NamedUser1111

Newbie
Apr 1, 2024
70
46
The save files are here by the way, for me at least :3
C:\Users\____\AppData\Roaming\Godot\app_userdata\Hilichurl's Yabou
Does that mean we get save files now? ^.^

Thank you !
You may want to change the name in the path to UserName (or something similar) instead when you give it (and edit your comment).
 
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NamedUser1111

Newbie
Apr 1, 2024
70
46
I got Noelled too, such a meanie smh :c The big, special ones can win against her? How do I get them, I only have the tiny ones of different kinds
You need to increase your elemental value.
It increases when you beat enemies with elite in the name, destroy the trees or break/corrupe girls.

Then, you need to get a girl of the right element with you best unit of the same element, and if your elemental value is high enough, you have a change to get a higher tier unit. It is best to keep one of those on the side for breeding.

Also, some of the trainings (second room in the lair, you get the trainings from capturing special NPC) can give you higher tier units.
 
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NamedUser1111

Newbie
Apr 1, 2024
70
46
Can anyone at all help with the game not even starting. I just get a grey screen for a few seconds then the application closes

I don't know what can cause it.
All I can think of is starting it from the console to see if there is an error message.
If you are in windows, go to the folder where the game is, and write "cmd" where the path is (on the top).
It open the console. There, write "Hilichurl'sAmbition_Ver1.0.2.exe" (the game's name) and press enter to have it start the game.
Once you game crashed, look at what is in the console and see if there is an error message.

(Or just wait if someone has a better idea than me)
 

Asdfzu

Newbie
Sep 3, 2021
52
38
Thank you !
You may want to change the name in the path to UserName (or something similar) instead when you give it (and edit your comment).
Thanksies for telling me. You're right, I didn't mean to have it have my name. I did an oopsie. You won't leak it, right? ^.^
 

Asdfzu

Newbie
Sep 3, 2021
52
38
You need to increase your elemental value.
It increases when you beat enemies with elite in the name, destroy the trees or break/corrupe girls.

Then, you need to get a girl of the right element with you best unit of the same element, and if your elemental value is high enough, you have a change to get a higher tier unit. It is best to keep one of those on the side for breeding.

Also, some of the trainings (second room in the lair, you get the trainings from capturing special NPC) can give you higher tier units.
Thank you so much, I'll try to see if I can figure it out this time :3 Boys, I'm a professional at video games, I promise. Can I ask you for more advice if Noelle murders me again?
 

Asdfzu

Newbie
Sep 3, 2021
52
38
Can anyone at all help with the game not even starting. I just get a grey screen for a few seconds then the application closes
I don't really know either, friendie, sorry :( Are you on Windows? For me it worked lovely on a Windows computer. Maybe if you have one of the other things, it might not like it maybe
 

NamedUser1111

Newbie
Apr 1, 2024
70
46
Thanksies for telling me. You're right, I didn't mean to have it have my name. I did an oopsie. You won't leak it, right? ^.^
I don't even know what you're talking about ^^

Thank you so much, I'll try to see if I can figure it out this time :3 Boys, I'm a professional at video games, I promise. Can I ask you for more advice if Noelle murders me again?
Any time.
 
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Gearsus74

Newbie
May 7, 2021
21
12
I got Noelled too, such a meanie smh :c The big, special ones can win against her? How do I get them, I only have the tiny ones of different kinds
You don't have permission to view the spoiler content. Log in or register now.
Actually careful with the ones you send in. as I said dendro and geo are a must because those elements don't react with her ulti, any other element except nycto will be absorbed by her shield and she will become (almost) invulnerable to that element for a while.

for stronger churls there is many ways, basic one is just breed them, not any girl can do so for example Barbara, amber and fischl has too low elemental affinity that is unlikely to get a special offspring out of them. Well actually barbara can't because hydro churls doesn't exist.
Amber and Fischl technically can but i hadn't get any mitachurls out of them, is better just to corrupt Fischl in the moment you get Lisa. Amber in other hand can be useful because there is no other Pyro girl in mondstat except for Alise but she is even stronger than noelle.

Other way is to directly get samachurls (shamans) by capturing special npcs and training your units with them, you need lots of normal slaves and normal churls as pay but they do worth tge price.
 

NamedUser1111

Newbie
Apr 1, 2024
70
46
Also, the shamans are the best breeding units in the game (except for hydro and anemo), so always keep one out of the fights for breeding purpose.
 
