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Make sure you don't run out of supplies though; need those to camp.
Also, the heal spell eats a spell component, so have a full stock of those as well if possible.
I have a on-going Lets Play if you want to take a look: https://youtu.be/UvBWnkVqTr4
Any ideas on how to make spellcasters more tanky and survivable?
Hence, no, you cannot pre-buff your casters. You cannot cast any spells outside of combat (and there are no rituals). You have to consider your buffs purely from a "is it worth casting mid-fight" perspective. Also, even spells that are supposed to be hours/level like Mage Armor expire at the end of combat. (But then, so do most status effects, making many spells like Restoration redundant.)
Well, it’s not literally casting a spell, but you CAN prebuff before a battle, if you’re willing to burn potions. In Low Magic Age, potions last until the end of the NEXT battle, so you could drink a Mage Armor, Bear’s Endurance, Cat’s Grace, and Fox’s Cunning potions on your mage for a big buff.
Also, the stat buffs (aside from Mage’s armor from memory) stack with any existing enhancement bonuses active from gear on the characters; I guess they are internally typed as an alchemical bonus?
It’s not exactly what you’re asking for, and I agree, it would be cool to cast spells out of combat, maybe even be able to set your mages to auto cast long duration buffs ahead of time, but the above potion solution provides a way to toughen up your mages a bit, in case their getting focused fired down quickly.
And yeah, what irritates me the most is that some combat encounters spawn your party in a tiny room mixed in with enemies. It's not so much a problem with battles on the campaign map as it is with dungeons (which have those tiny little tight rooms) There's no pre-battle preparation phase like in other turn-based games, that would let you buff up and tweak your party's formation. And there's no out-of-combat prebuffing either like in real-time/RTS D&D games like Baldur's Gate and Icewind Dale. So we're stuck with this halfway thing that's neither here nor there.
It's kinda funny watching your mage being placed right next to an orc blademaster who then starts first due to high initiative, and one-shots the mage instantly. I wish the dev would add pre-buffing... or at the very least increase the minimum size of dungeon rooms, so your squishy casters have a bit of room to maneuver and aren't spawned right next to enemies who instagib them.
Quite frustrating, overall. Apart from that the game's great!
It kind of defeats the purpose of a formation system if you cannot have any formation other than a 2x3 rectangle because your party is too stupid to figure out how to walk into a room without walking around the orc berserker and leaving it right next to your squishy wizard.
I don't see why it's so hard to make rooms large enough to actually fit the party and some monsters at the same time, or why we can't have something like the hallways that led to the room being generated as part of the battle map. This was something they could do generating maps for the old "Gold Box" games on Commodore 64...
Wow, that's almost like it's a good reason to follow my suggestion and have hallways outside of just the room too, hunh, Captain Obvious?
Of course not.
If the game supported a "marching order" or at least let you arrange your units within the confined space, you'd at least be able to ensure that your squishy Mage isn't on the front lines while the Tank is in the back row.
Even if all your had to work with was the 2x3 grid and knowledge of which wall or corner you're on, it would be enough.