- Apr 22, 2019
- 571
- 412
Yeah, thanks, I got that now. The autosaves really saved me in that case. Good idea to implement them by default!There are auto-saves alternating between slot 19/20 every 2,5 mins, unless you turned off auto saves.
You don't need to defeat the dragon, only survive for long enough to trigger an event.
Was the BIG DRAGON not warning enough? There is nothing that forces you to go close to it, and you have the option to save before trying to interact with it.
If you mean the quest of Mira to look for the gate with angel wings in a dungeon, then you need to go to the north dungeon, not the south dungeon.
If I'm right I am supposed to fight against that Dragon once I have some magic weapons and party members capable of wielding them, correct?
Also, is there any kind of stage walkthrough? I don't necessarily mean a step by step walkthrough but maybe some kind of guidance which helps the player to avoid way too strong enemies at the early and maybe middle stage and to finish critical quests and steps that should've been finished before advancing certain critical points of the main story.
I didn't see that in the walkthrough attached to the OP.
Also, my impression is that for the amount of restoring items (especially HP but also MP) that are required to fix up the party after fights they seem to be way too expensive if you try to play without cheating. You only get fairly few coins for a fight compared to the cost of the restoring items. If the cheapest one is already at 300 coins for HP and you only get maybe 400 to 600 coins and you have to fix up each time also the members which didn't actively participate in the fight but still got attacked as it seems, the financial gain simply isn't sustainable. So I have to rely on the taxes to fix up my party. That honestly shouldn't be the case because the taxes are supposed to be used for building up the country and not for fixing up my party.
I'd also suggest to put all party members not actively fighting in the first row into guarding mode where they receive only partial damage. Otherwise find a way to let them participate actively in the fight so that it ends way earlier. Because, honestly, that is what would really happen in such a fight - each party member would actively participate to keep the overall strain on the party as low as possible. Just swapping them doesn't fix the problem here because you are still limited to the four frontline slots for a round. And that limitation needs to be overcome somehow.
Normally I would build up a three layered formation:
- frontline where the actual close range fighters are placed
- second line where the mages and healers are placed
- third line where the long range fighters are placed (bow, crossbow, gun, ect.)
(second and third row could arguably be swapped)
And then simply do just a formation switch where you put them in the front row while the opponents only act according to the overall estimated order.
Well, it's just an idea...