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Alan Stock

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Everything posted by Alan Stock

  1. Seeing this thread resurrect inspired me to check out the soundtrack again. Some cracking beats! Putting them in spoilers to save on real-estate:
  2. Ah, I just found there is actually an undo. In the Pause menu you can restart the round. Awesome. Yeah I've had my eyes on that hammer for a while but haven't managed to save up for it yet, armour was more important to me. Just got my ass kicked again twice on the tomb, I got quite unlucky with the Cultists continually summoning skellies before I can stop them - this last attempt they managed to get to 6 skellies in the corridor, with 2 bandit archers and 2 cultists it was quite the mess! The first attempt was close though, I was in the final room and only a turn or two from winning before I got exhausted. Going to head off for one of the side missions next and see how they are.
  3. Yeah, I did know it would make him more swingy, that's what I was aiming for. Admittedly I didn't really think it through properly, it was late last night. I should have held off like you suggest and got rid of some more minuses first but honestly I just thought it would be more exciting, and got a bit carried away . Last night I also learned the power of Stun. Amazing for tying up tough enemies and Mindthief has quite a few stun cards, including that amazing one that is on the bottom half and has 1 range. Elites are suddenly more survivable if they can't do anything! I also just found out that Push is more powerful than I thought, I didn't realise its direction was so flexible, which opens up more options for me to shove enemies into traps or do the obstacle bashing moves with Brute. Mindthief has a Push 3 attack which I am definitely going to utilise more. Some traps do 4 damage and at this stage in the game combined with the initial attack that's an instadeath for most normal mobs. Nice!
  4. Ah yeah good point about the armour perk, I'll get that one next. The last perk I spent on him was to get rid of a bunch of 0's, so if I can reduce the -1's a bunch too he'll be hitting quite a bit harder. I've been a bit guilty of forgetting about the missions, I usually complete one per scenario but never got them for both characters yet. The opening a door one is my favourite, a complete freebee! One thing I really wish this game had, and I don't understand why its not implemented, is an undo button. Yes, disable it if you start causing damage etc, but if you've not taken your turn yet, or just movement then just let the player replay. I can see why they've not done it because revealing enemy intent etc is part of the game, but I have seen threads moaning about this online as well. Because of course in the board game you can roll back if you want to under gentlemen's agreements. The problem is it's easy to make silly mistakes. Its cost me dearly making misclicks on tiles or forgetting to proc abilities. But most common is it really hurts me because I'll accidentally pair two cards where I want both top effects or both bottom effects, and got mixed up in my head about which effects were top and bottom. I don't realise until my turn rolls around that I am screwed, and even worse it means you'll be discarding one of those cards with a powerful effect. Just let me undo!
  5. Thanks for the tips. I am still enjoying the challenge on Normal but just wanted to check I wasn't getting some of the fundamentals wrong, rather than restarting with different mercs or build. As invisibility is already a card for Mindthief I didn't think about getting the cloak, but will look to do so. Brute usually always goes after Mindthief because of Mindtheifs many low initiative cards, but I'll try manually forcing Mindthief to take his higher initiative card out of the two. Your point about perks is sound, sometimes that -1 or -2 modifier really hurts my rounds especially as so many enemies have armour. I often do chip damage or no damage as a result. I'll have to live with it for now but if I carry on struggling I can always restart and spec differently.
