• Category Archives Video Game Related
  • Pathfinder: Kingmaker – DLC

    The Wildcards is the most obviously useful of the three purchasable DLC for Pathfinder: Kingmaker. It adds a new race, class, and two new companions to the main campaign (though only one can be used at a time until the endgame). The Kineticist is a lot like D&D’s Warlock (except instead of having a neutral energy blast they focus on a specific element or elemental combination), and just like that class they start out weak only to become ludicrously powerful at higher levels.

    The race and class additions are worthwhile of course, but the companions on the other hand don’t seem particularly well-integrated. It’s also worth noting that the associated companion quests are much more heavily scripted than anything in the base game… which can be either novel or annoying depending on your point of view.

    The next DLC at first glance looks like it’s a stand-alone side story (which resulted in my ignoring it until recently). While that’s mostly true, it turns out that your choices there can both change a few things and add a small area to explore in the main campaign. The new campaign is quite a bit different from the main one both in that it’s linear (world map travel is automated) and there’s no time limit (so you can rest as much as you want). It starts you off at level 5 and you’ll reach level 9 somewhere in the final area after about 7 or so hours of playtime; there are three small areas and three large areas not including Varnhold itself.

    I played through it once with Neoseeker’s suggested party and didn’t have any trouble (although I’m not sold on the Freebooter). There doesn’t seem to be much reason to play through it more than once or twice due to the linearity, though there actually are a surprisingly large number of choices to be made which can affect how things end.

    The third and currently final DLC is both a stand alone and fully integrated with the main campaign. The campaign version is static, bizarrely laid out, doesn’t have much worthwhile loot, has a ludicrous final boss fight, and overall in general isn’t worth bothering with. The stand-alone version meanwhile is almost a separate game: You create a new character and explore an effectively endless number of randomized levels (which is similar in structure to Diablo, down to there being Shrines to activate). There’s no story to speak of here, just killing and looting and unlocking new equipment/bonuses for future playthroughs. So it’s the perfect place to play around with all sorts of different builds if you like the game’s combat system but couldn’t stand the kingdom building or time limit aspects.

    I’m on floor 11 at the moment with a Scaled Fist-Eldritch Scion-Paladin, Thug-Aldori Defender-Swordlord-Duelist, Barbarian-Cleric of Gorum, Archaeologist-Vivisectionist-Arcane Trickster, Monk-Tactical Leader (this was supposed to be a Blight Druid… but I messed up the alignment), and a Psychokineticist. The progression so far is a hell of a lot better than the main campaign’s version of the dungeon and I love the randomized loot. So I may end up playing this mode more than the main campaign (of which 2 more playthroughs are planned to grab some more achievements; I started putting together Kingdom Building and Exploration guides to assist in this).

    So, surprisingly enough, all three DLC can end up being worth buying depending on which parts of the game you enjoy.


  • Yet More Grim Dawn

    Having noticed the 5th Challenge Dungeon had been added I decided to start playing again, bringing two new builds (though the Mage Hunter was long planned) up through Elite.

    After that came some re-speccing: Only minor changes were made to the Sentinel and Purifier (who both then completed Ultimate), but the Oppressor and Apostate went through a major revision. In the first case I came to the conclusion that a Defiler would make better use of dual Gargabol pistols (though I have yet to find one), while in the second the damage types/variety seemed extremely unfocused.

    Changes were also made to my Sorcerer, Commando, Tactician, Witchblade, Spellbreaker, Elementalist, & Templar concepts, while new concepts for a Trickster, Paladin, and Conjurer were drawn up. All of these builds, by-the-by, are available packaged together on the Guides page (or right here) with leveling guidelines written up for the ones I’ve actually used. There’s also a recently created list of all the various skills/items that can reduce resistances on the Guide page for those interested (and the Area Outline that’s been there forever has been updated). Those are all mainly for personal use though, since having to repeatedly search GrimTools‘ database is a pain, so don’t expect much/any polish.

    The question now is “What to do next?”. On the one hand I want to try out the Spellbreaker and Elementalist builds, on the other hand I still vaguely want to replay Greedfall, and on the third hand I think it might be a good idea to get the clutch of existing builds stuck at the end of Normal all up through Elite to free up some Stash space; max-level Legendaries/Epics are divided among seven characters, while the Stash holds Potions/Mandates/Universal sets, excess Component/Relics, two pages for mid-level Epics/Legendaries that universally increase class skills, and then the last two pages are devoted to double-rare rares and acting as a transfer space for newly found max-level Legendaries/Epics.

    Inventory Tetris is no joke.


  • THE LEGEND OF HEROES: Trails of Cold Steel III

    It would’ve been easier had this game followed the lead of its predecessor down into the gutter. Yet it miraculously does not, instead ending up better than the first game in the series by combining elements from both prequels into a far more focused/streamlined product reminiscent of Xenosaga.

