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  • Pathfinder: WRATH of the RIGHTEOUS – Chapter III

    The third chapter is where the second half of crusade management is introduced and about 70% or so of the world map opens up.

    Basically it’s a much simplified version of Kingmaker‘s kingdom management. You get advisory councils made up of various party members which let you make decisions to raise different sorts of stats and/or recruit different units. Aside from overall army morale, you don’t have to ever worry about a stat decreasing here or encountering a negative event that will destroy your city if ignored.

    As for buildings, they all pretty much now either boost your army or resource gathering potential. So (after a Teleporter) you’ll want to build anything that increases resources or reduces costs first, followed by anything that increases recruitment for your preferred troops, and lastly anything that boosts those troops’ effectiveness.

    Exploration-wise it’s pretty much identical though, meaning that visiting areas in the ‘wrong’ order is quite possible and can have you running into challenges you’re not yet prepared for. You’ll want to focus on your mythic quests first (which may or may not be immediately available depending on path), followed by the Greengates and Molten Scar-related questlines (along with any companion quests that trigger). After those you can take on the dragon, Wintersun, and the Ivory Sanctum. Blackwater should be saved for last because the enemies there are quite a bit more powerful than anything else in the chapter.

    If you want to visit every area efficiently (which is far from necessary since most sidequests only show up after a certain amount of time has passed), then this order will clear the map in 2-3 weeks depending on resting habits:

    Ruins of Ashbury Hamlet, Temple of the Good Hunt, Ashen Grotto
    Shrine of Sacrilege, Greengates, Molten Scar, Pitfall (Reagents)
    Scrubland by a Bend in the River, Broken Cart (Reagents), Grimwood
    Sacred Lands, Bloody Trail, Artisan’s Tower, Wintersun
    Ravaged Longhouse, Terendelev’s Lair, Heart of Mystery
    Burned-Down Shack (Reagents), Befouled Barrows (Storybook)
    Knapsack on a Tree (Reagents), Core of the Riddle
    Remains of a Disgusting Feast (Reagents), Crimson Dust, Ivory Sanctum
    Makeshift Lab (Reagents), Legacy of the Ancients
    Petrified Traveler (Reagents), Blackwater, Bones in a Pool of Mud (Reagents)


  • Pathfinder: WRATH of the RIGHTEOUS – Chapter II

    The game‘s second chapter introduces the first half of the crusade management system.

    Basically, you get to control additional party markers on the world map independently of your own, each representing an ‘army’. You use these armies to destroy demon units and forts via tactical combat pretty much identical to the King’s Bounty games’. Each army has its own independent movement range (which doesn’t cause time to pass), and it gets refreshed each new day.

    So you pretty much want to go exploring/killing demons with your armies first, then follow-up behind them with your main party visiting all the locations they uncovered. The main exception is Leper’s Smile, which is located across the river to the north and can only be uncovered when right on top of it. It’s a nasty area full of swarm enemies that cause the confusion effect which you have to visit in order to progress the storyline. Then after that nasty area the Lost Chapel will eventually pop-up as a second nasty plot-required area where you may not have access to your whole party. For that location you’ll want scrolls of Death Ward and probably Haste if you can’t cast it normally.

    After those two locations the actual assault on Drezen is comparatively simple. You’ll want more Death Ward scrolls here, along with some Communal Resist/Protection From Element scrolls (2-3 fire and at least 1 acid) and Bless scrolls (for the Vrock spores). Also be aware that you won’t get the opportunity to loot the outside areas after you defeat the boss in the Command Room, so make sure to bring everything you want to keep/sell into that area.

    Overall this chapter is much more freeform than the previous one and the army combat offers an amusing diversion from the hectic mass bloodshed of normal encounters.


  • Pathfinder: WRATH of the RIGHTEOUS – Chapter I

    Well, I made it through the first chapter and even went back and did it again with a different character to see how things changed if you don’t skip the attack on the tavern. Turns out my problem was indeed related to turn-based mode.

    There’s apparently no longer any way to slow down the real time combat as there was in Kingmaker. Meaning you have to either pause a ton or switch to turn-based mode if you want to actually think about your characters’ actions. Both paths are viable once you acclimate to the superfast default speed, but it’s worth noting that some battles will become notably harder in turn-based mode (you can’t effectively kite there and confrontations with swarms of enemies will take ages).

