Space Satan
Arcane
Also, Reaper's target Definition confirmed to work on Assasin. She is also revealed when any unit comes within 5 tiles, making the Lost a kind of a help here.
You got the Lost dark event, which means they show up on every mission. Unfortunately event is bugged and can last longer than a month.Is my game bugged? I have the lost showing up fucking everywhere now. It's starting to get annoying. Most ridicules is when they show up in one of those mega-city maps. I mean how?
For me it game sort of fixed it self after I got some mission again which was actually supposed to have Lost siterep. I recommend checking Steam forums etc. if issue persists. On funny side, it's not that often you tag 80+ kills on a single mission. I think my best while suffering from that bug was 125+Ah, that must be it. I remember getting that card a long time ago. Is there a fix? So tired of fighting those asshole zombies.
For me it game sort of fixed it self after I got some mission again which was actually supposed to have Lost siterep. I recommend checking Steam forums etc. if issue persists. On funny side, it's not that often you tag 80+ kills on a single mission. I think my best while suffering from that bug was 125+Ah, that must be it. I remember getting that card a long time ago. Is there a fix? So tired of fighting those asshole zombies.
Try a ranger with bladestorm.Ah, that must be it. I remember getting that card a long time ago. Is there a fix? So tired of fighting those asshole zombies.
Even better is a templar with bladestorm. His melee damage just does not compare. And I don't remember having seen the templar ever miss.Try a ranger with bladestorm.Ah, that must be it. I remember getting that card a long time ago. Is there a fix? So tired of fighting those asshole zombies.
Assuming your bad guy/rival factions perform missions of their own, perhaps the death of one of their lieutenants means they'll have to wait for some grunt to distinguish himself in combat, so they can train this grunt to replace the lieutenant? Basically a reprieve until the replace can match or exceed his predecessor.BTW, I wanted to add recurring enemy lieutnants in my own game (it was something I really liked in Descent), so that would be close to the way chosen work, but I was wondering what do you think about them never dying?
Is getting a reward for dispatching them enough or is it too frustrating?
I could add a contingency spell: teleport away when the character is about to get killed, and it would work the same mechanically.
In descent RTL v1, lieutnants were very hard to pull back from combat: if you wanted to use them in battle as the overlord, there was a big risk of them being cornered and butchered by the heroes, so they ended up leading from the rear, and fleeing as soon as the heroes approached (unless the overlord had been able to massive "out tech" the heroes), which was not very epic.
It was especially true with the melee lieutenants who could not trade a single blow against the heroes without a risk of being blocked and slain.
Given that the heroes are linked to their Stronghold (ie: losing a hero let you turn one of your other characters into a new hero as long as you still control the relevant stronghold), I intend to give a similar benefit to the lieutenants: the only way to thin their number would be to storm it (so it would really work pretty close to the way Chosen work).
I am considering 3 options:
a) Make them like the Chosen: teleport away on defeat, get healed for a relatively long time before they can act again
b) Set their "plot bar" advancement back on defeat. The plot bar would act like XCOM2 knowledge bar (basically, they are trying to achieve their own "master plan", like imbuing themselves with massive power, summoning a demonic host, or magically breaching the defenses of the player stronghold).
c) Kill them outright, but let the bad guys summon a fresh lieutenant to replace the dead one. So that would act like a more extreme version of b), but that would mean we would need generic lieutenants (because we could quickly run out of named ones).
What do you think would work best?
I think there is a bug with bladestorm (that was fixed in LW2) where bladestorm misses in situation it should not. Lucky that does not happen with the TemplarEven better is a templar with bladestorm. His melee damage just does not compare. And I don't remember having seen the templar ever miss.Try a ranger with bladestorm.Ah, that must be it. I remember getting that card a long time ago. Is there a fix? So tired of fighting those asshole zombies.
The chosen's katana has 100% accuracy. A miss might be due to something like an 'immunity to first reaction' ability.I think there is a bug with bladestorm (that was fixed in LW2) where bladestorm misses in situation it should not. Lucky that does not happen with the TemplarEven better is a templar with bladestorm. His melee damage just does not compare. And I don't remember having seen the templar ever miss.Try a ranger with bladestorm.Ah, that must be it. I remember getting that card a long time ago. Is there a fix? So tired of fighting those asshole zombies.
Why not use all three ideas?BTW, I wanted to add recurring enemy lieutnants in my own game (it was something I really liked in Descent), so that would be close to the way chosen work, but I was wondering what do you think about them never dying?
Is getting a reward for dispatching them enough or is it too frustrating?
I could add a contingency spell: teleport away when the character is about to get killed, and it would work the same mechanically.
In descent RTL v1, lieutnants were very hard to pull back from combat: if you wanted to use them in battle as the overlord, there was a big risk of them being cornered and butchered by the heroes, so they ended up leading from the rear, and fleeing as soon as the heroes approached (unless the overlord had been able to massive "out tech" the heroes), which was not very epic.
It was especially true with the melee lieutenants who could not trade a single blow against the heroes without a risk of being blocked and slain.
Given that the heroes are linked to their Stronghold (ie: losing a hero let you turn one of your other characters into a new hero as long as you still control the relevant stronghold), I intend to give a similar benefit to the lieutenants: the only way to thin their number would be to storm it (so it would really work pretty close to the way Chosen work).
I am considering 3 options:
a) Make them like the Chosen: teleport away on defeat, get healed for a relatively long time before they can act again
b) Set their "plot bar" advancement back on defeat. The plot bar would act like XCOM2 knowledge bar (basically, they are trying to achieve their own "master plan", like imbuing themselves with massive power, summoning a demonic host, or magically breaching the defenses of the player stronghold).
c) Kill them outright, but let the bad guys summon a fresh lieutenant to replace the dead one. So that would act like a more extreme version of b), but that would mean we would need generic lieutenants (because we could quickly run out of named ones).
What do you think would work best?
And my high level Ranger has 100% accuracy vs Lost but still manages to miss.The chosen's katana has 100% accuracy. A miss might be due to something like an 'immunity to first reaction' ability.I think there is a bug with bladestorm (that was fixed in LW2) where bladestorm misses in situation it should not. Lucky that does not happen with the TemplarEven better is a templar with bladestorm. His melee damage just does not compare. And I don't remember having seen the templar ever miss.Try a ranger with bladestorm.Ah, that must be it. I remember getting that card a long time ago. Is there a fix? So tired of fighting those asshole zombies.
That's how some of my missions with insane kill count happened. I recall my 80+ mission being eliminate the field commander, I got him and Advent troops but Lost just kept coming until I found the right one.For me it game sort of fixed it self after I got some mission again which was actually supposed to have Lost siterep. I recommend checking Steam forums etc. if issue persists. On funny side, it's not that often you tag 80+ kills on a single mission. I think my best while suffering from that bug was 125+Ah, that must be it. I remember getting that card a long time ago. Is there a fix? So tired of fighting those asshole zombies.
Yeah, found a mod. But the fix only take effect after a restart
Lost sitrep, is that those missions when you have rescue someone trapped? 125, jebus. My highest so far is 69. Had to protect some kind of device. After I killed the normal aliens the lost just kept respawning, attacking in waves. Had to find one specific lost zombie to kill to be able to finish the mission. Was a bit odd. Talk about padding those kill stats!
Between Alien Hunters and Shen's Last Gift, SLG is IMO the better one and you get a free SPARK which after WotC are actually useful. Especially with the Chosen around I don't see that much need for Alien Hunters DLC. Rest of stuff is just cosmetic stuff.Any of the small DLC worth it? (On sale as a bundle.)
No.Any of the small DLC worth it? (On sale as a bundle.)