Home › Forums › Destiny of an Emperor › [MOD] Destiny of an Emperor Rise of Ieyasu 2.0
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MiDKnighT.
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February 27, 2013 at 3:57 am #42062
unfy
ModeratorBeen playing this the last day or so. Download from the first post. Had gotten up to killing the monks and given a three point point plan. First attempt at the lone general + monks … the general had done vigor about 3 or 4 times in a row and oi that was brutal.
It's still DoaE kinda, but most definitely NOT DoaE. Kinda neat in that respect. I guess kinda like how Hexen is Doom, but not really.
Loving the humor / script / homages to stuff.
I think this is the first mod I've played with defend -> focus / tp regen. I really like it. Lets you use tactics a lot more casually. Particularly healing ones.
Boshido is also really interesting given a 'if it hits, it then hits every subsequent enemy in the line up'. Has had me rethinking my line-up… and also changed how I approached some fights.
Riflemen! щ(゚Д゚щ)
Royal guards fight completely caught me by surprise heh.
Difficulty has been weird. Generally hard, but not impossible.. nor save state abuse worthy. Getting ambushed on a spiked tile fight usually ends up as a game over though heh. Figuring out where to go at first was perhaps the most difficult. Trial and error to figure out which defended castle/gate had the weakest generals and all. Heal -> Salve seemed to have INCREASED the difficulty at the point you get it heh.
Having your strategist in the fight and having him killed is a definite game over in a spiked tile fight heh :P.
Readme says to keep several strategists for TP gain on level up…. I wasn't able to get bridge building traitor until level 11 or so… so it's possible I've not been able to do this or not, I dunno. The delay in bridge building guy was prolly a good thing given the difficulty ramp afterwards heh. Just came across the 8500 weapon.. so don't feel so bad for having $25000 walking into that town.
Boshidu has a bug with it I think, dunno if it's been discussed – avoiding reading the thread to avoid spoilers heh. Cast it, killed the last enemy, got a second agility attack or a Steed attack which rolled around to the top, and then it continued Boshidu from the top again 'for free'.
Dunno if Steeds are doing what they're supposed to be doing or not. I nearly sold the initial one for $$$ but decided to keep it anyway.
liking it so far! <3
February 28, 2013 at 12:16 am #42063sonic.penguin
ModeratorQuote:Hey Sonic! I've been trying out the new rise of Ieyasu. Did you change the Steeds because they don't seem to grant extra attacks anymore, is that a change or a bug?No, there wasn't a change, but here may be a reason why. With agility based attacks, officers are granted bonus attacks on a rather 'random' basis. Sometimes they may hit twice, once, or even 3 times. Having a steed will allow a bonus like a bow/crossbow would, so lets say your guy scored a "1" hit, the steed would give you a second hit. If they scored a "two" hit, they steed will add the third, but due to the randomness of they way that works, you should always get ATLEAST two attacks once you have a steed. If that's not how it is working, let me know.
Quote:the general had done vigor about 3 or 4 times in a row and oi that was brutal.Yeah, it's not perfect, but I was learning a whole lot still when making the mod. If I went back and did work I would make more unique officer profiles.
Quote:Loving the humor / script / homages to stuff.Heh, that's good. It takes a long time to make something worth going through.
Quote:I think this is the first mod I've played with defend -> focus / tp regen. I really like it. Lets you use tactics a lot more casually. Particularly healing ones.I like it too. It'll be much more utilized in Flames of Wu though. You WILL have to defend with your front lines, or even almost ALL your lines to repel the attacks.
Quote:Boshidu has a bug with it I think, dunno if it's been discussed – avoiding reading the thread to avoid spoilers heh. Cast it, killed the last enemy, got a second agility attack or a Steed attack which rolled around to the top, and then it continued Boshidu from the top again 'for free'.I've noticed that too, but its rare and sometimes is an EXCELLENT bonus for using it.
Quote:Just came across the 8500 weapon.. so don't feel so bad for having $25000 walking into that town.It goes fast later on :)
February 28, 2013 at 10:25 am #42064unfy
ModeratorJust got the Zhuge Liang replacement.
Not knowing where different castles were by name made getting him a royal PITA.
—
Anyhoo… Flare or Tsunami made the Yuan Shao area more bareable. Or was it Fear. I dunno. Anya made the final castle rough.
