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My run
https://steamcommunity.com/app/978520/discussions/0/3113648183799251538/
We both were using the ballista, huh? XD
The ballista is love, the ballista is life. Such a good trap!
My strategy based on the Slavemaster and his whip-artifact. I also make use of the artifacts which will leave me only with one monster room (pom-pom thingy) and which prevents me from placing traps (chair thingy). I've employed a dozen Kamigoblins from which my star just hitted lvl 102. This little boosted suicide bomber is able to trigger a funny chain reaction, blowing ab multiple goblins instantly - funny to see, but tends to break the game sometimes.
When it comes to ressource gathering I never felt short of anything. Slavemaster is capable of inflicting much physical/morale damage, so I could always choose between tears and blood, kind of. Always send out employers on business travel to gather more of ressources, and always let them take your employers morale for blood. Companie's morale wasn't a problem at any time, as Kamigoblins are so motivated in doing their jobs, which is the self blow up.
My start was kinda easy, but in the late stages of my run (speaking after week 1500 or so) the heros became kinda threatening. Kamigoblins won't oneshot anymore and if the Slavemaster wouldn't kill them in one blow, they could easily take him out within one round. So I wonder if there is a cap at which the hero's level increases much faster than Slavemasters power, damage and speed. Then there would be a definite ending, where one hero exceeds my Slavemaster in evrything and just kills him right away.
If the performance of the game would be better, I'd like to find out if this point of defeat exists and how far away it is... Any other deep-delvers with suggestions here?
Interesting. nice performance :)
I imagine it's the same thing after a moment : traps or monsters won't be efficient and the master cannot resist with high levels heroes...
I was assuming that the traps don't die and hit first all the time, but unfortunately they can break.
My strat : use traps and boosts traps : multi-action trap artefact, 100%-damage trap artefact, and many, many, many skeleton scientist and metal praying mantis (for their passive skill), all the time in the first team (boost trap and in particular the gnome with mechanism (first trap), who boost the ballista (2nd trap)). For the advanced trap i use the head artefact for hit the heroe who have the greatest resistance physical attacks (the actefact reduces the physical resistance of the target to 0% --> useful with ballista trap).
In any case, I recommend using the magic purse actefact, very useful for upgrading units and traps inexpensively.
And finally I also recommend the bat artefact which randomly revives another unit in garrison, and pray for it to be a scientific skeleton or a metal praying mantis for an absolutely insane trap boost with all stacks ...
I hesitate to write a guide on steam, it may be worth it for other players...
:)
I also had a engi trap build, but it was based on the trophy trap (multiaction) followed by the shield generator trap, with first trap multi action and enhanced trap artifacts, which was pretty hilarious. Initially with Mantis and docs in the front, and steel golem / hawkman / heli in the back. Eventually I added a roaster in the back which could kill anything due to % of shield damage, and the optimal strat would have been just a bunch of Mantises and Roasters, but I couldn't find enough. The hawkman / heli combo was still doing more than enough though.
The great thing about this strat is that A) the trophy doesnt have to hit anyone so trap dodging heroes are irrelevant, and B) even if you end up with the last trap after the last monster room, the master also has an attack that does % of shield damage, so he could obliterate everything. And in the worst case scenario of both traps before the first monster room, the mantises also do % of shield damage.
I was also abusing the black market to get about 2000-3000 gold every time I found it. Shops sell monsters at increased levels for the same (ish?) price in endless, and you can resell them in the black market for quite a few times more than the shop cost. I'd reroll 5-6 times, buy everything, then sell everything except the roasters I could never, ever, for the absolute life of me, find. Quite the tasty cheese still.
I stopped around 400 weeks (concede) , after I came here and saw a post which had 1000+ weeks, and realized I didn't want to put myself through that, but I was outscaling hero growth quite consistently and only needed to upgrade one trap (had one as a backup though, for breaking), so tear gathering wasn't really an issue.
I as using/abusing the revivals, especially for Team 1. Crystal Skull and Batmask for artifacts and Orc sorcerer. Imagine this: Mob1, Mob2 and Orc Sorcerer. Mob1 dies, gets revived by the Orc. Dies again, has 25% chance to revive due to Skull. Same for Mob2. The next time one of them dies, they get replaced with a mob from the garrison due to Bat Mask. Since this counts as "fresh" monster, they get revived by the Orc and have the 25% chance to be revived all over. So many revives/fresh lives, the heroes don´t stand a chance.
Team 2 is a full skeleton crew with the Maman Brigitte´s Bone artifact for resists. The Two Birds Stone adds extra dmg to the middle hero. The Whip artifact provides free levelups for the slaveholder...
I´m currently at week 250 but see no reason why it shouldn´t work up until lvl 500 or so? The mobs and revived mobs tend to be one-hits againts the heroes by now but attacking once is enough because of DoTs. Dots for the win. Except for my patience with this is growing thin. It´s just grinding at this point, not really rewarding.
Btw. within the 1st rounds before this build: Hardest hero: gives burning against the attacking monster, and heals 10% if he is attacked by a burning monster - he nearly killed my boss alone.
On the other hand the Slavemaster came around pretty easy. I just manipulated my game by restarting endless until I would start with the whip artifact. From there it couldn't go wrong: Let heroes pass to your Slavemaster whenever he has enough health and kill them off to gather more power through the whip. Always take attacks which will grant improvements to the Slavemaster. As stated before I also put everything in Kamigoblins and sold the other creatures to blackmarket.
Though I didn't use any bugs or glitches, I couldn't tell the game was "fair" to this point. When you use 3 Kamigoblins in one room and the Bat Mask to call in a 4th one, the game becomes a mess. It can't track the correct number and sequence of explosions, so sometimers there are none, sometimes 5... kind of a glitch festival there. Especially the hero which starts of a frost attack at the beginning of the fight leads to heavy bugs: Setting of a Kamigoblin just after her seems to trigger her ability again, but the goblin sometimes still want to take his turn, even if he's dead.
Nevertheless, the kamigoblins were only important in mid-game. Up to week 200 or so I could use any creature and after week 1500 or so the kamigoblins wouldn't do much anymore. It's just all about the Slavemaster one-shotting the full hero group. This can be accomplished through his stress inducing skill in the spell room (scares all of the heros of instantly) or his aoe damage ability in the boss fight. Mostly it's the latter because of the high need of blood for further upgrading the kamigoblins.
It's in fact pretty much autopilot and I'll try to continue my run when there are more bugfixes out.
After the rework of the whip artifact my strategy (see posts above for details) wouldn't be reproducable anymore, I guess. But a lot of time passed by, so I'm sure new highscores have ben met and broken. Tell me - has anybody surpassed 2000 weeks without encountering game breaking bugs?
Hello ! If that's possible, can I ask you to send us a bug report on the Discord server or through the support mail ?