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On normal difficulty -
- You have resources towards upgrading buildings.
- Resources towards improving arms and armor.
- Resources towards buying lab gear. This becomes more needed into Chapter 3.
Also, in Chapter 3, I was about to do the main mission, but I kept finding missions that had me collecting unique weapons.....then I had to level the unique weapons. No hurry.
The corruption starts with one faction per time you get paid. It spreads to three factions.
No, the great hall do not upgrade with stroy progression. You have to do it on your own! Easiest is to get all buildings to lvl3, then your hall will also hit lvl3, which means a 6 man team !
Lvl4 of the hall isn´t necessary. Benefit of that is low and it costs too much resources!
I have my great hall on lvl3 even before the doomclock starts....
One more tipp:
AVOID DEFENSE MISSIONS !!!!!!
They are totally unbalanced and unfair and will most of the time cost more than one of your team a life (wound)! Undoable most of the time....
1. Getting 6-man squads is awesome, but what's REALLY important is unlocking that 5th slot early.
Don't research ANY armour, weapons or lab items until you have all buildings at Grade II. Pump all those early resources into getting your Domain to II for that 5th slot, and as an added bonus, you also get a 3rd squad unlocked. Then you shouldn't have any issues getting started on Chapter 3.
2. With 3 x 5-man squads, you'll start raking in resources pretty fast. Get Crusader armour researched early, as it gives you a consumable slot (which you'll likely want to use for a healing balm at first).
Crusaders are the only class without an item slot by default, so this one is pretty useful to pick up early.
3. On Normal difficulty, go with whatever party compositions you have available and enjoy using.
I've mixed and matched every class, often using different trees and / or weapons, and with a good plan and looking out for synergies between the classes and their skills - you can pull off some great tactical moves on the field for some real fun battles.
No need (on normal at least) to "cheese" or have a "must-take" unit. I've had plenty of successful missions without Beastmasters and / or Alchemists (for example). As long as you play to the class' strengths and are mindful of how best they can work together, you can come out of most missions virtually unscathed.
4. Talking of unscathed, load up most characters with balms - at least in the beginning.
Basic balms are fine and can be bought pretty cheap (you'll have more gold than other resources, so buying balms early is easy enough).
Try to save them for when you're near that 75% HP mark for max benefit, and preferably use them right before the end of the battle so you minimise healing time once home.
5. Exception to (4): Make sure 1 member of every squad carries shackles (even if it's not a capture mission).
You will sometimes find capturable enemies even on non-capture missions, and the feats you get are a nice little bonus for your mercs.
6. As soon as you have a little spare cash early on, check the recruitment tab and start getting some more mercs on board.
You'll want a MINIMUM of 18 (3 x 6-man squads) - but having a few more gives you some leeway in case you're healing a few injuries, want to mix-up your squads a little differently, or even have a few in training to increase either level or weapon skill.
Only recruit new mercs who are at the max level the barracks allows though (e.g. Grade III barracks allows recruitment of Level 4 mercs - so hiring Lvl 1 or 2 is a waste because you'll either need to level them up, or spend an age AND a small fortune training them).
7. For skill picks, honestly go with whatever you think makes sense for the characters you're building and the sort of playstyle you prefer.
I currently have a mix of left-sides. right-sides, and hybrids - and they all bring something fun and interesting to the battle when out in the field.
The only skill I find myself picking ALMOST every time, is the healing one for Crusaders. Free heals every 3 turns saves a LOT of balms or alchemist heals on your tanks!.
8. As others have said, pick a weapon set for each merc and stick with it. The added skills you unlock from levelling up your weapon skills can be game-changers, so don't chop and change between battles.
On the flip-side, I personally don't worry about only using a few weapon types across the whole army.
First, it's pretty boring having everyone armed the same!
Second, having a variety of mercs with different weapon skill options allows you to be far more strategic about who you take to what missions - and this is often the difference between success and failure (see 9 below)
Yes, it'll take you longer to research the higher tier variants for ALL the weapons you use - so just start with those you have the most of and catch up with the others later. The increase in stats with each tier is pretty minor, compared with the efficacy of having multiple tactical options at your disposal.
9. KNOW YOUR ENEMY! You get a LOT of info about what your squad is walking into, which gives you the chance to prepare a group to match the challenge.
Look carefully at the descriptions for each faction and then pay attention to which faction you're up against for any given battle.
Fighting Bretons? Then they'll mostly be beefed up armour cakes and usually won't bring too much in the way of ranged firepower.
Grab a couple of hammers and maces for the armour-break, and maybe even an Alchemist with the Pyro skill-line. Make them slog through burning pitch to reach your front-line, then drop the armour and finish them off.
Fighting the dot-king Navarre? These guys can be a nightmare if you let them be, but they're also pretty squishy!
Get some crit-build flayers and some fast, high-DPS units: close quickly and devastate them before they get a chance to start debuffing your squad. Keep your guys spread out so you don't get annihilated by a single poison or whatever, and make sure you got those balms on you.
As long as you don't let them dot-stack any of your mercs, you can let the odd bleed or poison run it's course then just heal up after.
IN ADDITION to the faction, you'll also be told what type of map you'll be on - which can also be very useful advance info. Going to a fort or battlefield? There's a good chance you'll see some artillery - so remember that flayers can use artillery for FREE and still get all their actions. Good to know!
10. OK, last one. Be PROACTIVE about faction corruption. Corruption will make any faction a lot nastier to face real quick, so the moment they get a single line of corruption - PURGE THOSE HERETICS!
Once you have a bunch of cash, you can start paying to purge a faction without needing to go to battle - but if you have to send in a squad to cleanse the land with fire and glory, then don't wait. Jump on those filthy heretics as quickly as you can, and make ALL your other missions a whole lot easier.
There's probably a ton more I could say - and I'm sure there will be those who disagree with the above. I'm not going for ultra-efficiency or max-cheese or anything.
I'm having a great time with the game right now, and I think paying attention to the above will help anyone struggling to get through the early game and past that initial difficulty curve. Hope it helps!
P.S. OK... just remembered ONE more that's just too important to leave out. Remember - most timers don't start until combat begins!
In many missions, you can scout out the area, locate the enemy squads if needed, then find a good spot to setup for your alpha-strike or ambush before diving into the action.
Sometimes, just taking a few turns to look around can turn up some nice surprises (like a sneaky route in, some high-ground for your archers, or even some yummy artillery pieces!)
Using incense will completely remove ALL debuffs, regardless of the number or type, it gets rid of everything. PLUS is gives you some healing AND when used it affects 2 squares around the user, so you can group your bleeding guys together and only use one persons incense to clear everyones debuffs. All my guys have one enhanced healing balm and an incense.
BARBED ARROWS/BOLTS cause awesome 12 point bleeds.
as for building priority its t2 alchem lab for enchanted heal potion ( 45% ) and blacksmith ( put all your money in weapon upgrade ) when u have 3 prisioner u can get + 1 level in prison
i finish game wihtout any armor upgrade , lucky that in unlock 6th slot before last mission.