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Faction level caps the level of the creatures of that type. The buildings are needed to address the needs that they develop as they level up.
The arena is special in that it levels up your units when they use it.
Demons shouldn't even be touched - evilness being used to revive them is a terrible design choice.
And yet a lot of people complained about D3 because you HAD to use every faction. So what did they do ? They changed that haha
But yeah, after some hours and some missions done, I finally understood that faction levels capped creature levels, so now it's always something I upgrade.
I feel like the main focus of the game is now more focused on creature levels instead of... A dungeon builder.
And I completely agree, demons needing evilness to resurrect ? Terrible choice when you've made evilness hardly obtainable if you're too passive.
If you simply level up orcs, you will completely trash the game because ennemies are now only divided into elites and non-elites...
The prison isn't very useful to produce evilness, the torture room isn't very useful to produce evilness... Like, why...
Especially with orcs who go from largely useless to insanely OP at level 5 with the champ upgrades. The fact that faction level controls your unit level cap seems somewhat counterintuitive.
The biggest issue with this game is how utterly annoying it is to acquire evilness. You basically need to focus on spells, potions, and then dump everything into faction upgrades to try to prevent the AI from outscaling you. Late game, unless you have the trap upgrade perk, level 3 traps, and a massive line of spikes, slime, saw blades, and a snot boulder trap, you can't stop hero waves from crushing your dungeon.
I feel like the game would be alot more fun and organic if you could just level creatures through combat without having level caps from the tech level hindering you. Especially because the faction upgrade techs take 99% of your evilness. So the game becomes about farming up enough to get level 7-10 creatures then destroying the map while being unable to really do anything interesting with the tech tree.
It's just insane to me that you need to unlock levels, and once you do, your creatures are like instantly max level AGAIN because of the sheer amount of xp, there is no grind at all, no progression, just point and click.
One thing I like to do is try to have the prison and the torture chamber to have that little plus of evilness but it's so few that you can probably do without...
Even the game acknowledges that fault because as you progress through the story, the game litterally offers you evilness on a platter more and more and more with so much objectives that you don't know which to do first.
In D3 once I captured one fountain of evilness, I could rely on that stream going forward. Now until I get to the point of having the higher tier rooms, I have to go get Evilness in the overworld for the most part. Once that bump runs out, I am stuck again until I get more.
I think the Vault of Evilness needs a mechanism to generate a small trickle of Evilness other than hoping to find an Artifact. Maybe something that requires a Snot dedicated to it, but something that will increase the count consistently before the other rooms would be nice.
So I even tried to do a different approach yesterday. I took the dungeon research discount, trap discount and damage upgrade, and the traps generate evilness perks.
I focused on getting level 3 traps and wanted to see if it was even possible to play without my usual rushing of the faction level. I made it maybe 45 min in and got a fairly decent amount of evilness from the trap kills, before the dwarves invaded me and it was a wipe because I only had level 4 creatures.
They need to remove the evilness requirements from the faction level and potentially increase the gold cost... Or just scrap the system entirely. The way it stands now if you aren't out aggressively farming evilness and solely focused on getting your faction level up, you lose. It's that simple. The AI outscales you and some event that bypasses your traps ends the game.
Don't feel bad, I didn't notice it for half the game either. It's a truly stupid design decision and it's not explained anywhere that I recall. It is however, the most important part of winning the game as you need level 7 or so creatures to deal with the champion blobs late game.
And its not like creatures can at least earn exp for the next level in advance.