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Messing around with different builds is probably my favorite thing overall. Of course actually getting what you need to finish a build is all up to RNGesus (especially with evasion or counterattack builds since they need specific gear), but it can be satisfying to get that build working like it's supposed to.
I also love the way gladiators' personalities and habits are generated; they actually feel like people and not just a mosaic of disparate, proc-gen traits. I have a snobby cavalier who has spurned the advances of every woman in the camp, a jokester cryokineticist who loves to bake, a grumpy psy healer who can't seem to get her figure drawing quite right, and ... golems that dance. Not sure if intended, but I love it.
The battle and class mechanics of course are fantastic, too, but I wanted to give credit to some other elements that I thought were well-executed that maybe don't get as much attention.
The class system is great, I built up a really powerful dodgy assassin who could one shot almost anything and a kineticist that was knocking people into holes with the help of my mentalist. I think it would be fun if multi-classing was more accessible, I really couldn't afford to lose any of my main team for a week to multi-class them.
Seeing other's tier lists is so interesting, I didn't use spriggats or cryo at all in my first run but I see the appeal of the aoe for sure.
Another thing I like is the campaign editor, I feel like there's potential there but I'll need to play more with it.
Investigation is also great and keeps the game fresh but nukes repetitivness as these maps and quests aren't generated and instead are handcrafted. I wish that you create another game in this style but without any hand crafted map, just soft rules that will be respected by the generator.
I also love that you keep some of the information hidden from the player, though I didn't see an impact of my axe warrior's religion besides constantly praising The Watcher. Some qualities could have more impact besides improving morale at times. Not just cook/sith/hunter/performer.
Lastly, I would suggest to add tooltips to the effects such as frozen, so it's clear it increases/decreases resistances from the beginning. Same for Prince's immunity to any form of disable but not blindness etc.
All in all, if I were writing my own game and gave up on it being RTS, I would love to come to something similar but with different UI.
Krel, there actually are tooltips for every status effect in the game already, including Frozen. Just open the character screen and move the cursor over the status effect icon in the top-left!
That's only after you applied it. First time player may be able to figure out Barudit + Ice Mage combination right away if I could simply hover over the skill at the recruiter's.
Its very deep, i specially like the flank and backstab atck options. I like a lot sci fi and medieval settings in this kind of game.
The setting in this game is high fantasy , with funny yet mature history.
I like a lot the customization options.
Keep going Sinister Design, more turn based tactical quaility games are needed!
https://www.youtube.com/watch?v=0ts3LxpGomU&t=1s