Wow, I'm glad I'm too busy with Danganronpa right now and didn't start playing Battle Chasers. This patch looks like major incline.http://www.pcgamer.com/huge-battle-chasers-nightwar-patch-makes-it-less-grindy-and-more-difficult/
Huge Battle Chasers: Nightwar patch makes it less grindy and more difficult
More experience, more money, more fun.
Battle Chasers: Nightwar has been a long time coming. We got our first proper look at the turn-based RPG earlier this year, but it's been in the oven ever since its developers, Airship Syndicate, grouped up following the closure of Darksiders developer Vigil Games. Now it's finally out, and it's had a rough time of it, with many players criticizing how grindy the later stages of the game can be. In a recent, massive patch, Airship Syndicate addressed several of these complaints.
The biggest changes have to do with experience and gold. Most importantly, the overall experience curve "for mid to late game" has been adjusted so levels come faster. Upgrading your gear is also considerably cheaper thanks to reduced blacksmith prices, and easier thanks to increased gold drops.
Combat has also been made more exciting. Loot diversity has been improved across the board, and certain instances like the Shade of Belevros now spawn more frequently. Several abilities and statuses have also been rebalanced to make fights more challenging.
This dovetails nicely with the other focus of the patch: new game plus. In brief, subsequent playthroughs will be more difficult going forward. Enemies and bosses have been scaled up and gear has been slightly scaled down.
A mountain of bug fixes accompanied these core changes. You can read the patch notes in full in this forum post.
Our review of Battle Chasers: Nightwar is ongoing and will take this patch into account. Check back later in the week for our final thoughts.
That is certainly not the case in my playthrough (9 hours in and I've cleared 3 dungeons) - unless you just grind and grind until you are at least 4 or 5 levels above mobs that you encounter.1: The game is trivially easy, even on the highest difficulty setting. One good attack will kill just about any normal enemy and most mini bosses. 2 will kill the rest of the mini bosses and most bosses. 3 will level just about everything.
I'm not sure I'll last that long. Game is way too slow and grindy for my taste. We'll see.Just wait a bit longer. Early game is the hardest part of it,
I've started playing this and went to read linked review:
That is certainly not the case in my playthrough (9 hours in and I've cleared 3 dungeons) - unless you just grind and grind until you are at least 4 or 5 levels above mobs that you encounter.1: The game is trivially easy, even on the highest difficulty setting. One good attack will kill just about any normal enemy and most mini bosses. 2 will kill the rest of the mini bosses and most bosses. 3 will level just about everything.
They tend to level with each tick of the world turn or with each visit in a dungeon (which actually when I type this is I think the same thing... yep it is) within specific level range.How does mob auto-leveling work? My main party is lvl 12. I got Red Monica (lvl 13) and now enemies in the next story dungeon and around it are lvl 13-14.
I thought the main two issues were that it's a)too easy and b) repetitive... Can you comment on those?I think this game deserves more attention. The battle system is decent and there is a lot of side stuff to do.
a) fixed with a patch in autumnI thought the main two issues were that it's a)too easy and b) repetitive... Can you comment on those?I think this game deserves more attention. The battle system is decent and there is a lot of side stuff to do.
New Update (Build 23636) Live!
Hey everyone! We have a new patch live now on steam for PC and Mac. GoG coming soon. We are going to work on pushing this patch to PS4 and XboxOne aswell (this will be big for consoles since it also includes the last patch which didn't make it to consoles). We have a lot of bug fixes and balance changes. Thanks everyone for the feedback/bug reports! Without further ado, here are the patch notes:
Patch Notes for Build 23636
Balance
* The entire cast of Battle Chasers has wised up, and have learned how to use equipment that was previously beyond their skill level. This means: equipment no longer requires a minimum level to equip! This will improve the leveling curve, and make leveling up benched characters a smoother experience. To keep the game balanced, equipment drops and vendor inventories have been slightly readjusted.
* The XP curve has been adjusted to alleviate stalling in mid-game dungeons.
* Early game enemies have become more dangerous.
* Several enemies in the game have had their abilities made more fair/balanced.
* The Innkeeper has revised his tax plan, and the cost of reviving your party has been adjusted to be more lenient for the low-leveled and more demanding of the high-leveled.
* New Game+ is harder. (Evil laugher)
* Knolan's starting level should be 11.
* Innervating Mist has had its overcharge generation reduced slightly.
Gameplay
* Dungeons no longer magically uncomplete themselves when quitting to the Main Menu after completing them.
* Loot should not be assigned to empty bins if there is no loot.
* Fixed some of Monika's abilities that were not critting properly.
* Garrison's Rupture Ability will stop falling over after 3 turns and last its full 5 turns.
* Slimes no longer behave like molasses, but like gelatin. Thus, they play their animations much more quickly.
* We put a stop to the time travel occurring when quitting the game from a completed dungeon. Loading back in to the save will now progress to the next day.
* The boss the Dig in Mythic difficulty is now at its proper level.
* Fixed a bug that prevented perks from updating correctly when swapping equipment
*Fixed a bug that showed inflated stat values on the character sheet when first loading into the scene or changing equipment while a certain mastery was equipped
UI
* A few minor Localization issues addressed.
* Incorrect/non-working button prompts in the Compendium, Game Manual and in Fishing have been fixed.
* The UI has received a scale-up and contrast adjustments across the board, to make text more visible on screens of differing sizes and distances.
* In some cases the Compendium would flicker open and closed when you pressed your controller buttons just so. This has been fixed.
* The Bestiary Entry progress bar has been made less visually noisy.
General Bug Fixes
* Players who were missing Caldeus's skull and the Alpha Core despite having defeated the appropriate enemies should now be able to find them in their inventory.
* Cinematic background/music audio is now tied to the music volume.
* Fishing lines have been polished.
* Fishing in general has been polished.
* Fixes have been made to a certain cane to prevent multiples of it being spawned.
Thank you!