• Tag Archives Tactical RPG
  • MAHOUKENSHI

    Mahokenshi is an interesting deckbuilding roguelike along the lines of Slay the Spire with map and movement elements similar to a 4X game.

    Rather than being locked onto a single path with branching options you instead choose from a variety of missions, which then place you on a fully explored hex-based map populated by various enemies and semi-random upgrades. It’s then up to you whether you want to rush the mission objective, focus on bonus objectives, or instead simply wander around upgrading your abilities/deck. While I’m not thrilled that all the missions so far (up to unlocking the third character) have built-in turn limits, for the most part they haven’t been particularly punishing and the different characters at least seem to have fairly distinct playstyles.

    Not sure it will hold my interest much longer though if literally all the missions end up having turn limits.


  • 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.


  • 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.


  • WARHAMMER 40,000: Rogue Trader – End

    Finally got around to finishing this game after a recent patch fixed the achievements on GOG.

    The ending is pretty solid, the fights in the final area aren’t especially annoying or numerous, and there are a ton of ending slides… perhaps too many in fact. Nothing much else to say about it really as if you’ve gotten that far into the game you’ll already be quite familiar with its mix of combat and minor exploration elements. There are no last minute surprises or shake-ups.

    I will however mention that my earlier issues with the Pyromancer Tactician build promptly vanished once I picked up Molten Ray. It really seems like an ability you should prioritize grabbing the moment it becomes available, as it just deletes both single targets and entire rows of enemies.

    Future plans include chipping away at a Grim Darkness run I started some time ago, as a Dogmatic Noble Officer planning to go the Overseer Servo-Skull route and which is currently close to the end of the first chapter. If I ever finish that it will be on to a Heretic Melee Pyromancer to wrap things up, probably some time after the next set of DLC drop.


  • Dungeon Crawl

    Fitting in between ToME and Caves of Qud, Dungeon Crawl is a fast paced turn-based roguelike with a high level of randomization.

    While I greatly enjoyed ToME, I’m starting to suspect that was more thanks to ‘collecting’ all the unlockable content rather than the actual gameplay. Here everything is available from the beginning and after trying a variety of race/class combos I’ve not had much luck getting invested. Two things in particular are holding me back:

    – The skill leveling system.
    – A design philosophy that promotes leaving and coming back later.

    The skill system is odd in that the XP you get for killing things is applied both to your level and skills at the same time, and it’s very easy to accidently spread yourself too thin or end up underpowered if you leave things on automatic. Basically you’ll want to switch it to manual mode and then pick 1-2 skills to advance to certain milestones before deactivating them and picking different ones. But what happens if the randomization doesn’t give you weapons or spells related to the skills you’ve focused on? Well, you’re kind of screwed and all that XP was wasted.

    As for the backtracking issue, when I play games I like to clear out a level/area completely before moving on to the next. I do not, under any circumstances, want to have to leave an area uncleared only to come back some interminable amount of time later on. Here there are often clusters of monsters scattered about which are significantly stronger than the average and/or entire sublevels featuring massive difficulty spikes. Most of the time they’re not even segregated and so I’m not sure exactly how you’re supposed to ‘come back later’ when you can’t really run away from them to begin with.

    Mostly what playing this has accomplished was make me nostalgic for the first Diablo.


  • WARHAMMER 40,000: Rogue Trader

    While I bought this game back when it was released, after my early experiences with the Pathfinder games I decided to wait to play it until after the first set of DLC were available.

    I’ve just cleared the second chapter now and can say that so far it’s really good, being only the second Warhammer-related game I’ve consistently enjoyed (the first was Mechanicus, although Chaosbane and Gladius weren’t unplayable). While character building can certainly be confusing the actual combat systems are pretty straight-forward and the non-DLC areas have a smooth difficulty curve with plenty of dialog choices.

    Basically in combat you’ll be presented with one to three strong targets accompanied by five to ten trash mobs for each and the idea is to massacre the weaklings with AOE attacks to trigger your heroic abilities which will then destroy the stronger ones. Most battles should be over in under four turns assuming you haven’t gone with completely ineffective leveling choices (like raising Strength on a ranged character) and have decent reputation levels with the various traders (using the PF stat as a perquisite for free items instead making you pay for things is a neat touch).

    Moving on, the colony system is sort of extraneous and (like character building) laden with traps while world map travel looks far more complicated than it actually is. While browsing the wiki I ended up throwing together a basic cheat sheet with a travel itinerary alongside puzzle solutions, notable colony project highlights, and faction reputation targets.

    For this first playthrough I went with a ranged mage-like Pyromancer build and was somewhat disappointed, sure they can blast apart single targets or a clustered group of enemies… but the bladedancer NPC can clear like half the map herself. Perhaps that’s an unfair comparison though since the power-level of the DLCs is notably higher than in the base game. Very noticeably higher, and if you do the associated quests when they become available you’ll likely have a challenging experience. While I did manage to clear them on Daring difficulty without much trouble I wasn’t experimenting with character builds at the time (that’s for a second playthrough).

    Speaking of which:

    Void Shadows includes a massive amount of content that heavily fleshes out the second chapter along with a new party member and archetype option, both of which are insanely good. Definitely pick it up if you have the chance.

    Lex Imperialis doesn’t add as much content to chapter two (fortunately, since it’s getting kind of bloated) but does also include a new companion and archetype alongside shields as a new variety of weapon. While I like the equipment and leveling options quite a bit, the NPC isn’t particularly impressive one way or the other.