  6. So I've been playing some solo digital over the past week and having fun. As advised I've been running two mercs, and I went for a Brute and a Mindthief, on Normal difficulty Campaign. I squeaked my way through the first few scenarios, clearing out the catacombs of bandits and skellys and I beat the first boss second try. Then I did a forest quest for the lady in town to murder a load of locals, and then following a warning from the city guard I went to the lady's manor and fought off her undead army. By this point I'd started to get a grip on the strategies, card synergies and how to conserve cards. I should note that I missed the first few chests in the scenarios, due to either finishing the level before looting, or having to focus on not running out of cards, and I've also missed a ton of gold (I only have 1 loot card for the Brute, and the Mindthief has a 1 loot card and a burnable 2 loot card which I can never afford to use). So I'm up to my 5th scenario and my guys were level 2. Tonight I tried a couple of scenarios with 4 available to me, 3 main quests and a side quest. The first attempt was the mountain temple chasing clues on lady's whereabouts. It was going ok until the last room which has an elite bear, 2 dragon things and 3 spirits, and by this point I was nearly out of cards too. All of those mobs just wreck, it seems almost impossible, I guess I will have to level up a bit to stand a chance there. Is there any indication of scenario difficulty in the digital or board version, or do you just have to head in and hope for the best? 2nd attempt, after levelling my guys up to level 3, was on the continuation of the undead tombs, the third in the chain. I cleared out some rooms of skellys and bandits but ran out of cards again as I entered the last room which had a bunch of spirits and a demon thing. This seems more do-able but card exhaustion is becoming a massive problem now in all scenarios. It's always been on the brink, and I've been learning from my mistakes and holding off on burning cards, I never burn to avoid damage. The worst is my Mindthief, he only gets 10 cards and so I am always in danger of running out. In two of my missions he died of card exhaustion in the final turns and the Brute had to get the victory, which also means missing out on loot. Even adapting my playstyle to not burn cards with Mindthief (Now I only burn for a summon and hold a card for augmenting), he runs out of cards too fast. I've looked for some 'help I'm running out of cards' threads online and it seems like I might need to be more agressive, not that I waste time not moving between rooms etc. Maybe I need to be inflicting more damage with him, I've certainly got more agressive lately but you have to be careful with his 7HP, I've been using stuff like stun and stacking debuffs to use the attacks which scale on debuff numbers. But sometimes I need to run him away to survive, or go invisible if I have the card. The rat summons (I have two now, but only take one on missions because of burn cost) were good in the first scenarios but now are practically useless. The poison rat only moves 1 space and so struggles to get into the fray, and the giant rat has only 4HP and keeps dying almost immediately. Maybe I should be saving them until the last room so I can keep the card in play until the end, and only summon if I'm adjacent to a tough enemy so they can draw aggro? I also almost never use Mindthiefs other burn abilities of which there are many because I can never afford losing those cards. Am I playing this class wrong? Although the Brute rarely runs out of cards I do feel maybe I am using too many of his burn buffs, I have 3 in his deck and usually proc them early, especially the retalition one and the 'add extra target to ranged attack'. Maybe I should just focus on melee or ranged for him. Again like the Mindthief I hardly ever use his other burn abilities because whenever I do I come too close to running out of cards. This last scenario I started using the obstacles synergies where you can summon obstacles and then teleport them around or smash enemies into them, that seems promising. As for kit and upgrades: I've got armour, helmet etc for my team, a poison knife for the Mindthief and each has potions, a healing one for Mindthief and an attack one for Brute. I accidentally bought 2 potions (the other was healing) for the Brute without realising I only had one item slot to play with. Doh! As for perks I first honed in on adding debuffs or mana boost, but the mana boost choices were probably a bit premature as I only have a few cards which require mana at the moment. Now I've started going for combat modifier improvements. Anyway, I've been finding it hard and tough to learn, but its a good game. Do you think I should respec or get a new Merc combination, or just keep on learning and trying different scenarios? As far as I can tell, dying doesn't reset your progress so you can essentially grind, which seems a bit OP. Any advice on what scenarios to tackle next - is the third underground tomb probably the best bet? Other options are the scary mountain temple, doing the diamond quest for the evil woman, or a side quest out in the sea going after a ship or something. Skimming through the thread I can't believe how mad this game must be in board game form. There's so much to track, so many pieces. It must take forever to set up and learn, and just do stuff like enemy turns. I do appreciate that the digital form makes things a lot smoother even if you miss out on the physical element.
  7. It's ok, you're supposed to die after 30 mins, that's the goal. It is possible to survive for a bit longer and even beat death, but requires very specific setup and isn't part of the core gameplay loop. Take your winnings and move up to the next challenge!
