![]() Some unit types just feel so pointless and underpowered. I read in the notes that this might be combined with campaign. It would be nice if after defeating the first Keeper, you get access to a second map with more stronger enemies, Keepers, and allies. I wasn't crazy about Endless mode where waves just keep coming. I like that the mod adds in some new skills, but I hope there are more forthcoming. Once I get alchemical conversion, and both mutation skills, I don't usually do anything with two handed weapons, magical weapons, jewelry, advanced alchemy (or even basic alchemy besides conversion). Tying in with the above, skill points past level 10 are pretty useless. Sometimes I have enough left over to create 1 piece of adamantium armor, but it would be nice if the cost of crafting was reduced enough to make it viable. I make everyone Iron Gloves which only cost 2 iron, and I make an Adamantium Training Dummy, but otherwise my gold goes to recruiting Legendary Humans and Beasts, and towards Gold Statues. But once I've used stairs to get to the bottom of the dungeon where there is Lava and a Dragon, there just isn't enough resources left to waste on making items. In the beginning I'll crank out items that use wood for all my minions. I've beaten campaign mode about 5 times, and at the end game I've never had enough spare Gold, Iron, or Adamantium to actually craft very much. Melee fighters should only help craft after maxing their training, and only if they can make higher quality items than other minions.Ĭrafting in general is pretty low priority for me. Ogres and Orcs can HELP after they've maxed out their training, but as it is I have to manually Deselect Crafting from each new recruits activities, and then manually add it back when they're maxed. I don't want to queue up items and then have all my Orcs and Ogres decide it's more important to Craft than Train, especially when they're so terrible at it. *This also basically makes it so that I can't use the Automatic Immigration feature, because I don't ever want an insane recruit to just randomly kill my minions*Ĭrafting priority. Then I accidentally misclick, and he winds up dead. Unforbid the zone on the other side, manually take the items, then re-forbid it. ![]() ![]() I used Forbid Zone so that he would create items, and then I would manually pick them up on him, walk him through a two-way forbidden zone, manually drop items, walk him back. I made a separate equipment storage area just for him. I made his own room with just a bed and a forge. I tried getting one of the Insane Goblins with Legendary Forge. What's the deal with the Insane trait? Why would I EVER want this? Some of the others, Smelly Breath, Collapsed, are: meh, I'll usually avoid it - but Insane I would never ever take voluntarily. ![]()
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February 2023
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