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Well done, this is amazing!
Congrats!
All I can add is that I wouldn't have thought of using the vampires/villages combination and that I would have run the challenge with a character with only the 25% speed up lich perk.
Again good job and I don't think anyone will be beating that under normal gameplay before the full launch :)
I'd say loop 3 is the perfect skill + rng challenge. I think its theoretically possible to do a loop 2 lich kill but you need every highroll imaginable to get there. Basically 5+ slimes in your first 7 tiles that opens with two vampire villages that continues to snowball the first loop. You also probably have to go rock over suburb which just stretches the rng variance even further from the player, because the goblin spawns matter on a single loop attempt.
In this victory I made a lot of misplays and almost reset halfway through second loop before I got lucky with a double village placement. I still feel I could keep improving if I wanted to, but at this point I think I will wait for full release before I come up with any other challenges (side eyes low % first attempt lich kill).
The 25% axis tilt is good but wasn't necessary to win. I find the temporal beacons were enough with their speed up and watcher spawns slowing down combat with shields that I was hitting day-ticks ever 1-2 battles. Instead I found a lot of utility in the 5% chance to drop a chest perk. Getting that on the first level or two could really get your run up to speed.
I picked up the vampire village strat from casual play. I recall one of my early demo runs getting really lucky and having 2 vampire villages on my first loop and it made the entire run speed up player power level very quickly, leading to spawning lich on loop 3 before in my first 10 hours. However my unlocks were pretty low and I didn't understand combat enough to be able to kill him at the time. At the time I figured the game expected you to start lich attempts at 4-6 on casual play and started focusing on that. I am glad I eventually came back to study the early game damage numbers and how best to abuse them. Even at its very basic the demo has so much room for player ingenuity to flex, I am really excited for what enemy skills and other tile cards add to the mix.
Also, special thanks to you Jean. Your efforts in breaking down the numbers in the demo allowed me to focus on piloting the deck instead of spending time collecting data to figure out how to game the deck. I think I might have still ended up achieving this but your help made this result come much faster! Thank you!
IS TO GO
EVEN
FURTHER
B E Y O N D
In casual play, yes (however I suspect this may be different at full release because of all the ways the devs can change the maps and challenges).
I kept my damage low in this challenge to abuse combat timer ticking down while fighting. I'd gain 1/3 to 1/2 a day with this method in 5 man fights. Which is a whole spider spawn on a chrono infused spider spawner. I tried to go completely weaponless but 5 man fights in loop 2 make that really difficult. I'd usually wear no weapon for 2-3 battles loop 2 to utilize my HP to buy even more time, before putting in a 3-5 attack damage level one weapon.
This challenge is less a skill test of the base game intended mechanics and more a test on if you really understand the mechanics in the loop. All of the skills I employed were built from my time playing the base game and learning the importance of paying attention to stats when aiming for quick loops. I think this game has the potential to win most runs, its just up to the player to identify what the game is giving them and making the most of it. There were some interesting runs I got going durring this challenge that I had to give up for the sake of challenge completion. The game speed is dictated by the rng card draw, and player understanding of how to manipulate a bad hand into success.
To get a low loop kill, you need to spawn a lot of monsters. For a loop 3 kill specifically, you don't need better weapons than your starting one until the very end. Keeping your weapon weak means it takes longer to kill the enemies you're spawning. Longer fights means more time passing to spawn more monsters. More monsters means more cards which make more spawns to get more cards. The cards fill up the boss meter, so the quickest you can lay down a bunch of cards, the better.