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

Harthwain

Magister
Joined
Dec 13, 2019
Messages
5,415
Also - is there any way to recruit Percivale? Or does he appear only in that one main quest? Feels a bit strange that he'd be the only one impossible to recruit when you can get all the other big names like Lancelot and Galahad, but I guess he's a guy with a mission.
You need to have Lady Guinevere in your Round Table.
 

Chippy

Arcane
Patron
Joined
May 5, 2018
Messages
6,241
Steve gets a Kidney but I don't even get a tag.
I've never even had a second mission with him
borealesad.jpg

Percivale has some really awesome skills. :-D

You should not have banished the thot.
 

Chippy

Arcane
Patron
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Messages
6,241
Steve gets a Kidney but I don't even get a tag.
THis game is so good, I feel the need to go back and play the first two. Hundreds of hours sunk into the first game. Still never played the Christian route though. THey should do a poll on Gog or something to see if there's interest in enhanced editions for the first two games.
 

Harthwain

Magister
Joined
Dec 13, 2019
Messages
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thottery in camelot shall NOT be accepted
In some cases it is good to keep a knight until you do his or her quest and then get rid of them. Not all knights have a personal quest though.

i also never got isolde because i kicked tristan to make room for tegyr
Technically you still can, provided you allowed Tristan to bring Isolde's body to Camelot before kicking him out.
 

Chippy

Arcane
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Messages
6,241
Steve gets a Kidney but I don't even get a tag.
Game is awesome. Just hit Act 3. Bedivere was initially disapointing, but now really shines as an example of how much thought went into the game. The game has ...difficult to describe this... style in it's characters and skills. They obviously sat down and thought "What skills are cool?" and then actually implemented them well.

So I can start a battle with Bedivere and flank or surround an enemy with his movement skill. Then stealth and throw daggers into their backs like Danny Trejo in Desperado. Then they advance into the traps he laid out for them. Then come out of stealth, go berserk and start hacking them up.

And this is just a jack of all trades build, I could specialise in melee with him, or specialise in traps. Then the relics and items are actually impactful on the game - get a swod that causes him to go invisible on killing an enemy, and he's a one man army. But things can still go south pretty quickly.

They knocked it out of the park with this game, they really did. You have to look for things like an autist to find negative. Maybe the randomness of items comes to mind. One thing bugs me, but I'm not gonna bring it up, because the game is that good.
 

abija

Prophet
Joined
May 21, 2011
Messages
3,295
Maybe I'm missing something but the first endgame mission I did enemy HP and numbers skyrocketed as opposed to the campaign. I've also played mortred + 3 ranged so it's not really more difficult just tedious as fuck. Mortred turned from a beast into a high armored tickler.
 

Abu Antar

Turn-based Poster
Patron
Joined
Jan 19, 2014
Messages
14,187
Enjoy the Revolution! Another revolution around the sun that is. Shadorwun: Hong Kong Divinity: Original Sin 2 Pillars of Eternity 2: Deadfire Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
They have been introducing some of the characters available in the new DLC.
 

BlackPlate

Novice
Joined
Jan 6, 2020
Messages
29
Old Faith/Righteous, playing it on Very Hard since the start and the game quickly becomes brutal in act 1. It gets easier with more skills and knights, being really fun in acts 2 and 3. Getting my first sage enabled my teleport ring/teleport axe Balan to brutalize everything. Once I got Merlin AND Morgana it was just a powerspike through the roof, played it for hours straight. Bit of a drag during the end of act 3 and I have yet to finish act 4.
I am a bit disappointed with how much I depend on my Merlin/Morgana, just pulverizing waves of enemies from range is so satisfying and I can't stop myself. My B team of Lancelot/sage/Bedivere/Geraint cannot compare, sadly. Lancelot in particular is suffering (go figure one bearing the name closest to Lancer) since his AP costs are too high. A huge dash on a Champion is great, but once you use it and your strike you are done, killing one, maybe two enemies tops. And for a champion wanting to dive deep into the enemy lines and killing everything, he doesn't have Defensive Stance - pure pain. Probably the problem with the difficulty buffing the HP of enemies. Hurts all the more because his design is amazing
Bedivere I turned into some unholy combination of a vanguard and a tank, he doesn't have a leap but it just works, while Geraint is an amazing Marksman with Ice Shield and Dash, making him a repositioning God and you can also off-tank with him easily. Damage is great(at least it was until the enemy HP spike) and a great debuff with his shock AoE. But he is not an arcanist.
Seriously, to all who didn't play Old Faith, do it for them. They don't go down easily, courtesy of being far away and Magical Armour, they deal amazing damage and have great crowd control. I don't think there is a single downside of bringing an arcanist with you on a mission, almost being mandatory on some missions like the first Red Knight encounter.
It's a great game, it will need to completely shit itself in these last few missions I've yet to do in order for me to change my mind, there is also some endgame content, so excited about that.
And a big recommendation for the 'Better visuals ReShade preset' mod, removes the grey filter from the game. I have no idea what is wrong with games from this developer but this grey filter is unsightly. I like the art direction and it looks really charming when not obscured by everything being grey.
 