    This puts potential players in a bind, leaving them the choice of either starting the series here (effectively playing from Juna’s PoV and missing out on all the reunion content) or having to force their way through the first two games in order to see things from Rean’s perspective. After thinking about it a bit, I think the best course of action (if you haven’t played any Cold Steel games before) is to play the first normally, and then play through the second on the lowest difficulty while avoiding all side-content (make sure to pick up Mint, Alan, Hugo, Becky, Munk, and the twins though). You’ll still be in the dark on the Crossbell references of course… but since those games don’t have official translations there’s not much to be done on that front.

    Speaking of translations: That’s this game’s one weak point (aside from the cliffhanger ending). Similar to the second installment, the character interactions here more often resemble a rewrite than a translation. It’s thankfully not character assassination-level (looking at you Neptune), but it’s pretty noticeable if you’re playing with the original voice actors and I had hoped that using a different localization team would’ve resulted in a more faithful adaptation. Oh well.

    The DLC situation is the same as previous games, which is to say there’s little reason to buy it aside from supporting the developers, and the gameplay progression is quite smooth on normal difficulty. There’s no need for grinding, or going particularly out of the way to find all the sidequests if you simply want to beat the game; just kill the various monster spawns at least once and you’ll be fine.

    Now comes the long wait for the fourth and final Cold Steel game, which was announced for release sometime next year… but may end up delayed due to the whole global pandemic issue.


  • Divinity: Original Sin II – Definitive Edition

    For one reason or another I decided to finally see what all the fuss was about regarding Original Sin II‘s “Definitive Edition” update (having never bothered to play Original Sin‘s Definitive Edition).

    As it turns out it’s nothing but a glorified balance patch, the kind a game like, say, Grim Dawn releases regularly without any sort of fanfare. Which isn’t to say it’s worthless, since the changes are welcome enough even if they don’t actually affect how the game plays in any way, but the re-branding is pretty misleading.

      I ended up playing through on Honor mode using a group of Steam Guide builds:
      Necromancer (insanely powerful)
      Elemental Conjurer (summons are always good, but lacks finishing power)
      Fire Fury (weakest link, garbage against a single target)
      Ranger (great at eliminating single targets)

    That was actually my second attempt, as the first used an Elemental Archer instead of a Ranger and died during the Lost & Found quest because I had forgotten the game’s cardinal rule: Never, ever, fight fair. Fittingly, toward the end of this successful run I switched over to a barrelmancy strategy to guarantee I’d get all the ending achievements.

    Now I think I’ll play through it again to try out some Fextralife builds that look interesting and grab a bunch of miscellaneous achievements I’m still missing (not on Honor mode though… I’m quite through with that).


  • Eschalon: BOOK I

    Similar to the Spiderweb Software games, Eschalon is a throwback to much older titles. Though sadly, it doesn’t feature the same graphical upgrades those do; 800×600 is the only resolution option.

    The gameplay here is also turn-based, albeit with just a single controllable character, while the plot and dialog is significantly more sparse. Health and mana both regenerate, but they do it at such a glacial pace that progress through any dungeon area ends up a tedious stop-and-go affair… even when using a save editor to fully restore the mana pool between fights. I’ve read that the sequel significantly increases the regen rate, so I think I’m just going to stop playing this installment now (~5 hours in at 6th level) and jump to that one.

    If you do decide to play this, here are a few tips:
    – Pressing F3 displays the various hotkeys.
    – Right-click on the map area to show the fast travel menu.
    – Closing a portcullis on a monster instantly kills it.
    – Loot is randomized the moment you open a container, so save beforehand and then reload until something useful appears.


  • Darkest Dungeon – Update

    Two possible solutions came to mind to address my main issues with the game:

    A) Mod the inventory/provision system to be less nonsensical.
    B) Refuse to buy any provisions besides food/torches and retreat the moment further progress became impossible.

    As it would happen, modding the relevant parts of the game is beyond simple; the inventory files are in plain text. Even better, it’s also pretty simple to remove/reduce the ridiculous hunger checks.

    Those changes helped quite a bit. I still have to treat every adventurer as disposable meat, to be dismissed the moment they return from a failed quest, but at least some tangible progress can be made toward building up the Hamlet facilities. Can’t say I enjoy the game though… since having to face near-constant failure/retreat is more than a little exhausting… but at least it’s now tolerable as a periodic diversion. Sort of like an actively antagonistic Rezrog (which is far more stable today than it was at release) in a way.


  • Darkest Dungeon – First Impressions

    After having long ignored this game‘s existence, as I’m not fond of difficulty for difficulty’s sake and don’t play games with the intention of dying/failing, I finally broke down and picked it up during the most recent sale.

    The idea was that it might be tolerable if I went into it as an adventurer torture/death simulator rather than a conventional RPG. And, honestly, in that framework it delivers in spades; lost three of them on the second quest after the triple-threat of starvation, insane stress generation, and a hateful random number generator that thinks a 75% chance to hit should be more like 10%. It wasn’t anywhere near as frustrating as I thought it would be (as new adventurers are always arriving).