When entering what would have been Jing Zhou area / chapter, I did have a couple hard locks and other weird things happen… but it's been smooth sailing sense t
War Edge made most of Jing Zhou area fairly easy. Two healers / protect, plus 3 brute force folks (or taking 1 to use guard) with War Edge….. yeah…. slaughtered everyone bwahahaha.
Haven't taken that weird Masamune castle yet. I've taken a few stabs at trying though heh. Just can't quite take it… will come back to it.
Party before entering Shu is:
Take Kage
Ieyasu
Hanzo (that agility is just too handy)
Tada Katsu
Masa Nori (just an experiment, and got him before doing the run around)
*Kanbei
Ukon (pack mule, mostly unused)
Last night I had conquered the Yuan Shao area… and swore I was gonna find you (penguin) if I had ever run into Magi Ochi ever again. With all the running around for Kanbei, I've run into him plenty of times …. щ(゚Д゚щ)
The heavy map editing is really well done. Bunch of kudos there.
Still loving it. Still liking the writing as well, although a bit less humorous through Jing Zhou. Am hopeful for Shu though :).
The less focus on recruiting random encounter generals is kind of nice.
A few of the surprise encounters were… well… scared me lol.
Something that is sorely needed is a text file that explains tactics.
For instance… you get Blitz after War Edge, but… Blitz seems pointless ?
edit: butt handed to me by Ieshia… taking a break for the day/night :)
February 28, 2013 at 11:11 pm #42065sonic.penguin
ModeratorQuote:Not knowing where different castles were by name made getting him a royal PITA.Yeah, but it really makes it 'different' by renaming the castles. Can you imagine giong through a mock-up japan only to stumble upon Changsha?
Quote:Anyhoo… Flare or Tsunami made the Yuan Shao area more bareable. Or was it Fear. I dunno. Anya made the final castle rough.Yeah, that was left as a 'breakpoint'. Essentially, if you hadn't passed that part yet, that pretty much was a get out of jail free card to keep the game moving. Later on, however, those tactics such as Blitz become a lot more damaging since it counts as an auto-critical + Zeal can deal massive damage at once.
Quote:Last night I had conquered the Yuan Shao area… and swore I was gonna find you (penguin) if I had ever run into Magi Ochi ever again. With all the running around for Kanbei, I've run into him plenty of times …. щ(゚Д゚щ)He's pretty much the only boss type you run into in that area. Yeah I know, kind of stinks, but I ran out of generals :P
Quote:The heavy map editing is really well done. Bunch of kudos there.Great! It'll be worse in Flames of Wu though :P
Quote:Still loving it. Still liking the writing as well, although a bit less humorous through Jing Zhou. Am hopeful for Shu though :).The less focus on recruiting random encounter generals is kind of nice.
A few of the surprise encounters were… well… scared me lol.
Something that is sorely needed is a text file that explains tactics.
For instance… you get Blitz after War Edge, but… Blitz seems pointless ?
It was made from reading lots of wikipedia and history and stuff so I did what I can to keep it 'close'. Iehisa and the Shimazu are a BIG jump from the previous guys so it'll take some adjusting. True, I guess having a guide to tactics would be a good idea. I'll consider that in an update and also w/ the Flames of Wu. Good idea.
March 1, 2013 at 3:45 am #42066unfy
ModeratorI avoided Ieyasu for the most part — not a historical area I had great interest in. Played through Nobunaga's Ambition 1 on the NES a few times… but… the time period just wasn't interesting (and the game lacked compared to RoTK heh).
Anyhoo, was wanting something to fill time while dealing with back pain… so went hunting for DOAE mods. Was really hoping Flames of Wu was done by now but it wasn't and didn't really wanna play a beta rom… so… here I am heh.
I've been playing RoI without save stating … and generally not trying to beat my head against a wall for a given fight repeatedly (ie: relying on luck). Not particularly over grinding either… but mostly fighting every encounter etc. I was at level 11 before getting the bridge builder to join me in the first chapter tho… sneaky bastid.
I *have* grinded for money a couple times… having the Trident a purchaseable and expensive weapon (ie: just came across the regular Sword's at same price) is evil but neat. Kind of interesting for the trident money grind – needed enough soldiers in the Yuan Shao area to survive some of the nasty encounters, but that also caused needing to buy food semi-frequently. Was nice to have to balance stuff :). I ended up buying… 2 I think. Maybe 3.
I'll admit some fights have been luck based, but in general I've been just casually playing it and enjoying the difficulty curve. At times it seems harder than RoL, and other times it seems easier. RoL had some really nasty fights towards the end of the game, and with the use of 'riflemen' and such that RoI has, I can see some ending fights in this mod being evil. We shall see.
