• Category Archives DLC
  • 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.


  • THE LEGEND OF HEROES: Trails of Cold Steel III

    It would’ve been easier had this game followed the lead of its predecessor down into the gutter. Yet it miraculously does not, instead ending up better than the first game in the series by combining elements from both prequels into a far more focused/streamlined product reminiscent of Xenosaga.

    This puts potential players in a bind, leaving them the choice of either starting the series here (effectively playing from Juna’s PoV and missing out on all the reunion content) or having to force their way through the first two games in order to see things from Rean’s perspective. After thinking about it a bit, I think the best course of action (if you haven’t played any Cold Steel games before) is to play the first normally, and then play through the second on the lowest difficulty while avoiding all side-content (make sure to pick up Mint, Alan, Hugo, Becky, Munk, and the twins though). You’ll still be in the dark on the Crossbell references of course… but since those games don’t have official translations there’s not much to be done on that front.

    Speaking of translations: That’s this game’s one weak point (aside from the cliffhanger ending). Similar to the second installment, the character interactions here more often resemble a rewrite than a translation. It’s thankfully not character assassination-level (looking at you Neptune), but it’s pretty noticeable if you’re playing with the original voice actors and I had hoped that using a different localization team would’ve resulted in a more faithful adaptation. Oh well.

    The DLC situation is the same as previous games, which is to say there’s little reason to buy it aside from supporting the developers, and the gameplay progression is quite smooth on normal difficulty. There’s no need for grinding, or going particularly out of the way to find all the sidequests if you simply want to beat the game; just kill the various monster spawns at least once and you’ll be fine.

    Now comes the long wait for the fourth and final Cold Steel game, which was announced for release sometime next year… but may end up delayed due to the whole global pandemic issue.


  • Wizardry: Labyrinth of Lost Souls – Conclusion

    Having just beat the the main storyline with two characters (one for each of the ‘good’ endings), and having fully mapped both the Shiin and Trials dungeons, my main takeaway from this game is that the item drop rate is just too damn low.

    It takes forever to farm the weapons you need in order to handle the notable difficulty jumps on Shiin floors 4 and 9, and even with good equipment the last two Shiin levels (and the later Deep Dungeon levels) are just a slog filled with enemies that do 200+ damage to the entire party, regenerate, and dodge a chunk of your attacks besides. It’s not fun in a conventional way… just a masochistic one.

    Good for one playthrough, but no more unless you’re in the market for a mindless timesink.


  • GreedFall

    The most recent game from Spiders is, as expected, a marked improvement over their previous one in many ways.

    Visually it’s reminiscent of a cross between Dragon Age: Inquisition and PoE Deadfire, while gameplay is essentially Technomancer‘s with a few minor DA:I (the camps) and Witcher 3 (the ‘investigations’) influences.

    Skills are pretty straight-forward and you’ll get more than enough over the course of the game to try out all sorts of combinations (assisted by the 6-7 optional repecs the game gives you). Attributes are a bit trickier since you’ll get significantly less points to spend there. I’d suggest maxing out one of the damage-dealing ones (Strength/Agility/Mental) and then splitting the remaining points among the supporting ones (you only need 3 Endurance to wear the best armor, and 3 Willpower will cover all but 2 of the available necklaces). Talents, as in Technomancer, are sort of a trap: You can get +1 on all of them from equipment (except Intuition if you don’t have the Adventurer’s Gear DLC; I got it automatically for some reason) and another +1 on all of them (except Lockpicking) from companion bonuses. Meaning there’s little need to put more than 1 point in most of them and pretty much no point in getting the third level of Vigor/Lockpick (they only gate some generic loot… though L3 Vigor will let you avoid a mini-boss fight in one late main quest). At the start of the endgame, if all sidequests have been done, you’ll probably be level 34-35 and have 48-49 Skill points, 12 Attribute points, & 9 Talent points.

