We find ourselves in the far northwestern reaches of the land. The area around us is promising, but not without threats. I can see some goodie huts to get things started, what appears to be an unguarded earth shard, and an iron ore. While we don’t have earth magic (right now), the mana is always welcome, and iron is certainly going to be useful. I choose the 4/3/2 square as the obvious spot to start the empire.
Arcadia is settled. We set research on Restoration and start construction on a Cleric, wanting to start offsetting the above-normal unrest my cruelty starts us with. The earth shard turns out, unsurprisingly, to be guarded. Timber Wargs, in this case. Could be worse. I claim the goodie hut within our boarder and as it’s a Legend of Tandis book, Cog immediately levels. Nice way to start the game. With the traits at my disposal, Mage is a no-brainer path. That reminds me I should enchant Arcadia, which I do with Oppression and Meditation. Not quite as good as enchanted hammers, but not awful.
I choose to start the exploration to the north. I’ll try to poach a few goodie huts near the monster lairs. I spot a bear cub that should be easy pickings for a first fight, as well. There’s certainly plenty to get us started up here.
The bear cub is predictably a pushover. I ransack the lair for an extremely disappointing Midnight Stone, and the first choice of Champions happens. I’m legitimately stumped on which to take for a while. An Urxen with auto-crit and air, or a Wraith with Shadow Shift and Death? Both fit us pretty thematically. I eventually decide to go with Lith the Urxen, as the idea of giving her one of our advanced bows for auto-critting is too compelling. I send her back to Arcadia for the unrest bonus and to wait for an army for now.
Arcadia has finished the Cleric, and we’re in the red for income already, so I swap to a merchant, still building my first structures away from the nearby monster dens. I try to decide if 2 widows, 3 butchermen, or 5 rockling spiders will be the easier target next. I’m not thrilled about any of them. I summon a shadow warg to even the odds and have some fodder, and decide on the butchermen. I initially fear I made a mistake as they rip into the shadow warg rather hard, but it has some lucky dodges, and I recover with hasted spearmen doing a good amount of damage. Cog and the troops all level, taking Knowledge for the exp bonus.
Restoration is done researching, so I throw Civics in the hopper next. Arcadia is going to level soon and I’m mulling over what to make it. I normally go with City for the money, but with slaves being an option in this game, plus all the summons, I’m considering taking a conclave to try to get a jump on research. With the merchant finished, I’m able to start a workshop. Cog loots the goodie huts opened by clearing the butchermen. Healing nectar, an Uru elixir I’m glad to have but hope to never have to use, and a despair scroll that could be VERY useful later.
I also spot my likely next target, a much softer looking group of ruffians. They’re pushovers. I loot and equip a weathered shield from their lair, and move on to the Black Widows next door. One nice thing about black widows, you can always expect them to waste a turn or two trying to web and beguile you while you slaughter them. I put the turns to good use. Cog levels and I choose Air 2, giving me access to Tutelage, which I immediately cast. They were sitting on some leather boots, I’m quite happy to put on.
Civics has finished, and Knowledge is next. Arcadia has leveled, and I do decide to go with a Conclave, breaking out of my usual pattern. I put a garden in the queue, starting to snake toward the iron ore. I’ll do the same toward the earth shard once I go put the wargs down. I think I’ll look into that now… I set off to the south. I stop by the rockling spider lair on my way, feeling cocky. The spiders bring me down to earth slightly. There are no full casualties, but the Shadow Warg (whom I decide to rename Spot) and slave militia take quite a beating.
Still, everyone aside from Cog levels, and Cog is just a few points short. On the unfortunate side, the lair contains only that goddamn letter that you can neither sell, nor drop. Thanks, spider jerks. Knowledge has finished researching, and while Leather armor is a tempting pickup, I’m determined not to fall behind on any of the world-first building projects this time. I take Trading for the MerchantCross Bazaar, and start building a Study in Arcadia. Our boarders expand around the Iron Ore, and that’s added to the queue as well.
I clear my inventory of the useless junk as I swing past town and move to the south to start claiming territory and the shard there. I can see some wolves and darklings that should be easy pickings by this point. As I continue to move south I also spot some crystals and a clay pit as well as a river – usually a good sign for arable land.
Before patting myself on the back too hard, though, I have to remember that the timber wolves are no pushovers, and I can easily be swarmed by darklings. One fight at a time, starting with the wargs. Spot, impressively, holds his own against one of the higher level, tougher wargs, and kills it, while the troops combine to overwhelm the other. Cog levels again, and I start down the Summoner tree with Summon 1.
The fight with the Darklings is much more brutal. The spearmen are nearly killed off, escaping with just 4 hitpoints. Cog throws around curse and some hastes to bail things out, and I scrape by with a narrow win, but pretty bloodied.
Fortunately it looks like I was right about the river, and I can see some promising land emerging to the south. This looks like the first potential site for a new city. Trading has completed researching, and as the last fight has shown my forces to be vulnerable, I turn to the warfare tree and queue leatherworking. Arcadia finishes its study, and the Iron mine is already queued. I add a bell tower building to the south to extend the boarders around the earth shrine soon. Cog loots some decent artifacts from the emptied lairs, the best of them being an Adepts robe. Spell mastery and cheaper tactical spells sounds great to me.
There’s a good amount of promising land to the south now, though I haven’t yet seen anything with essence along the river, which would be idea. As I explore, an Ice elemental decides to take a strong interest in my wanderings. As Quendar, we have flame tongue.. I gamble that we can take it out, and in a moderately easy fight, I’m right. The whole river valley looks like it will be fairly easy to clear out, and will make an excellent area to move in to.