I'll prolly need to rethink my party line up when pick it back up after work tonight. Ieshia will kind of require it.
Oh, I did pick up a mysterious powder (cough)… haven't really tried it to see what it does… will be doing that tonight :). Do NOT want spoilers about it heh. Do like the shop keeper banter.. 'steal', 'no pain, no gain', 'hungry?' etc. And, no thanks to you, I have wakey wakey eggs and bakey ingrained in my head now.
I did recently buy a second Steed. Is a Steed supposed to guarantee a second hit ? IE: will it ALWAYS grant that person two 'regular attack' attempts ? Cause I noticed it didn't seem to be doing that last night.
Sooooooo… thus far my only two complaints would be:
a) while love the writing changes to have town entrance people comment about stuff… not knowing the name of different castles made the Zhuge Liang hunt more difficult than it should have been (and expensive on food).
b) use of the title music for over world music in the Shu area is going to get annoying quickly prolly. Especially since the game has been giving me DQ4-esque random encounter rates. Those opening few notes repeated constantly… then off key for the battle intro sfx…. ugh.
Those two aside, mod is still at an A+ in my book so far :)
March 1, 2013 at 6:27 am #42067sonic.penguin
ModeratorQuote:And, no thanks to you, I have wakey wakey eggs and bakey ingrained in my head now.If you're left with anything, that should be it :P
Quote:having the Trident a purchaseable and expensive weapon (ie: just came across the regular Sword's at same price) is evil but neat. Kind of interesting for the trident money grind – needed enough soldiers in the Yuan Shao area to survive some of the nasty encounters, but that also caused needing to buy food semi-frequently. Was nice to have to balance stuff :). I ended up buying… 2 I think. Maybe 3.I always felt it was more RPGish if players had the *possibility* of getting more advanced weaponry at differnt times IF you worked for it.
Quote:I'll admit some fights have been luck based, but in general I've been just casually playing it and enjoying the difficulty curve. At times it seems harder than RoL, and other times it seems easier.Balancing is a VERY tough thing to do as it requires lots of testing so as not to make it TOO hard but still challenging. Hopefully its working out.
Quote:a) while love the writing changes to have town entrance people comment about stuff… not knowing the name of different castles made the Zhuge Liang hunt more difficult than it should have been (and expensive on food).Got it. I figured people would remember from the original DOAE the towns you had to go to, but I can look into changing that.
Quote:b) use of the title music for over world music in the Shu area is going to get annoying quickly prolly. Especially since the game has been giving me DQ4-esque random encounter rates. Those opening few notes repeated constantly… then off key for the battle intro sfx…. ugh.Got a suggestion for any other kind?
Quote:Those two aside, mod is still at an A+ in my book so far :)Good to hear! Thanks for the feedback, it's giving me some good ideas for improvment.
March 1, 2013 at 6:45 am #42068unfy
ModeratorQuote:Got it. I figured people would remember from the original DOAE the towns you had to go to, but I can look into changing that.That's all fine and dandy… and sure… but uhhhh with the heavy map edits… what's where again ? :)
re: music suggestions
i'll assume the music is just a chunk of data in the rom… can it be swapped out with something from, say, megaman ? or something heh.
Anyhoo… off to look into kicking Ieshia's ass… my lord hungers for more blood…
March 1, 2013 at 8:01 am #42069unfy
ModeratorPicked up a couple handy generals for Ieshia fight.
Party was:
Dosetsu
Ieyasu
Moto Chika
Hanzo
Tada Katsu
*Kanbei
Dosetsu is a fine addition to the party atm, and Moto Chika's decent HP but weird tactics spread makes him really useful (particularly, Remedy instead of Revive).
March 1, 2013 at 1:50 pm #42070unfy
ModeratorShu settled, invasion thwarted, Masamune recruited. Peaked around 'Sea' a bit. Very impressed at the presentation. Stopping for the night / morning.
Lotsa party changes as expected. Moved Kanbei out of the tactician role cause want Miracle available, but do want a variety of generals for TP gain possibilities (so not just a 5 person party). Debating if to swap out Hanzo or not. Also, looking trough billet'd generals, saw a few surprises on soldier counts.
Typical 'trek to next encounter' for me is fighting each fight as would be 'normal' if 'tactical points were almost free', with usually isolating a nonthreatening enemy and focus'ing back towards the end if needed. When getting to expected next fixed encounter / spiked tile.. will seek out a 'safe' random encounter to focus it up.
