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Grunker

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rusty_shackleford I'm curious, what did you pick on the Tournament event? The one that's either +2 loyalty for a hero or +20%XP for Mordred? I'm torn, the Loyalty seems best in the long run because there's a level cap, but +20%XP is mega on the dude you use most by far.

any tips for extra edgy difficulty? (very hard).

Taking damage to vitality is a no-no unless you can deduce by the encounter that you'll have to do it - early game calls for turtle and kite to extreme efficiency if you have Balin - it gets a bit easier if you're on Balan.

Manage your injuries and vitality hard - no shame reloading a fight if you take vitality damage or get an injury, though be aware that it is unavoidable on very hard, so you'll have to manage how it's done.

Don't ignore the merchant even early on - upgrades can be huge. Multiple extra armor pips and valuable affixes are very much worth the purchase.

Taking HP damage is nothing compared to vit damage so if the fight is on it's last legs and you have to tank a hit, do it on an archer instead of your hp-drained Mordred.

Understand that the only way to avoid damage IF you get hit is Block - that means Mordred is the only character you have that can get hit and take no damage (save from attacks that can't break armor). So Mordred is generally fine tanking 2-4 mobs - no other characters can do anything remotely close to that.

Even though you cannot afford to put any heroes into your Hospice or Cathedral until later, you still want these buildings fast (along with Merchant).

Gold is less valuable than crafting resources in the early game.

Generally you want to rest for Armor because you can get HP from other sources - if you rest for HP it's because you're doing fine on the armor front and you have a bunch of people with no HP.

Beyond that, it's probably easier if you ask specific questions. I am still unsure of build paths and such myself.
 
Last edited:

Grunker

RPG Codex Ghost
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rusty_shackleford I'm curious, what did you pick on the Tournament event? The one that's either +2 loyalty for a hero or +20%XP for Mordred? I'm torn, the Loyalty seems best in the long run because there's a level cap, but +20%XP is mega on the dude you use most by far.
I think there was a third option for a feast?

Nah, not on this one. It's +2 loyalty on any hero or +20%XP on Mordred (I think that means 20% of what he needs at current level). Tough choice IMO. Loyalty doesn't really do that much as long as you keep it neutral or above, but there's a cap on XP.

I guess a strong argument for XP is that being overleveled will help you out a ton in tuff missions.
 

razvedchiki

Magister
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May 25, 2015
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on the back of a T34.
rusty_shackleford I'm curious, what did you pick on the Tournament event? The one that's either +2 loyalty for a hero or +20%XP for Mordred? I'm torn, the Loyalty seems best in the long run because there's a level cap, but +20%XP is mega on the dude you use most by far.



Taking damage to vitality is a no-no unless you can deduce by the encounter that you'll have to do it - early game calls for turtle and kite to extreme efficiency if you have Balin - it gets a bit easier if you're on Balan.

Manage your injuries and vitality hard - no shame reloading a fight if you take vitality damage or get an injury, though be aware that it is unavoidable on very hard, so you'll have to manage how it's done.

Don't ignore the merchant even early on - upgrades can be huge. Multiple extra armor dots and valuable affixes are very worthwhile the purchase.

Taking HP damage is nothing compared to vit damage so if the fight is on it's last legs and you have to tank a hit, do it on an archer instead of your hp-drained Mordred.

Understand that the only way to avoid damage IF you get hit is Block - that means Mordred is the only character you have that can get hit and take no damage (save from attacks that can't break armor). So Mordred is generally tanking 2-4 mobs - no other characters can do anything remotely close to that.

Even though you cannot afford to put any heroes into your Hospice or Cathedral until later, you still want these buildings fast (along with Merchant).

Gold is less valuable than crafting resources in the early game.

Generally you want to rest for Armor because you can get HP from other sources - if you rest for HP it's because you're doing fine on the armor front and you have a bunch of people with no HP.

Beyond that, it's probably easier if you ask specific questions. I am still unsure of build paths and such myself.

does the choice between good/edgelord impact the gameplay in anyway?
 