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Asdfzu

Newbie
Sep 3, 2021
52
38
You don't have permission to view the spoiler content. Log in or register now.
Actually careful with the ones you send in. as I said dendro and geo are a must because those elements don't react with her ulti, any other element except nycto will be absorbed by her shield and she will become (almost) invulnerable to that element for a while.

for stronger churls there is many ways, basic one is just breed them, not any girl can do so for example Barbara, amber and fischl has too low elemental affinity that is unlikely to get a special offspring out of them. Well actually barbara can't because hydro churls doesn't exist.
Amber and Fischl technically can but i hadn't get any mitachurls out of them, is better just to corrupt Fischl in the moment you get Lisa. Amber in other hand can be useful because there is no other Pyro girl in mondstat except for Alise but she is even stronger than noelle.

Other way is to directly get samachurls (shamans) by capturing special npcs and training your units with them, you need lots of normal slaves and normal churls as pay but they do worth tge price.
Thank yoooouuuu :) With so much help maybe I'll be able to beat the game now. U're all really helpful, thanksies
 

Gsp12457

New Member
Dec 8, 2024
8
2
I don't know what can cause it.
All I can think of is starting it from the console to see if there is an error message.
If you are in windows, go to the folder where the game is, and write "cmd" where the path is (on the top).
It open the console. There, write "Hilichurl'sAmbition_Ver1.0.2.exe" (the game's name) and press enter to have it start the game.
Once you game crashed, look at what is in the console and see if there is an error message.

(Or just wait if someone has a better idea than me)
When I that it only brings up this:
C:\Users\My Name\Downloads\Hilichurl'sAmbition_Ver1.0.2>Godot Engine v4.3.stable.official.77dcf97d8 -
Vulkan 1.3.217 - Forward+ - Using Device #1: AMD - AMD Radeon RX 6700 XT
 

ozymandias12

Newbie
Jun 30, 2021
28
21
Do the hilichurls generated by colonies consume food? If so is there any way to sacrifice those? I only see the prompt for sacrificing the ones in dadaupa gorge.
 

NamedUser1111

Newbie
Apr 1, 2024
70
46
When I that it only brings up this:
C:\Users\My Name\Downloads\Hilichurl'sAmbition_Ver1.0.2>Godot Engine v4.3.stable.official.77dcf97d8 -
Vulkan 1.3.217 - Forward+ - Using Device #1: AMD - AMD Radeon RX 6700 XT
I have the same thing and mine works...
Can you try again while having the game in another folder ?
Try putting it in a folder in C: and in a folder in D: to see if one or the other works (I have no idea why, but sometimes it can solve that problem).


Do the hilichurls generated by colonies consume food? If so is there any way to sacrifice those? I only see the prompt for sacrificing the ones in dadaupa gorge.
Yes, they do consume food. The reserve of hilichurls of your colony will become common with you main one once your colony is at max colonization. In the mean time, what I do is have 2 big one with axe or shield load themselves with colony units, go to the main colony and unload them here, and then keep doing the bus. It takes a few action, but it helps control the population.
 

Whiskas2

Newbie
Jan 7, 2020
82
205
As far as I understand it, they do and you can't do much about it until you fully colonize a given settlement because then they kind of merge in the sense that all the troops from any fully colonized settlement and Dadaupa Gorge can be recruited in all of them. Colonies that aren't fully developed have their own separate unit counts and I'm pretty sure they consume food too. Not much to do about it other than finish the colonization or just mass recruit units from there to throw in the meat grinder. It's a pretty big issue for the food economy which is probably the hardest thing to manage in the game second only to Alice imo. Hoping an update will change that at some point, because while the difficulty it introduces is kinda legit gameplay wise (the way I see it is it's a punishment for having not finishing an outpost you make to generate units and improve your control over the map fast. I'm a fucking weirdo who only ever recruits from Dadaupa and just has units walk/sail everywhere from there but the point still stands) the only way of addressing this difficulty is demanding insane amounts of AP from you to generate units that you then have to send out to do something with, either to meatgrind or conquer stuff- both time consuming since you have to click them one by one to make them move across the map.

I know you can just attack order on the next location to move all units at once but that makes you enter the battlefield always even if there's no one to fight and no one to capture- on top of costing AP. And moving units is free so in the end I just do that instead even if it increases the amount of time I spend on a turn by a non-insignificant margin.
 
