• Category Archives PC
  • Cross Tails

    Bought this game ages ago during some random sale or another only to not get around to playing it until last month.

    On the positive side of things the character customization and combat mechanics are nicely complex, easily on par with FFT, while there’s nothing much to complain about regarding the visuals aside from their inherent simplicity. On the negative… the enemy AI is abysmal, the world map is just for show (you simply click on a location to start the event/battle there, no actual movement between areas), there’s no mouse support whatsoever, and keyboard re-bindings are heavily restricted.

    Ultimately, the control issues were the deciding factor in uninstalling it. No mouse support is one thing, but not being able to bind ‘back’ to the F key? Just bizarre.


  • DIABLO IV – Season 12

    Originally I had planned to run two classes this season, but then it turned out to be a short 1-month placeholder. So rather than experiment, particularly since it looks like character abilities are getting an overhaul soon, I just went with Maxroll’s Touch of Death Spiritborn build since it was pretty close to what I’d been aiming for.

    Only change I had to make was swapping the Vicious Shield and Convergence boards so that the former’s Dexterity breakpoints were actually achievable. Although if I were to modify it further I’d also swap out Scourge and 1 Ravenous point for Reinforced Counterattack and 2 points of Resolution for 2 points of Resilient. Alternatively, in order to use Shattered Vow (my original desire): Follow-Through’s 3 points would go to Reinforced Counterattack, Scourge’s 2 points would go to Resilient, 2 Spiritual Attunement points would go to Vigorous, and the runewords would be replaced with TamLum and NeoKel.

    As for the season as a whole, I’m essentially done with it as of this morning. Tier 6 rewards have been claimed, all the Doom cosmetics have been claimed, I’ve got every piece of equipment I needed (albeit with a 2-passive necklace rather than a 3-passive and a subpar Ancestral Rod of Kepeleke), and I’m at Paragon 233 with glyphs all at level 50. T4 in general is a cakewalk at this point, and while I could push further with the glyphs to handle T4 bloodied Hoards/Lairs (bloodied NMs are no challenge) to claim the Tier 7 reward… I don’t really see any point.


  • DISCIPLES -DOMINATION-: Endgame

    There turned out to be a few more differences between this and Liberation:

    • There are only 5 companions now, down from the previous 8.
    • Ultimate abilities now only have an initial 2-3 turn delay.
    • Line of sight for ranged units almost never matters.
    • Flying units now take damage from hazardous floor tiles.
    • Friendly fire’s been removed.
    • You can now combine legendary shards at the Rank IV Blacksmith.

    While Chapter V is much too long, for the most part I feel this game was paced better than the prequel; ended up hitting level 50 just after the point of no return and the final boss is level 44. Your last Leadership upgrade happens at level 45 though (170 with Rank IV Castle), so that’s really the main target to hit. Lack of gold turned out to be a constant pressure throughout, while a persistent lack of Divine Essence started to hit in Chapter III.

    I ended up going with Liches and Overlords for my frontline army to great effect, while my backline remained static most of the game. Started out with Infernal Knight, Half Born, and Priestess and didn’t have to upgrade them until the Rank IV units became available (Knight was replaced with Sundancer and Half Born with Blood Shaman). Meteor was my go-to spell with Wotan’s Fury coming in second.

    Much like Liberation, beating the final boss here unlocks a new game mode. All cosmetics start out unlocked, the tutorial is skipped, the companion limit is removed, new dialog options are available, and XP gain is supposedly increased. Not sure if I’m going to bother trying to play through it though, as there don’t seem to be any ‘target all enemy’ spells and the Auto-Resolve Battle button is almost never available. The closest thing to a 1st-turn win is to ~maybe~ field a bunch of Liches with a Witch Queen multi-casting Eventide followed by Blooming Corpses and Corpse Explosion.


  • DISCIPLES -DOMINATION-

    A storyline and mechanical sequel to Liberation, Domination includes a few clear improvements alongside a far greater number of mixed changes.