Being able to 'focus' really does help alleviate the mad dash to next gate/castle problem that has been apart of the core of DoaE since original release. Love the addition, really do. It does drag out the game a bit with sometimes picking a fight just to 'focus' everyone for 5-10 turns…. but I don't mind. Being able to tackle some hefty general encounters while traveling and having a recourse to recover TP's which are required to fight most general encounters is just tooooooo good and makes the game more enjoyable and far less stressful regarding getting luck on retreating.
Shu was far simplified compared to the original which is fine by me… although it does mean less writing to enjoy heh. But the reward with Fluffy noooooo was well worth it and keeps me looking forward to the next section :).
March 1, 2013 at 11:40 pm #42071MiDKnighT
ModeratorQuote:I avoided Ieyasu for the most part — not a historical area I had great interest in.Same here but I LOVED Shogun (the book and mini-series) which is a historical fiction based on the history of William Adams and Ieyasu. I tossed around the idea of doing a Shogun mod but I would never have the time for it to be anything like Ieyasu. Best I could do is steal Ieyasu and change the names and some other things lol…
Quote:The heavy map editing is really well done. Bunch of kudos there.Great! It'll be worse in Flames of Wu though
Wowowowowowow! I still find the map editing somewhat tedious with so many regions and not being able to see the surrounding regions when you edit one. Do you have a system down for that?
Quote:It's still DoaE kinda, but most definitely NOT DoaE. Kinda neat in that respect.Yep, that's my favorite part about this mod. It's like a whole new game or some crazy DoaE sequel for a different country/era.
March 1, 2013 at 11:58 pm #42072RabanMaur
ParticipantHello Sonic, still javing problems with the steeds, what should I do about that? (they don't seem to give extra attacks)…. Kotaro is giving me a pasting…..
RM
March 2, 2013 at 12:53 am #42073unfy
ModeratorI'm surprised Nihlihak hasn't gone about making the map editing easier and not broken down into sections. I understand how things are laid out by the game engine… but… still ?
Maybe a separate window/form that shows what the entire map currently looks like while you edit a given section ?
Anyhoo…
Kotaro where ? What level are you ?
And in the ROM I downloaded from the first post of this thread, steeds aren't garunteed extra hits.
March 2, 2013 at 1:19 am #42074sonic.penguin
ModeratorQuote:Hello Sonic, still javing problems with the steeds, what should I do about that? (they don't seem to give extra attacks)…. Kotaro is giving me a pasting…..RM
Hmm, I'll have to check into that if both of you are having that issue. Unless something got changed in queue along the way. I'll have to revisit that and see if the steed is in the table (which I think got moved) to add additional attacks. Will get back to you on this one. The addresses in the rom I'll have to search for in the threads unless MiDKnighT you know that table off the top of your head. Also, here is something also to note about Agility-Based attacks, and yes, Kotaro is a monster with Agility:
Quote:bonus attacks are not always awarded. A 255 Agility officer could hit a 160 Agility officer up to three times (255 – 120 penalty = 135… which would automatically fail that check against 160 Agility. However, because of the random table, it is *much* more likely that they would strike once, or twice.Thats about it, although steeds should allow that bonus with attacks. Again, I'll see if I can check that.
Quote:Being able to 'focus' really does help alleviate the mad dash to next gate/castle problem that has been apart of the core of DoaE since original release. Love the addition, really do. It does drag out the game a bit with sometimes picking a fight just to 'focus' everyone for 5-10 turns…. but I don't mind. Being able to tackle some hefty general encounters while traveling and having a recourse to recover TP's which are required to fight most general encounters is just tooooooo good and makes the game more enjoyable and far less stressful regarding getting luck on retreating.Thats what I think. I think it was the best improvement this year in modding, even though dueling is a MAJORLY cool enhancement as well.
March 2, 2013 at 3:00 am #42075unfy
ModeratorQuote:Thats what I think. I think it was the best improvement this year in modding, even though dueling is a MAJORLY cool enhancement as well.Dueling is interesting, but I find it too volatile to make use of myself.
So far, I've tried it all of maybe 3 times and got refused each time.
In the early game, my guys turned down nearly every duel the AI presented. Those my guys did accept ended up either losing or one of the combatants running away (with running away in fear being much more common).
By mid game, I had lost several, and had a few run aways.