Grunker

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EDIT: Reload fixed it

wats going on here (he is at full vitality as his trait demands)

4MFhgSu.jpg
 
Last edited:

Grunker

RPG Codex Ghost
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rusty_shackleford I'm curious, what did you pick on the Tournament event? The one that's either +2 loyalty for a hero or +20%XP for Mordred? I'm torn, the Loyalty seems best in the long run because there's a level cap, but +20%XP is mega on the dude you use most by far.



Taking damage to vitality is a no-no unless you can deduce by the encounter that you'll have to do it - early game calls for turtle and kite to extreme efficiency if you have Balin - it gets a bit easier if you're on Balan.

Manage your injuries and vitality hard - no shame reloading a fight if you take vitality damage or get an injury, though be aware that it is unavoidable on very hard, so you'll have to manage how it's done.

Don't ignore the merchant even early on - upgrades can be huge. Multiple extra armor dots and valuable affixes are very worthwhile the purchase.

Taking HP damage is nothing compared to vit damage so if the fight is on it's last legs and you have to tank a hit, do it on an archer instead of your hp-drained Mordred.

Understand that the only way to avoid damage IF you get hit is Block - that means Mordred is the only character you have that can get hit and take no damage (save from attacks that can't break armor). So Mordred is generally tanking 2-4 mobs - no other characters can do anything remotely close to that.

Even though you cannot afford to put any heroes into your Hospice or Cathedral until later, you still want these buildings fast (along with Merchant).

Gold is less valuable than crafting resources in the early game.

Generally you want to rest for Armor because you can get HP from other sources - if you rest for HP it's because you're doing fine on the armor front and you have a bunch of people with no HP.

Beyond that, it's probably easier if you ask specific questions. I am still unsure of build paths and such myself.

does the choice between good/edgelord impact the gameplay in anyway?

Yes, quite heavily. All four axis on the moral system has two unique heroes that only unlock when you've gathered enough points on that axis - and each combination has a unique hero has well (so, a unique hero for Christian Edgelord, say). In addition, the axis and combinations unlock different building upgrades (for your buildings) and decrees and laws (the former a mechanic that generates a free bonus once per mission, the latter I haven't unlocked yet).

On top of that, you unlock permanent bonuses for your team. So Christian Edgelords get phys reist, while Christian Boy Scouts grant an extra skill point to all Christian and/or Boy Scout heroes.
 
Joined
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50,754
Codex Year of the Donut
rusty_shackleford I'm curious, what did you pick on the Tournament event? The one that's either +2 loyalty for a hero or +20%XP for Mordred? I'm torn, the Loyalty seems best in the long run because there's a level cap, but +20%XP is mega on the dude you use most by far.



Taking damage to vitality is a no-no unless you can deduce by the encounter that you'll have to do it - early game calls for turtle and kite to extreme efficiency if you have Balin - it gets a bit easier if you're on Balan.

Manage your injuries and vitality hard - no shame reloading a fight if you take vitality damage or get an injury, though be aware that it is unavoidable on very hard, so you'll have to manage how it's done.

Don't ignore the merchant even early on - upgrades can be huge. Multiple extra armor dots and valuable affixes are very worthwhile the purchase.

Taking HP damage is nothing compared to vit damage so if the fight is on it's last legs and you have to tank a hit, do it on an archer instead of your hp-drained Mordred.

Understand that the only way to avoid damage IF you get hit is Block - that means Mordred is the only character you have that can get hit and take no damage (save from attacks that can't break armor). So Mordred is generally tanking 2-4 mobs - no other characters can do anything remotely close to that.

Even though you cannot afford to put any heroes into your Hospice or Cathedral until later, you still want these buildings fast (along with Merchant).

Gold is less valuable than crafting resources in the early game.

Generally you want to rest for Armor because you can get HP from other sources - if you rest for HP it's because you're doing fine on the armor front and you have a bunch of people with no HP.

Beyond that, it's probably easier if you ask specific questions. I am still unsure of build paths and such myself.

does the choice between good/edgelord impact the gameplay in anyway?