Apr 25, 2022
69
102
Until an eventual fix, the best way to do it is to use unusual hilichurls. Since they get giant unit stocks, you can use them to funnel hilichurls out of cities back to dadaupa in order to kill them.
It's unfortunate, but it is the best we have at present.
 

sact12

Newbie
Jun 17, 2022
22
14
Honestly, we just need the slaves farm system to be implemented on the settlements so that it is worth it to actually colonize them instead of just sweeping the locations for more slaves, as it is, colonizing a settlement looks more like a manegement problem for little reward right now
 

MagentaTree

New Member
Feb 8, 2020
3
16
Alright I had fun so I figured I'd share my thoughts. I'm going to split them up into 3 sections based on how disruptive I think they are to the existing game. I'm not a Genshin player so you're going to have to forgive me for messing up some of the names or terminology here.

Quality of Life
These are changes that don't or very minimally impact the game balance and are largely intended to make the player experience better.

1. Automatically end the turn of units who have no more actions to take (in combat).
Forcing you to click the end turn button is an extra click for every unit that isn't needed.

2. Display Shield HP Value
Show how much HP a shield has and how much damage a unit is dealing when hitting the shield. The barrier thickness is a nice visual indicator, but having actual numbers on the UI would be great.

3. Add an additional icon state to the Element charge gauge.
Currently, the 90% charged state looks almost identical to the 100% charged, making it hard to visually distinguish whether a unit's special ability is ready or not. Adding a different icon for the 100% charged to make it clear that it is ready to be used would be helpful.

4. Floor (round) Nycto to nearest whole integer in display
For both the current value and the amount gained per turn these can be rounded down. If you want you could keep track of the true value internally, but honestly I don't think the 0.5 fractional nycto has any real gameplay value.

5. Prevent auto targeting skills from hitting Villagers
Certain skills like the Shadow totems or Fischl's bird automatically target nearby enemies and often result in villagers being killed. It would be nice if these we're avoided as targets.

6. Add indicators to show which girls are not capturable when fighting in combat
This might be due to my complete lack of Genshin knowledge, but some enemies appear like they should be capturable in combat but aren't. Adding indicators to the special girls who can't be captured (in combat) would be nice. e.g. Klee, Ellin, Ematol

7. Add an instructions page to the home screen
Seems to be a common complaint, but adding a few pages of instructions to the home screen would be very helpful. In game tutorials are better, but far more work. Providing a written guide of the base systems would make the game far more accessible without a ton of overhead. (I hate writing documentation too, but it is real useful)

Breeding
- Element Power
- Resistance
- Corruption
- Inheritance / Element STAB (though I'd guess most people have played pokemon)

Combat
- Capturing Enemies
- Elemental Combos
- In particular listing out what the combos are and what effects they have would be extremely useful

Base Management
- Assigning Villagers
- Food and Ore Production
- Dark wedges and Abyss branches

8. Set Max Hilichurl Amount
Automatically sacrifice hilichurls past this amount.

9. Add Speedup functionality to battles
Particularly for Auto mode.

Balance Changes - Minor
These are changes I think will improve the player experience, without making major changes to the way people experience the game.

10. Add warning indicator for Klee
She is extremely easy to reach early game and killing her will often result in a game over for many players. It's not obvious that killing her was the reason why either.

11. Prevent Enemy units from bypassing controlled territory
Enemy units shouldn't be able to run past your units and all over your bases. It's annoying to have to spend AP to fight them or send units to chase them down. I suspect this would also be something that could benefit the game systems in the long run by allowing proper establishment of territory and frontlines to strengthen the strategic aspect. It also plays nicely into the concept of abyssalization.

12. Modify Collei's Behaviour
Having earlier access to a proper tank unit in the form of Dendrochurls would help smooth out the early game fights, compared to where you're stuck with only basic units and ranged fire/ice/electric units.

The issue is that she both takes a long time to reach the player and sometimes she refuses to attack, staying in the Ice region the player can't reach due to the cryo 30 requirement. Having her reach the player earlier and forcing her to attack towards the gorge would resolve these issues.

13. Modify the way to get masks.
It is quite annoying that the only way to get masks is to have your units die, but still win the battle. I don't have any suggestion for this one, I just don't like the current setyup.

14. Allow dismissing units anywhere
I'd probably count them as being destroyed and not returning to the available unit pool to prevent certain cheese strats (see EU4/HoI4) of dismissing units before they're destroyed.


