• Tag Archives Fantasy
  • ShadowS: AWAKENING

    I can see now why people would be angry with Shadows: Heretic Kingdoms (the sequel to Kult: Heretic Kingdoms), considering how the remade/extended version itself isn’t exactly a stellar gaming experience.

    Awakening is an incredibly gimmicky Torchlight-like kind of game. Not only does it wholly revolve around a gimmick (swapping between the real/shadow versions of each map), but most of the boss fights involve some sort of annoying scripted behavior, there’s a few inexplicable backtrack-heavy sections, a couple potential party members spontaneously become unavailable depending on your choices, and its chock-full of busywork puzzles and forced party-swapping.

    On the technical front things could also use a bit of work since both movement (left-click to move) and attacking (also left-click to attack) lack precision. It seems stable enough though and I didn’t run into any crashes or slowdown on my first playthrough. So that’s nice. Also nice is that a cheap Respec option’s available and healing’s easy to come by.

    As far as the optional DLC go, I haven’t bothered with the Armor (if you’re playing on Normal you definitely won’t need it), but did pick up the Golem party member:

    While I would’ve rather had another mage option (since 3/4 of the current ones are missable), it’s a pretty solid addition to the early-game party makeup. Being the same type of fighter as Carissa (who’s amazing) though it’ll lose most of its usefulness once she finally joins unless you want to try comboing it with the lizard shaman. So while it would have made more sense as a 2-handed weapon user… it works well enough as a placeholder.


  • Pathfinder: Kingmaker – Final Chapter

    The game’s optional concluding chapter turned out to be both better and worse than I’d feared.

    The first part is balanced pretty well and has you re-visiting/re-facing some of your earlier foes, with only the Pitax portion being ridiculous (save it for last). The second part unfortunately is infested with Wild Hunt enemies… even occasionally sending them at you in waves. It’s pretty straight-forward though and the scenery is interesting so it ends up a superior overall experience when compared to the earlier exploration of the House at the Edge of Time.

    Then there’s the final battle, which really piles on some nastiness. Like a lot of RPGs the boss here has several forms (each with its own set of minions) that you have to work your way through with no chance to rest in-between. The second form being the most dangerous by far as a good chunk of your party will likely end up Dominated unless you happen to have some sort of defense against it. After the third form falls the true form appears and engages you in a battle of wits. That part’s pretty cool and offers a variety of checks to make the final-final battle easier. At least I think that’s what succeeding on those checks does. I passed them and my party got revived and fully-healed, which may happen even if you fail but I have no intention of fighting through the boss’s first 3 forms again anytime soon.

    Expect your party to reach level 17/18 by the end of the game if you have both of the XP Sharing options enabled. In the last chapter the PC of this playthrough looked like this: Naked with +1 Weapon (the green attributes are due to Bokken’s masterwork potion, which gives a permanent +2 to all of them) and Fully Equipped.


  • Pathfinder: Kingmaker – Endgame

    The fifth chapter is where, before Patch 1.1, the game started to get notably buggy. With impassible doorways, unresponsive NPCs, and quests that wouldn’t trigger. Difficulty-wise though it’s remarkably easy overall and a high armor class actually ends up useful. The fifth Ancient Curse segment however gives you a preview of just how much more unfair the encounters can get by introducing enemies with paralyzing auras and touch-based ray attacks which deal sneak attack damage and cause blindness.

    The sixth chapter is filled with those enemies, and pre-patch it was a nightmare to navigate. Post-patch it’s much more doable as the paralysis can be avoided with the Blight Fight feat, the blindness is no longer permanent, and the teamwork feats that turned them into living machine guns were changed. The chapter’s still a massive slog though; an incredibly unfun hack & slash deathmarch with annoying puzzle aspects tacked on (I never was able to figure out how to get behind that locked door at the southern end of the 2nd floor, across from the basement steps). Though to be fair a large chunk of the enemies can be avoided if you know exactly where you’re going.

    Depending on your choices, the game can conclude right after defeating the boss of that last chapter. Which is the way I went with this first playthrough (fiend-blood Eldrich Scion) since the team was suboptimal in a large number of ways and I didn’t want to slog through even more annoying enemies in the seventh chapter. My second playthrough (which was started while waiting for the 1.1 patch to fix the chapter 6 progression-blocking bugs) with a Scaled Fist/Knifemaster/Sword Saint is currently in Armag’s Tomb, and that’s the one I plan to take through the seventh chapter.