    The difference between defending the tavern and assaulting the garrison early turned out to be fairly minor (the Nabasu that drops an Amulet of Devouring only appears in the Market Square post-tavern attack, assuming you’ve already killed the necromancer there), so you can freely choose between the hassles of ‘defending the tavern’ or ‘clearing the map in 3 rests or less’:

    —Day 1—
    Clear Thieflings’ Hideout & Wonders Shop
    Clear most of Market Square (skip northeast and southwest corners)
    Clear Wine Cellar and Blackwing Library
    Rest at Tavern for 9 hours

    —Day 2—
    Clear Silken Thread Atlier, Tower, & Party House
    Clear Gwerm’s Mansion & Topaz Solutions

    —Day 3—
    Clear Tirabade Residence
    Rest at Market Square for 9 hours
    Clear rest of Market Square
    Return to Tavern and Assault Garrison

    Current build plans to use on each Mythic Path:

    <Aeon>
    Judge 16
    Sohei 2
    Slayer 2

    <Lich>
    Hexcrafter 15
    Scaled Fist 2
    Mutation Warrior 3

    <Angel>
    Kinetic Knight 16
    Zen Archer 1
    Mutation Warrior 3

    <Demon>
    Scaled Fist 1
    Crossblooded Sorcerer (Abyssal, Dragon) 15
    Dragon Disciple 4

    <Gold Dragon>
    Sword Saint 5
    Scaled Fist 2
    Instinctual Warrior 5
    Mutation Warrior 8

    <Devil>
    Overwhelming Mage (Red Dragon) 13
    Dragon Disciple 7

    <Trickster>
    Eldritch Archer 6
    Rowdy 4
    Arcane Trickster 10

    <Swarm-That-Walks>
    Grenadier 20

    <Azata>
    Court Poet 16
    Dirge Bard 2
    Sylvan Trickster 2

    <Legend>
    Sword Saint 20
    Incense Synthesizer 8
    Mixed-Blood Rager (Celestial/Fey) 2
    Eldritch Knight 10


  • Pathfinder: WRATH of the RIGHTEOUS – First Impressions

    Originally I was going to wait until completing the game‘s first chapter before commenting, but after getting utterly destroyed by what should be trash mobs for like the 10th time I’m honestly not sure I want to play it much more.

    The first thing that stands out is the absolutely massive amount of character creation options available to you; I spent literally hours just looking through the various class/subclass progressions to try and figure out what character I wanted to try (ending up with a Hexcrafter).

    When you actually start playing though the first thing that stands out is how small everything is. The camera is very zoomed in, you can’t unzoom it very much, and the maps are pretty cramped… particularly considering that there’s a fairly ridiculous number of enemies lurking about on them. Numbers alone wouldn’t be much of problem if it weren’t for the fact that enemies are commonly 2 or more levels above you (and give practically no XP).

    House at the End of Time aside, Kingmaker was pretty well balanced as long as you knew what you were fighting. Here? Knowing what you’re fighting (demons, lots of demons) doesn’t matter much because you’re heavily outleveled and often outnumbered on top of it. Even knowing that the difficulty reverses itself later when the Mythic Path unlocks and you get to take advantage of broken synergies doesn’t much help in this early game when you have to re-load each encounter 5+ times to avoid having a single enemy critical hit 1-shot your party members.

    That this part of the game has a hard time limit, meaning your resting is restricted, just adds insult to injury. I’m not thrilled about the plot development either as it’s pretty rail-roady so far and it makes no sense at all for people to treat you like some great hero when you’re just a level 2 character who got 1-shot by a demon.

    I think I’m going to take a break and then try out the turn-based mode. That might make it easier since the party AI being pretty bad certainly isn’t helping.


  • THE LEGEND OF HEROES: Trails of Cold Steel IV

    Picking up shortly after where the prequel left off, this conclusion to the Cold Steel series of games is structured similarly to ToCS II.

    Once again you have to wander the (mostly previously visited) countryside to gather up all your scattered allies with the specter of war hanging in the background. While the repetition is less than welcome, particularly when certain quests have you revisiting an area you just revisited, the game manages to avoid the more annoying (both plot-related and mechanical) pitfalls that so plagued that second game: Instead of having boss fights you ‘lose’ despite winning, it has boss fights where your goal is to reduce the enemies’ HP (which is thankfully not bloated here) by a certain amount.

    Marketing-wise it’s a bit misleading however, as you don’t actually get to play as the Trails in the Sky or Crossbell characters much (and the former in particular are pretty bare-bones on Crafts). For most of the game you ‘only’ have access to the Class VII characters, both old and new, alongside a couple semi-guest characters that won’t be available for the final dungeon… though that’s still quite a selection to choose from even if Millium is unavailable for obvious reasons.

    As far as storyline development goes, I’d guess this stands out more for wrapping up some long-running Trails in the Sky character arcs than concluding Rean’s storyline. If anything, Rean’s situation is kind of open-ended. A particularly weird thing considering how prominent the series’ relationship aspects are… although I suppose they didn’t really have a choice considering that there’s apparently at least one more Legend of Heroes story arc on the way and they couldn’t very well reference every possible romantic coupling in future games.

    To be honest I’m kind of burned out on the series at this point and will probably end up skipping the Reverie epilogue much like I had to end up skipping Trails in the Sky 3.


