Driftland: The Magic Revival

Driftland: The Magic Revival

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FireDogy Mar 29, 2020 @ 11:11am
Great game, bad campaign :(
On my third campaign mission now, and the sole objective seems to be keep hero x alive...-Issue being that there is no direct way to order hero X around. Meaning that hero X has a frustrating tendency to kill himself...-How the ♥♥♥♥♥♥♥ hell do you guys keep Urias from murdering himself but keep other units actually fighting?
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Showing 1-15 of 16 comments
Star Drifters Dev  [developer] Mar 29, 2020 @ 12:11pm 
FireDogy Mar 30, 2020 @ 7:28am 
Originally posted by Star Drifters Dev:
Hi! Let's take a look:

https://www.youtube.com/watch?v=tlBIj2f3BUo

:-)
Always nice to hear from the devs! However a video of the campaign mission does not really help when I am looking for a way to get Urias to avoid suiciding OR even a way to revive him to easen the frustration of him diving head first into enemies nonstop.
Nerimo Apr 5, 2020 @ 12:03pm 
If your heroes are dying, you may need to just build more of them. The third mission is the only one where I lost in the human campaign, and my second attempt I just made sure to cast heal more regularly, and simply have more units around to do the tasks needed.
DNLH Apr 13, 2020 @ 5:17am 
Now that I've played through the whole thing, I must say that the campaign is brilliant and the way it tells the story isn't all that bad, though the dialogue is easy to miss if you're busy somewhere on the map. The story itself is amazing and I love how it all comes together in the end.

The thing about human campaign that leads to, imo, wrong conclusion is that the whole thing is largely a one big tutorial. It lacks the tricky missions that both elven campaigns have and is mostly straightforward. Utilizing camps and raids helps to keep Urias alive, making your heroes go to fight in large groups, upping their survival rate. I just wish there was a toggle letting player to prevent Bannermen from following any other orders aside of raids (one of them may wander off after an explore flag, putting whole raid on halt until they're back).

Seriously, though, I like it that you need to go through all four of the campaigns to get the whole picture, while you always get all the info your character could get in any one of them. The plot twist with Eyes was kind of expected, especially after dwarven campaign and how violent the ball was, but I still felt betrayed
Roket Apr 18, 2020 @ 8:19pm 
I didnt get as far as you did but did have the same problem. I just played the first level of human campaign and was so frustrated with my guys randomly walking around everywhere, always being far from where I wanted them to be and having to bribe them to actually do what I want them to in a timely manner. I dont see myself playing again after 1 mission of this rubbish AI which is a shame because it seems like a decent game otherwise :/
sabrinaqedesha Apr 27, 2020 @ 8:29am 
I've been having the same issue with Urias going off and picking fights and getting himself killed randomly. It feels bad to lose the scenario because of something out of your control and out of your awareness. If you don't want to let players have direct control of units you could perhaps give players a way to monitor the health of their hero units or center the screen on them. Alternately, your important heroes might resurrect at the castle. Something, anything, because I quite enjoy the game so far outside of this issue.
Last edited by sabrinaqedesha; Apr 27, 2020 @ 8:34am
DNLH Apr 27, 2020 @ 11:35am 
You can exclude heroes out of their current order, which makes them return to their spawn point/camp to heal up, though sometimes you need to spam click it if they're in particularly busy area, as they'll pick up a fight right away. Urias should allow spellcasting around him (not sure if this only applies in later missions, though), so you can at least try to keep him alive with healing spells.
sabrinaqedesha Apr 27, 2020 @ 2:47pm 
I can see how that would be helpful, but it would be useful to be able to find Urias on the map quickly and/or monitor his health to know if I have to intervene directly like that.
Demitrious Apr 27, 2020 @ 3:36pm 
I use the exclude hero choice or lock a specific hero in a defensive camp away from the main battle areas
.misha.  [developer] Apr 29, 2020 @ 9:18am 
Originally posted by sabrinaqedesha:
I can see how that would be helpful, but it would be useful to be able to find Urias on the map quickly and/or monitor his health to know if I have to intervene directly like that.

You can easily find, manage, recruit, etc. your heroes in the Unit Liste menu which you can find in the top, left corner of the screen. You can sort this menu in the manner you want; by class, rank, camp, name, activity, and level.

Simply open the Unit List menu, find, and chose Urias Mor on the list. The camera will jump to the chosen hero and will follow him until he is chosen.
Ideas Man May 1, 2020 @ 5:12am 
I just finished the whole human campaign without failing once. It's not that hard guys (and no I wasn't playing on easy difficulties).

I think the trick is train more attacking units and train flying creatures. I always had quite a few wizards and whatnot, all riding birds. I never had any trouble.
gatherer818 May 1, 2020 @ 1:24pm 
wait, you can lock heroes in camps? I've noticed the option to make a camp but figured the game would explain that option eventually, I figured it was a way to heal them while they were away from home, I didn't realize you can use it to prevent your suicidal brother from charging into every battle.
DNLH May 2, 2020 @ 2:27am 
They will still take odd orders if idle, so it doesn't exactly work like that, but after organizing your troops in camps you'll be able to issue raid orders that target single island and make the heroes gather at the camp and move and fight as one big group, which greatly boosts their chances for survival. They will return to camp after wiping the island clean, but you still need to pay attention to what's happening, because they sometimes prioritize raid order over returning to camp to rest. But that way at least you can make sure that the assault group has mages capable of healing.
gatherer818 May 2, 2020 @ 2:20pm 
I tried it out - Urias tended to stick close to the camp, but will still fight nearby enemies, so I put him in one at the far other end of the map and he stayed out of the fight. I also used a fully-upgraded camp as a staging point for my raiders closer to the enemy... and discovered in the process that building more recruitment buildings lets you have more units. In most games like this with a per-unit limit, that limit doesn't increase when you build a second building, you can just get to the limit faster...

that said, having to figure out which building a dead unit came from in order to replace them sucks when you have three of each and the death notification doesn't even say their type. Gonna post these suggestions separately, but having the death notification take you to the building to replace them when clicked, or simply being able to set the buildings to automatically train units when able, would be major additions, especially since "they do their thing without your input" is part of the game's philosophy.
Ideas Man May 2, 2020 @ 10:26pm 
If you zoom all the way out, you can sort of see which buildings have vacancies.
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