  • Pathfinder: Kingmaker – Update

    Up to the Rushlight Tournament invitation now in Chapter 5 with a playtime of >70 hours (not sure how much of that is loading times though), at 14th level with Kingdom ranks of 7, 6, 6, 10, 9, 5, 6, 8, 6, 4.

    Chapter 3 turned out to be nowhere near as bullshit as Chapter 2, with most of the enemies being much weaker than the enhanced owlbears. There are still a few unfair encounters scattered about (such a zombie mage with infinite Enervation casts and a class of characters with permanent unavoidable stat-draining auras), but for the most part the chapter’s a breeze, with Chapter 4 being even easier once you get over the initial shock of having no time for kingdom development (development occurs at the end of the chapter instead).

    Some things:
    – Try to focus on Economy first to increase your income; note that after 40 rank-ups a project will appear to cut upgrade times in half.
    — The really game-changing projects start appearing at Kingdom ranks 6+.
    – Do not pick the ‘neutral’ adviser in the beginning, else you’ll eventually get hit by a nasty debuff.
    – When a dwarf pops up demanding recompense for his ancestors’ expenses, give him the money. His request is worded badly and he’s one of the 10 artisans.
    — That said, the artisan quests currently seem to be broken (they still give you expensive gifts though).
    – Save an Emerald, an Emerald Necklace, the 3 “On Transmutation” books, and the Roc Egg; they’re needed for sidequests.
    – Make sure to explore the Dire Narlmarches sometime after Armag’s Tomb; the main quest won’t send you there.
    – Armor class is kind of meaningless with all the attack bonus bloat (reminds me of the first NWN). You’re better off with damage reduction and miss chance.
    – The Shambling Mound in the Elk-Portal Abandoned Keep area can only be killed by negative energy for some reason.
    – The Bridge-area Linnorm and Owlbear Treant in the Everblooming Flower area on the other hand have to be killed with cold iron.
    – Make sure to bring the Second Execution battleaxe with you when you set off on the Varnhold Vanishing quest.
    – You can find/get some pretty cool daggers and kukri, a nice Necrotic fauchard, a sai that causes bleeding, a club that casts Vampiric Touch on crit, a Dex-damaging sickle, and a mage-enhancing scythe.
    — The other weapons so far aren’t as exciting and/or have annoying drawbacks.


  • Pathfinder: Kingmaker

    Been playing this game for something like 30 hours, and being month or so out from the big Varnhold quest I decided now is a good time to post about it.

    It’s very much like Neverwinter Nights 2 crossed with Pillars/Tyranny… only with all the ease-of-use aspects (such as free resting in the former and encounter-based abilities in the latter) that made them tolerable compared to actual P&P games removed:

    – One potion or scroll per belt slot; no stacking.
    – Both individual character encumbrance and party encumbrance.
    – Some (otherwise indispensable defensive) spells require consumable items to cast.
    – Resting for 8 hours heals a whole 2 HP and 1 Attribute point (if drained).
    – Nearly all non-fighter abilities are rest-limited.
    – Time matters; everything is timed to some extent (though thankfully time freezes when you’re not resting/traveling).
    – Enemy stats are not even remotely comparable to PC stats; constant (rest-limited) buffing is essential.

    To give you an example of the insane monster stats, consider a ‘basic’ encounter that can be found when the Monster Invasion starts and special Owlbears with stats equal to dragons start literally appearing out of thin air: A group of 4 normal Owlbears each with a +14 Base Attack combined with 30 strength. Four creatures each effectively equivalent to a level 14 fighter against a party of level 8-9 characters as a standard (unavoidable since a quest target is located just beyond them) non-boss encounter. That’s a large power difference, to the point that I strongly suggest selecting one of the ‘reduced enemy stats’ difficulty options if you’re adverse to frequent reloading.

    Some other things that will make your life easier are to make certain you have both a pure arcane caster (for Blur/Displacement, Haste, Slow) and either a pure divine caster or multiple lesser divine casters (for healing along with mass energy resistance and mass poison neutralization). Without both of those you’re going to be in a world of pain and/or annoyance. You’ll also need someone with maxed-out Perception unless you want to miss about 30% of the content (both loot and side locations).

    If you can get past all those (severe) issues, and following a guide will definitely make the undertaking less daunting (do note though that guide’s a bit out of date and some items have been moved and encounters buffed), the game has a massive amount of value to offer in both its roleplaying options and shear scope: It takes place over a decade and average gameplay times seem to be in the 100+ hour range.

