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KickStarter King Arthur: Knight's Tale + Legion IX standalone expansion - dark fantasy turn-based tactical RPG from NeocoreGames

Nikanuur

Arbiter
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Ngranek
Does anyone play without casters in any mission half-way into the game? With the ever-increasing number of enemies in missions, I can't imagine going without their debuffs and AoEs.
 

Harthwain

Magister
Joined
Dec 13, 2019
Messages
5,419
Does anyone play without casters in any mission half-way into the game? With the ever-increasing number of enemies in missions, I can't imagine going without their debuffs and AoEs.
Sounds pointless, considering that casters are fun to use.
 

Nikanuur

Arbiter
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Ngranek
Does anyone play without casters in any mission half-way into the game? With the ever-increasing number of enemies in missions, I can't imagine going without their debuffs and AoEs.
Sounds pointless, considering that casters are fun to use.
Same here. My usual setup is Defender, Archer, Champion, and Arcanist. Somehow, through potion bonuses, item skills, Mordred became more of a debuff support than an actual tank or melee damager :D
Anyway, I forced myself into playing a few missions with Vanguards or Sages instead. Traps, party buffs, sneak mechanics, poisons, etc. also seemed quite fun, but I have always had a hard time finishing missions.
 

Zed Duke of Banville

Dungeon Master
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Joined
Oct 3, 2015
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13,114
Does anyone play without casters in any mission half-way into the game? With the ever-increasing number of enemies in missions, I can't imagine going without their debuffs and AoEs.
Sounds pointless, considering that casters are fun to use.
Same here. My usual setup is Defender, Archer, Champion, and Arcanist. Somehow, through potion bonuses, item skills, Mordred became more of a debuff support than an actual tank or melee damager :D
Anyway, I forced myself into playing a few missions with Vanguards or Sages instead. Traps, party buffs, sneak mechanics, poisons, etc. also seemed quite fun, but I have always had a hard time finishing missions.
I dropped archers entirely early in the third chapter, and only rarely used arcanists in that chapter, abandoning them entirely before the fourth (final) one. Instead, I just relied on a defender (usually Mordred), a champion (usually Kay), a vanguard (Tegyr or Boudicea), and a sage (usually Guinevere). This was before vanguards were nerfed by a patch, though. :M
 
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Nikanuur

Arbiter
Patron
Joined
Mar 1, 2021
Messages
1,759
Location
Ngranek
Does anyone play without casters in any mission half-way into the game? With the ever-increasing number of enemies in missions, I can't imagine going without their debuffs and AoEs.
Sounds pointless, considering that casters are fun to use.
Same here. My usual setup is Defender, Archer, Champion, and Arcanist. Somehow, through potion bonuses, item skills, Mordred became more of a debuff support than an actual tank or melee damager :D
Anyway, I forced myself into playing a few missions with Vanguards or Sages instead. Traps, party buffs, sneak mechanics, poisons, etc. also seemed quite fun, but I have always had a hard time finishing missions.
I dropped archers entirely early in the third chapter, and only rarely used arcanists in that chapter, abandoning them entirely before the fourth (final) one. Instead, I just relied on a defender (usually Mordred), a champion (usually Kay), a vanguard (Tegyr or Boudicea), and a sage (usually Guinevere). This was before vanguards were nerfed by a patch, thougj. :M
Sounds interesting, I would be afraid of getting rid of archers myself though. How did you manage with enemy archers and other rangeds?
 

Nikanuur

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Is this game worth a play through?
Late in the game, I believe it can become somewhat repetitive. But then again, that's tens of hours of gameplay before it would happen. Besides that, think of it as a fantasy XCOM with twice as much focus on RPG, equipment, and story. The story is actually quite a fresh take on Arthurian tales. If you'd like that, it's worth your time. If not, at the very least, check out the gameplays to ensure you're not missing out. The games' atmosphere alone is pretty thick.
 
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Zed Duke of Banville

Dungeon Master
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13,114
Sounds interesting, I would be afraid of getting rid of archers myself though. How did you manage with enemy archers and other rangeds?
My first relic purchase was a teleportation ring that I always had on my champion, vanguards are were capable of leaping and sneaking around the battlefield, sage Guinevere has a teleport skill (reusable with cooldown), and Mordred of course has a charge ability, so the general mobility of my squad was fairly high. Anyway, archers seemed to fall behind other roles in offensive power, while also being exposed defensively (the last mission in which I used an archer, she was injured seriously in the final battle).
 

Harthwain

Magister
Joined
Dec 13, 2019
Messages
5,419
You could also park your Defender in front, so everyone would focus him. If you do not use Arcanists, then a Vanguard ought to sneak/Jump and do some backstabbing. Leap on Black Knight is also worth noting, as it can work as a area-wide fireball than can wipe out everything, with proper build and setup.
 

