• Category Archives DLC
  • Pathfinder: WotR – THROUGH the ASHES & THE LORD of NOTHING

    The entire reason I had initially picked up Enderal earlier was because I was in the mood to play some sort of magical melee class of some kind. Yet I ended up, as I usually do in those kind of first-person open world games, playing a stealth sniper/assassin.

    Still wanting to play a monk-sorcerer kind of thing after abandoning that playthrough I decided to re-install Wrath of the Righteous rather than try to look for something new. Both because I never did finish my Aeon run and never tried any of the DLC… and also since I’m still annoyed at missing the Sadistic Game Design achievement due to ONE ENEMY (Ashberry Hamlet’s ghost).

    But first, because completionism is a disease, I had to run through the two stand-alone campaign DLCs so that I could import them for the rewards.

    The first, Through the Ashes, is a low-level adventure (level 1-5) that doesn’t give any XP for killing stuff. Which is a big hint that you’re supposed to avoid combat wherever possible (your first companion being decent enough at stealth is another), and use environmental factors to help eliminate what you can’t avoid. It’s okay. There isn’t really anything annoying about it, but nor is there anything about it that calls for a replay.

    The second, The Lord of Nothing (which brings you from 5-11), takes a more mixed stance. It’s much closer in style to the main campaign in both good and bad ways. Direct combat is encouraged a bit more here (although there are a couple ‘avoid fighting’ areas), but said combat is not always the most balanced (I still completed it on Core with a ridiculously sub-par Demon Dancer build though). You get access to a wide variety of items and equipment… but will only have enough money to buy a few of them.

    Overall I’d say it’s worth running through them once with a Paladin or Dexterity-focused Tank build of some kind, but the replayability value is pretty low.


  • Legend of KEEPERS

    I can’t remember when it is I actually bought this game, but I only just got around to playing it this week.

    Generally speaking it’s similar in structure to Slay the Spire, as you progress down a series of choices before eventually reaching the final challenge of a run. Gameplay is quite different however since it’s not a card game. Instead, it’s more like classic turn-based RPGs with each enemy/ally being able to use one attack per turn.

    The base game comes with three player archetypes (although two of them have to be unlocked) each with their own perk trees and preferred gameplay styles. The default Slavemaster archetype appears to favor direct damage to morale and health while the Enchantress is more focused on debuffs and damage over time. The Engineer meanwhile (which I haven’t unlocked yet) presumably focuses on enhancing the trap mechanic. In addition to those, you can also buy three additional archetypes as DLC. Not sure how they stack up to the starters since none looked particularly interesting to me.

    General advice (when playing on Normal) would be to first focus on rewards that give new monsters until you have ~8-10 so you have a buffer for injury events or morale restoration, then switch to focusing on gold for training them all to higher levels. Manager upgrades are low priority for the most part since enemies should rarely reach the final area of a dungeon with a full lineup. Artifacts can be incredibly good… but they’re a crapshoot since what you get is totally random.

    Overall an okay time waster, but there’s definitely an issue with repetition.


  • WARHAMMER: CHAOSBANE

    I had been waffling on this game for some time now when I saw it was once again on sale for $20. Which seemed like an acceptable price for the base game plus all the DLC.

    Ended up… decent, I guess? Rather than Diablo, it reminds me more of Shadows: Heretic Kingdoms in structure, gameplay, and visual style. It does a few interesting things, such as having all skills unlock as you level (you can only equip a limited number), not having a level cap (legendary levels go into increasing a unique set of triggerable passive abilities), and not having any merchants (you donate equipment in exchange for progress toward unlocking extra skills).

    And while repetitious enemies and backtracking are still a problem, fortunately many of the early complaints about the game appear to have been addressed over time. The only issues I’ve had with it so far (just completed the base game with the archer; Health Regen/Poison build) beyond the repetition issue were not being able to re-enter areas if I accidentally left them, and one time it looked like my character had been deleted. Turned out the game just created a new profile and copying over the data from the old profile (in the “Warhammer Chaosbane/Data/Save” directory) to the new one restored them.

    Some things to be aware of:
    – There’s little reason to wear +Loot Quality gear. Save a set for opening chests though.
    – The 3rd level of a skill is not always better than the 2nd level.
    – On the inventory and skill screens, take note that some functions (appearance changes, DLC skills, Legendary skills) appear via small tabs on the very bottom.
    – Raise the difficulty as soon as possible (the difficulty system here is like Diablo III‘s). I started on Normal and raised it one level each chapter.


  • the Outer Worlds: PERIL on GORGON

    The Outer Worlds‘ first major DLC offering, Peril on Gorgon, adds quite a bit of content to the game. Practically equivalent to the amount you find on Monarch.