    As for the improvements: The visual quality has been enhanced, there’s now a number of waypoint teleporters scattered around each area, teleportation is no longer prohibited in dungeons, the dwarven faction has been restored, some units can now be promoted to higher tiers, spells are learned directly from your spellbook instead of having to find them, the MC gets a couple more equipment slots, class archetypes are now far more distinct, and it’s much easier to raise your reputation with the various factions.

    More questionable changes would be the ~20% reduction in units to choose from for your armies, only being able to field a maximum of 10 units, no longer having the option to build or swap base buildings (only upgrade the ones that are already there), replacing the protagonist’s voice actor with one that sounds incredibly young, having to readjust your army formation every battle since the deployment area varies wildly from encounter to encounter, and tying equipment rewards for battle to completing difficulty challenges (like not using companions, or hitting a certain number of weaknesses).

    In Liberation I took the Hexblade path while fielding a Demon/Elf army focused on unholy damage. I decided to take a similar path here as a ‘Primordial Ruler’, which is basically a primal-damage themed spellblade, focused on the spellcasting Elementalist tree. Faction choice so far has been the same to great effect (Infernal Knight, Executioner, Blood Shaman, Winter Witch), but maybe I’ll eventually mix in a primal-focused Dwarf or Undead unit.


  • DISCIPLES -LIBERATION-: Endgame

    Things picked up a bit in the second act once I could start recruit Erinyes. Their AOE attack generally made short work of grouped enemies, making most battles less of a chore. Once again you get to chose between multiple areas to visit, and once again the order doesn’t matter. You’ll run into some level 75 groups in most of the areas, but you won’t be able to do anything about them until Act III.

    You’ll also get a bunch of ‘Hard’ difficulty quests, which you’ll want to hold off doing until you’ve at the very least unlocked your final class and ideally at the very end of the chapter. The enemies in the related areas will range from 1-5 levels above yours (if you’re level 60 or less) and seem to be intended to be done in Act III since they each reward you with a Rank IV unit. Take special note of the Ritual quest, as after doing said ritual you’ll be locked in a dungeon until you can defeat everything (the saving grace here is you get a full resurrection/heal after every battle).

    Act III turned out to be the best act, as the inclusion of Rank IV units (Blood Ents in my case) means even more area attacks to devastate the opposing armies before they get a turn. Even better, the ‘Auto-Resolve Battle’ button was available for pretty much every non-quest battle. Here is the point you’ll want to likely go cleaning up those various high-level enemy groups, but note that only most of them guard anything useful:

    • Lows – Equilibrium spell (level 65 group in area past the act boss)
    • Atellean – Ice Spear spell (northern level 75 group)
    • Path of Flesh and Flames – Suffocating Heat spell (southwestern level 75 group)
    • Queen’s Nest – Fear of the Dark & Shadow Tentacles spells (the two level 75 groups)

    Shockingly, there’s an Act IV after that. And it is terrible. Just a total slog where once again you have to fight far, far too many pointless battles including multiple boss fights. Most enemies in this last part of the game max out at level 65, so that’s the level to aim for/surpass. Note that of the optional fights, the level 75 group in the Demon camp guards the Lost Helm of Haarhus legendary item (which you probably won’t need at this point).

    After the last boss finally falls, some surprisingly decent ending slides pop up and the game will unlock Liberation Mode. Rather than being a NG+ though (nothing carries over), it’s just a normal new game with the option to take special dialog choices that will apparently let you max out all faction reputations, open the unopenable chest at your base, have no limitations on fielding companions, and fight an extra final boss. Going to try to play through it on Story difficulty as a mage (hopefully I can just spam army-deleting spells) to see what changes.

    Some notes:

    • With the +XP crystal equipped all game and having completed all found quests and killed all roaming enemies I ended up at level 73.
    • You can apparently farm the level 80 encounter in Queen’s Nest, which is only 3 enemies, indefinitely.
    • At best, you can only max out 3 factions on your first playthrough.
    • I never found the Wall of Thorns, Corpse Explosion, or Chaotic Shift spells.
    • Assuming you’re not playing a mage, you’ll want to rush the 30-point Nephilim Power passive before branching out into the Combat tree.
    • I have no idea why Leadership increases 5 points every 5 levels, when all Leadership requirements are in multiples of 10.
    • It’s incredibly annoying that only units directly opposite each other get the flanking damage bonus.

