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***IF YOU HAVE NOT FINISHED THE MOD DO NOT READ BEYOND THIS POINT AS THERE BE SPOILERS***
However, the fourth chapter's fight to retake the third town was a major spike in difficulty. Even the final battle of the campaign seemed less difficult. Biggest problem was that the rate at which the Rootcaller (I apologize if I misremembered the name) used it's call roots ability while hanging about in an area surrounded by the sapping trees.
Also are farmers supposed to keep dying and being replaced by Forgotten even after the last of the trees are destroyed but a Thrixl remains?
(I also imagine the little ones complaining to each other - darned adventurers provoked the coachmen, now all the equipment is smashed, and it's not the *coachmen* who are going to have to rebuild it all...)
Is there anything else I need to change other than the data/scenario/campaign/Memories.json file?
I've added "type":"legacyHero" to all three but when i start campaign it still only lets me choose only one legacy hero. thank you!
Very fun campaign and great story! I played on tragic hero. I thought it was too difficult at first (ended up giving up on my first campaign and starting over with a new crew after re-trying chapter 4 multiple times), but it was much easier the second time. This was largely because I knew which enemy type to remove calamities for, I knew I was going to have my legacy mystic abruptly taken away, and I knew that movement abilities would my life easier.
Some specific feedback:
1. I'm not a big fan of the legacy mystic suddenly leaving the party (in either chapter 2 or 3). I think it would be better to increase their starting age (like in All the Bones of Summer) so they still retire sooner, but players are aware they are going to lose this PC and can plan accordingly.
2. There is a bug in one of the Drauven chapters where the chapter objective says something along the lines of "remove drauven.sites" (I don't remember exactly what it said).
My other comments mostly relate to the sapping trees in chapter 4. This chapter is the roughest in terms of balance:
3. When Sapping trees are destroyed, there are Thrixl spawning that I don't have calamity cards for yet. Is this intentional? For example, I only had cards for Thrusk, Dweaver, Bard, and Seeker-- but I had Drathix and Nightmares spawning.
4. I personally think the debuff from the trees could be toned down a little , either by a) making it something less debilitating than a stun, b) reducing the range, c) reducing the duration, d) making the trees easier to destroy (for example, allowing a mystic to splinterblast them), e) ending the effect upon destruction of the tree, or f) allowing other PCs to use an action to attempt to remove the stun (like the Muse domination effect). As it is, I found it quite frustrating knowing that destroying a tree would leave my character stunned unless I had very specific movement abilities to get back out of range. Zealous leap was make-or-break for these battles. Too easy with it; too hard without it.
5. It is difficult visually to see the aura for "forgetting". Of course, this is mitigated by the tooltip that tells me whether I would gain or lose forgetting, but a little more contrast could still help.
6. There were a few occasions where i had to wait about 30 seconds between rounds as the game calculated all of the "forgetting" effects for each individual PC and NPC within range of Sapping Trees. The took longer if someone was in range of multiple trees. not a balance issue, but this was a lot of sitting and waiting.
7. It would be nice if destroying the sapping tree near a townsperson prevented them from turning into Forgotten. I will also note that the campaign incentivizes killing the townspeople the way it is currently set up. It is the only way to prevent them from attacking your backline later.
Overall there were a lot of things I liked! I'll post a review to the main page in the workshop too. You did a great job putting this together!
1. The end chapter battles and custom battles for most of the chapters.
2. The overall story, which included plenty of surprises! Shoutout to the sacrifice at the end (and a cameo to go with it!)
I think I agree at this point that the mystic leaving is too much of a jolt - I wanted it narratively as part of tying the two groups together but in retrospect it's an early penalty. Also agreed that when there are too many trees on the map the lag gets bad.
The spawning trees are in fact fixed spawns adjusted for difficulty; I wasn't able to figure out how to generate monsters from the deck for this particular function. The last update did make the Forgotten transitions stop when all the trees are gone; I'll think about if there's a way to stop individual people.
Destroying a tree shouldn't leave the destroyer stunned, though - the effect *should* go away when the tree pops. (There seems to be a very rare bug where the fog stays around sometimes, but then the "destroy all the trees" doesn't trigger, and I can't replicate it well enough to fix.)
CHAPTER ONE:
Maybe make clear what Healing Stones do with a cutscene. Sea Gate seems a bit easy. Not sure what the point of the side paths is, boring is you wander down one, lured by the blue squares.
CHAPTER TWO:
Drauven siege camp fight felt a bit overtuned - maybe if you know to rush the catapults it's not so bad, but if you don't, it's a bit much.
CHAPTER FOUR:
Could use a recruitment option or two. Really like that they reference legacy heroes in "And Not to Yield", nice touch!
CHAPTER FIVE:
That's a nasty trick with the "flee " option in the final battle for us folks on Carved in Stone. Also, if someone gets knocked into the exit area, they'll get removed - which is a bit harsh. Anyway, I expected a cutscene with the Drauven mysic guy explaining how they'd overlooked something, being sent to get another macguffin, then doing the fight for reals, not an instant game over.
In general I'd rate the difficulty a bit higher than the official ones - about halfway between normal and my usual normal/tragic custom setup.