Hey Iam searching for the UI patch can someone link me the files?
All credit goes to Garlyle: https://drive.google.com/file/d/1rCGbAtE9J13JGaQFpZUlmf7CDNhOtP1l/view?usp=sharingCould you link the interface patch here for posterity?
It translates the skills, cp & medal bonuses, afflictions, and some other random stuff
Ahh thanks man you're a lifesaverHey Iam searching for the UI patch can someone link me the files?
Just a few pages back!
All credit goes to Garlyle: https://drive.google.com/file/d/1rCGbAtE9J13JGaQFpZUlmf7CDNhOtP1l/view?usp=sharingCould you link the interface patch here for posterity?
It translates the skills, cp & medal bonuses, afflictions, and some other random stuff
You get two picks as well as more exp so while it's more difficult to start (you shouldn't have trouble getting to turn 2), it becomes easier by turn 4. I recommend FC first since Lei will carry you through Helman on turn 3 and you can even double clear Babolat and Kesselring, and Kesselring carries you for the rest of the game.Jason Liang you've previously said that hard mode is actually easier than normal. Care to elaborate? I tried hard mode now with minimal NG+ bonuses (just the two +5 rank) and I was doing well right up until the mandatory intro missions were done but now I can just barely kill normal encounters in the 10 turn limit. I don't recall that being tricky in normal mode.
I kinda doubt this is possible without more NG+ bonuses. The damage requirements to double clear are just too high.I recommend FC first since Lei will carry you through Helman on turn 3 and you can even double clear Babolat and Kesselring, and Kesselring carries you for the rest of the game.
Yet here I am on turn 3 and can barely kill normal encounters! Maybe I got unlucky with my character drops, but I suspect hard mode is just designed for more NG+ bonuses than I am running. It's my own fault that I'm struggling of course, I could have had +200% xp gain and 3 starting squad bonuses.With double picks and exp scaling, on hard difficulty the game is not hard until you hit difficulty = turn +9 or so.
That's twice as many cp as I am using (I'm actually using nonstandard card drops as well, but so far it's just been negative by filling up my drop pool with kesselmaids).I did land invasion on hard with 4 cp.
I need my one squad bonus on something useful to win fights. OTK is impossible on most fights, I just don't have the numbers (enemy with 600k hp, full's power is 15k on the field). I also kinda dislike OTK in general because if you get a random free attack it means you have to reload. Turn 3 kill is more reliable and easier to get imo.Also, it's important to farm every bit of experience from normal fights. That includes using the extra experience squad bonus and not healing up so that you get the exp bonus for being in the red, as well as the OTK bonus.
I was going to try that with 5 cp, but got stuck at babolat feet (ds helman on turn 3). It seems i cant burst him enough, even with lei+mary+magic combo...I did land invasion on hard with 4 cp. It was quite challenging until turn 5, and then it becomes (a little bit easier) than normal. I would recommend 5-6 CP unless you enjoy the challenge.
How close are you?I was going to try that with 5 cp, but got stuck at babolat feet (ds helman on turn 3). It seems i cant burst him enough, even with lei+mary+magic combo...I did land invasion on hard with 4 cp. It was quite challenging until turn 5, and then it becomes (a little bit easier) than normal. I would recommend 5-6 CP unless you enjoy the challenge.
Is It even possible to kill this mf this early on hard?
You don't need ds to do land invasion.I was going to try that with 5 cp, but got stuck at babolat feet (ds helman on turn 3). It seems i cant burst him enough, even with lei+mary+magic combo...
You need some double clears to do land invasion.You don't need ds to do land invasion.I was going to try that with 5 cp, but got stuck at babolat feet (ds helman on turn 3). It seems i cant burst him enough, even with lei+mary+magic combo...
Also you probably have to rely a lot on rng to get many double lightning damage turns.
Are we talking about the same thing?You need some double clears to do land invasion.You don't need ds to do land invasion.I was going to try that with 5 cp, but got stuck at babolat feet (ds helman on turn 3). It seems i cant burst him enough, even with lei+mary+magic combo...
Also you probably have to rely a lot on rng to get many double lightning damage turns.
I manage to eat 2/3 of his HP, but there os still 1kk hp and no turns left. I feel like If i had 2 or 3 more turns It would be possible, but thats about It.How close are you?
I dont know about that... I ds 2 countries and It still looked like i was going to fail land invasion end by turn 11. But anyway, the "path" i liked the most in this game was ds Helman and then Zeth.You don't need ds to do land invasion
We're talking about Grand Invasion (not Breakthrough).Are we talking about the same thing?You need some double clears to do land invasion.You don't need ds to do land invasion.I was going to try that with 5 cp, but got stuck at babolat feet (ds helman on turn 3). It seems i cant burst him enough, even with lei+mary+magic combo...
Also you probably have to rely a lot on rng to get many double lightning damage turns.
In game terms you have "from the land" which just needs another A ending done in your global save afaik.
And you have "grand invasion of the demon realm" which requires a fuckton of troops, which in turn requires lots of doubles (I barely made it with 3 doubles and a few of the global casualty reduction events).
I dont think i had this global casualty reduction event in any playthrough, where do i get it? i think i will need it...And you have "grand invasion of the demon realm" which requires a fuckton of troops, which in turn requires lots of doubles (I barely made it with 3 doubles and a few of the global casualty reduction events).
Gonna try again doing that, i tried to balance my efforts with military gains when it seems to be needed the most...The best strategy is to support a country the turn after you double suppress it so it will self-liberate earlier although there is also some rng as well, sigh.
If you've gotten certain achievements, you can do an event turn 2 where hanny king comes and blesses you to activate the bonuses from those cheevos, which are mostly "reduce casualties". Further (and this is more speculative), there is an event that rewards a golden hanny statue, and a quest that rewards holy magic sect statue which I believe also provide some casualty reduction.I dont think i had this global casualty reduction event in any playthrough, where do i get it? i think i will need it...
I don't recall how I did it, but I have a savefile on turn 14 with cordoba alive and iirc warg showed up in leazas, which means I must have downed a dark lord there. I don't have hornet though. I guess you just do a leazas mission in the turn 8 main phase to compensate for losing the prep phase mission?How can i save Cordoba in Leazas?
I think Zeth in particular has to be unfallen, as that's where you launch the breakthrough from. But I'm basing that on logic, not experience.Zeth have fallen
This is fine, as long as she was alive long enough to give you the hornet rescue quest.I do not have Hawzel (or however her name is spelled), she got Arios'd
I assume you mean recruited, not just rescued.I have hornet
yeah, recruited of course.I think Zeth in particular has to be unfallen, as that's where you launch the breakthrough from. But I'm basing that on logic, not experience.Zeth have fallen
This is fine, as long as she was alive long enough to give you the hornet rescue quest.I do not have Hawzel (or however her name is spelled), she got Arios'd
I assume you mean recruited, not just rescued.I have hornet