Balance Changes - Major
These are sweeping changes that I think will improve the game, but may drastically change how the game is experienced by the player. These are more of my personal opinions and what I would like to see and might not align with your vision of the game. I've tried to limit the scope of the changes to those that can be made within the existing game framework so they are "reasonable" suggestions that don't involve making a different game. I'm more than happy to answer questions or expand on my ideas if you'd like.

15. Rebalance Automatic combat resolution
The results between fighting the battle with the auto resolution and starting the battle and running it fully automatic from inside is wildly different. I'd guess this is because auto resolution is using power stats of units which is not a good indicator of how they actually perform.
For me, I'd probably just simulate the auto resolution outcome using the same logic as the current auto battler in the background to give much more reasonable results. Nowadays PCs are more than powerful enough to handle this without the need for a heuristic. Only thing is to make sure to add a fail safe (e.g. to set a max turn count) and then fallback to unit power to prevent infinite loops.

16. Modify Shield Logic
One major hurdle players experience is that enemies can re-apply shields faster than you can break them. This results in battles where a single enemy unit defeats your entire army (e.g. early elite adventures).
This leads to game over scenarios because your threat exceeded the limit a single time. (See Noelle)
What I would like to see is units receiving a debuff each time they are shielded, resulting in the next shield being weaker by a percent. You'd have to mess around to see if a flat debuff (e.g. 10% each time) or some other scaling like 3%, 6%, 9% (3%, 9%, 15% total debuff) or would work better. This could also scale with difficulty.

My main rationale behind this is that it would give large armies a chance to whittle down powerful units at the cost of a large portion of their army. This would give the player a fighting chance against some of the more powerful early enemies.

17. Remove the ability to heal from most enemy units in battle
Same idea as above, removing the ability for most enemy units to heal (some special units can be exceptions) would allow players to beat strong enemies over multiple battles as damage would "stick".

Between 16 and 17 this allows you room to individually buff units or send bigger attack waves and could create a more of a tug of way style gameplay where the player might lose a few battles and then need to reclaim territory as they weaken the enemy units. This would require a bunch of rebalancing in terms of attack wave timing and strength and I could definitely see it frustrating people, but I think it presents much more dynamic and strategic gameplay than stacking all of your powerful units outside Mondstadt. It could also help prevent players from idling and stacking up units infinitely, something the food mechanic was intended to address but has been mostly gimped by the ability to sacrifice.

18. Change Threat Calculation
The current threat mechanic incentives players to sit around and do nothing. Doing so prevents powerful units from spawning, allows the player to increase their element power, stockpile resources and build up an army of powerful units. I generally think encouraging passive gameplay is both boring and bad game design. As I mentioned earlier, the food mechanic was seems to have been intended to prevent players from doing this, but it isn't really doing its job.

Additionally, having the threat jump up and down based on attack waves and certain player actions makes for a rather janky experience where everything is fine one turn, then you hit the next breakpoint and have them mop the floor with you. Then it later falls back into a lower level where the enemies can no longer damage you.

Instead I think calculating threat based off of occupied territory within a nation would make for better gameplay. Each captured settlement would contribute a per turn threat increase. Losing territory could result in a reduction of threat.
This would create a semi self-balancing mechanism where if the player controls a lot, stronger, more aggressive enemies appear but if the start losing a lot the enemies become weaker again, allowing the player to recover. Some logic would need to be added to have powerful units stop attacking / return if the threat drops low enough though.

This also creates room for threat reduction (or even increasing) buildings to be built by the player to help manage this as the game goes on.

As a bonus: This is fairly realistic in narrative. Powerful adventures go out to battle great threats and then leave once it's defeated. After all, they're not going to stay around to farm a bunch of level 1 mobs once it's not a threat anymore.


19. Threat level Power Spikes
As I spoke on above, the threat breakpoints results in massive power spikes when certainly breakpoints are hit and a massive difficulty reduction when you fall below them. It would help smooth out the difficulty curve if there were smaller levels between each existing breakpoint. I think this could be fairly easily done by spawning the new unit type alone, without the supporting army at first. This means a knight spawns without supporting knights, an elite adventure spawns without supporting adventures/elite adventures at first. Then the number of supporting units can increase as threat increases, potentially past the current limit.
 

zzgg

Newbie
Jun 19, 2018
29
9
So many new things !
It looks amazing !




