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
More enemy variety in Midnight Isles, though still not quite enough early on. Importantly, way better enemy variety in Midnight Isles than it's main game, less endless demon fights, really feels like a relief- BSL didn't have that contrast.
Shoutout to the Gelatinous Cubes, they force me to change my strategy up since I tend to use swords and bows a lot- it's the first time I've felt a proper Pathfinder challenge in the game vs just pumping up the ability scores. A monster is immune to your main strategy, but otherwise isn't a super big deal- how do you deal with it? That's classic tabletop goodness.
Being able to buy most of the core gear is also really nice. I hated the lack of shopping in BSL beyond the limited set the one guy sells, and felt entirely at the mercy of the rng if some of my builds would work out.
It just kind of also has a natural advantage in how many more classes there are to play around with in TMI vs BSL (never mind the mythics!). There is *so many* fun builds to try out, and it's much more efficient to do so in the dlc than replaying the main quest for the nth time.
But, again, I never got past the first 6 floors of BSL because it just didn't hook me, while Midnight Isles I am a good 20 islands into the second set, and it's the best time I've had with the game.
(With all that said, shout out to the elemental pillars for being actual crap, lol. Also find the pirate's gimmick obnoxious. Wild Magic, on the other hand, is hilarious fun that reminds me of the silliness that can happen when playing the tabletop game)
tl;dr - big fan of Midnight Isles, didn't click with Stolen Lands
Simply because I feel that corruption actively punishes me for relying on magic during standard fights, reducing my magic casters to buff bots who maybe get to cast offensively once or twice a expedition.
For me, valid class choices feel more restricted in TMI, particularly at low level, because corruption is much more punishing for classes reliant on abilities or spells. And that is before talking about how inflated stats have rendered most damage spells below 4th level into nerf darts.
I also dislike the implementation of making my own path, but that is because I want to kill every monster and loot every chest on the map and deciding on which islands to miss out on doesn't feel good for me.
There are secret rooms in TMI that you can discover with Perception. May be they are too easy to spot?
If anything rooms in TMI are too easy to spot because a "secret" rooms seems to be always there (There is a visual glitch going on that makes secret doors not block vision sometimes) and it is a random chance if the trigger object to open the door spawns.
Once you know what these objects looks for each floor type you spot secret rooms before your characters do.