  • Grim Dawn: RoT Mod Revisited

    So despite my earlier comments I decided to take another character through the Reign of Terror Mod. An Assassin/Nightblade this time, as Assassin was one of my favorite D2 classes.

    My opinion regarding the lack of balance didn’t change in the early game; if anything it hardened due to how much more powerful Dragon Talon was compared to the other starting attack abilities. But then a funny thing happened after unlocking Claws of Thunder… all my memories of blazing through D2 insta-gibbing hoards of enemies with janky abilities came rushing back the moment it triggered.

    Like, the unbalanced builds and items are the entire point of the game. Strange how I forgot that.

    Just to properly compare, I also ran my Deceiver and Druid builds through Elite (after slightly revising them, different gun/boots for the former and components/devotions for the latter) to avoid looking at unmodded GD through nostalgia glasses. And ultimately I still like base GD a whole lot more: The enemy variety, class/build variety, (semi-) reactive quests, destructive environments, and the extreme amount of work that went into balancing all the various items and abilities against one another.

    Not sure now whether I want to drag my remaining six post-Normal builds through Elite, try out the RoT’s Barbarian class (one thing I loved about D2‘s Barbarian was that it could dual-wield 2H weapons), or try something ‘new’.

    Basically, I’ve reached the point where I can’t really theorycraft new builds without stepping on the toes of my existing ones. So I thought I might try out a sort of roguelike approach to the game. Essentially start a new Hardcore character, then pick the first class based on whatever abilities the first epic drop has and second class based on the abilities of the first legendary.

    Could be interesting… or could be aggravating. I think the most annoying part would be having to wait for level 50 (the point legendaries start dropping) to pick up the 2nd class, but then again it might give me a reason to use abilities and ability combos I normally wouldn’t. I guess we’ll see.


  • Grim Dawn: Reign of Terror Mod

    Some time back, either earlier this year or last year, I had the urge to replay Diablo II. So I did… only to find that compared to Grim Dawn there was just too much missing in the quality of life department. Flash-forward to this week where I discovered the Reign of Terror Mod, which aims to re-create the first two Diablo games.

    A goal it succeeds at remarkably well. Perhaps a bit too well.

    While there is indeed no need to deal with equipment repair, lack of consumable stacking, slow health/mana regen, nor lack of stash space or respec options while playing this Mod, some of D2‘s less pleasant aspects are still faithfully imported. Namely the issues of massively oversized maps full of trash mobs (particularly damning in Acts IV-VI) and Hero monsters being inexplicably surrounded by 6+ ‘Minions’ with 5-10 times the health of other enemies. There’s a damn good reason Maphack was a required utility when playing back in the day and it wouldn’t have hurt anything to scale down the map size by about a quarter.

    Annoyances aside I ended up hacking & slashing my way through Normal difficulty (unlike base Grim Dawn the Veteran option here is an actual hard mode option which should be avoided by new players) with a 50/50 Amazon-Arcanist combo. Ended up at level 55 with 33 Devotion points; Wraith, Candle, Quill, Chariot, Widow, and Vulture. Main skills being Lightning Strike, Elemental Exchange, Overload, Mental Alacrity, and Inner Focus, with Inner Sight and Valkyrie at half-max (including item bonuses). Elemental Balance, Sphere of Protection, Conversion, Arcane Will, Star Pact, Critical Strike, Retreat, Elemental Strike, and the Dodge line all at 1 point (pre-item bonuses).

    My biggest complaint, aside from the map size issue, ultimately ends up being a notable lack of balance. Once you get the Horadric Cube and can make your first level 20ish runeword weapon, basically every non-set drop becomes worthless; I used the Serenity Spear (a level 22 craftable item) straight through Baal, Diablo, and hoards of level 50+ monsters no problem. Attack/Defense ratings also seem to be out of wack. You basically need 1k in chapter II, 1500 in chapter IV and over 2k by the end of VI. Those are insane numbers for normal difficulty. Particularly considering you don’t have access to equipment augments here.

    To have any chance of hitting anything, you’ll have to rush your class’ base Attack-boosting or Defense-reducing skills (for me that was Overload and Inner Sight). That in turn puts a damper on your damage output and defense, making much of the early game a stop-go affair of blazing through most trash mobs only to suddenly get nearly 1HKO’d by a particular monster type or Hero pack (meanwhile main bosses are just massive damage sponges). Which brings me to a couple other legacy issues: Mana Burn and damage-immune enemies.

    Diablo II didn’t have an extensive resistance reduction system and featured enemies that were completely immune to particular types of damage. Grim Dawn in comparison does have a complex RR system which let’s you exclusively focus on one damage type above all others along with a ton of conversion abilities to support it. You could even say the entire game’s built around that concept. This Mod disregards that and includes the damage-immunes, which can result in even more momentum-killing tedium.

