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Game is in EA, I know, but hopefully we'll see some endgame and/or meta content to keep you playing other than just seeing how long you can hold out against increasingly large waves of the same 4-5 enemies over and over...
I'd also like to see mages and echanters added as serf classes - so you can train wizards and mages, as well as imbue gear with properties. That would make for some interesting dynamics.
The game is still in EA but it's moving along. The best advice I can give you is to rely on infantry. I used to focus on archers because, well duh, they're not in direct danger and whatnot. But with using archers comes a few problems like ammo consumption and misses. But a couple of training dummies will get infantry up to snuff in no time. Then you just toss your infantry out beyond the walls to scout and kill what you can. For groups I always try to send them in pairs or maybe small squads. Better odds 'n all that.
I'm getting rambly but if you wanna hear my way of dealing with Necros just lemme know.
THE FEELS, AGENT... I know. I just exited my game afew mins ago.
Day 15. Woodcutter spotted "a" wolf, I was like. (No sweat, just 1 wolf, i have 2 axe waiting for you.) who knew there were 5 more behind the first one. 6 out of 8 killed in the fight. my game ended there, too painful to carry on with 2 people...
http://steamcommunity.com/app/408990/discussions/0/490123938435118136/?tscn=1446038749
Combat is most effective by heavy use of pause and creative use of guard points, and kiting.
It's not ideal, but it works. Try kiting the skeletons away from the necro, but don't engage them yet, just kite.
have an infantry circle wide and come at the Necro from behind and kill him. He is harmless alone. Once the Necro is down, kite and kill the skeletons one by one.
If there is another enemy faction nearby, see if you can let them fight eachother first to thin the ranks.
http://steamcommunity.com/sharedfiles/filedetails/?id=543846875
That's a third of them.
I'm leading them in batches to my main gate where I've set up fences with fence gates to slow them down so the archers can tear them up.
http://steamcommunity.com/sharedfiles/filedetails/?id=543850446
They punch through the gates but in doing so they get bunched up, and can whittle them down. My guards don't attack until they get to the door - I hold my guards back by telling them to 'stop' just inside the door, then bum rush once the enemy is there.
hopefully that gets changed because while I welcome the challenges of mobs, I mostly want the challenge of town building (much like Minecraft. There are perils to be sure, but nothing that shows up one day and says "time to exit and restart now")
Im sry but i actually dont get how seomeone could think this game is too hard. I have only played 2 games now but i didnt use any walls in both (built them in the first game about day 50) and never was even close to death.
The easiest way to deal with necros is using some archers. Just snipe him and after that the skeletons;
there will proberly be settings for easy medium hard insane later on.
but for now you can use a mod to change disable or make invades easier
I now know how to defeat them thanks to youtube, but there should be some in game hints. Fair enough saying you should learn through experience, but thats like 10 hours of building up a settlement, training infantry, making clubs, farming to sustain them, all in the hope that your brawny soldiers can defeat the necro this time. It is unfair to leave it to chance that you find out that going after the necro then the skellies is what you should do. May have been silly of me, but I kind of forgot that a necromancer can resurect things, he seems more like a pyromancer to be honest, burning everything. When his skellies kept getting up I mistook them for seperate waves and kept killing them, it wittled us down, lost three good people, then I went after the necro finally.
Without this stratergy the necromancer literally ends the game, so I feel it probably should be explained somewhere. If he was less hard I would be fine with it not being explained in the game at some point, perhaps in a combat section of the tutorial thingies. Even though the required stratergy is basic, when it is by chance you discover it, and you can lose so much for not trying something that could turn out to be very risky, it is a bit unfair. I understand the game is hard, which I appreciate, but dying after hours of work is not fun, I find the necros a bit cheap because of that.
The difficulty gets pretty ridiculous after day 30. Constant goblin attacks, wolves, the occasial swarm of skellitons. I encountered a huge wolf pack, so many of them that they all glitched through eachother, at least 10 of them, lost a few people. These attacks mean you constantly have a few people sleeping off injuries, then you have less farmers to get food because everybody was needed as infantry and thus your food stores depleted. You get your food back slowly and you have less men for the next attack. I have 7 or 8 beds, all full of near dead people. Your settlers get worn down, less people for the next attack, meaning more will die or end up in a bed for ages, it's a viscious cycle. You cannot progress much like this. Progress really slowed down for me after like day 20 when I was nearly always under attack so nobody coulld farm or build, the only thing we got out of this was a few levels in infantry for everybody. I had to have an engineer constantly repairing dummies and all the other settlers training to even hope of surviving. :/ hard game, great fun though, when you're not dying
That's the part I hope gets balanced. The game wants you to think it is all about building a village, when in reality it is all about not drowning in the ever growing piles of dead. And I keep seeing a recurring theme around day 18. It is as if some pre-established trigger happens on a specific day that says, "well as of now, this game is about levelling up archers instead of building your hall. Good luck lasting another 10 days."
Stepping outside is very dangerous, but w/o that, the game gets boring.
Remember, it is designed as a rogue-like.
Also remember that with the eazy to install mod, you can tailor the game to your liking meanwhile.
On my first map between day 30 and i guess 60 nearly nothing happened, as an example - maybe 3 wolves and 1 or 2 waves of goblins appeared. At around day 50 i started to build my first wall, but more for aesthetic reasons.