Yes, quite heavily. All four axis on the moral system has two unique heroes that only unlock when you've gathered enough points on that axis - and each combination has a unique hero has well (so, a unique hero for Christian Edgelord, say). In addition, the axis and combinations unlock different building upgrades (for your buildings) and decrees and laws (the former a mechanic that generates a free bonus once per mission, the latter I haven't unlocked yet).

On top of that, you unlock permanent bonuses for your team. So Christian Edgelords get phys reist, while Christian Boy Scouts grant an extra skill point to all Christian and/or Boy Scout heroes.
There's also missions unique to your morality/religion. You were mentioning missions earlier I didn't even get, when I looked it up it was a christian mission.
 

Saravan

Savant
Joined
Jul 11, 2019
Messages
926
rusty_shackleford I'm curious, what did you pick on the Tournament event? The one that's either +2 loyalty for a hero or +20%XP for Mordred? I'm torn, the Loyalty seems best in the long run because there's a level cap, but +20%XP is mega on the dude you use most by far.

any tips for extra edgy difficulty? (very hard).

Taking damage to vitality is a no-no unless you can deduce by the encounter that you'll have to do it - early game calls for turtle and kite to extreme efficiency if you have Balin - it gets a bit easier if you're on Balan.

Manage your injuries and vitality hard - no shame reloading a fight if you take vitality damage or get an injury, though be aware that it is unavoidable on very hard, so you'll have to manage how it's done.

Don't ignore the merchant even early on - upgrades can be huge. Multiple extra armor pips and valuable affixes are very much worth the purchase.

Taking HP damage is nothing compared to vit damage so if the fight is on it's last legs and you have to tank a hit, do it on an archer instead of your hp-drained Mordred.

Understand that the only way to avoid damage IF you get hit is Block - that means Mordred is the only character you have that can get hit and take no damage (save from attacks that can't break armor). So Mordred is generally tanking 2-4 mobs - no other characters can do anything remotely close to that.

Even though you cannot afford to put any heroes into your Hospice or Cathedral until later, you still want these buildings fast (along with Merchant).

Gold is less valuable than crafting resources in the early game.

Generally you want to rest for Armor because you can get HP from other sources - if you rest for HP it's because you're doing fine on the armor front and you have a bunch of people with no HP.

Beyond that, it's probably easier if you ask specific questions. I am still unsure of build paths and such myself.

As I'm also doing a rogue run I personally pick builds based on the randomized items that I get. Say if I keep getting bleed stuff I will build for that. I'm sure metabuilds will develop once people play more.
 

Grunker

RPG Codex Ghost
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Regarding morality system I completely forgot to mention that all heroes have a loyalty system that grants them more or less damage and can force them to leave - the morality system also ties into that.
 

Saravan

Savant
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Anyone has a clue how to sacrifice items in the enchanted tower? All my items are greyed out.
 

GloomFrost

Arcane
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Dec 9, 2014
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Northern wastes
So far so good. A very strong 2022 GOTY contender and the closest thing we are going to get to Disciples 2 atmosphere wise. Graphics are meh but voices and music are an absolute incline.
 

Grunker

RPG Codex Ghost
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Yeah that one is going to carry the early game for you. I’ve got one shit relic, two ok relics and one relic I’m still in doubt about but it seems to be strong. It comes with the heavy cost of making all Mordred’s skills cost one more AP which would normally be a huge no-no, but provides:

1 extra AP on all characters first encounter after rest.
+5HP shield on all characters at the start of each encounter.

Seeing as how very hard is so much about attrition, I think it might actually be worth it. Seems like it so far.
 

Saravan

Savant
Joined
Jul 11, 2019
Messages
926
Yeah that one is going to carry the early game for you. I’ve got one shit relic, two ok relics and one relic I’m still in doubt about but it seems to be strong. It comes with the heavy cost of making all Mordred’s skills cost one more AP which would normally be a huge no-no, but provides:

1 extra AP on all characters first encounter after rest.
+5HP shield on all characters at the start of each encounter.

Seeing as how very hard is so much about attrition, I think it might actually be worth it. Seems like it so far.

That's a lot of relics, what level are you at on your main team?
 