  8. Mario Kart Double Dachshund
  9. Paws for a minute folks, I can't take any more of this woof-less behaviour!
  10. Awesome, thanks Benny. Sounds like they have done a really good job integrating the multiplayer. I've just finished the tutorials which are very dry, but I understand its a necessary evil considering how complex the game is. I'll have a go on campaign then with 2 mercenaries. Can you change difficulty mid-campaign as well, I assume?
  11. I've picked up Gloomhaven digital at last, and am looking for advice on where to start. I'm a new player to the game and want to play solo. However I also have a few friends I would like to play with sometimes. First of all for solo play, where's best to begin after the tutorial, as I've read mixed things online. The DLC campaign? The main campaign? Guildmaster mode? And what difficulty/number of characters do you recommend, bearing in mind I'm experienced with turn based RPGs/tactics games. Secondly for getting in friends, will it be a bit crap if I start a new campaign with them if I've already seen it in solo - or is it varied enough that that doesn't matter? Is there any kind of hop in/hop out mechanism in the campaigns? Looking forward to getting my teeth into this, I've wanted to play it for years! Cheers.
  12. Oh yeah, whoever made that prediction earlier in the thread was spot on:
  13. Congrats! I made a bit more progress today, found and completed the watery underground area with the raft, and mopped up a bunch of random other puzzles for opening doors etc. Had another stab at the final white columns tile but I'm still totally stumped on that, I have noticed the relevant clues and previous patterns but can't suss the logic for it. Also discovered two hidden areas and managed to do a few of their puzzles with the knowledge I have. I found quite a few bigger puzzles today which don't show fail states, which is the right way to test your knowledge. You either fail them or pass them and because they're large there's no way to brute force them. Hard but satisfying. Next up is the flower garden with the rotating bridge which I've only partly sussed, and the industrial area which has very byzantine rules based on the first set I've done there. Leaving the house and the black and white cubes until later!
  14. I've been playing this along with Grounded on my new laptop. I've been wanting to play it for years! I have been enjoying it so far, although I do feel its quite lonely and a bit grindy playing solo. I love the atmosphere and the graphics, even though elements of it are lo-fi, the lighting and sound are fantastic. Early Progression: So, question about keeping animals, I haven't tried it yet but is it worth it? Will it help with my leather woes? Farming seemed like more of a co-op thing to explore and as the only animals I've met are boar and deer, I didn't see much point in keeping them as I just want to kill them for those precious hides. Also do you think it would be better to hold off on further progression until I can play co-op? I feel like I'm missing half the fun here. Are there any 'mukkers who are very early in the game or new to it who fancy an evening or two to give it a go? Also, if someone were to join my game, I take it they wouldn't be able to experience the first boss again?
  15. I'm quitely optimistic. Glen Schofield is a proven director with good horror ideas. I'm sure it will be up to scratch in atmosphere and gameplay mechanics. Whether it has good level design and gels overall will depend on the new team. I've pre-ordered the disc version so even if it turns out not as good as Dead Space, I can always sell it later. I'm sure it will be a 7/10 game, fingers crossed though it's better than that. I'm also not playing Dead Space remake until I've played this.
  16. Ah nice, thanks. Maybe they are shorter than I thought then. I heard Hearts of Stone also introduces new quests into the main map, is that right?
  17. Thanks to Eurogamer hunting deals, cheapest place to pre-order this for PS5 is Shopto. £45 including a £5 gift voucher: https://www.shopto.net/en/ps5th12-the-callisto-protocol-day-one-edition-p1173119/
  18. I'm assuming this is the case but I've not seen it asserted anywhere, but this upgrade applies to the DLCs as well I assume? I've not been able to face them because I pretty much 100%ed the main game (I even did the godforsaken sea treasures) - and as you can imagine had my fill of the world by then. But I feel one day I will return to the DLCs as they are so highly regarded.
  19. Pretty good last episode. The series didn't grab me at first, but is now up there with Rogue One and Mandalorian as reviltalising my love of Star Wars. I'm sorry to see it go, its the one show for the last few months I can rely on to deliver every episode.