    There is however a catch: Only the environments and quests/flavor text is new. The weapons and enemies you’ll find over the course of the DLC are (essentially) the same as those in the base game. Meaning it’s more of the same.

    That in and of itself isn’t necessarily a problem if you greatly enjoy the core experience (here shifted a bit more toward Bioshock thanks to the introduction of audiologs), but it ends up dampened by some technical issues. Parts of the DLC feel unfinished… as though a final QC pass or playtesting session was skipped. Relatively minor things like the club added to Terra 2 not having the loot flagged as theft, enemies on Gorgon respawning quite often, and some of the main quest dialog not being responsive to sequence breaks all stand out.

    And while exploring Gorgon itself something just felt missing/off…. As though I were walking through a setpiece, or like the companions were unnaturally silent or something. I can’t quite pinpoint it.

    Anyway, is the DLC worth the money? Absolutely. So long as, again, you don’t mind getting a whole lot more of what the base game already provides.


  • WARHAMMER 40,000: GLADIUS – RELICS OF WAR

    After thinking about why I disliked 4X games so much nowadays despite having formerly loved them, I came to the conclusion that it was the way most grouped all production into a single queue. Why should I have to choose between building a factory or an infantry unit (or a worker and an infantry unit for that matter)? It makes no sense.

    I mentioned Gladius while talking about Mechanicus earlier, and it got me thinking that maybe I should give it chance instead of dismissing it out of hand. That maybe it wouldn’t be just another Civilization reskin and instead do something innovative. Shockingly enough… it does.

    Imagine my surprise when I discovered that the game just so happened to have multiple build queues; each building type has its own queue, similar to a turn-based StarCraft. Not only that, but the various factions (although there’s only 4 of them by default) play notably differently from one another. Some can only build a single city (Space Marines), some can only build cities in very specific locations (Necrons), and they all seem to have different resource requirements. It’s immensely refreshing.

    My only complaint at this point is that you have to pay an exorbitant amount of money if you want a decent number of army choices: Additional factions will cost you $15 each. Meaning to get the full game you’ll have to fork over $100. So… best wait until it’s on sale for like 70%+ off.


  • Talisman: Origins

    This game is essentially just a limited version of the main game: There’s no multiplayer and you can’t create your own games.

    What it offers in exchange are a number of puzzle-like scenarios that incorporate both the default setup and the City, Highlands, Dungeon, Firelands, and Dragon DLC. Different scenarios involve different setups. So in theory you could use it as a demo to decide whether or not you want to buy those… but I just don’t see much value to be had there. As for its own clutch of DLC, they feature scenarios that involve content from some of the other base game extensions. So unless you’re an achievement hunting fiend those aren’t worth buying either (I briefly tried Beyond the Veil, which uses content from the Reaper DLC; it’s awful).

    Considering that you can demo the various DLC in the main game simply by playing multiplayer (only the host needs to have bought them; I got to play Cataclysm, Clockwork Kingdom, Ancient Beasts, and Realm of Souls that way and quickly realized I never want to interact with the latter two again), the only reason to bother with Origins is if either multiplayer isn’t an option or you simply don’t have the time to play full-length Talisman games.


  • Talisman: Digital Edition

    The appearance of this game caught me by surprise, as I certainly wasn’t expecting a board game I used to play decades ago to have (relatively) recently been digitized.

    The adaptation as far as I can tell is flawless from a mechanics perspective with the AI behaving remarkably intelligently even when faced with alternate win conditions (you can also play with multiple human characters either on the same computer or through online servers). Visually though it could certainly use some upgrading: Animating the character movement and/or the encounters wouldn’t be unwelcome. Then again, it has a certain retro charm to it as is, it’s far from expensive (on sale for $2 at the moment), and no animation can occasionally be preferable to lackluster animation.

    You may notice that the game has quite a number of available DLC. They are in no way necessary; you can play the game perfectly fine without any of them in fact. They mostly just give you additional options or make winning harder. I’ll briefly go over the ones I’ve played with:

    • Blood Moon adds a situational new mechanic whose usefulness will depend on how many Event-adding DLC you have installed. The new characters are notable for being less situational than most.
    • The City extends the game board with a new Gold-centric region to explore. If you commonly find yourself with nothing to spend your Gold on, or have trouble finding equipment, it’ll be worth picking up (when on sale).
    • The Dragon DLC can make the game harder in two ways. Either by overriding the default encounters with powerful dragon-related encounters, or by making it harder to traverse the inner area with two of the three alternate win conditions (if this DLC is activated, I strongly suggest activating the ‘No Respawn’ house rule as well).
    • The Dungeon expands the game board by the same amount as the City DLC. Unlike that though this new area doesn’t really add anything new to the base game beyond an arguably easier win condition. The characters it includes are less situational though.
    • The Firelands will be more useful the more DLC you have installed, as otherwise its burn mechanic could seriously hinder the exploration part of gameplay.
    • I’m not really sure how useful Frostmarch will be to anyone. It basically just adds more of the same to the base game.
    • In direct contrast to Blood Moon, the Harbinger DLC is apparently more effective with less DLC installed. This is because its central mechanic mostly relies upon drawing specific events… which can end up a rare occurrence when you have a massive Adventure deck.
    • As with the City and Dungeon addons, the Highland DLC also adds a new region to the board. Basically, you’ll want to come here for the new relics to give you that last bit of advantage you’ll need at 10 Strength/Craft to challenge the win condition (assuming the win condition is combat-related).
    • The Reaper is a lot like Blood Moon, except its NPC effect is notably more useful. The instant death result can turn around what would otherwise be a hopeless situation.
    • The Sacred Pool will be most useful if you’re using alternate win conditions. If you only play with the default Crown of Command one there won’t be much point in bothering with it.
    • The fourth of the ‘board extension’ DLC, the Woodland does a number of things. Most notably it adds an entirely new use for Fate which allows you to reroll other players’ rolls rather than your own. Though occasionally useful in the default game, this new Dark Fate is particularly useful for triggering some of the nastier encounter results from other DLC.

    Ancient Beasts, Nether Realm, and the various Legendary Decks were skipped because they just add more challenge (which is not something I’m particularly interested in). Cataclysm meanwhile I’m holding off on until I get bored of the default (DLC-extended) board layout. As for Clockwork Kingdom and Realm of Souls… they’re not cheap enough yet.

    You may notice I didn’t mention any of the single-release additional characters. That’s both because they’re obvious rip-offs and because the characters in this game aren’t exactly well balanced. Their strengths are very much situational and whether one will be better than another will depend heavily on which content-adding DLC you have activated.

    As for


  • Pathfinder: Kingmaker – Beneath the Stolen Lands

    Since that first run through the stand-alone version of BtSL, I’ve played through the campaign once to get the Ironman achievement and then focused entirely on unlocking the Honest Looting, Memorable Moment, and Apocalypse achievements. None of which turned out to be very straightforward.

    The ‘Apocalypse Can Wait’ one is simple enough on paper… you just have to pray the random enemy/item generation works in your favor (I’m about to start the 20th run now and just have to kill the Captor/Captive one more time). ‘A Memorable Moment’ is a bit more complicated. I’m not sure of the exact requirements (like ‘Tricks of Time’ it apparently has an unmentioned perquisite), but it popped for me after dying to the Fallen Priestess when she was the last boss “blocking the path”.

    ‘Honest Looting’ caused some trouble at first since there’s apparently little to no useful information around regarding its requirements. As it turns out, it requires killing an exorbitant number of bosses/mini-bosses. At the start of this 20th run I’ve killed 77. You can check your own progress by extracting the player.json file from your save, opening it with a text editor, and searching for “vendor”.

    While playing on Normal difficulty my best was 60 floors (this was before I understood how the vendor inventories expanded), worst was 10 floors (damn elementals), and over the course of this odyssey I’ve experimented with quite a number of different character builds. Some notes:

    – Kineticist’s Kinetic Blade works with Vital Strike to bypass the Gather Power charge time (but doesn’t do extra damage)
    – Kinetic Blade doesn’t work with Attacks of Opportunity or Cleaving Finish (but does with Cleave)
    – Magus Spell Combat works with Flurry of Blows and Kinetic Blade
    – Sword Saint works with polymorph if you specialize in a relevant natural weapon
    – Sword Saint works with any Motherless Tiefling or Dragon Disciple build if you pick Bite as your weapon
    – Sensei’s Wisdom attack bonus works when armored
    – Sneak Attack ranged users are insanely good here thanks to the confined quarters (Grenadiers as well)
    – You can dual-wield throwing weapons with Two-Weapon Fighting for tons of attacks
    – There’s no need for a healer due to the abundance of potions
    – Browse the vendor stock before deciding on what team to use for a run
    – Try to avoid buff-intensive builds; yes you can rest frequently, but re-buffing every floor is time-consuming
    – Past the 30th floor golems (Greater Autumn & Golden) and Wild Hunt (Monarchs) become prohibitively annoying
    – Before the 30th floor never underestimate elmentals
    – Kill any Geokineticists you come across quickly
    – Stinking Cloud is a godsend against the Fallen Priestess and Wicked Chanter
    – Secret areas can spawn in a floor’s first room
    – It’s often possible to use Stealth to get through a floor with a solo character


  • Pathfinder: Kingmaker – DLC

    The Wildcards is the most obviously useful of the three purchasable DLC for Pathfinder: Kingmaker. It adds a new race, class, and two new companions to the main campaign (though only one can be used at a time until the endgame). The Kineticist is a lot like D&D’s Warlock (except instead of having a neutral energy blast they focus on a specific element or elemental combination), and just like that class they start out weak only to become ludicrously powerful at higher levels.