  • DISCIPLES -LIBERATION-

    The last Disciples game I played was the very first one, which at the time was enjoyable. Liberation is apparently the fourth in the series and bears a shocking resemblance to the King’s Bounty games.

    Main differences would be that your army’s made up of single units instead of unit stacks and there’s a prominent quest system, including an assortment of companion quests. You also have to travel between different mid-sized maps instead of having a large open world and have to manually upgrade your recruitment buildings rather then find them in the wild. The storyline and dialog however are just as bad as in those games (although there are a number of roleplaying choices here), while the combat and exploration style are essentially identical.

    Ultimately the main issue is that clearing the maps becomes incredibly boring quite quickly, which is not helped at all by the arbitrary availability of the ‘Auto-Resolve Battle’ button. If it could be used for any non-boss fight you significantly outlevel then map exploration would be immensely improved. As things stand I’m already basically burned out at the start of Act II from hacking & slashing my way through so many similar armies. The Act I boss also being a slog certainly didn’t help.

    A few things to be aware of in the first act if you decide to play:

    • While the order you visit the various faction locations doesn’t matter since enemy levels are to an extent tied to yours, visiting in Empire -> Undead -> Demon -> Elf order will minimize backtracking.
    • The Bone Golem quest cannot be completed until Act II, and ~may~ fail if you try to complete it early by killing the undead queen.
    • Most chests, particularly ones guarded by armies initially higher level than you, contain nothing but generic equipment.
    • Since there’s no map function within dungeons, you’ll want to manually record any blocked paths or higher-level enemies you find for return trips.

  • TROUBLE SHOOTER

    Decided to try this game after someone mentioned it was as enjoyable (presumably in relation to story or combat mechanics) as Triangle Strategy with more character-building complexity than FFT or Tactics Ogre.

    They were 100% correct about the character development and itemization systems, but at this point (chapter 1 completed) I’m not really seeing anything particularly noteworthy about it in any other respect. Everything other than combat is presented in a standard visual novel style, and so far the character interactions and plot developments are remarkably similar to what you’d find in a Legend of Heroes game. Your available party members are also initially quite limited (1-2 more will become available each chapter it seems) and there’s no option to recruit generic units.

    Which is not to say it’s bad. If you’re looking for a solid tactical RPG that gives plenty of options for character building this will certainly scratch that itch. Just be aware of the limitations going in.


  • DIABLO IV – Season 11 End

    All seasonal challenges now complete except Monster Mash and killing T4 Lilith. I’m 2k short of the former and see no reason to bother with the latter, since it would probably require grinding paragon node levels (mine are at level 50, which is plenty for the rest of T4).

    For the Rogue build I ended up going with:

    • Skills
      • Rank 1 Fundamental Heartseeker, Subverting Concealment, Countering Dark Shroud, Mixed Cold Imbuement
      • Rank 5 Supreme Rain of Arrows
      • Rank 1 Rapid Gambits, Shadow Crash, Deadly Venom, Precision
      • Rank 3 Sturdy, Weapon Mastery, Unstable Elixers, Trick Attacks, Balestra, Agile, Evasive, Exploit, Malice, Alchemical Advantage, Debilitating Toxin, Frigid Finesse, Deadeye, Alchemist’s Fortune, Impetus, Unto Dawn
    • Power: Inner Sight
    • Companions: Raheir + Varyana
    • Paragon: Efficacy, Exploit Weakness/Canny, Eldritch Bounty/Versatility, Danse Macabre/Ranger, No Witnesses/Devious
    • Equipment
      • Harlequin Crest Head (YulVex), Shroud of False Death Chest (Emerald), Grasp of Shadow Hands, Flickerstep Feet, Orphan Maker Crossbow (NeoQax), Word of Hakan Necklace (Skull)
      • Ancestral Legs (Emerald & Crowded Sage), Swords (Emerald, Vehement Brawler & True Sight)
      • Ancestral Rings (Diamond, Arrow Storms & Vengeful)

    Much more fun than my previous Druid build. Just a constant Rain of Arrows every which way. And I got pretty lucky with ideal boot and necklace drops, although I had terrible luck with the crossbow. Took a half hour to burn through a little over 600 bloods in T4 and only got two ancestral versions (both with the same lackluster stats, *Exploit and only 260% Reload). Incredibly annoying.

