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
Learn what the spells do. Don't be afraid to experiment. Same for buildings and towers. Quite a few ways to mix and match things together so they compliment one another, making everything work better overall.
Yes I forgot to mention that. It isn't always successful.
Both towers and golems can inherit elemental damage at max tier (one above Established), and you always get a choice between 3 elemental damage types, including poison in some cases.
My last big nightmare+ village as an example https://i.imgur.com/U4tGnOm.png
Also, once we have a reason to start villages on other maps of the World Map, you're going to not want mosters in limbo, cause the code that grabs things from limbo when you place a village center, grabs randomly. It'll grab monsters just as readily as villagers and resources.
If you play on skirmish, which is what the game was intended to be, not the world map, you don't even have limbo. The world map, and limbo, got tacked on due to player demand.
You can use the Motivate spell to grow crystal fields as well as plants and trees. It's an idea to spare some influence in times of plenty to grown crystal fields outside town. When you find yourself running low you can use Dissolve on those fields outside for a quick influx of influence.
It's nice to have a set of essence collectors in a block. You can draw from up to 9 collectors at once if they are next to each other. This is a good to quickly refuel yourself if you want to do some heavy casting.
As far as the cullis gates go, you can help yourself along by periodically just throwing enemies into the cullis gate as that'll usually net you a bit more influence than you use, and if you stay on top of it you can keep the population of more dangerous monsters down. This is important to remember because if those monsters sit around too long they can build spawners.
On the topic of ressurections. If you see a bunch of your people at night just standing around with question marks around their heads, they are either reacting to your hand, or there is a spirit nearby. If you have the res spell selected, spirits will also show up with a white selection circle. Keep your eyes open!
Enemies are subject to the same few frames of pause that villagers get before becoming confused, e.g. when sending something to or removing something from Limbo. This means that you can remove an enemy in an oncoming horde to Limbo, the rest of the horde will stop, and most (if not all!) of the horde will turn around and head back to their starting position! This, of course, gets you less drops, but saves your defences a lot of ammunition and repairs. Note that the enemies have a high chance of coming back again once they reach their spawn, but you can easily rinse/repeat this to heavily reduce nighttime/Eclipse hordes at the cost of requiring your active attention.
I have tested this thoroughly, and it works consistently. Might be a bug, if it is, don't tell Ray!
Edit: Yeah, that's fixed in current game version.
Most monsters will refund the pickup spell's cost, while some such as fire elementals and spectres will give you more than what you put into it.
Plus fire elementals and spectres are more the most dangerous enemies (that I've found) so it's more recommended to sacrifice them until you can get magic towers or alot of iron-equipped guards. Tho Spectres are only dangerous in their health bars, and ability ot ignore walls. Also Fire Elementals will usually be able to kill one person even alone in a 1v3 fight, due to how strong fire is against villagers.
But I've noticed that if you keep killing monsters before any spawners can happen, you can literally stop spawners from appearing for as long as you can keep killing/sacrificing them.
I imagine this is less possible outside of Traditional difficulty.
Also don't overdo it with laying down path blueprints, they can and will time out, unlike the gathering commands.
Also one thing I forgot to say also, is that Ballista Towers, while being able to one-shot most weak enemies as well as Fire Elementals at Established level, they're IMO alot more useful in being a lazy-man's way of destroying spawners beyond meteor-spam.
EDIT: Do final-level roads expire? I imagine it would likely take so long that it might as well be infinite if not actually unexpirable.
Tbh actually if said roads of such a level were to be so durable, I think it would make them completely worth it. Then again the highest level should also give a little bit more speed boost than any other level if it arleady doesn't.
Ninja Edit: Indev 28c, to be precise, aka the latest update. Still a fully functional trick to turn around hordes and such.