• THE COMPLICATED LOVE LIFE OF IVIL ANTAGONIST, EMPRESS OF MARS & Lilith’s Shadow #1-3

    RavensDagger‘s Ivil Antagonist novel, a romantic comedy with some Warhammer 40k trappings, doesn’t really hit its stride until about halfway through. There’s nothing bad about the first half mind you, it’s just that the early humor is so dry/deadpan its arguably nonexistent. In that second half though the only thing I can really complain about is that the third love interest feels kind of extraneous… she doesn’t really fit with the other two.

    The Lilith’s Shadow novels were apparently one of the author‘s earliest works which were rewritten and published after the success of one of their later series. Going in I expected something like a proto-Eve of Destruction, but it turned out quite different with only a few similarities between the protagonists and a through-line with some of the antagonist behavior.

    Ultimately, while I can’t say I actively dislike the series, two things ended up distracting enough that I don’t think I’ll be completing it. The first is that I feel the central relationship develops far too quickly even after taking into account the extraordinary circumstances (e.g. the rescue, the attraction field), while the other is more one of personal taste; the protagonist simply isn’t confidant enough in her own abilities. Yes the lack of confidence is perfectly believable considering she’s technically barely a year old, it’s just not a trait I like to see in overpowered protagonists.


  • BEAST BUSINESS & THE SEA WICCHE CHRONICLES #1-2

    At first I’d thought Ilona AndrewsBeast Business (a Hidden Legacy sidestory novella) was mislabeled, but as it turns out the last quarter or so is taken up by some mostly unrelated short stories that were previously published on their website. Regardless, the main story turns out solid enough aside from the fact that it ends with the relationship issue no closer to being resolved and some oddities in the female lead’s reaction to seeing illusions that can cause fear. Why wouldn’t illusions be able to scare people? Seems like that should’ve been obvious.

    Seana Kelly‘s first Sea Wicche novel is remarkably good. The romantic development doesn’t feel forced and despite having a not particularly rare ‘isolated person falls for someone who can bridge that isolation’ setup the author manages to weave in a bunch of disparate elements that somehow manage to work well together. My only real issue here is how quickly the protagonist folds in regards to the council thing.

    The second novel though… the second decides to completely re-contextualize the protagonist’s relationship with her mother/grandmother in a way that heavily undermines their previous interactions. It gives the impression of a half-assed attempt to justify having forced her onto the council in the first place and I do not at all like the precedent it sets for potential future developments, so won’t be following the series any further.


  • 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.


  • STAR BREAKER #1-2 & Eve of Destruction #1-6

    Luke Chmilenko‘s Starbreaker series starts off as a fantasy novel with minor romance elements before fairly quickly dropping almost all of the latter to shift over to magic-infused sci-fi. It mainly stands out for how the military organization the protagonist joins ends up having harsher training methods than the evil apocalypse cult he grew up in, and I had to drop it in the second novel when his instructors decided that deliberately inducing dissociative identity disorder via physical beating was preferable to simply allowing him to modify his spells.

    I’d been avoiding Benjamin Medrano‘s novels after being disappointed with the abrupt developments partway through Through the Fire, and that turns out to have been a mistake as his Eve of Destruction series is pretty much exactly what I look for in overpowered protagonist series. Main thing to be aware of going in here is that, with the notable exception of the third novel (whose second half features dates with each of the harem members), the romance elements are quite minimal.


  • 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.


  • Emilia TRANSMIGRATED & NEVER MORE

    The Emilia Transmigrated series turned out to be less high fantasy and more thinly-veiled cultivation. There are also some notable oddities in the character behavior, some more glaring than others. Like how no one seems to have any problem treating a 5 year old like an adult because “maybe they de-aged themselves with a mystic treasure”.

    The first book in a new series by the author of De’Vas Chronicles and Feral Mage, Nevermore is a superhero-themed regressor story with the twist of future memories being implemented like prophetic visions. Main problems would be the couple abrupt and ill-fitting sex scenes, all the tortured contortions required to get the protagonist into the hero academy, and the future memories apparently being somehow contagious.


  • 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.


  • CAEDA’S CURSE & The OP Lich IS A RETURNEE #21

    The first book in what appears to be a new series, Argus Philo & Montgomery Quinn‘s Caeda’s Curse has a heavier sexual focus than their White Mage series. Which isn’t all that surprising in retrospect considering the curse in question turns out to be sourced from an incubus. What mainly stands out aside from that is how most of the protagonist’s problems can be traced back to simple poor decision making, rather than her negative luck attribute.

    The twenty-first of Stuart Grosse‘s Lich Returnee novellas focuses on some military exercises and explanations regarding war magics in general. It also makes a minor reference to the ‘red dragon’ subplot, meaning that hasn’t been forgotten and may still turn out to be a future focus, and hints at what might be the series’ endgame in the epilogue portion.


  • 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.