    Before clearing Pit level 75 to wrap up the season though I got sidetracked by wanting to make a Druid build to grab the Vulnerable Lightning Kills achievement. So I headed over to see what Maxroll Lightning Storm build was available and was promptly disappointed. The build itself is oddly busy and the ratings certainly didn’t inspire confidence.

    It did have a number of elements I liked enough to modify it a bit though:

    • Skills
      • Rank 1 Earth Spike, Innate Blood Howl, Wolves, Poison Creeper
      • Rank 5 Raging Lightning Storm, Cyclone Armor, Supreme Grizzly Rage
      • Rank 1 Heart of the Wild, Neurotoxin, Circle of Life, Perfect Storm
      • Rank 3 Wild Impulses, Backlash, Ancestral Fortitude, Vigilance, Feral Aptitude, Clarity, Nature’s Reach, Envenom, Toxic Claws, Quickshift, Catastrophe, Defiance, Natural Disaster, Resonance
    • Spirits: Stag 2, Eagle 2 & 4, Wolf 4, Snake 4
    • Companions: Raheir + Varyana
    • Paragon: Fang&Claw, Constricting Tendrils/Werewolf, Lust for Carnage/Dominate, Thunderstruck/Earth&Sky, Heightened Malice/Spirit
    • Equipment
      • Ring of Starless Skies (Diamond), Tempest Roar Head (NaguXal), Mad Wolf’s Glee Chest (Sapphire), Unsung Ascetic’s Wraps Hands, Tibault’s Will Legs (Sapphire), Hunter’s Zenith Ring (Diamond)
      • Ancestral Boots (Dire Wolf), Polearm (LithKry, Rampaging Werebeast), Amulet (Skull, Rabid Beast)

    Earth Spike is ignored once you become self-sufficient with resource usage, while Wolves and Creeper are mainly just there to ramp Quickshift and trigger the NaguXal runeword. Playstyle is to simply blast Lightning Storm 24/7, Howl whenever its effects are about to run out, and use Rage & Creeper on cooldown.

    Just blazes through T4 in general and the Pit level 75 specifically (at 240 paragon with level 50 nodes) with the only issues being a relatively low health pool and not much in the way of evasion to handle the massive amount of bullshit ‘on death’ AOEs this season seems to have added. Infernal Hordes in particular is a land of extremes; either stand in the middle of the arena and everything on-screen instantly dies without issue, or you have to constantly run from 10+ homing AOEs.

    Plans for next season are a poison-based Spiritborn that makes use of Andariel’s Visage and Shattered Vow and… some kind of Sorcerer. No ideas just yet since I don’t want to do the standard Hydra or Crackling Energy thing. Will have to play around with the character builder.


  • DIABLO IV – Season 11

    Diablo IV‘s eleventh season changes various things up:

    • Map rewards have been folded into seasonal rewards and an equipment affix.
    • Seasonal ranks have been decoupled from the individual challenges (you now only need to complete certain dungeons and hit Pit level 75 to get all account-related rewards).
    • The Pit’s been seasonally overhauled to be notably more hectic and always have you facing off against Belial.
    • Equipment now has four random affixes and can have a single non-random temper affix added to it.
    • Tempers are no longer limited and can roll a greater affix.
    • Physical and elemental resistances have been made more complicated (but are no longer hard-capped).
    • A season-specific equipment enhancer was added that turns every item into a unique (meaning you can’t modify it afterward).