Grunker

RPG Codex Ghost
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Yeah that one is going to carry the early game for you. I’ve got one shit relic, two ok relics and one relic I’m still in doubt about but it seems to be strong. It comes with the heavy cost of making all Mordred’s skills cost one more AP which would normally be a huge no-no, but provides:

1 extra AP on all characters first encounter after rest.
+5HP shield on all characters at the start of each encounter.

Seeing as how very hard is so much about attrition, I think it might actually be worth it. Seems like it so far.

That's a lot of relics, what level are you at on your main team?

Lowest is Pelleas at level 3, highest is Dindraine on level 6. I don't really have a main team since I'm rotating all the time due to very hard = unavoidable injury, but I guess the closest to a main team would be Mordred (6), Kay (5), Balin (5) and Ector (5).

Bear in mind I've never actually fielded this team :lol:
 

Grunker

RPG Codex Ghost
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My relics:

cknfNuX.jpg


Heal skill cures 15HP once per encounter. The fact that this gives such good resists means it might be replaced later than I'd like, because it's not that impressive.

CunIvIm.jpg


Meh - but decent enough on my backstabber who frequently deals a shitton of damage which is marginally less than the enemy's full HP.

jyaWPDQ.jpg


I think this is a huge trap - positioning is THE most important thing on very hard, so an entire encounter can be utterly ruined, causing a reload (or game end on roguelite) by this item.

kZ6m3Sd.jpg


The headscratcher. I am leaning towards this thing actually being worthless, even though it breaks with Roguey's rule that in all games with variable AP, AP > everything. The thing is, this isn't really true of this game where more AP is often just saved or used for movement, and it's especially untrue on Mordred who uses spare AP on a pitiful auto-attack. In exchange for using that auto-attack less, you get +1AP on *everyone* after a rest - which you can time for hard fights - and you a 5HP shield *every single encounter*, helping you fight attrition.

I think this may actually be good enough, even with the steep cost.

I have to say I love the design of these items. On the surface this game has sucky itemization like your DoSes or XCOMs, but you quickly start to realize that not only can base items make a gigantic difference, relics seem to have a great deal of thought put into them. The hallmarks of good item design is having a hard time deciding what gear you use because (a) you're weighing advantages and disadvantages and (b) you want the effects of the items you're deciding between. Both are really highlights here.
 
Last edited:

Saravan

Savant
Joined
Jul 11, 2019
Messages
926
My relics:

cknfNuX.jpg


Heal skill cures 15HP once per encounter. The fact that this gives such good resists means it might be replaced later than I'd like, because it's not that impressive.

CunIvIm.jpg


Meh - but decent enough on my backstabber who frequently deals a shitton of damage which is marginally less than the enemy's full HP.

jyaWPDQ.jpg


I think this is a huge trap - positioning is THE most important thing on very hard, so an entire encounter can be utterly ruined, causing a reload (or game end on roguelite) by this item.

kZ6m3Sd.jpg


The headscratcher. I am leaning towards this thing actually being worthless, even though it breaks with Roguey's rule that in all games with variable AP, AP > everything. The thing is, this isn't really true of this game where more AP is often just saved or used for movement, and it's especially untrue on Mordred who uses spare AP on a pitiful auto-attack. In exchange for using that auto-attack less, you get +1AP on *everyone* after a rest - which you can time for hard fights - and you a 5HP shield *every single encounter*, helping you fight attrition.

I think this may actually be good enough, even with the steep cost.

I have to say I love the design of these items. On the surface this game has sucky itemization like your DoSes or XCOMs, but you quickly start to realize that not only can base items make a gigantic difference, relics seem to have a great deal of thought put into them.

Yeah the itemization is pretty decent and I find myself deliberating a lot on the pros and cons of different runes. Bad design for me is when there are obvious choices that railroad your builds. I also enjoy the randomization of item drops for rogue runs.

Also this game must be good if a Dane and a Swede are in agreement.
 

Grunker

RPG Codex Ghost
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One argument for getting the Enchanter's tower early is that Ector as Master of Magic generates very, very good value in the long run. I got it now and am kind of questioning if I was perhaps a bit late with it. I've missed something like 100-200 dust from his passive.
 

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