    And then there’s Mana Burn. Why would you faithfully re-create such a massively unbalanced aspect of the game? There’s no rhyme or reason behind which enemies have the ability, the player themselves can’t use it or defend against it, and quite a number of enemies inexplicably being immune to mana leech only compounds the issue. It’s thankfully not present in Act VI (the D1 re-creation), but that only makes the hassle of the previous chapters all the more galling.

    At this point I don’t think I’m going to replay it until the apparently intended (based on the ‘to-do’ list) item balance overhaul occurs. Possibly not even then since while it’s certainly better than the base Diablo II experience, it’s notably inferior to the base Grim Dawn experience. Honestly I’d probably like a Mod that balanced the D2 classes and items to match GD‘s content a whole lot more.


  • Children of Zodiarcs

    This game stands out from other tactical RPGs in two main respects.

    The first is that most of a character’s available actions are determined by a personal customizable card pool (Draw Cards and Guard are always available). Characters unlock new cards as they level and you can mix and match which cards you want to include. Which is good since, as with most card-based games, each deck should be kept as small as possible to increase the chances you’ll have the most useful abilities available at any given time.

    The second is that every action gets modified by a die roll. Every time you take an action you get to roll any bonus dice associated with the card along with any dice you have equipped; unlike other games, rather than getting money or weapons/armor as battle spoils you get new dice. Effects from this roll can range from increased effectiveness, to bonus effects, to free healing or card draw, to getting an additional action. So, unless you’ve been debuffed with bad dice, the die roll will never make an ability worse.

    This is a somewhat novel approach that, at least at first, feels fresh without being overly random. The issue is that after awhile (the start of Chapter 2 for me) battles end up feeling pretty same-y since you’re effectively always using the same abilities and hoping for the same bonus effects on die rolls. Compounding this issue is that the characters are pretty one-note so far and the storyline’s just a string of sequential ‘go steal item X’ directives. Maybe it gets more interesting in later chapters, but I’m uncertain at this point whether or not I want to keep playing to find out.


  • desktop dungeons & UnderRail

    Desktop Dungeons can loosely be considered a combination of Darkest Dungeon and RuneStone Keeper. Like the former you play as an administrator overseeing an upgradable village supported by an infinite number of generic adventurers, and like the latter the main gameplay consists of taking a single adventurer through randomly generated puzzle-like hack&slash-focused dungeons.

    The problem I ended up having with it is basically the same problem I had with RS Keeper; puzzle-like gameplay + randomization adds up to annoyance more often than not. Add on to that the point of hack&slash gameplay being to turn off your brain and you get a game that’s somewhat self-contradictory to play.

    In comparison, Underrail is a conventional turn-based RPG in the vein of Fallout that’s quite thematically consistent in its goal of being an old-school resource-management hassle. To be honest I didn’t get very far into it at all, quickly dropping it when I realized enemies respawned but health had to be restored in town. The thought of going back and forth to kill the same group of molerats while fiddling with inventory/ammo management simply didn’t appeal to me at all.


  • Solasta: Crown of the Magister

    Much like Icewind Dale, Solasta is a low-level D&D campaign focused primarily on combat.

    While the implementation of the 5e ruleset is remarkably good, particularly in regards to movement and reaction abilities, the game suffers from a lack of party diversity; you can only have 4 party members, there’s no multiclassing, and the Barbarian, Bard, Druid, Monk, and Warlock classes aren’t available.

    There’s also something of a lack of equipment variety, party due to this being a low-level campaign (meaning relatively little money with +1 enchantments being the norm) and partly because a lot of stuff is locked behind Faction relationship levels. So you kind of need to use crafting to get the most out of whatever party composition you go for.

    I ended up playing through with a party consisting of sword/shield Paladin (never do this), a 2H-Spellblade (decent-ish), a Marksman (okay), and a Shock Arcanist (pretty good).

    As it turns out, having a Paladin use a shield is a terrible idea for the simple reason that nearly all of their spells need a free hand to cast (2H weapons are fine since you can temporarily hold them with one hand). The Spellblade meanwhile suffers from a severe lack of defensive and melee-touch spells, but ends up remarkably mobile for a Fighter. Ranger is useful mainly for the Goodberry and Hunter’s Mark spells (the Marksman specialization didn’t add much)… although running a Greenmage might be a better idea in the end… and I have no complaints regarding Wizard’s Shock Arcanist variation.

    Putting aside mechanics we now come to the game’s primary flaw: Its storyline. The plot is… generic at best, while the character interactions and dialog in general are atrocious. Fortunately, unlike in Iron Danger, you don’t actually have to pay attention to any of that and can easily skip through it all.

    So is the game worth picking up? If you like turn-based D&D combat and are willing to sort through a bunch of Mods to enhance variety, then by all means. If you want roleplaying choices and engaging developments however it would be best to avoid it.