sact12

New Member
Jun 17, 2022
8
7
Honestly every comment here makes me actively wonder what’s the entire point of Lumine at all.
The game is all about building yourself up and making good defenses in every aspect except Lumine, which puts a 40 turn limit to your run: you fail to capute her, you are bogged down in an completely unfunny and annoying set up for an impossible fight later.
Literally every other “boss” character spawns in respose of you crossing a line, literally everything in the game is balanced to go your own pace, EXCEPT Lumine and “just capture her” feels like she’s a big more than a gimmick.
Also if the scaling continues, and seeing how bug the map will be, is she just gonna become impossible to beat when you reach week 80-100?
Seriously can’t she be reworked so she attacks your base when you cross a line like everyone else, for example if you conquer certain points or get to a certain threat level?
Theofrad is aware of the issue and at the top of the previous page he ponders the idea of changing her attack pattern from every 20 weeks to reaching a threshold in threat level, plus, this is essentially an Alpha version, he knew there were to be problems so us reporting how unbalanced Lumine is right now is good
Edit: At least Lumine new breeding potential is worth the battle, girl can breed almost anything right out the gate even with basic churls
 
Last edited:
  • Like
Reactions: flannan

haihuy74

New Member
Feb 12, 2024
2
0
can someone make a mod to win easily, i have been playing for almost a week but i cant take west wind castle, not only that klee form 2 is too strong, she easily beat me in just one round
 

dekeche

Member
Aug 5, 2018
235
109
can someone make a mod to win easily, i have been playing for almost a week but i cant take west wind castle, not only that klee form 2 is too strong, she easily beat me in just one round
Alice is... special. You'll need a specialized team to take her down - the two rogues are particularly effective against her, if you can manage to get them. Otherwise, maybe Samachurl + defensive Mitachurl teams? If you can't do either though, then just leave Klee alone. She tends to wander in a very limited area, so just let her do so until you are ready.
 
  • Like
Reactions: haihuy74

flannan

Engaged Member
Dec 15, 2022
2,885
2,913
can someone make a mod to win easily, i have been playing for almost a week but i cant take west wind castle, not only that klee form 2 is too strong, she easily beat me in just one round
Klee form 2 is her mother, Alice. She is supposed to be too strong. Avoid attacking Klee at any cost.
 
  • Like
Reactions: haihuy74

Mytael

New Member
Dec 16, 2018
2
1
Klee form 2 is her mother, Alice. She is supposed to be too strong. Avoid attacking Klee at any cost.
I agree it's best not to poke the mama bear... But arguably, provoking Alice is a good way to farm hilichurl masks in the early game. Just pop a few mitachurls into production and pick up some masks after the battle. It's surprisingly hard to get your mitachurls killed through other means.
 
  • Like
Reactions: flannan

MoreLessTer

New Member
Dec 15, 2022
2
1
Doing a no corrupted run (no nycto until Zhiqiong) and I noticed I got some Nycto churl out of nowhere, 3 by week 70 and 9 by W71 with no girls birthing em. Does completely colonizing settlements spawns nycto hilichurl, or is it the field bosses? Those the only things I did aside from body throwing mitachurl for masks. Edit: V1.0.2 btw surprisenycto.jpg
 
  • Like
Reactions: T4t0rt

MadKitten

Newbie
Mar 12, 2023
36
41
Doing a no corrupted run (no nycto until Zhiqiong) and I noticed I got some Nycto churl out of nowhere, 3 by week 70 and 9 by W71 with no girls birthing em. Does completely colonizing settlements spawns nycto hilichurl, or is it the field bosses? Those the only things I did aside from body throwing mitachurl for masks. Edit: V1.0.2 btw
Some NPC trainings give random hilichurls, you probablly did those and get random Nycto
 

MoreLessTer

New Member
Dec 15, 2022
2
1
Some NPC trainings give random hilichurls, you probablly did those and get random Nycto
Nah it didn't come from npc training, even the all element npc has **except Nycto in the guide. I think it is the colonised settlement as another 6 spawned the next week. With 2 colonies that means I get 3 nyctos per colony per week
 

dekeche

Member
Aug 5, 2018
235
109
So, love the new colonization system. It's a lot more modular, and presents the player with a lot of interesting choices with regards to what buildings to construct first. I do think that it's later start is a bit of an issue - colonies are important locations to re-supply and deploy new units from, and requiring that you raid Liyue Harbor before you can begin setting those up is an issue. Particularly when you need to build the slave buildings to keep up slave production... and those all require a fairly sizable population of that slave to being construction. Overall though, I think it's fine? The information we get from the first upgrade is incredibly important.

My issue is with the expense of colonizing - colonies cost a lot more Abyss Branches to setup a portal than they did previously, while those are also a lot harder to produce. Wedges and Branches no longer increase your Abyss Power, and at the same time sacrifice's efficiency has been reduced (1:1000 basic now, instead of 1:100). Which means the only real source is from destroying statues, which are a limited resource and result in you capturing more heroines in order to do. Likewise, it seems like the cost of various buildings and upgrades have been increased. So you need more items produced from Abyss Power, but you have a lot less of it available for crafting. And there's also another knock-on effect for this; Since Nycto Resonance was changed to be based on our remaining Abyss Power (instead of total), it's a lot harder to get high Nycto Resonance. Which means it's a lot harder to get access to our advanced Nycto units.