    Combat flow along with the overall graphical quality have once again been improved as has the writing and voice acting. The most significant improvement this time around however is in the questlines, as quest order now seems to be quite important with later quests specifically referencing your actions in previous ones. It really gives the impression the choices have actual consequences. Companion AI also seems to have improved and they behave quite sensibly in combat for the most part while general playtime seems to be a bit longer.

    There are some notable negatives however. For one, the AI system in general seems to be prone to overloading, often resulting in NPCs (and occasionally enemies) who just stand in place staring off into the distance. This can be a problem in the few stealth sequences when it results in patrols getting stuck (a quicksave/load will usually unstick any nearby ones). The loot situation is a bit uneven as well, with there being quite a number of interior areas completely barren of anything interactable (I’d strongly suggest not exploring any buildings quests don’t explicitly send you to). Worst though, worst by far is the persistent bane of apparently all Spiders’ games: The backtracking.

    The backtracking is a massive, massive issue even with the increased number of fast travel locations. There’s no excuse to have you running from the top of the governor’s mansion to the basement, and then back up to the top again. Multiple times even! The church’s city is a nightmare to navigate as well, a state of affairs made worse by the complete absence of a minimap (which caused no end of anxiety while exploring). The game’s fun, absolutely, but also utterly exhausting.

    So it’s going to be a while before I try a second playthrough, on Extreme difficulty for the related achievement, in order to see just how much switching up the quest completion order changes things.


  • LORDS of the FALLEN

    This game is something of a merger between Dark Souls (which I stopped playing at the first mini-boss) and Darksiders (which I stopped playing after the first boss); the weight system and enemy nastiness of Dark Souls with the visuals of Darksiders.

    On the negative side of things: Most of the the areas are cramped, the camera is locked far too close to the PC, and there are some stability issues (over the course of the first playthrough I’ve crashed 3 times on start-up, twice during gameplay, and there’s a nasty freeze when picking up the Gauntlet). Positives would be…. Hmm.

    Basically, if you felt Darksiders was too hack & slashy and/or Souls was too unforgiving with its checkpoints, then this game might just hit the sweet spot between them. And as for the Labyrinth DLC, which comes packaged with the GotY edition… it’s in no way worth buying if you already have an earlier version of the game.

    Some tips:
    – Don’t put any points into Luck on the 1st playthrough.
    – Don’t use any Attribute/Spell Shards on the 1st playthrough.
    – Open all chests on the 1st playthrough.
    – Use all your Shards and respec 25 points into Luck on the 2nd playthrough.
    — Don’t open any chests in NG+ until you have the 25 Luck.

    Doing the above will result in any chests formerly holding specific pieces of equipment to instead contain a bunch of Shards (almost always including an Attribute Shard).


  • The Legend of Heroes -Trails of Cold Steel II-

    With the way the prequel ended I had feared this would turn into some kind of Gundam ripoff. If only. Instead what it delivers is purestrain cringe worse than DQ11.

    It’s especially fond of forcing you to lose or ‘lose’ battles: In addition to a couple battles that literally cannot be won it features battles you win but the story acts like you lost, and battles you win but some random event occurs immediately afterward that requires a 3rd party to magically appear and rescue you. It’s a real bad look. Speaking of battles, the combat remains mostly unchanged (physical attacks miss more often, magical attacks are slightly faster, a new limit-breakish feature has been added) and just as tiresome as ever. Bosses are still massive damage sponges and this time around most of them have access to some kind of healing ability as well, making abuse of the Delay system pretty much mandatory.

    Structurally there’s been a huge change however as the Tokyo Xanadu elements have been mostly removed to be replaced with some Suikoden elements instead; namely the whole wandering the countryside to pick up people to populate your base with bit. This results in most of the game being somewhat non-linear and far more engaging than the prequel from an exploration perspective (though do be aware that the second epilogue returns to that previous ‘explore school’ -> ‘explore old schoolhouse’ format).

