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Huge swarms of Warniak with a large aggro radius, that followed forever were indeed terrifying in hardcore mode.
Honestly, the whole game quickly became trivial in difficulty once I realized my melee range is larger than I first assumed. Every creture became very easy to kite and get stuck on terrain (with the exception of Warniak before I got enough tools and armor to lessen their threat and easily cull their numbers to prevent large swarms from accumulating). I was easily able to kill and harvest a number of different new types of enemies I hadn't previously encountered without even needing to return to base and craft my first set of armor or stock up on consumables. Especially because most of the creatures have ways to entirely nullify their damage or aggro, even one of the minibosses is immediately cheesed by the same potency of potion as the regular mobs. I did appreciate the sense of progression and getting one over on stuff that were previously moderate concerns by figuring out how to advance through the research trees for the first time. But only a few of the nodes actually required insight and paying attention to the flavor text in order to piece together; everything else just unlocks immediately or after using the thing before it once.
So I'm glad to see that the acid poison effect is being doubled in potency, and that bandages are becoming half as potent. These changes are a good start to increasing the difficulty curve.
As-is, I only died maybe once to Warniaks (which have now been patched) and once to carelessness with the Cauldron when I was first learning how it worked (there were some visual bugs and I didn't realize I was even taking damage from failed attempts due to a lack of obvious cues). And after both deaths, I was easily and Immediately able to quickly progress not only back to where I was before, but also gather and accomplish significantly more along the way.
I also noticed that it seemed a bit strange to the characterization of our protagonists not to be interested in cartography, although I didn't find myself in need of a map, especially because the orientation of every biome, landmark, and character seems to remain the same between different seeds on each new save file (it would be nice if this changed).
My greatest points of frustration so far:
1. Large squares of the map are seemingly at random entirely depopulating all objects and spawns, leaving expansive eye-sores of barren ground. I'm worried that this could occur to a set-piece on the map involving plot that I haven't finished with yet, locking me out of progressing. The effect seems to be permanent, and may even be accelerating the longer I play on my save file.
2. I forgot to be super judicious with my clicks upon first discovering the Magic/Ritual/Enchanting Research Tree (I forget its name on the UI as I played the game months ago). And so I exhausted all of my starter points for that tree. This leaves me with the extremely monotonous task of manually performing the discovery ritual on many crystals one at a time in order to build up enough points to perform the minigame required to unlock any further research from that tree. As far as I can tell, the crystals are a finite resource, and I expect to be forced to use up the majority of the extensive supply I spent a while harvesting from the map, when I can be bothered to return to the game and get through the repetitive grind. (So far, I have tried performing the ritual on some other objects that seem more advanced or mystical in nature in the hopes that they would be worth more than a single point, to no avail)
Also, early-on in the game I researched the amulet I found next to the Tower because the flavor text being written in a different color suggested to me that it would unlock nodes on the research trees. It was in fact worth exactly the same amount of points as any other trivial item and yielded no new technology. Perhaps I was meant to save it until I discovered Magic and Rituals. But there was only one of them, I have destroyed it, and I only have the one hardcore save file. So I hope I'm not missing out on content or going to run into a progression block because of this. Perhaps make this item unable to be researched, the same way as this update has done with the Ritual Knife (I'm glad I held off on consuming that knife by performing a Ritual on it, now, having learned my lesson).
What platform are you playing on? Do you have any idea how to reproduce the area wipe bug? It would help immensely.
I agree with the rest of the feedback. You are not blocked in progression by researching the amulet, but I agree it should be protected from alchemical research.
The thaumaturgic research tree will get a balance pass in next update - I agree that it's too tedious and I'd like to introduce some risk vs reward ways to get more points at once.