    No, the frustrating thing is the provision/inventory system. Rather than a weight system or individual character inventories you just have a universal set of slots. Every type of item takes up a single slot, and the slots have strict stacking limits. So 1 Bandage and 1 Antidote take up exactly as much room as 8 Shovels and a 1-person party can carry just as much as a 4-person party. Gold takes up a slot (and can only stack to 1750), each individual type of gem takes up a slot, each individual resource type takes up a slot (there are 4), and… each journal page takes up a slot. Care to guess how many slots you get? A mere sixteen.

    That, right there, is the most bullshit of bullshit examples of fake difficulty and honestly just makes me not want to bother continuing. What’s the point of dungeon delving if you can’t carry any loot?


  • THE SURGE 2

    Ended up grabbing this game during the initial GOG sale on a whim, having neither played the prequel nor been aware of the developer connection with Lords of the Fallen.

    Gameplay and character progression is very similar to LotF, as can be expected from a Soulsborne game, but the environment is quite different in both appearance (sci-fi to its fantasy) and layout (far closer to the hub experience of Dark Souls). The weight and attribute systems meanwhile have been simplified into a single ‘core power’ rating which increases automatically as you level and a basic Health/Stamina/Energy split which can be customized and respecced as necessary.

    There’s nothing much to note about the combat beyond a frequently hostile camera (make sure to raise the FoV to at least 60) and the addition of a ‘directional block’ system, which despite having just beat the game I still don’t understand properly. At first I thought you just had to pull off the block just before the incoming attack hit you (which is how it works in most games), but then while fighting Celeste blocking only seemed to work against her charging attack if done the moment the indicator appeared on the screen… which was at the very beginning of the charge. I never managed to parry it in the 10 or so times I faced her (no trouble parrying her counterattack though). Probably best to just stick to dodging in most cases.

    The most interesting aspect of the game though is one it apparently shares with its predecessor, which came as welcome relief after the frustration of Labyrinth of Lost Souls‘ anemic drop rate. I’m of course talking about the loot system. Want a new weapon, piece of armor, or upgrade component? Target the relevant part of an enemy and cut it off; guaranteed drop. Incredibly refreshing. Less refreshing is the change that occurs after the Metal Armor boss fight. There are just too many enemies clustered together far too often and they all seem to do far more damage than they should. Killing a PC in one solid combo even when they’re 1-2 tech levels lower in equipment quality seems very wrong, particularly when it requires 3 combos to take them out.

    Ultimately, it’s an initially fun game that unfortunately wears out its welcome partway through.


  • Wizardry: Labyrinth of Lost Souls – Conclusion

    Having just beat the the main storyline with two characters (one for each of the ‘good’ endings), and having fully mapped both the Shiin and Trials dungeons, my main takeaway from this game is that the item drop rate is just too damn low.

    It takes forever to farm the weapons you need in order to handle the notable difficulty jumps on Shiin floors 4 and 9, and even with good equipment the last two Shiin levels (and the later Deep Dungeon levels) are just a slog filled with enemies that do 200+ damage to the entire party, regenerate, and dodge a chunk of your attacks besides. It’s not fun in a conventional way… just a masochistic one.

    Good for one playthrough, but no more unless you’re in the market for a mindless timesink.


  • Wizardry: Labyrinth of Lost Souls – First Impressions

    Having only played Wizardy 8 before, my only hopes going into Labyrinth of Lost Souls were that it not be as overtly antagonistic as Elminage: Gothic. Fortunately, that is indeed the case.

    Which is not to say that it’s user-friendly… because it’s emphatically not; nothing is explained or documented. Nothing. Want to know what attributes do? What the class requirements, abilities, or spell gain rates are? Which spells affect a group, all enemies, or have a permanent duration? Well, you’ll have to just use them all yourself and figure it out. It also has similar annoyances to Elminage regarding overly complicated item-related menus, equipped items mysteriously taking up inventory space, and party members in the back row being dead-weight for quite some time.

    It is however better than that game in three ways that make all the difference in the world: An easily accessible map feature, no character aging system, and class changes not resetting attribute points. At the moment I’ve fully mapped the first three floors of both the main and Trials dungeons (alternating between them, Trials # -> Shiin #, appears to be the best way to proceed) and am at level 11-12 with a party consisting of a Thief, Lord, Samurai, Mage, Priest, & Bishop.

    Some advice:
    – The bonus points you get at character creation can allegedly range up to 40 (the highest I’ve gotten is 30, and over 20 is quite rare).
    – Everyone can use Agility & Vitality (and Luck affects drop rates).
    – Immediately buy the two available maps (later ones are loot drops).
    – Buy 2-3 short swords for your front-liners as soon as possible.
    – Be on the lookout for armor that increases magic resistance; magic deals crazy high damage.
    – You absolutely need both a Thief and Bishop in every party.
    – Save after every (successful) battle, before opening any chest, and before trying to resurrect anyone.
    – Levitation, Battle Aura, & Advanced Reflex all last indefinitely (until you either leave the dungeon or hit an anti-magic area).
    Item Drop Chart someone put together.
    Alternate text version sorted by dungeon level.