Infinitron

I post news
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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://store.steampowered.com/news/app/1157390/view/3510021937400510978

Brand New DLCs - Skirmish Game Mode & Free Content Update

Updates to King Arthur: Knight's Tale have been released. The updates will be applied automatically when your Steam client (in on-line mode) is restarted.


Patch v1.3.0


Knights,

We are happy to announce that a new update is now live for King Arthur: Knight's Tale and two new DLCs are also available for purchase on Steam.

The new update adds a brand new optional
Skirmish Game Mode
to the game. In this mode, you'll be able to play through various unique mini-scenarios - all of which feature ten encounters, each more challenging than the previous one. Currently we have three mini-scenarios available: "The Trials of Sir Tewelyn" is free to play and added to the game with the patch for everyone, while "The Painted Devils" and the "Rogues and Renegades" skirmish maps are available as DLCs on Steam.
https://store.steampowered.com/app/...le__Brigands_Skirmish_Pack?snr=1_2108_9__2107
"The Trials of Sir Tewelyn" lets you control the infamous Sir Tewelyn and his Lost army (you might remember him from the story campaign), the first DLC focuses on the Pict faction, while the second follows a band of renegade Brigands. You can access the Skirmishes from the Main Menu. Do note that your campaign progress won't affect any of it and won't be affected by your Skirmish progress either, this is a separate game mode. By completing these challenges, you can earn three new Achievements to show off your mastery of tactics and strategy.

Patch notes


New
  • Skirmish Game Mode:
    • The Trials of Sir Tewelyn
    • The Painted Devils
    • Rogues and Renegades
  • New difficulty level - Moderate
    • The Resting place heals 50% of your Heroes' HP and Armour
    • Enemies get a -15% damage output and -15% Vitality, HP and Armour compared to Hard difficulty
    • Developer comment: the new difficulty level was created for players who found no challenge on Normal difficulty but ran into hopeless situations many times in the campaign on Hard
  • 3 new Achievements added
    - one for each of the new mini-scenarios

Misc
  • From now on, dead Heroes cannot be selected when using a Shrine
  • Changed the icon of Cover to an improved version
  • The Outnumbered and Duel states received their respective UI icons
  • Redesigned the description of all special enchants which require any in-mission action before they could be used
  • There was no pop-up window greeting the player when they defeated Balor. There is one now
  • Changed the icon of the Banshee's Scream skill
  • The Windmaster's Hurricane skill will now spawn 3 tiles away from our Hero instead of 2
  • Removed the 'adjacent' word from the description of the Lightning Strike skill
  • All active skills coming from items were reviewed and some received new tags (AoE, Fire, Lightning etc)
  • All skills and enchants were reviewed. Added missing skill tags to various active skills (especially the Support tag to support skills)
  • From now on, equipped items will always be displayed on the right side of the screen
  • If an item grants a skill for the Hero, the skill's description will be displayed in the item's tooltip as well
  • The description of skills which could be used after satisfying a certain condition was improved
  • Controller: you can now decide into which of the two slots do you place your Potion(s) and/or your scroll(s)

Balance
  • Removed a few enemies from every main encounter in
    The Atonement of Sir Lucan
    mission
  • Rebalanced one of the encounters in the
    Blackened Heart
    mission where we faced a dozen of Demonic Possessed knights
  • Rebalanced
    The Return of the White Knight
    mission:
    • The 2nd wave will arrive a turn later in the first encounter
    • Removed a few enemies from every enemy group / wave

