the fact i am mostly playing full melle comp
i supose playing with multiple range dudes you wont use any potions at all
the scrolls on the other hand are way too much expensive money wise, and once you can afford them you simply forget use it
but overall they can be very mush usefull as they are using 1ap for a 2ap Spell