    The race and class additions are worthwhile of course, but the companions on the other hand don’t seem particularly well-integrated. It’s also worth noting that the associated companion quests are much more heavily scripted than anything in the base game… which can be either novel or annoying depending on your point of view.

    The next DLC at first glance looks like it’s a stand-alone side story (which resulted in my ignoring it until recently). While that’s mostly true, it turns out that your choices there can both change a few things and add a small area to explore in the main campaign. The new campaign is quite a bit different from the main one both in that it’s linear (world map travel is automated) and there’s no time limit (so you can rest as much as you want). It starts you off at level 5 and you’ll reach level 9 somewhere in the final area after about 7 or so hours of playtime; there are three small areas and three large areas not including Varnhold itself.

    I played through it once with Neoseeker’s suggested party and didn’t have any trouble (although I’m not sold on the Freebooter). There doesn’t seem to be much reason to play through it more than once or twice due to the linearity, though there actually are a surprisingly large number of choices to be made which can affect how things end.

    The third and currently final DLC is both a stand alone and fully integrated with the main campaign. The campaign version is static, bizarrely laid out, doesn’t have much worthwhile loot, has a ludicrous final boss fight, and overall in general isn’t worth bothering with. The stand-alone version meanwhile is almost a separate game: You create a new character and explore an effectively endless number of randomized levels (which is similar in structure to Diablo, down to there being Shrines to activate). There’s no story to speak of here, just killing and looting and unlocking new equipment/bonuses for future playthroughs. So it’s the perfect place to play around with all sorts of different builds if you like the game’s combat system but couldn’t stand the kingdom building or time limit aspects.

    I’m on floor 11 at the moment with a Scaled Fist-Eldritch Scion-Paladin, Thug-Aldori Defender-Swordlord-Duelist, Barbarian-Cleric of Gorum, Archaeologist-Vivisectionist-Arcane Trickster, Monk-Tactical Leader (this was supposed to be a Blight Druid… but I messed up the alignment), and a Psychokineticist. The progression so far is a hell of a lot better than the main campaign’s version of the dungeon and I love the randomized loot. So I may end up playing this mode more than the main campaign (of which 2 more playthroughs are planned to grab some more achievements; I started putting together Kingdom Building and Exploration guides to assist in this).

    So, surprisingly enough, all three DLC can end up being worth buying depending on which parts of the game you enjoy.


  • Yet More Grim Dawn

    Having noticed the 5th Challenge Dungeon had been added I decided to start playing again, bringing two new builds (though the Mage Hunter was long planned) up through Elite.

    After that came some re-speccing: Only minor changes were made to the Sentinel and Purifier (who both then completed Ultimate), but the Oppressor and Apostate went through a major revision. In the first case I came to the conclusion that a Defiler would make better use of dual Gargabol pistols (though I have yet to find one), while in the second the damage types/variety seemed extremely unfocused.

    Changes were also made to my Sorcerer, Commando, Tactician, Witchblade, Spellbreaker, Elementalist, & Templar concepts, while new concepts for a Trickster, Paladin, and Conjurer were drawn up. All of these builds, by-the-by, are available packaged together on the Guides page (or right here) with leveling guidelines written up for the ones I’ve actually used. There’s also a recently created list of all the various skills/items that can reduce resistances on the Guide page for those interested (and the Area Outline that’s been there forever has been updated). Those are all mainly for personal use though, since having to repeatedly search GrimTools‘ database is a pain, so don’t expect much/any polish.

    The question now is “What to do next?”. On the one hand I want to try out the Spellbreaker and Elementalist builds, on the other hand I still vaguely want to replay Greedfall, and on the third hand I think it might be a good idea to get the clutch of existing builds stuck at the end of Normal all up through Elite to free up some Stash space; max-level Legendaries/Epics are divided among seven characters, while the Stash holds Potions/Mandates/Universal sets, excess Component/Relics, two pages for mid-level Epics/Legendaries that universally increase class skills, and then the last two pages are devoted to double-rare rares and acting as a transfer space for newly found max-level Legendaries/Epics.

    Inventory Tetris is no joke.