    That’s right: Second epilogue. The first has you controlling characters from the Crossbell games and feels incredibly disconnected from everything else. So yeah, content-wise this game may actually surpass the prequel… making the painful plot developments and monotonous combat a real shame.

    Is it worth playing? If you’ve already completed the first then you may as well resolve that cliffhanger. If you haven’t played it though then you’re likely best off avoiding both of them (avoid the DLC regardless, as II‘s is even more worthless than the first’s). If you do decide to play (the GOG version of) it though, take note that the older 1.4 version has to be installed in order for achievements to unlock.


  • The Legend of Heroes -TRAILS OF COLD STEEL-

    A follow-up to the third Trails in the Sky game, this one takes place in a different location and features a mostly new cast. So you don’t need any familiarity with the earlier games to understand what’s going on (though knowing who Oliver is and what Bracers are will help).

    It took me this long to play it due getting burned out on the constant combat (not this series’ strong suit) of the aforementioned 3rd Trails entry. Which ended up being a good thing since it meant I got to play Tokyo Xanadu first. As it turns out, ToCS is half Legend of Heroes (the combat and field trips) and half Xanadu (pretty much everything related to the school).

    The characters are stereotypical for the most part and thankfully display only a minor amount of cringe-inducing behavior while event developments are just what you’d expect from Trails game. The combat as mentioned is pretty much the same as previous franchise installments, as is the ease in which you can miss optional content. Using a guide is pretty much mandatory if you want to see/collect everything and even then you’ll need at least two playthroughs. Only want to get the max bonuses for an import into ToCS II? That’s also going to require two playthroughs (unless you do an insane amount of grinding).

    And while at first glance that can seem daunting with the massive amount of dialog the game has, if you make good use of Turbo Mode combined with holding down the ‘Cancel’ key to fast-forward cutscenes a second run through the game shouldn’t take nearly as long as the first. Incidentally, if you happen to have the Japanese audio enabled you may notice that the translation trends toward the liberal side of things. Not enough to character assassinate anyone mind you… but enough to be noticeable at times. Oh, and avoid the various DLC since they’re completely worthless (unless you really like the costumes I guess).

    Anyways, it’s a decent enough game with a lot of content (60+ hours if you talk to everyone), but if you’ve recently played those other games mentioned above I’d strongly suggest holding off on this since it’ll likely come across as a tiresome retread if you don’t have some distance between them.


  • Tangledeep & Slay the Spire

    Tangledeep is a roguelike in the vein of ToME, just notably less complex… more mobile-gamey. If you haven’t played that yet then this may be worth checking out so long as you make sure to activate Mana/Stamina regeneration (the respawn rate heavily punishes the default no-regen setting). If you already like that though then there won’t be much for you here.

    Another roguelike, Slay the Spire is closer in structure to FTL. The combat is quite different however and resembles a card game, albeit a somewhat 1-sided one since the enemies don’t play cards. The gimmick here is that every replay (a run through the Spire lasts about an hour and a half if you make it to the endboss) requires rebuilding your deck based on what reward options happen to pop-up, with each playable character having different cards to choose from. It’s certainly fun if you can handle the massive amount of deckbulding-related randomness (make sure to prioritize card removal events since you can’t do that manually) and I ended up eventually beating the Spire’s Heart with all three characters:

    Continue reading  Post ID 8046


  • Grim Dawn – Elite, Ultimate, & Hardcore

    Playing through the game in Elite difficulty is pretty much identical to Normal: Enemies have higher max levels (ranging from the high 60’s in Act 1 to low 90’s in Forgotten Gods), enemy HP is given a boost (generally only noticeable where bosses are concerned), the PC’s upper resistances (elemental, poison/acid, & piercing) take a 25% hit, and the item drop rate is notably improved (with some bosses dropping completely new items). Aside from the addition of two new smiths and a couple Devotion Shrines the maps and quests are completely identical (you do get the option of changing which factions you’re aligned with, but that choice is retroactive for the Kymon/Order, Outcast, and Barrowholm factions; return to Normal and your alliances will now match the Elite choices).

