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2 max gold mine by production day 3
Seer and + 1 hero by production day 4 to start pushing the mist back
3rd max gold mine + max armorer minus the worker boost by the next day as well.
Then just keep building production to roll for equipment instead of pumping workers into the gold mine, pump them into the production to sell instead.
Apocalypse 4+ is a slightly different setup because of the fast approaching mist, need that seer really quick.
I always open with one gold mine at least, and aim to max it by day 3. I'm up in the air between an armorer or a second mine for day 1. The advantage of the armorer is getting 2 level 1 or 2 equipment a day plus the stat bonuses (about 40 value if you buy it). The workers don't give enough gold to justify going that route. HOWEVER, if you go the route of a single gold mine, most of your cash is going to heroes so I can see an argument either way since being able to gun for crafters is going to net you way more cash and equipment long run
To clarify: You're having resource issues because you get more per worker from the gold mines than hitting the ruin. Even gold focus that's *7* gold per worker for the ruins compared to, unupgraded 10 gold from the gold mines. The upgrades to the gold mines return investment in about 2 days once they're fully going and can give you absolutely necessary cash flow.
Day 4 a seer and a second hero are a must though or your defenses get wrecked and you can't keep up with the horde. Up until this point where your gold goes is determined by the mine(s), the seer, and the inn, and after this things open up a bit so you can invest in crafters and houses.
Honestly, catapults for near the outside, ballista towards the center. Ballista are too random otherwise. Catapults can afford to miss targets if you point them into crowds you need some damage so you're not overwhelmed.
Once you have all the gold mines started, quickly build the seer and then magic shop and armor shop go next. Once you hit waves that are too big or hit 3 sides, grab the inn. You should be able to max one a night (so max level and production, 3 max level items a day). What I look for... Druid Staves and Longbows.
Seer is super useful, pushing the fog back means more time to hurt the enemy.
1 Druid Staff User on each side at the end can hold if off solo. Magic orb sub weapon works well too. Make 4 wizards each with a lot of magic damage and poison. With thrifty, you can cast the Bees spell, which, with the propagation boost from another perk, can poison entire lines... and if the line is small, then it comes back and poisons them all a second time. Once you have enough +Poison, this is usually enough to one shot just about everyone (if they get hit once, they die next turn, if they get hit twice, they die now). Each wizard gets 2 casts so two long lines of dead mooks. The orb allows you to pick off isolated mooks (orb basic has bonus damage to isolated enemies). The longbowmen can be positioned (one a watchtower if you unlocked it) to support 2 sides and pick off fast enemies, archers, and isolated enemies (or stronger ones you want dead asap).
My biggest problem when I played were the Lancers. I couldn't kill them with the builds I was using. Turns out poison murders them extremely quickly.... and also everyone else. Seriously, one druid staff can hold off the big side of each night solo.
Last goofy thing you can do once you get far enough.... replace all the walls with balista. All of them. And then double up with an extra row behind it. Anything that gets close tends to die this way.
I tried that first but honestly, mixing in Druid Staves did WAY better for me.
Why? Poison. No way to kill the hordes of armored foes which have 50 block.
I finished night 9 or 10 or something and catapults are a waste. Ballistas even more so.
Weak walls and cheap stun traps seem the way to go for defensive structures. Towers are ok too. And I just got Teleporter. This should be good.
As a side note, I discovered that there is apparently a hard cap on bonus multi-hit attacks (+5 if I remember right). I had a very silly run today.
As far as town management goes, get three gold mines up ASAP, laser focus it. By Night 6, you can mine 9 times at 55 each: Night 5 will be EXTREMELY tough using this strat though, but it means you never have problems for the rest of the run.
Protip: The final boss is *easy* if you have mobility weapons. A rusty level 1 pistol and longsword will 2 hit them with some decent mobility: The mobility stat is stupid overpowered, so enjoy your 1000 damage.
my final strategy:
-No Balista just early catapults
-spend all materials in double walls.
-NEVER. GET. A. MELEE
RIP random spear guy you will be missed lol
Nah, for the future I will do anything to not use a melee character. ranged is just superior in every way. Hammer and longsword are good, dont get me wrong but this ranged weapons are just too strong.