    But wait, what about the kingdom building aspects? Well… they exist and can be set to auto in the difficulty settings if you don’t want to be bothered, but they’re both kind of busy-work and kind of not. While the vast majority of kingdom related things won’t hurt/help you while adventuring there are a few useful things like the artisans and a project that grants global poison immunity while within your borders. Ultimately it’s more of a money-sink though, to give you somewhere to spend the tens of thousands of gold you’ll end up with (the merchant in town sells BP). Just be prepared to constantly have 10-20+ Projects sitting around that you can’t afford to start and try to make sure you’re within your borders just before the beginning of each month to catch any late-spawning Problem events.

    Oh, one other thing to keep in mind is that the developers are actively patching it at the moment and there are some bugs/oversights still present. Mostly notably to me were the missing Forest Bracers and Cypress Queen item set pieces, which you’ll have to manually add through save editing if you want to complete those sets.


  • Tales of Maj’Eyal

    I briefly tried the browser-based version of this game some time ago but it seemed overly complicated and I’m not fond of permadeath in the first place (losing 10+ hours of progress to a missclick is beyond annoying). However, after buying the GOG version on whim one day I played again and this time around it become quite engrossing.

    There’s a bunch of things to unlock/collect and with the ‘Adventurer’ option enabled you don’t have to worry about a single mistake erasing everything. That said… I would actually suggest playing on ‘Roguelike’ once you’ve unlocked everything you want to; the second half of the main campaign is nowhere near as good as the first half and it’s more fun to start a new character than slog through that mire. Getting started is really the hardest part, and this area guide does wonders to make things more accessible. You can also find immensely helpful class guides on that forum as well.

    As far as the DLC go:

    Ashes of Urhrok is the cheapest and also adds the least to the game. The new race and classes are really the only reason to pick it up.
    Forbidden Cults on the other hand adds quite a bit to the game. In addition to the races and classes (one of which is a pain to unlock) it adds a large number of fully integrated new areas and even a new ability line to the Wyrmic class.
    Embers of Rage adds a sequel campaign (that’s about 30-40% the size of the main campaign) which is decent enough if you don’t mind the accelerated leveling speed and hamfisted gold/merchant situation. Its endboss is a giant difficulty spike though. What’s far more interesting is the crafting system it introduces, which is a lot of fun to play around with.

    So I’d say definitely pick up Forbidden Cults, but only grab the other two if/when you want to try something new.


  • Violet Evergarden

    With the long war finally over, those who defined themselves through military service must now find a new path… a task especially difficult for someone who was raised to be nothing more than a weapon. This is the position Violet Evergarden now finds herself in, and with the last words of her cherished someone still echoing in her head she decides to try her hand as a ghostwriter; to give shape to others’ feelings in the hopes of eventually understanding her own.

    A post-war character drama with occasional splashes of comic relief, framed with romance elements and peppered with wartime flashbacks.

    More Information:
    aniDB
    Netflix
    Wikipedia


  • Overlord III

    Having had most of Re-Estize’s criminal underworld unexpectedly placed under his control, Ainz is forced to re-evaluate his goals for Nazarick and further embrace the persona of an infallible dark lord.

    Continuing on from where Overlord II left off after a brief interlude, this season focuses on community and empire building. It expects you to have seen both previous entries.

    More Information:
    Amazon
    aniDB
    Crunchyroll
    Wikipedia

    Continue reading  Post ID 6054


  • Hyakuren no Haou to Seiyaku no Valkyria: The Master of Ragnarok & Blesser of Einherjar

    Whisked to an alternate dimension after investigating an urban legend, Yuuto Suou has spent the past two years studying battle tactics and getting acquainted with both this world’s system of magic and its various factions. Now he stands as ruler of the Wolf clan, and is poised to lead them to victory over their enemies through the use of Earth’s accumulated military knowledge.

    A Bronze Age warfare-focused harem series with a slight Norse theme. It features a large amount of comic relief and occasional bursts of drama.

    More Information:
    aniDB
    Crunchyroll
    Wikipedia


  • Yume Oukoku to Nemureru 100 Nin no Ouji-sama: The Animation

    When the World of Dreams came under attack from dream-eating monsters who plunged its citizens into eternal sleep, princes from across the kingdom gathered to wage war against them… only to find their power sealed within rings. Rings which only the Princess of Traümere, an otherwise average girl summoned from modern day Earth, has the power of awakening.

    An ever-more dramatic adventure series with occasional action scenes, a moderate level of comic relief, and a few romance elements.

    More Information:
    aniDB
    HIDIVE
    Wikipedia