Agreed. With the current sensitive situation with english VA and AI training, I feel it could be a very bad idea to use the english VA.
Yeah, english was not the important part. I may have wrongfully assumed that english voices are more often used for AI training, as there are plenty of examples of very natural sounding AI voices for english out there.

I'm unsure about the situation for japanese. Anyway, I like the suggestion someone else gave for using the lines of the same VAs just of different media. Though of course they need to sound the same... (and I highly doubt anyone of them voices NSFW stuff). Good VAs have some crazy vocal ranges and impersonation skills...
 

Theofrad

Newbie
Game Developer
Jan 29, 2025
96
409
Colonies that aren't fully developed have their own separate unit counts and I'm pretty sure they consume food too
In fact, they don't...
Instead I think calculating threat based off of occupied territory within a nation would make for better gameplay. Each captured settlement would contribute a per turn threat increase. Losing territory could result in a reduction of threat.
It is exactly how the threat gauge works now. You can see at the beginning of the turn each occupied place emits a threat number
 
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NamedUser1111

Newbie
Apr 1, 2024
70
46
Good points, but some of them are already covered, so I will answer them :

2. Display Shield HP Value
Show how much HP a shield has and how much damage a unit is dealing when hitting the shield. The barrier thickness is a nice visual indicator, but having actual numbers on the UI would be great.
This is a perk you unlock later in the game.

6. Add indicators to show which girls are not capturable when fighting in combat
This might be due to my complete lack of Genshin knowledge, but some enemies appear like they should be capturable in combat but aren't. Adding indicators to the special girls who can't be captured (in combat) would be nice. e.g. Klee, Ellin, Ematol
Loli characters are not capturable. Special characters are either vision holders (playable girls) or NPCs (unlocks training in second room)

7. Add an instructions page to the home screen
Seems to be a common complaint, but adding a few pages of instructions to the home screen would be very helpful. In game tutorials are better, but far more work. Providing a written guide of the base systems would make the game far more accessible without a ton of overhead. (I hate writing documentation too, but it is real useful)
I did mention something like that, but it was a matter of putting more in evidence the unofficial guide that is already mentioned in the opening post (same post than the download links, just below them). It has everything you want and a lot more. It's just that A LOT of people seem to miss it, so I suggested putting a mention in the menu so that there is no excuse lest for not understanding the games mecanics.


10. Add warning indicator for Klee
She is extremely easy to reach early game and killing her will often result in a game over for many players. It's not obvious that killing her was the reason why either.
Le Readme and the guide both warn you. Lore warns you. If you were not warned enough, I think death is a feature.

11. Prevent Enemy units from bypassing controlled territory
Enemy units shouldn't be able to run past your units and all over your bases. It's annoying to have to spend AP to fight them or send units to chase them down. I suspect this would also be something that could benefit the game systems in the long run by allowing proper establishment of territory and frontlines to strengthen the strategic aspect. It also plays nicely into the concept of abyssalization.
Understandable, but not all units can do it : only wandering type units can bypass the frontline (see enemy teams from the Readme). They act more like enemy scouts that disturbs your territory, so it makes sens they can bypass the frontline.

12. Modify Collei's Behaviour
Having earlier access to a proper tank unit in the form of Dendrochurls would help smooth out the early game fights, compared to where you're stuck with only basic units and ranged fire/ice/electric units.

The issue is that she both takes a long time to reach the player and sometimes she refuses to attack, staying in the Ice region the player can't reach due to the cryo 30 requirement. Having her reach the player earlier and forcing her to attack towards the gorge would resolve these issues.
For early game, the first tier of elemental units is enough as long as you take your time. If Collei does not attack, you have to bait her in doing so.


15. Rebalance Automatic combat resolution
The results between fighting the battle with the auto resolution and starting the battle and running it fully automatic from inside is wildly different. I'd guess this is because auto resolution is using power stats of units which is not a good indicator of how they actually perform.
For me, I'd probably just simulate the auto resolution outcome using the same logic as the current auto battler in the background to give much more reasonable results. Nowadays PCs are more than powerful enough to handle this without the need for a heuristic. Only thing is to make sure to add a fail safe (e.g. to set a max turn count) and then fallback to unit power to prevent infinite loops.
You may be happy to know that an improvement of the auto-resolve feature has already been announced for the next update !

