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Killed 5 Dryads. For couple of turns no Dryads around. Now 4 more popped up.
2 heroes standing (poison is a ♥♥♥♥♥).
The only buildings left are one gold mine and the magic circle.
More monsters on the screen than empty land slots.
We are DOOMED!
How many turns is one suppose to stand against that monster swarm? The Accursed, Kippers, Guardians, Boomers, Hunters, Twisteds... boy it's "fun". 10 turns seems to be about the max with this group of heroes.
I think the developers are insane. Completely nuts. Lost their marbles.
As was said before in this thread, you need characters that are able to one-round these bosses, and obviously some waveclear like always. It's not a hard rule, but most of the Dryads should die the turn they come into play or the fight will just go on for longer.
If you only fought 5 by turn 10, something is amiss. Especially if by that time, your town is badly damaged. What did that? If you only had the first few spawn waves of 1-2 dryads apiece plus the roundly bunch of undead, how could they have crushed your defenses? It's not as if the Dryads do anything directly to the town unless you let them ramp up their spawning buildings (which just got easier to kill but more numerous with the last patch) massively.
The normal mob waves on this night are significantly smaller than the nights before. Assuming you managed those nights with nothing more than a few scratches to the walls, you should easily be able to destroy most of the incoming waves in the boss night with less than your full six heroes, leaving two or so on Dryad duty. Yes, sometimes the places they spawn in are suboptimal, and when the big wave of 4-5 Dryads at once comes, you are bound to not kill all and/or have to let some Zs live. That is the point of the map.
Similar to how the loch monster bombards holes into the town defenses on the map before, this is meant as a gradually ramping up threat which forces you to do just enough to stall the inevitable and then finish the fight in a quick and focused manner. Remember, whereas in previous nights, losing even one ballista (or god beware, an actual building!) would be considered an issue, this night everything but the circle is completely expendable. It is okay if your town edge gets whittled down, just make sure to catch runners.
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Let's go at this from the other side:
What are your overall features?
- Do you have 7+ AP each, i.e most of the AP unlocks?
- Do the heroes have decent gear in all slots (i.e. no grey starter stuff, no -movement green junk armor on a melee and so on) as well as high-tiered (TIII at the least) weapons?
- Is your town surrounded in a cheap wall (basic wooden wall is enough) with a ring of ballistas behind it so any smaller number of mobs passing your heroes get automatically deleted?
- Did you upgrade your economy first in the early turns, i.e. plunder ruins for cash, build up your houses, build up at least one gold mine asap?
- Are your heroes sensibly skilled up? Decent output like 40% or more in their main damage, no needless splashes into other damage types. Decent crit chance (crit damage is not as important usually but very helpful against bosses). Just enough tankyness (usually from armor, a bit of incidental dodge and a few extra HP) to be able to take about two attacks per round without losing relevant amounts of HP. Decent bonuses in stuff like Isolation, Momentum or even Opportunism - all three are extremely strong against bosses. Useful perks, i.e. stuff that actually helps all the time or against everything where it matters instead of sometimes in very specific circumstances (Like Big Game Hunter, Human Ballista, Nimbleness, the T1 one that gives a huge bunch of Reliability against isolated targets, stuff like that).
If you are not at that level with your party, you *will* have a hard time. Take the defeat and use your many, many unlock points to upgrade your passive power level, then next time optimize your early days a bit more. With a typical two gold mines relatively quickly build up (don't even need to hyper-optimize it) you should have trouble finding something to buy for your 1000 gold on the last day, for example.
Each map is meant to be a bit more difficult than the last one and kind of requires a bit more unlocks and a bit more streamlined gameplay to conclude. If you run into it as soon as you can, it is okay to suffer a defeat or two. When I first got to the old Glenwald, I only managed to get to night 6 or so before getting overwhelmed. After two more plays on Lakeburg to get a few more crucial unlocks, it was suddenly very doable.
Night 10 should have less mobs than previous nights? Whaa? No. Much more. and coming more every round. In turn 10 there were more monsters in the town yard area than there were free slots.
Yeah, in my second game there was 5 Dryads, one or two coming per a turn, then couple of turns no new Dryads at all. Until 4 Dryads popped up turn 10. Like you can read from my 1st comment, in my first game there was 11 Dryads already by turn 10 (couple more).
I've got 69 favors from Schaden and 39 from Freude. From Freude I'm missing some favors related to weapon productions. I don't get much favors any more, for a long time haven't got but Epic Items and Uncommon Items productions favors from Schaden.
My town actually had about 50% stone walls and rest were reinforced stone walls. Had only 4 upgraded mounted ballistas.
The new version night ten with ridiculous amount of Dryads was a surprise: I won the few months back version game's night ten where there was only 5 (if I recall right) Dryads. So, I was: "what's going on here now?" when new Dryads kept popping up. There were a few months since I played the game.
By night 10, my town usually has all the houses upgraded, two gold mines, two scavenger camps, seer (to repel the fog), inn, and if I have badly damaged heroes or very low mana, I may have temple or mana well. And one shop to make some sort of weapons or armor (to get those Freude favors).
While I actually dislike the spikyness with which the Dryads pop up, they should come something like one in T2, another after, another two or so after that and then a bunch at once. But others have noted that spawns get delayed if you do not kill them at once, so this is likely what held them up in your case. The question is, if you did not kill the Dryads in those turns, why did you get overwhelmed by other mobs at the same time?
