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You need to deal damage to Ecthis to get her to move. Once she starts moving things will go a bit quicker.
Aside from that, it's definitely a hard fight, but we know it's doable. You can probably find some videos. If you're really stuck, maybe adjust the difficulty level for this fight (from the options menu - and try to do it from a save just *before* the fight starts.
without knowing the unexplained mechanics and objectives,
Not sure anyone is?
Thanks for the advice, davea!
The rather poor guidance for the player as to what you actually have to do
in this one is part of the difficulty? Really?
The rest of the game usually explained objectives clearly.
Thanks, davea for the spoiler-free advice,
what you have to do is a little bit unclear, unlike any other previous quest,
and then changes...
Definitely could be better written in English at least.
Words of advice to anyone else frustrated here...
Do not read on, if you wanna work it out by trial and error, minor spoilers maybe.
The "Tower" is the centre area, inside the walls, do not worry about protecting the Mothman,
you have to wait for the Queen to appear
and then you move her inside the tower by hitting her, do not try to kill her.
Then she kind of gives up, and then you have to move all your team back outside the tower
while annihilating the remaining insects. Not difficult, just unintuitive, very.
Voila.
There's a chance we just need to explicitly state the objectives in the comics, or put a banner in the middle of the screen like we do with incursion defense missions. I'm not sure how much more clear and concise we can make the objectives themselves ("Attack Ecthis to force her into the tower" and "Clear the tower of Thrixl, and get out!" seem like pretty well-defined goals to me, though maybe the tooltips on hover could be more descriptive), but a lot of players don't look at the objectives, which feels like it could be the real issue here. We're open to feedback if you think a different wording would work better.
Consider phrasing something like this: "Each attack that strikes (character) will force them toward the tower." It sounds a bit awkward but it's also more explicit.
I think it's worth saying that my initial frustrated mail was the first moment in 30+ hours of playing Wildermyth that I felt anything other than love for the game.
And it's not a big moan at all, I just didn't understand that one objective,
which maybe needed more lateral thinking...
I don't like games where reloading is seen as normal
and the way to deal with difficulty spikes.
And this is not that kind of game at all, it rewards intelligent play.
That was the first combat I had to reload in five campaigns.
Brilliant turn-based fantasy tactics, poetic storytelling, lots of fun and depth in both.
If you're reading this and not bought it, go buy it now.
I added a mid-mission comic where one of the characters says, "None of our attacks are doing any damage! We have to retreat!".
Perhaps you could add a mid-mission comic where one of the characters says, "Keep attacking! Each hit moves her closer to the door!"
The trick is how to trigger this comic. I had a problem with that, and I wound up triggering the comic as soon as a certain door opens. That doesn't quite make sense in the mission, but it was the only trigger I had. I am sure the dev team can add a more specific trigger for the builtin campaign.
So, IMO, the fight would be a lot easier if you made it clear how dominate works—through a dummy fight, or a mid-battle scene, or whatever.