When it was time for it within the story line, the Masamune fight was funny and I meant to mention it but forgot. On the second or turn, Masamune dueled me and he lost — made the fight much easier. *ahem* … BWAHAHAHAHA *cough* :)
Well, maybe he lost. Somewhere along the line, I did have a mutual-death outcome. Don't recall which fight it was heh.
But I agree — by far, 'focus' has been the most awesome mod enhancement to DoaE yet. 8 tactics is awesome, the life spell is awesome, the new tactics are awesome…. and playing around with some of the non-int-based stuff is also cool. But, from a game play point of view… while everything else is neat and great and stuff… 'focus' or a way of getting TP back… is just a fundamental game play mechanic change that changes 'everything'. Remind me to dig through the forum threads to see whoever first suggested it so can give'em kudos.
There's something to be said for how the game originally worked… kinda like spell charges in classic DND requiring rest to refill… kinda like an army on the march is busy with other stuff… all of those kinds of things. Sadly, any feint at 'realism' the original way the game worked ends up being a detraction in game play.
In the original (or any mod) — running into a smart general in the field would mean getting destroyed if ambushed, destroyed if failed to run away, or hoping the TP spent didn't mean you couldn't handle the upcoming gate fight(s). Similarly, running into a soldier and STR powerhouse meant trying to decide if it was worth the TP or not.
The fight to the Wu Zhang Zhao castle comes to mind (hoping to keep enough TP to survive that fight)…. or even to the next to last Castle with that insanely long trip.
Thus, you would end up with constant save stating before attempting retreat…
Now, you can deal with the fight and recoup the TP through some player-effort.
It leaves gate battles as difficult as always, but means you don't turn white or revert to cheating on your way EN ROUTE TO the fight.
With that said… I will note that Elixers seem to serve even less use in RoI. If I can just focus-grind my way while healing via tactics… what purpose are Elixers again ? While I don't suggest it in this mod, if it were possible for, say, Elixer A and C to regain HP, and Elixers B and D recover TP… it might make more sense ? Or something. This way ya get rid of the focus grinding and instead have TP regen effectively cost money and be limited on inventory space. If ya keep both focus grinding AND TP-regen-items I dunno. I don't see why not.
Not knowing how the game treats items (if it's a table look up or if it's a bunch of hard coded if's) … makes me wonder about creating NEW items or not.
Something I will note about RoI — ever since getting War Edge and where I am within the game, I've not used power pills at all. Maybe once soldier counts get high enough to where melee damage output gets better i'll be back to power pills… but for now… nope.
Also… with War Edge, most of my fights seem to be first turn of buffs (protect / guard / vigor / and now zeal / etc), and then a War Edge spam turn(s), followed by mop up. Basically I hope to survive to turn 2, hoping that I do enough damage during turn 2 to survive into turn 3. Usually by about turn 3 or 4, I'm starting to focus on healing / resurrecting while attempting to continue damage output.
War Edge cutting through Evade seems also quite brutal. Similarly, I think Bushido does as well ? Dunno about Blitz. War Edge NEVER missing also makes it the MUST HAVE tactic of the mid game.
It'll be interesting to see what happens when I get to enemies casting Ce Mian… as it is, I am EXTREMELY tactics heavy in my strategy (prolly a left over play style choice carried over from Yuan Shao / RoL). Curious if Ce Mian stops War Edge / Bushido / Blitz, etc.
Am curious to fiddle with Cyclone a bit. At 30TP cost, it's gotta have a use…. heh.
March 2, 2013 at 5:02 am #42076sonic.penguin
ModeratorQuote:Dueling is interesting, but I find it too volatile to make use of myself.So far, I've tried it all of maybe 3 times and got refused each time.
In the early game, my guys turned down nearly every duel the AI presented. Those my guys did accept ended up either losing or one of the combatants running away (with running away in fear being much more common).
By mid game, I had lost several, and had a few run aways.
When it was time for it within the story line, the Masamune fight was funny and I meant to mention it but forgot. On the second or turn, Masamune dueled me and he lost — made the fight much easier. *ahem* … BWAHAHAHAHA *cough* :)
Well, maybe he lost. Somewhere along the line, I did have a mutual-death outcome. Don't recall which fight it was heh.
I agree. Dueling can either make a battle super easy or a super mess up. Rise of Ieyasu was really a test run with dueling implementation and could definitely use balancing in terms of officer stats and such. I've worked along those lines in Flames of Wu and it is much more 'balanced' for dueling purposes. I'll have to revisit this in Rise of Ieyasu though.