About the walls: Maybe that is an issue in that you spent too much stuff on walls (ones you can't attack through to boot). This could be a part of the issue. Killing mobs is more efficient than repairing and building up walls. I strongly advise you to build zero walls in the first few nights and only start building up simple (as in the 15 mat basic wooden wall) walls over the middle days as a kind of roadblock to prevent the odd attack that is going to happen from killing something relevant (i.e. likely a ballista).
4 Ballistas is far too few. By the last night, I often have almost a full inner circle (leaving a few gaps to hop over the wall if needed) and then some to spare. I never counted them, but I would say 40 or so? Do not upgrade them because upgrading them costs gold that wants to be spent on more important things. Normal mounted ballistas can be built from day 1 and start to add up over the course of a map. You will sometimes lose a few to an unlucky Boomer or Piker, but most should survive the game until the last night.
The idea is that anything that your heroes can't defeat can be safely let over for the ballistas to deal with. This eases up your action point and movement point pressure immensely since you can often leave those half-damaged two guys over there for your turrets to finish off and go deal with the more concentrated groups instead. Especially useful against those runners that run past your stuff towards your circle.
The old dryad boss fight was on the other map and definitely easier. This implementation on the next harder map is now feasible, though. No one disputes it was slightly overtuned in the first iteration and could still use a few tweaks, but as noted before from your comments here I get the strong impression that you are simply not playing very optimally and/or lack critical meta upgrades, leading to your extreme difficulty with this fight instead of it being just a challenge.
A good example of this is your last paragraph above: It seems like having all 15 workers on day 10 is something rather unusual or barely manageable for you right now: Most players have those in the mid-days. On the other hand, you can likely do with one scavenger camp if you tone down spending for walls. Even then, never build it before your first gold mine is fully set up, you got your fourth hero and the seer (and obviously at least the 10 core workers you should aim for on day 2).
If you build up strongly, you can plop down the gear makers in the mid-days over time and with the new blanket upgrading for them they should become useful within another day. By day 10 everything in that regard should be long built. You could completely play without those craftsmen, though, and still win. We did before they were buffed with global upgrades.
About the meta unlocks. I have no idea how many favors there are, I never counted them. I just gave a few very important ones to kinda give a benchmark. If you arrived in Glenwald with only 5-6 AP, for example, you are simply behind the power curve and are bound to struggle. With the full 8 AP one can unlock the early days get significantly easier and the Dryads (or any super tough mob for that matter) do, too.
A bunch of the more subtle buffs add up, too. Those 50 more gold at the start might look like not much but can help massively in getting the early economy to take off quicker. Those "better starting equip" and "better random equip" type boosts also add up quite a lot.
Again, especially the first few nights are completely different when your overall stats are just a bit higher because most of your gear is at least green or some are T1 instead of T0. This in turn lets you postpone stuff like walls or the mana fountain. This is because you can mostly rely on your no-mana basic attacks and still mostly clear a wave - also see my ballista comment above for some added clearing speed), then mop up the rest with zero mana usage when they start to trickle out. Similarly, if you position well, you can often completely avoid the temple (I tend to build it in the mid-days because I can or when I decide to make a blood mage). That alone is 100 gold you are nearer to fully upgrading your first gold mine or a turn earlier where you can grab the seer or that crucial (but very expensive at the time) 4th hero.
My heroes have traditionally be more for area of damage and mob killing business than in one target high damage. Hence for example I favor hammer and axe instead of spear, power staff instead of scepter.
Maybe. Never tried a sea of ballistas. Game is badly balanced then, if walls are a bad choise, and ballistas is the way to go. If it is well balanced, either solution would work alike, would be your choise which way to go. Or you would need both. Why have walls in the game, if they are the wrong move?
I usually have all of them workers much before night ten. For example, in my current game I have 13 workers on day 4.
You can see the number of favors you have, on the header of the favor list the gods offer you. Like I said, from Schade I have almost all of them favors, them Epic Item Production ones is all I get any more, there is couple in the very bottom of the list, favors which are still unnamed (maybe available only after this night?). Some missing from Freunde still because of the weapon shops.
The base number of heroes is 7 Action Points, without a gear or trait that give a bonus. Maybe them weapon shop favors done, you get the 8th AP. In that case, I get couple of those favors soon,
Finishing lineup 1 hand crossbowman, 2 rangers, 1 melee and 1 druid that I slapped some random scepter in offhand to be relevant vs bosses.
Never got to buy 6th hero and didn't miss him really.
2 rangers had 95% dodge and were using mob waves as free action points, melee guy drained all damage back and druid, well, almost died. Third ranger hanged back with blink and cleared mobs that threatened the circle.
I mean its not even particularly hard, you just have to filter all items that give decent amount of dodge and slap them on same characters.
Full dodge + crit is hard, but one of the two is easy enough.
I generally don't even buy Inn until Night 7-8. All gold goes into gold mines, production buildings, early Seer and band-aid equipment like scrolls and potions to survive the waves.
And most of my mid-run nights have D rating, so a good player will most likely fare even better with an early economy strategy.
But I haven't read any of them guides. Trying stuff on my own is more fun than reading what one should do.