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Evangelion-01

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Apr 12, 2018
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Ok so it's not just my imagination, they tweaked game mechanics to make mellee troops ignore anyone not directly in their path
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so useing Barbarians as Tanks and Marksmen and Archers as fighters is indeed the best tactic.
Auxillery are only good if the enemy deploys powerful mages without escorts
 

Hajtand

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Nov 5, 2017
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Ok so it's not just my imagination, they tweaked game mechanics to make mellee troops ignore anyone not directly in their path
View attachment 1023131
so useing Barbarians as Tanks and Marksmen and Archers as fighters is indeed the best tactic.
Auxillery are only good if the enemy deploys powerful mages without escorts
The barbs are not good units. They have around the same HP as the footsoldier, but a slightly stronger attack. Their attack is still very feeble. The foot soldiers special is defensive in nature and will have him tanking longer than the barb. The barb just costs 70% more. The reason I mentioned playing defensive in nature in the start is to accumulate enough unit points for a rush. I defeated 6-5 on hard yesterday with 3 stars using that tactic. Pressed everyone except assassins after having held the line with a minimal cost. Then afterwards I spammed aux and marksmen (and an extra archer). Once my rush had reached the halfway point. The second unit point ability was ready and I also reinforced with two assassins. They suck against units, but they are as the description say—quite good against buildings. There was an element of RNG, but a large part was also knowing when, to use total defense.

I gave the aux the +20 damage axe (whirlwind), +5 damage gloves (doom fist), and the crit chance west (reach of fire magic. Mostly because I didn't know what else to give him). Not that it matters much, but I did give the mage the (harmonized spear) making him into a pseudo tank. His now lower range and more tankiness put another barrier between the front line and the marksmen. I also gave him (footguards of lost punishment) for further speed and tanking ability.
I gave the footsoldier (the chief) as a lower speed meant he would stand under the castle for a longer time and bait more troops and the increased health... made him survive better. The rest of the items were focused on health and damage reduction. My current setup is different after having gotten the Ishan Mage, but I think my marksmen had the (chimera) crossbow and some other stuff.

The aux will indeed be straight up murdered by the enemy's Ishan Mages. He will, however, still present a stop–gab for those mages and your own ranged units. They will in turn, take him( /them) down and the rest of your tanky front line will catch up. Further re–enforced by new aux units to tear through the enemy lines. You are probably really close to the castle by this point and it's time to think about using the total defense spell. The correct timing will have the enemy castle crumble in no time.

7–1 is just spam everything and press the poison button stage.
 
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Hajtand

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The toughest stages were probably either 6–5 and 7–4. The aux doesn't have enough killing ability in chapter 7, he 100% needs sort of escort which the blobs thankfully gives. An aux and foot soldier also works well together. The foot soldier will in many instances actually tank and the aux stand behind with his spear and attack the enemy. What got me 3 stars on those stages was some sneaky auxs destroying the castles.

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FruitSmoothie

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Jan 22, 2019
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The barbs are not good units. They have around the same HP as the footsoldier, but a slightly stronger attack. Their attack is still very feeble. The foot soldiers special is defensive in nature and will have him tanking longer than the barb. The barb just costs 70% more.
I thought that originally too, but with the new equips, they're much better than before. I originally avoided them completely but I dig their extra HP pool.

I've actually tested Foot Soldier vs Barb on the same map and got about the same results using them similarly with the same equips. The Foot Soldiers are probably better in general, but they are weaker to aoes as well. Doesn't matter if there's more of them if they all get wiped out by aoes, lol. Either can fill the role, but Foot Soldiers are probably easier to use.

The part that annoys me about Foot Soldiers is that they'll use their heal move even when their health is full and waste time. I'm pretty torn on them, I don't think one is clearly better or worse, it's just preference/what you're fighting. I feel like my backline is a lot safer behind Barbs, but having a ton more units on the field is nice at times too.

I keep going back and forth on them as I continue to test them. Too close to really say one is definitely better in my opinion.
 
