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I haven't reached "end game" challenges yet and I've played two games through to the end. A wandering 5 skull is going to be brutal no matter when it comes. I particularly wince when they walk up to the village, kick my teeth in, then stand around for a few turns to keep doing it round after round while I watch everyone die.
Started a handful of godlike playthroughs before settling on the start I liked, and it is definitely gatherers. Crafters have no materials to craft, warriors have crappy options for handling early battles (which is ironic, but gatherers always get a hunter, which lets them choose hunt).
Food types trivialize the early game. Gather nuts\fruits\vegies\seaweed\fish\meat\bird meat and cook half of whatever you can to quickly get 10 food types. This gives all sorts of useful stats and especially movement, which helps you be the one initiating encounters.
Haha! Don't feel bad. :) It took me many hours to even get the courage to face a dragon!
When a tackle a new strategy, I usually beat it once 1-2 steps above "normal", then push the limit on how high I can beat it. Most of the time the highest difficulty is not intended to be beatable without cheating or exploiting massive AI flaws. Games like this don't usually suffer from those, since the AI and the player are very asymmetrical, as opposed to something like civilization.
Limit the number of people usable in challenges, say 2 or 3 per difficulty skull? and I think this game would be in a sweet spot. You would need advanced crafted gear to buff your relevant challenge stats to take on the end game foes.
I wouldn't mind some other aggressive difficulty slider too. Make a couple packs a night actually attack my village, with "fight" being the only option. Would make warriors more relevant imo, as you would need to intercept the packs or actually defend the village.
I'm doing my first "long" playthrough with focus on information gathering (a lot of the game elements are pretty much "trial by error," especially when it comes to things like crafting), and noticed that the "fight" option does not seem to offer better rewards than less dangerous approaches.
In fact, I just fought two two-skull groups of spiders, which seemed to have very much the same composition (Queen and 7 smaller ones). The reward for "fight" was a "backstab" item (spiked collar) and 2 spider silks. The reward for "hunt" - taken out of curiosity after reading these comments, since I'm running a "u wot m8?" warrior-heavy playthrough - was several ancient wood logs, and 10 spider silks. Frankly, the latter seemed far more rewarding to me.
Not sure if it's just luck of the draw, but seeing how much more dangerous actually fighting is compared to selecting other options, I'd expect to see a greater variance in rewards.
That said, I'm nowhere near Tethrinaa's mastery level (frankly, still learning a lot of the basics), but I do feel that the risk-to-reward ratio may be a bit too much in favor of the "safe" approach.
Still, the game is spectacular. I only learned of Thea browsing Steam's "recent releases," but it hits all the right buttons. Hope will actually have enough time to actually enjoy it given the coming holidays.
Whew! Thats good. Looking at those hours I could only assume you were the next Terminator cyborg sent here to kill us all.
I watched your list after your comment and I cannot believe what I see.
There is talking tenthousands of hours strategy experience here. What a compliment for the devs you have time to play this gem. Hope you like it lol
I think this game needs a new mode. Easy, normal, hard, godlike, impossible and "Tethrinaa" mode.
Please don't be Skynet, Please don't be Skynet, Please don't be Skynet... :)