Fixed bugs

Misc
  • Fixed an issue where if an Endgame mission was failed in Roguelite mode, no more mission was available. Now, the failed mission remains available on the Adventure Map
  • Fixed the Corrupt Armour passive of the Master of Hexes skill: first, if more Arcanists casted the spell, the effect could not stack and secondly, if one of our Arcanists had the passive learned, all the other Arcanists received the effect of this passive as well
  • The Ice Shield and Ice Wall skills received an Ice tag
  • Fixed the missing Demonic Possession tag on a handful of villagers in The Return of Morgana le Fay mission
  • Fixed an issue where the Desecrated Ground did not damage Lost units when casted
  • Fixed the description of the Vanguard's Counter Attack skill. The ability triggers on the first incoming frontal attack of the turn
  • Fixed the description of the Old Faith Ritual decree. The description now reflects the correct effect of the decree which decreases the number of turns in treatment to one
  • Fixed an issue related to the Old Faith Ritual decree where sometimes the treatment option vanished in the Cathedral and no Hero could be enrolled
  • Fixed the Hurricane skill which could target our hidden Heroes as well
  • Fixed an issue where after saving a progress and later reloading that save could rarely increase the weapon damage or decrease the amount of AP of our Heroes
  • Added some missing banters to Sir Bedivere
  • Fixed the sound of the Geyser skill of the Windcaller. The sound settings could not affect the volume of this skill
  • Fixed the First Dodge passive skill. Until now, our Heroes could dodge more than one incoming ranged attack's damage if the same ranged unit targeted them
  • Fixed various issues appearing on Ultrawide resolution
  • Fixed the name of a male NPC
  • Balor's faction background has been corrected from Pict to Fomorian
Maps
  • Fixed the bone cages in the Lord of Plenty mission which did not disappear if one completed the encounter in less than 3 turns
  • Fixed some areas in The Reckoning mission where our Heroes could stuck
  • Fixed the Unseelie and Seelie gates in The Blackthorn Council as they could get multiple turns in a row
  • Fixed the Find the Red Knight objective in The Knight in Red mission as the objective could not be completed
  • Fixed some enemy units which could become inactive if the HP of the Red Knight decreased significantly before any of these enemy units was killed in The Knight in Red mission
  • Fixed some broken objectives in the From Deep Below mission
  • Fixed an issue where worms could spawn outside of the encounter in the Siege Breakers mission
  • The Gathering mission's briefing window received a Pict sign indicating their presence in the mission
  • One of the encounters in The Gathering could be bypassed without triggering the battle. This has been fixed
  • Fixed an area in the Hidden Tribe mission where our Heroes could stuck into terrain elements
  • Fixed an encounter in the Best Served Cold mission where the reinforcement units treated their allies as enemies
  • Fixed an issue in The Artificer mission where Sir Mordred's banter were played sometimes even if the Hero was not in the party
  • Fixed one of the encounters in the Cave of Shadow and in The Reckoning missions as the boundaries of the combat area were not set
  • There was the wrong enemy type (Unseelie) displayed on the Artificer mission's briefing window instead of Seelie. This has been corrected
  • Fixed the Bone Totem's missing Detailed Info Panel in The Curse of Enid mission
  • If the deer died in The Curse of Enid mission, the mission failed. This has been fixed
  • The portal in the Balor's Might mission can no longer be interacted with. The issue appeare only when a controller was used
  • The Beastmaster mission's briefing window displays Pict enemies as well
  • The Reckoning mission's briefing window displays Fomorian enemies as well
  • Fixed minor, non-game breaking issues in several missions, namely:
    • Forbidden Keep
    • Old Monastery
    • Treachery
    • The Ancient Throne
    • Cave of Shadows
    • The Wild Hunt
    • With Prayer and Incense
    • The Black Keep
    • Bad Omens
    • The Curse of Sir Bors
    • The Unseelie Court
    • Developer comment: due to the numerous changes on these maps, in-mission progress has been reset
 

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
18,732
Pathfinder: Wrath
Is there a way to remove the outlines of characters in battle? I have always hated that.
 

Tigranes

Arcane
Joined
Jan 8, 2009
Messages
10,350
Grabbed this, tried 30 mins, looks good. The scourge of the Unity/Unreal era is all these tactical games with sluggish camera, sluggish interface, sluggish animations sluggish everything, but ah well.

Very Hard / Roguelite for tacticool experienced? Or just shitty HP bloat? Thinking to play pretty blind otherwise and pick on whims.
 

Cyberarmy

Love fool
Patron
Joined
Feb 7, 2013
Messages
8,670
Location
Smyrna - Scalanouva
Divinity: Original Sin 2
HP bloat is always there sadly, especially in later stages of the game. But yeah go for the Very Hard / Roguelite otherwise it become easy (except some requitment missions)
 

d1r

Single handedly funding SMTVI
Patron
Joined
Nov 6, 2011
Messages
4,326
Location
Germany
Grabbed this, tried 30 mins, looks good. The scourge of the Unity/Unreal era is all these tactical games with sluggish camera, sluggish interface, sluggish animations sluggish everything, but ah well.

Very Hard / Roguelite for tacticool experienced? Or just shitty HP bloat? Thinking to play pretty blind otherwise and pick on whims.
Early game missions are pretty brutal. Unless they havent nerfed them with the latest updates, you're in for a treat with Very Hard + Roguelite.
 
Joined
Jan 14, 2018
Messages
50,754
Codex Year of the Donut
Grabbed this, tried 30 mins, looks good. The scourge of the Unity/Unreal era is all these tactical games with sluggish camera, sluggish interface, sluggish animations sluggish everything, but ah well.

Very Hard / Roguelite for tacticool experienced? Or just shitty HP bloat? Thinking to play pretty blind otherwise and pick on whims.
It's their own inhouse engine theyve been using for years.

Roguelite mode is the intended mode btw. At one point they actually renamed the difficulties because people were crying it was too hard, so the normal used to be the easy difficulty.
 

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
18,732
Pathfinder: Wrath
So, you are saying I should restart on roguelite mode? I only completed the tutorial dungeon so I'm not too deep in.
 

Harthwain

Magister
Joined
Dec 13, 2019
Messages
5,419
Roguelite is not that amazing. Very Hard will do.
 

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