    Meaning there’s little point in playing through Normal once you have access to Elite… which is where Forgotton Gods comes back into the picture. One of the less obvious additions it makes to the game are a set of ‘Difficulty Merits’ which you can purchase from the new non-faction vendor (when playing on Elite/Ultimate) and then transfer to other characters. Not only do they automatically unlock the higher difficulty levels for that character along with all inventory bags, but they also grant the bonus skill/attribute points you’d normally get from certain quests on lower difficulties and, far more importantly, activate all fast-transit portals on lower difficulties as well. So once you get a single character through Act 1 Ultimate, all future characters can get a massive head start to cut out all the busywork in Normal:

    Make a new character, clear the Burial Cave to get access to your Stash, use the Ultimate Merit and pick up a +XP potion (sold by the Malmouth faction vendor at max reputation), jump into Ultimate difficulty and use the potion, talk to the gatekeeper and spirit guide for a massive amount of experience (wear the Explorer’s Hood for an additional boost), leave Ultimate and enter Elite, talk to the gatekeeper and spirit guide here for a less massive but still large amount of experience. You’ll now be level 18+ with several bonus skill/attribute points and full access to nearly all areas in Normal and Elite. From that point you can do a speed run of Normal, just focusing on the shrines and main quests to hopefully hit level 50 (the point Legendaries start dropping) before jumping into Elite and playing normally.

    But what about Ultimate? I saw a lot of talk about how Ultimate was ‘the real game’, ‘totally different from Elite’ and so on, building it up to the point I was hesitant to try it. Turns out that was all bullshit. The difference between Ultimate and Elite is almost exactly the same as the difference between Elite and Normal, it’s just that your lower resistances (bleed, vitality, aether, chaos) take a 25% hit now as well and a set of unmarked bonus quests get added. As long as your resistances are near maxed and your total DPS (not weapon DPS, the total from all damage sources) is 40k+ you won’t have much/any trouble with Ultimate. As an example look at this character.

    That is certainly not endgame equipment and the damage output is pathetic and yet… I’ve been steamrolling Ultimate so far straight through Darius. The other character I’ve played in Ultimate with was the much earlier mentioned Purifier (slightly modified with FG additions), which breezed through Act 1 Ultimate annihilating everything in its path.

    But wait you say, why are you even bothering with that comparatively lackluster Warder? Because that’s a Hardcore character. While the Purifier may deal out insane amounts of damage, it’s less adept at taking insane amounts of damage. Since a single death means the end for a HC character, my attempt to grab the various related achievements by necessity was made with a heavily defense-focused build. And death can come at any time, even for a character that seems to have God Mode enabled while playing it.

    The Warder you see isn’t my first attempt at an HC run. It’s the second, with the first being a Shieldbreaker which died in Act 6 Elite. How, oh how did I manage to get such a theoretically unkillable build killed? Player error of course. In Mourndale I ran across Grava’Thul at level 88 and was promptly hit by his dispel attack. This being completely unexpected (I did not know there were two different Cthonic Nemesis enemies and had killed the first with no issues earlier) I was thrown into a state of shock and promptly fumbled around with the hotkey bars trying to reactivate the buffs (misclicking and deactivating the ones just reactivated) and was ultimately killed while trying to use a health potion which had not been bound to the secondary hotkey bar. Ironically, my first D3 hardcore character died in a similar manner.

    So yeah, that was totally my fault and not the build’s. The important lessons learned there were A) Keep essential modal buffs on the primary hotkey bar, B) Make sure the health potion is bound to the same key on the secondary hotkey bar, and C) Be extremely careful when engaging Nemesis monsters.

    As a bit of a post-script, an incidental lesson was learned while playing the Warder: Armor Piercing does not reduce enemy armor effectiveness as I had long assumed, instead it converts physical damage into piercing damage. Which depending on build may actually result in less damage being dealt.