Quote:But I agree — by far, 'focus' has been the most awesome mod enhancement to DoaE yet. 8 tactics is awesome, the life spell is awesome, the new tactics are awesome…. and playing around with some of the non-int-based stuff is also cool. But, from a game play point of view… while everything else is neat and great and stuff… 'focus' or a way of getting TP back… is just a fundamental game play mechanic change that changes 'everything'. Remind me to dig through the forum threads to see whoever first suggested it so can give'em kudos.There's something to be said for how the game originally worked… kinda like spell charges in classic DND requiring rest to refill… kinda like an army on the march is busy with other stuff… all of those kinds of things. Sadly, any feint at 'realism' the original way the game worked ends up being a detraction in game play.
In the original (or any mod) — running into a smart general in the field would mean getting destroyed if ambushed, destroyed if failed to run away, or hoping the TP spent didn't mean you couldn't handle the upcoming gate fight(s). Similarly, running into a soldier and STR powerhouse meant trying to decide if it was worth the TP or not.
The fight to the Wu Zhang Zhao castle comes to mind (hoping to keep enough TP to survive that fight)…. or even to the next to last Castle with that insanely long trip.
Thus, you would end up with constant save stating before attempting retreat…
Now, you can deal with the fight and recoup the TP through some player-effort.
It leaves gate battles as difficult as always, but means you don't turn white or revert to cheating on your way EN ROUTE TO the fight.
I agree. I ALWAYS hated that part of the game where you either had to buy 20 smoke pots to make it to the other side or you'd wind up wasting all your food, hp, and TP making multiple trips only to run out of TP in the fight with Zhang Zhao and his crew and have to do it again.
Quote:With that said… I will note that Elixers seem to serve even less use in RoI. If I can just focus-grind my way while healing via tactics… what purpose are Elixers again ? While I don't suggest it in this mod, if it were possible for, say, Elixer A and C to regain HP, and Elixers B and D recover TP… it might make more sense ? Or something. This way ya get rid of the focus grinding and instead have TP regen effectively cost money and be limited on inventory space. If ya keep both focus grinding AND TP-regen-items I dunno. I don't see why not.This has been remedied in Flames of Wu. Elixirs restore A LOT more HP. From A's that restore a few hundred HP to D's that restore full HP. I just need MiDKnighT to find a way to make them multi-targetable. Also, we tossed around the idea of a TP restoration item and instead it turned into TP Restoration through a process of defense/strategist. I think TP restoration via item would STILL be a cool idea, even if a bit abusable, but I'm sure that could be fixed via a price fix of 20,000+ per item, or maybe it would only restore very little.
Not knowing how the game treats items (if it's a table look up or if it's a bunch of hard coded if's) … makes me wonder about creating NEW items or not.
Quote:Something I will note about RoI — ever since getting War Edge and where I am within the game, I've not used power pills at all. Maybe once soldier counts get high enough to where melee damage output gets better i'll be back to power pills… but for now… nope.Also… with War Edge, most of my fights seem to be first turn of buffs (protect / guard / vigor / and now zeal / etc), and then a War Edge spam turn(s), followed by mop up. Basically I hope to survive to turn 2, hoping that I do enough damage during turn 2 to survive into turn 3. Usually by about turn 3 or 4, I'm starting to focus on healing / resurrecting while attempting to continue damage output.
War Edge cutting through Evade seems also quite brutal. Similarly, I think Bushido does as well ? Dunno about Blitz. War Edge NEVER missing also makes it the MUST HAVE tactic of the mid game.
It'll be interesting to see what happens when I get to enemies casting Ce Mian… as it is, I am EXTREMELY tactics heavy in my strategy (prolly a left over play style choice carried over from Yuan Shao / RoL). Curious if Ce Mian stops War Edge / Bushido / Blitz, etc.
Am curious to fiddle with Cyclone a bit. At 30TP cost, it's gotta have a use…. heh.
Looking back I feel bad that the players "Max Out" so soon in terms of levels. I would probably do some adjustments in exp leveling and definitely overhaul the TP costs and levels that specific tactics are learned to 'stretch' the process a little more. Being end-game in FOW you can expect to be in lower to mid 40's towards the end without doing some concerted griding efforts. Rise of Ieyasu taught me a lot, but Flames of Wu has helped me perfect some ideas. I DO think that War Edge is a bit unbalancing and would probably change it to a late game tactics OR I would move Zeal to the end so as to keep things less reliant on the ol' "Buff and Smash" method.
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