  20. I haven't explored the map properly yet to assert your first point, but for your second point I agree. I feel like they should have had longer and more test puzzles at the end of a sequence to check you really did understand the rules. I could have easily brute forced some of the final puzzles in the areas I've done, even the last in the set, and its only my own satisfaction that stops me from doing so. Maybe that's ok, but it does feel like some players might walk away from a set without truly understanding it, which is a shame because so much thought's obviously been put into their structure.
  21. Ah, did you do the bigger graveyard up the path as well? Where you go in the door? If so, I'm impressed!
  22. I've been enjoying this. At first I was a bit dissapointed with its system performance. I got a new laptop and was hoping to be able to run this pretty well, but could only run it on low specs and detail. Everything looked grainy and it ran pretty poorly. Still, I ventured into the grasslands and did the laser stuff. It was only after I realised my graphics card drivers were outdated and fixed them that my Nvida card kicked in and... damn this is a pretty game! All running smoothly now and looks great. As for the game, it's exceeded my expectations in imagination. I love how they've made the Honey I Shrunk the kids idea into actual gameplay mechanics. The insects' behaviours, the dew drops on leaves (they even trap objects you throw into them and those will fall and bounce with the droplet!). Discarded juice cartons dripping out liquid from their straws, dandelion heads for gliders. It's wonderful. The art style is gorgeous too, and the roaming wildlife really makes it feel alive. Mechanically its been good as well, the survival elements are well thought out. Its tough and that makes going for armour and weapon upgrades important, which encourages exploration and encounters. The big insects are evil and you don't mess with them. I've just done the hedge base, which was an epic journey. I have my base set up at the edge of the dry grass area in the middle of the map, right near a bunch of stink bugs which I can't mess with. I've got a big grass wall perimeter and some of the essential stations set up. I am impressed with the amount of recipes you can unlock, and the inventory space is quite generous which I really appreciate. My only real complaint so far is the map which is terrible - thank god for the hud marker beacon which lets me see my base location or I'd be constantly lost. And its easy to get snagged on all the grass and shiz when you are in combat or running away, which makes sense but can be frustrating. The recommendation to play on medium was a good shout. The big insects are scary foes and its only recently I've been able to take on medium threats like Larvae. Looking forward to seeing what else lies ahead. Although I think this would be fun in multiplayer I do think you'd miss out on the tight progression system and the sense of discovery and threat, so I'm happy to continue playing solo.
  23. Heh, those are exactly the areas I've managed to complete as well. Orchard was probably the easiest once I had it sussed. Shrine was tricky to get the rules but fairly straightforward after that, and the graveyard was a true mind-bender. I'm part way through the ruins where I've hit a brick wall (literally), and also struggling with the coloured flowers zone. The house I fiddled around in and realised I had no clue what I was doing. I just popped back into the game to refresh my memory and found a whole new set of areas to the left of the house which is exciting. One thing that's quite interesting in this compared to the Witness is that Taiji often relies on you having to brute force answers to figure out rulesets. The Witness did this too but its more prevelant here. It means you have to be analytical in a different way, deconstructing answers to figure out why they worked. Sometimes you have to look at multiple solved panels in combination, and only then can you figure out the pattern. I've never really tried puzzle design, but I think you must have to be a genius to come up with puzzles that not only are a challenge in themselves, but also actively work to decieve the player and have multiple 'correct' rulesets to them - even though only one ruleset will turn out to be the one that combines the whole set. Very, very clever.
  24. You're basically at the stage I was at @therearerules and I had exactly the same thoughts. It does require quite a bit of time investment to get to the best stuff and I doubt your opinions will change much during that time. The problem is whether you will get the same reward that some of us have - looking back, for me it was worth it. But that doesn't necessarily mean it will be for you. I think the advice is sound, whack on the assists if the combat's getting in the way and beeline through the mid-part if you want to get to the best part of the game. Where are you at, out of interest? Edit- never mind, you just did the Knight. Early days yet, have no fear.
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