    There are also minor changes like a new world and undercity boss, Helltide blood maidens getting replaced with Duriel, and masterworking getting condensed. As for the seasonal storyline, all that’s there this time around is a short paladin-related quest and Azmodan showing up in the last capstone dungeon.

    At the start of Torment 4 right now at Paragon 180 with three of my five nodes at 46, and didn’t have any trouble getting here. I had planned on making a wolf-focused Druid as my first character this season and nothing in the patch notes altered that plan:

    • Skills
      • Rank 1 Claw & Innate Blood Howl
      • Rank 5 Primal Shred, Ferocious Wolf Pack, Brutal Ravens, & Supreme Lacerate
      • Rank 1 Heart of the Wild, Neurotoxin, & One With Nature
      • Rank 3 Wild Impulses, Digitigrade Gait, Predatory Instinct, Backlash, Ancestral Fortitude, Vigilence, Feral Aptitude, Call of the Wild, Clarity, Envenom, Defensive Posture, & Quickshift
    • Spirits: Stag 3, Eagle 1 & 4, Wolf 1, Snake 3
    • Companions: Raheir + Varyana
    • Paragon: Territorial, Lust for Carnage/Fang&Claw, Ancestral Guidance/Wilds, Untamed/Shapeshifter, Heightened Malice/Spirit
    • Equipment
      • Doombringer Sword, Mad Wolf’s Glee Chest (NaguOhm), Storm’s Companion Legs (Sapphire)
      • Ancestral Helm (IgniWat & Spirit Bond), Gloves (Stampede), Boots (Metamorphosis)
      • Ancestral Totem (Emerald, Moonrage), Amulet (Skull, Shepherd’s), Rings (Diamond, Alpha & Unsatiated)

    Originally the idea was to claw things and then use the Ravens/Wolves whenever they came off cooldown… but with the wolf spirit bonus neither of them ever go on cooldown to begin with. So for general area clearing I ended up with a playstyle of casting Ravens twice, Shred to return to werewolf form and refresh Quickshift’s bonus, then back to Ravens. Tossing out a Wolf whenever I run across an Elite or particularly dense monster pack. For lair bosses the play is Lacerate (immediately cancel) -> Howl -> Ravens -> Wolves -> Shred, then alternate between Wolves and Shred/Howl.

    This character is basically done now, so after getting the other paragon nodes to legendary I’ll move on to making my second character this season (a Hakan Rogue). Once they’re also up to T4 I’ll figure out which one I want to clear the 75th Pit level with (probably the Rogue).


  • CLAIRE OBSCUR: EXPEDITION 33 – First Impressions

    I’ve heard nothing but good things about this game, so when I saw it available on GOG it was pretty much an instant buy. At the moment I’m just past the Flying Waters area after having gone back to kill the optional Abbest Cave boss (at level 11).

    So, mechanically speaking it’s got a nice mix of attributes. Equipment-wise you have both weapon and… I guess you could say enchantment selection, with the ability to permanently learn the passive skills attached to those enchantments by winning battles while they’re equipped (much like the skills in FFIX or Vandal Hearts II). Development-wise there’s both attributes and unique active skill trees for each character, which provide a decent amount of freedom in regards to how they can be built, while respec items fortunately seem to be fairly common.

    Combat is a mix of turn-based and real time in that each character/enemy gets their own turn, but you can react to attacks as they occur by using the dodge, parry (a more restrictive dodge that can counterattack), and jump functions. Like Ys: Lacrimosa of Dana this means that with enough skill you can completely nullify any damaging attack (certain enemies have non-damaging attacks that can’t be avoided), which interestingly makes Vitality and Defense kind of lackluster as attributes.

    As far as story and dialog goes, at this point I certainly have no complaints; the world is interesting and the characters act and interact believably. Nor do I have any issue with the two major themes that look like they’ll be a through-line from the Prologue all the way to the ending choice: ‘Dealing with Grief’ and ‘Personal Agency’. There’s both a lot of death and variously expressed coping mechanisms, along with assorted examples of children/individuals/created rejecting the expectations of their parents/society/god.