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 also think the lack of a comeback mechanic is not awesome design. Either you fail the campaign, or can keep advancing. This soft lock doesnt sound awesome, but good to know beforehand, xd
This. I'm up to over 100 independently numbered manual saves.
I started avoiding to take Mordred on the last available side mission before the next main mission (when I wasn't sure if the side mission will be still available after continuing the story) because I was scared he gets injured and I can't heal him in time.
If mission does not require Mordred and he is above mission level, don't use him, he will get more XP from training and will be 100% available for missions where he is required.
Basically I never use knights with level above mission level. Also make sure to check injuries, some of them are almost meaningless. For instance, I used an archer with "-20% mind resistance" all game in my main team.