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Evangelion-01

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Apr 12, 2018
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The barbs are not good units. They have around the same HP as the footsoldier, but a slightly stronger attack. Their attack is still very feeble. The foot soldiers special is defensive in nature and will have him tanking longer than the barb. The barb just costs 70% more. The reason I mentioned playing defensive in nature in the start is to accumulate enough unit points for a rush. I defeated 6-5 on hard yesterday with 3 stars using that tactic. Pressed everyone except assassins after having held the line with a minimal cost. Then afterwards I spammed aux and marksmen (and an extra archer). Once my rush had reached the halfway point. The second unit point ability was ready and I also reinforced with two assassins. They suck against units, but they are as the description say—quite good against buildings. There was an element of RNG, but a large part was also knowing when, to use total defense.
Barbarians can take by FAR more punishment than any other unit, foot soldiers even with legendary equipment can't stand their own ground, Barbarians used to be bad, but in this Update they have the potential of being the corner stone of any tactic, Auxelery troops are fast but even an assasin makes short work of them, assasins have a potential once you exhaust the enemy lines and they only send out small detachments... but their cost aren't measuring with their value at that point.
I failed useing any of your tactics against my enemies so not sure whats the difference... not sure what you mean with RNG (is it drop rate of power orbs?), I only use foot soldiers after exhausting mine and the enemies main forces in order to build up deployment points bby sending them out when the enemy is close to my gate
The aux will indeed be straight up murdered by the enemy's Ishan Mages.
Actually that's the only unit they are most effective against as Ishan Mages are high cost Glass Cannons.
My issues with your build where Level 27, 33 and 34.
Useing Barbarians with Legendary shield and HP regen and damage reducing armor where my corner stone pressing into the enemy early and than tank out several minutes with foot soldiers and marksmen close to my gate building up deployment points in order to send a group of Barbarian and several marksmen to finish the Job.
Thanks to that tactic I could make it through the previously mentioned stages with 3 Stars.
Useing Poison if the enemy deploys heroes or builds up a larger force of archers.
I gave my archers and Marksmen Vampirism items in order to regain HP by fighting soldiers
I've actually tested Foot Soldier vs Barb on the same map and got about the same results using them similarly with the same equips. The Foot Soldiers are probably better in general, but they are weaker to aoes as well. Doesn't matter if there's more of them if they all get wiped out by aoes, lol.
Foot soldiers also fail to stand their ground against mages, Barbarians can though
 
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Hajtand

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Barbarians can take by FAR more punishment than any other unit, foot soldiers even with legendary equipment can't stand their own ground, Barbarians used to be bad, but in this Update they have the potential of being the corner stone of any tactic, Auxelery troops are fast but even an assasin makes short work of them, assasins have a potential once you exhaust the enemy lines and they only send out small detachments... but their cost aren't measuring with their value at that point.
I failed useing any of your tactics against my enemies so not sure whats the difference... not sure what you mean with RNG (is it drop rate of power orbs?), I only use foot soldiers after exhausting mine and the enemies main forces in order to build up deployment points bby sending them out when the enemy is close to my gate

Actually that's the only unit they are most effective against as Ishan Mages are high cost Glass Cannons.
My issues with your build where Level 27, 33 and 34.
Useing Barbarians with Legendary shield and HP regen and damage reducing armor where my corner point pressing into the enemy early and than tank out several minutes with foot soldiers and marksmen close to my gate building up deployment points in order to send a group of Barbarian and several marksmen.

Foot soldiers also fail to stand their ground against mages, Barbarians can though
Regarding RNG, I meant all the factors of that timing. You could be unlucky as the timing juuuuust runs out the enemy fires a barrage of AoE attacks and your army just dies.

We both had different experiences it seems. Nothing wrong with that. I mainly used the foot soldiers to meet the enemy units at the allied castle gate. I'd time their deployment correctly, so they'd agro the enemy and still be in range of the fire from the castle (many times they'd be able to tank 2 barbs/assassins). Saving unit points this way and getting more as time went on I was able to make more effective rushes. I tried that with fully defensive barbs, but they just get their asses kicked in my games. What kills in this game is concentrated ranged fire. Road blocks rather than walls I guess it was for me. The extra aux or whatever I chose, was much more instrumental in getting the castle down than the barbarian being able to take more punishment than the footsoldier. The footsoldier would also heal himself making him able to stand on the front line that much longer.

If it worked for you, then that means it was merely a matter of preferences, which I think it is in this case. On the 7th chapter poison was as you guys recommended a better option than total destruction. The 360 damage doesn't quite cut it anymore.
 
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Evangelion-01

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Regarding RNG, I meant all the factors of that timing. You could be unlucky as the timing juuuuust runs out the enemy fires a barrage of AoE attacks and your army just dies.