16. Modify Shield Logic
One major hurdle players experience is that enemies can re-apply shields faster than you can break them. This results in battles where a single enemy unit defeats your entire army (e.g. early elite adventures).
This leads to game over scenarios because your threat exceeded the limit a single time. (See Noelle)
What I would like to see is units receiving a debuff each time they are shielded, resulting in the next shield being weaker by a percent. You'd have to mess around to see if a flat debuff (e.g. 10% each time) or some other scaling like 3%, 6%, 9% (3%, 9%, 15% total debuff) or would work better. This could also scale with difficulty.

My main rationale behind this is that it would give large armies a chance to whittle down powerful units at the cost of a large portion of their army. This would give the player a fighting chance against some of the more powerful early enemies.

17. Remove the ability to heal from most enemy units in battle
Same idea as above, removing the ability for most enemy units to heal (some special units can be exceptions) would allow players to beat strong enemies over multiple battles as damage would "stick".

Between 16 and 17 this allows you room to individually buff units or send bigger attack waves and could create a more of a tug of way style gameplay where the player might lose a few battles and then need to reclaim territory as they weaken the enemy units. This would require a bunch of rebalancing in terms of attack wave timing and strength and I could definitely see it frustrating people, but I think it presents much more dynamic and strategic gameplay than stacking all of your powerful units outside Mondstadt. It could also help prevent players from idling and stacking up units infinitely, something the food mechanic was intended to address but has been mostly gimped by the ability to sacrifice.
This is more a matter of taste. Usually, by the time agressive shielded units start appearing, you either have enough to stop them if you go all-out, or you rushed too fast and dug your own grave. For Noelle, yes, she is a monster and probably game overed most players at least once, but she is a good warning to be careful.
Also, I don't think units fully heal after each battle (at least not big ones). I know vision holder take a few turn to recover when they escape a fight.
Lastly, mi-to-late game, shield and healing is what keeps the enemy alive against you.

18. Change Threat Calculation
The current threat mechanic incentives players to sit around and do nothing. Doing so prevents powerful units from spawning, allows the player to increase their element power, stockpile resources and build up an army of powerful units. I generally think encouraging passive gameplay is both boring and bad game design. As I mentioned earlier, the food mechanic was seems to have been intended to prevent players from doing this, but it isn't really doing its job.

Additionally, having the threat jump up and down based on attack waves and certain player actions makes for a rather janky experience where everything is fine one turn, then you hit the next breakpoint and have them mop the floor with you. Then it later falls back into a lower level where the enemies can no longer damage you.

Instead I think calculating threat based off of occupied territory within a nation would make for better gameplay. Each captured settlement would contribute a per turn threat increase. Losing territory could result in a reduction of threat.
This would create a semi self-balancing mechanism where if the player controls a lot, stronger, more aggressive enemies appear but if the start losing a lot the enemies become weaker again, allowing the player to recover. Some logic would need to be added to have powerful units stop attacking / return if the threat drops low enough though.

This also creates room for threat reduction (or even increasing) buildings to be built by the player to help manage this as the game goes on.

As a bonus: This is fairly realistic in narrative. Powerful adventures go out to battle great threats and then leave once it's defeated. After all, they're not going to stay around to farm a bunch of level 1 mobs once it's not a threat anymore.
What you propose is pretty much what already happens.
And while I would enjoy a very agressive enemy, I understand that too much pressure on the player is not everyone's taste.


19. Threat level Power Spikes
As I spoke on above, the threat breakpoints results in massive power spikes when certainly breakpoints are hit and a massive difficulty reduction when you fall below them. It would help smooth out the difficulty curve if there were smaller levels between each existing breakpoint. I think this could be fairly easily done by spawning the new unit type alone, without the supporting army at first. This means a knight spawns without supporting knights, an elite adventure spawns without supporting adventures/elite adventures at first. Then the number of supporting units can increase as threat increases, potentially past the current limit.
I think this is a key part of the design : you know where the breaking points are, and try to avoid them as long as you can. I like you idea of changing the number of supporter in a more continuous way, and I think it could also serve as a good way to ramp up enemy strength late game.


I seem to rebute a lot of things, but keep in mind that what I did not mention, I usually agree with. I hope I don't come out as agressive. It is not my intent.
I put these coments because there are balancing points that change with late game, and I think the unofficial guide serves as a very good tutorial (and a quick glance can save you from a lot of troubles).
 
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