Darth Roxor

Rattus Iratus
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IMO the dash is what makes Lancelot the only champion viable in the late game. The combination of big AP costs, low AP counts and lack of mobility makes champs absolutely non-competitive compared to other classes, because everything's already dead by the time they haul their fat asses to the front line. Meanwhile Lancelot also brings a shitton of utility with himself thanks to Inspire and Ice Spikes. A pretty great hero all around.
 

BlackPlate

Novice
Joined
Jan 6, 2020
Messages
29
He does bring utility, but that gets covered by bringing a sage. Far from being useless, but generally I don't want him to waste AP on Inspire, as for Ice Spikes sadly I simp too hard for Morgana to really feel its usefulness.
I disagree that he is the only viable champion, take a look at Balan. Popping Rampage let's you use Strike for 3 AP. Smack a teleport ring on his accessory slot and you have movement covered. Defensive Stance also allows you sic him onto the enemy and not be worried he is going to get instagibbed.
To be fair Lancelot also has Radiance, and I prefer Armourer to Vengeance. Still, a 3 AP strike once you cover Balan's movement weaknesses just makes him fly. A better Champion when it comes to Championing - killing things. Why they nerfed Killing Spree to only be once per turn is beyond me, that really destroyed their damage.

edit: Now that I took the time to write this I am itching to theorycraft the best possible damage dealer Lancelot. Surely it will require playing around with Damage Focus and a sage. Thank God using the Tome that resets skills does not lock you to skills he had once you first got him. Do you know if teleporting and Assault count for Juggernaut giving Weapon Damage per tile of movement?
 
Last edited:

Kaivokz

Arcane
Joined
Feb 10, 2015
Messages
1,509
IMO the dash is what makes Lancelot the only champion viable in the late game. The combination of big AP costs, low AP counts and lack of mobility makes champs absolutely non-competitive compared to other classes, because everything's already dead by the time they haul their fat asses to the front line. Meanwhile Lancelot also brings a shitton of utility with himself thanks to Inspire and Ice Spikes. A pretty great hero all around.
I'm playing this now and I've tried a variety of party compositions. I've had success with a shield wall composition, something like:
3 defenders, 1 champion: alternate Guard to give loads of extra armor so nothing can hurt you
2 defenders, 1 champion, 1 sage: equip some of the sage gear that gives +unbreakable armor to adjacent allies, with aura of protection it's easy to get +8 unbreakable extra armor every turn. Bonus if you find +damage to allies within X tiles gear.

Then have the champion scale massively with rage / gear that gives +damage per kill. I've been using the white knight and easily hitting 300+ damage on normal strikes.

Depending on your defenders / champion you also have some ranged options (the fire spell, Mordred's lightning) to take down archers rather than having to mop them up afterwards.

I can see this strategy working well if the game ever scales up rapidly (meaning lots of damage coming in or lots of health on enemies).


By far the most effective strategy I've found is to use 2 sages + 1 vanguard (assuming you're using Mordred, otherwise 3 sages would just make this stronger). I'm using Sir Tegyr, because I like him, even if someone like Boudicea is better due to her damage scaling (I checked the wiki and I don't see it listed, but in my game she has +10% damage per kill ability). Anyway, give the vanguard -1AP cost relic & movement AP on kill, pump them up with bless, inspire, etc. then 1-shot backstab every enemy on the map on the first turn. If you don't quite manage to kill everything, step back and stealth, then kill them next turn. I've stopped doing that because it made things too easy, but it's a fun option.