We both had different experiences it seems. Nothing wrong with that. I mainly used the foot soldiers to meet the enemy units at the allied castle gate. I'd time their deployment correctly, so they'd agro the enemy and still be in range of the fire from the castle (many times they'd be able to tank 2 barbs/assassins). Saving unit points this way and getting more as time went on I was able to make more effective rushes. I tried that with fully defensive barbs, but they just get their asses kicked in my games. What kills in this game is concentrated ranged fire. Road blocks rather than walls I guess it was for me. The extra aux or whatever I chose, was much more instrumental in getting the castle down than the barbarian being able to take more punishment than the footsoldier. The footsoldier would also heal himself making him able to stand on the front line that much longer.

If it worked for you, then that means it was merely a matter of preferences, which I think it is in this case. On the 7th chapter poison was as you guys recommended a better option than total destruction. The 360 damage doesn't quite cut it anymore.
OK my tactic was never realying on RNG as a correctly timed deployment and use of poison until the enemy ran out of mass deployment worked every time.

I also used Footsoldiers in that way to prevent Ishan mages and foot soldiers or Barbarians to reach my gates in order to build up enough deployment points for my last charge
The footsoldiers skill has a low activation chance and takes far to much time... in my experience assasins take them out faster than they can even activate it once.
I agree that the rangers and marksmen are the damage dealers, which is why I equiped them with range increasing weapons and armors that grant +dmg and vampirism
poison can deal with enemy archers, heroes and Barbarians very effectively so haveing a small force pushing reinforced by that spell helps to deal with even larger forces of that kind.
Total defence proved inefficient duo to the high activation cost, same for total destruction... in the lower chapters I used to mass spawn meteorite attacks but the fixed damage output can't compare to the x% from poison on higher Levels,
Exhaustion can help in situations like the enemy deploying a large number of assasins and auxillery troops, combined with poison to wittle them down before reaching the gate
 
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Dec 1, 2017
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If you pause, you gain 1 of the blue energy. If you unpause and immediately pause again, you will gain another blue energy immediately.

You can get energy faster this way....

Or just literally use cheat engine to get infinite I don't care
 
Oct 8, 2019
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Is this game finished or are there going to be future updates? Since when I try to click the dragon coin after finishing everything else it says "Coming Soon"
 

Hajtand

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Nov 5, 2017
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Is this game finished or are there going to be future updates? Since when I try to click the dragon coin after finishing everything else it says "Coming Soon"
There will be another episode in the form of DLC, but the game is complete as it is now. The game is 2$ on steam. Show the devs some love if you like the game. It can always be hidden, if you are shy about it being in your library. The game is also non-lewd, if you don't patch it with their free dlc.
 
Oct 8, 2019
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There will be another episode in the form of DLC, but the game is complete as it is now. The game is 2$ on steam. Show the devs some love if you like the game. It can always be hidden, if you are shy about it being in your library. The game is also non-lewd, if you don't patch it with their free dlc.
It's finished? I thought that after the arc with the queen imitating her father's murderer there is still the matter of the war with the empire and the escaped minister

Also, how can you hide games? Because I have exactly 2 bucks in Steam and might as well buy it
 
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Hajtand

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It's finished? I thought that after the arc with the queen imitating her father's murderer there is still the matter of the war with the empire and the escaped minister

Also, how can you hide games? Because I have exactly 2 bucks in Steam and might as well buy it
Right click on the game in the game library. There is a tab that says admin or whatever (above the settings tab). In that there's a setting that says hide this game. You can view the hidden games yourself by clicking the view menu in the top and the hidden games. Play the game while being offline in your friendslist and they won't see the popop. Or you could simply not install the game and instead buy it to support them a bit. Then continue to play the cracked version from here.
 

Evangelion-01

Devoted Member
Apr 12, 2018
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It's finished? I thought that after the arc with the queen imitating her father's murderer there is still the matter of the war with the empire and the escaped minister

Also, how can you hide games? Because I have exactly 2 bucks in Steam and might as well buy it
The matter of the Minister was adressed in the latest Update though, still I agree with the whole Empire Arc kinda missing to make this game feel completed
 

Unsan_Musho23

Newbie
Aug 17, 2019
20
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Does Bloodsuck actually do anything? I just beat the flying island arc and got the bloodsuck armor and weapon. If they do anything or if they're worth anything, which of the class can make the best use?
 

Evangelion-01

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Apr 12, 2018
10,439
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Does Bloodsuck actually do anything? I just beat the flying island arc and got the bloodsuck armor and weapon. If they do anything or if they're worth anything, which of the class can make the best use?
high damage classes, I'd suggest useing it on archers or Gunsmen
 
3.70 star(s) 3 Votes