I do feel like it makes sense that the items no longer directly provide Abyss Power, as with the new colonization and farming system they are a direct resource for providing power to other features. However, I think that this chance means the related systems could us a bit of a re-evaluation. Like; maybe the cost of these items could be reduce, and switching production shouldn't remove current construction progress. The Branch and Wedge simply aren't as versitile as they once were, so should they still cost 100 and 500 to produce? And since production does carry over now, does it make sense to discard the current progress whenever you switch what you're spending your energy on producing? You do need both branches and wedges to finish colonization, and with how long it takes to connect up new colonies, wedges are particularly needed to keep your army re-supplied.

As for Nycto Resonance, I wonder if it might be better to base it on our current Abyss Power, as it was originally? With less sources of Abyss power, I don't think it'd be unbalanced. Alternatively, maybe we could get some more thematic sources of Abyss Power? Maybe corrupting heroines should boost our Abyss Power directly, not just remove the suppression requirement. Or maybe a way to harness the "abyssalfication" of the world to directly boost our availible Abyss Power.
 
  • Like
Reactions: Daronar

Daronar

New Member
Aug 3, 2020
6
6
Wedges and Branches no longer increase your Abyss Power, and at the same time sacrifice's efficiency has been reduced (1:1000 basic now, instead of 1:100). Which means the only real source is from destroying statues, which are a limited resource and result in you capturing more heroines in order to do.
You can gain abyss power every turn by planting ley line branches in the fields now, the amount is significantly reduced from what you could have gained in the past (5 per field it seems), but they do also cancel out the cost of abyss fields as well. It seems to intent is for the player to need to ration their abyss power while slowly growing it by using field plots, which there are plenty of at least for now. They also generate a massive amount of threat though, which seems like a really large downside for the small amount of benefit you get per turn.
 

Gehoji

Newbie
Sep 17, 2019
87
79
You can gain abyss power every turn by planting ley line branches in the fields now, the amount is significantly reduced from what you could have gained in the past (5 per field it seems), but they do also cancel out the cost of abyss fields as well. It seems to intent is for the player to need to ration their abyss power while slowly growing it by using field plots, which there are plenty of at least for now. They also generate a massive amount of threat though, which seems like a really large downside for the small amount of benefit you get per turn.
You also get abyss power by sacrificing hilichurls. I think I burned like 50 for a single point though, I wasn't really paying attention.
 

dekeche

Member
Aug 5, 2018
235
109
You can gain abyss power every turn by planting ley line branches in the fields now, the amount is significantly reduced from what you could have gained in the past (5 per field it seems), but they do also cancel out the cost of abyss fields as well. It seems to intent is for the player to need to ration their abyss power while slowly growing it by using field plots, which there are plenty of at least for now. They also generate a massive amount of threat though, which seems like a really large downside for the small amount of benefit you get per turn.
Really? That's interesting. I hadn't noticed that being a passive generation, but at only 5 per field, needing a pretty hefty initial investment? From my brief experimentation it's only an extra, what, 1 threat per field? So that's not as big of a concern, but it's yet another thing requiring a very expensive resource to acquire. So, not sure how I feel about that. If the branch and wedge were cheaper to produce? That'd be better.

You also get abyss power by sacrificing hilichurls. I think I burned like 50 for a single point though, I wasn't really paying attention.
I mean, yes, but it doesn't seem as much as you could get previously - maybe it's because it's not displaying as a .01 anymore? So it's hard to track when it occurs. Might actually be the same, but it doesn't seem to be.
 

Daronar

New Member
Aug 3, 2020
6
6
Really? That's interesting. I hadn't noticed that being a passive generation, but at only 5 per field, needing a pretty hefty initial investment? From my brief experimentation it's only an extra, what, 1 threat per field? So that's not as big of a concern, but it's yet another thing requiring a very expensive resource to acquire. So, not sure how I feel about that. If the branch and wedge were cheaper to produce? That'd be better.
I agree that the Branch and Wedge seem to expensive for the new system, the Wedge cost has actually increased for some reason which seems odd given it's in such high demand, and a lot of the other upgrade systems have costs that result in you sitting around not doing much for awhile while you farm up metal or gather some specific type of slave you accidentally sacrificed last turn.

The threat increase comes out to 5 per field with the Ley Line Sprout, so it's 1 threat per potential abyss power point. The issue is that now enemy stats increase (and decrease apparently) with threat level, and your home base increases threat with every nation, so every one you plant is making the enemy units in every kingdom stronger.

It's a little comical how high the stats get on higher difficulties now. It's not clear to me whether it'll actually even be possible to do enough damage to break shields on Elite Millelith late game on Hellichurl difficulty if you're not juiced to the moon.
 
Last edited:
3.90 star(s) 30 Votes