I haven't finished the game yet; just got to the start of Act IV, but I'm thoroughly enjoying it. Scratches the Battle Brothers itch I've been having.
 

Chippy

Arcane
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Steve gets a Kidney but I don't even get a tag.
Darth Roxor This is where the items can come into play though. I've got Balan equpped with armour that provides -33AP cost to movement and he can move halfway across the map and still have x4 APR with skills and a few items that provide +AP on ememy death and for the first round of combat. If I found a second item that gave that bonus to AP, he'd be a monster.

I suppose that's where I'd critique this game a bit. Because the items seems to have random effects, the forge would have been much better if you could raise their level without losing their enchantments.

Edit: ALso, the Balck Knight has an ability where he launches himself through the air at enemies witha power attack. It's awe-inspring.
 

Darth Roxor

Rattus Iratus
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If you need a relic to make a champion viable, odds are there is something fundamentally broken about him. None of the other classes require a relic to be competitive late game, and for champions other than Lancelot they are a necessity in my view, although I can definitely see that turtle formation Kaivokz mentioned working without any external leg-ups, so I'm ronk here for sure. I'm too used to running glass cannon parties though
RetardedDancingDonut.gif
 

abija

Prophet
Joined
May 21, 2011
Messages
3,295
By far the most effective strategy I've found is to use 2 sages + 1 vanguard (assuming you're using Mordred, otherwise 3 sages would just make this stronger).
2 casters + bow that consumes burn on x casts is quite fun.
 

BlackPlate

Novice
Joined
Jan 6, 2020
Messages
29
Well, the final fight against Arthur was disappointingly easy. Half worried the game bugged out at some point and Very Hard difficulty wasn't working properly. A fun fight at least, going right into the meat of things without exploring the map and fighting 4 encounters against mobs was a nice touch.
Besides that, turns out Champions are great late game!...once you wait for Damage Focus to grant you obscene amounts of Weapon Damage and AP. I liked how he had 200% to both Physical and Mental debuff resist, God help those who were banking on debuffing him.
Looking forward to clearing the endgame content later. A very good game overall, it has flaws but it has been quite some time since I picked up a game and had fun for so long.
 

Darth Roxor

Rattus Iratus
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I liked how he had 200% to both Physical and Mental debuff resist, God help those who were banking on debuffing him.

Now imagine those who were banking on vanguard stealth tango when he can't be backstabbed :nocountryforshitposters:
 

Harthwain

Magister
Joined
Dec 13, 2019
Messages
5,415
If you need a relic to make a champion viable, odds are there is something fundamentally broken about him. None of the other classes require a relic to be competitive late game
I don't quite agree with that. There are items that greatly boost certain strategies but this is true for most classes. I mean, giving the Black Knight an item that converts MPs into APs is phenomenal when you also had item giving you MPs on kills, and made several kills on each attack (although this was pre-balance patch, so it may be different now). Another example was giving Sir Ector flame-boosting item when he had his Fireball (and scrolls).

Also, there is a difference between "to make a champion viable" and "to make a champion carry". In my run they were able to pretty much carry the team, even without very powerful relics, provided they were built correctly. I guess that's the weakest point of a Champion: it order to get the most of them you had to do a "proper" build, otherwise they would not perform.
 

abija

Prophet
Joined
May 21, 2011
Messages
3,295
I guess the reason end game feels so bad for me is I didn't get any to carry level, they were just good enough to handle the campaign. Just the difference in amount of hp you have to get through surprised me.
 

Chippy

Arcane
Patron
Joined
May 5, 2018
Messages
6,241
Steve gets a Kidney but I don't even get a tag.
Please tell me you continue your party in the after game scenario. Where you go against the formorian god or whatever. They should have done those battle pack DLCs and added the battles to the main campaign as well. Even if you had the opportunity to have 12 knights in reserve, and then put them into the DLC battles.

I don't like this disconnected approach. As I've read the reviews and the DLC has you using pre-build knights.
 

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