I may have spoken slightly soon on the ease of taking over, unfortunately, as my spearmen are killed while I take down a wandering Hergon. Still, Cog picks up another level and chooses Necromancy. Let the undead hordes commence! I finish researching leather armor anyway, so I can easily replace them with something better now. Agriculture is placed in the research queue next. I edit the spearmen design to include full leather and a scar stone. Thanks to the awesome new no-encumbrance system, they get Strength, Charge, and Fast as well. They’re branded the Pig Stickers, and placed in the queue, along with a unit of Bound Widows (Oh yeah, I can build spiders!). I replace meditation with Aura of Grace on Arcadia for now, so my new units will have +2 initiative.
I clear out a pushover ruffian army that Spot does most of the work of killing off all by himself. I can see a good looking 4/3/2 square now that will suit my needs for nearly any new expansion, and is far enough away from the other end of the river, I should get two city placements out of this. It’ll be time for pioneers soon.
I get the Bacco the Beggar event (naturally), and I’m slightly worried at first as I’m not really set up to take down a combat hero. However, I do have my brand new summon undead skill. I toss up a skeleton in front of him and haste myself. He wastes his crushing blow destroying the skeleton (a hit that would have demolished me) and I easily finish him off with my two-for-one attacks plus counterattacks. Love that haste.
Another bear cub den is cleared out while I wait for my troops to train. Agriculture finishes as well, and I queue both Training and Mounted Warfare in the military tree. Needs me dem horses. The Pig-Stickers are finished as well, and I dispatch them to the north, to meet Cog’s army, swinging around the north side of the mountain range that borders Arcadia to the east. Cog has spotted a nasty looking troll army that will probably stop progress to the east for a bit. Everything worthwhile is happening to the south anyway. He does find a token of the sand golem which adds to the mish-mash army.
Arcadia has a Sage in the Queue, and another pair of Pig-Stickers for Bacco and Lith (remember her?!?!) to start an army with. I take weaponry for my next research so we can start getting to the advanced archery. Bacco and the Golem are sent to Arcadia while Cog turns south with the spiders and Pig Stickers.
I may have researched the merchantcross bazaar first, but I sort of let it slip after that, and I get a notice that Gilden has finished building it. Bastards. Chagrined, I toss construction in the research pile.
Cog’s new army has its first fight against some black widows, and it’s a mixed bag. The Pig Stickers perform above expectations, but the Bound Widows are nearly killed by a beguiled Spot. A win is a win. With the windfall of free units, I cancel one of the pig stickers and queue two pioneers. Time to get this expansion plan rolling. Bacco, Lith, and their mixed army set out to do some scouting as well.
Cog stumbles on a heck of a nice thing in a goodie hut.
Time to put it to some use against an Ice Elemental. It works like a charm, and I demolish the thing. On the positive side, I can see a ton of great looking land beyond it. On the negative side, all that land is awful close to an angry looking lair of the things.
On the other side of the continent, Bacco is forced to skirt a nasty looking force as well, an army of the Hergons. Raiding parties of these things I can deal with, but whole armies are beyond us at this point. It doesn’t rule out settling these lands, but the towns will have to be garrisoned. Cog turns back to the north to start picking up quests near the first likely town location. Arcadia has already finished the first pioneer and dispatched it to the spot.
Son of a BITCH.
That was right by where I wanted to settle. I might have to start some shit over this.
Yeah… “Safe”… Asshole. I queue two pig stickers in anticipation of hostilities. And then they… want to offer me tribute? You’re fucking right it pleases me.
Bacco turns up an air shard further to the south. It’s also near some horses, and some really attractive land, but just south of the Hergon herd. A pioneer is en route.
TURN 50
Shard harvesting finishes. I queue Sorcery, for the Bound Harridans and Tireless March.
Here’s the state of the world:
There’s plenty of usable land to the south, but each spot comes with a choice.
Does Cog attack the Kraxis hamlet of Kerstey to claim the choice land north of the river? A pioneer is on hand, yet we just entered into a tribute treaty with the Kraxis. We do have the faction power advantage, but are we ready for war already?
Should the Pioneer heading south claim the spot by the Hergon herd? It won’t anger them immediately but as the city expands, the herd will inevitably attack. There’s a handy air shard, horses, and more iron available there.
Or do we route our resources further south and east? There’s some very good looking land available, but a lair of Ice elementals that will have to be dealt with eventually, and that spot is much further from our capital than the others.
I, for one, can’t wait to find out.. But the choice isn’t mine anymore. My time is up.
I am out of town this weekend, but I will be able to jump in on Monday. I can go whenever, though we may want to keep it flexible and see who is available whenever the previous player finishes up (avoiding repeats until we get through everyone) to help keep things moving!
Also, excellent start Cog! Looking forward to seeing how this goes
Before I start my turn I grab the chance to spy on my opponents. Somehow Gilden has the ridiculous setting that might spell trouble further down the line.
I maneuver Bacco further south while picking up the quest to escort the noblewoman home with Cog.
I decide to grab the land with the 4/3/2 stats next to the hergons, confident in my ability to kill them when they get aggroed.
Cleric is first in line to get that sweet fame and to negate the increasing unrest from the number of cities - stupid citizens don’t want our kingdom to be prosperous, take some oppression bitches. I cast propaganda as well to get our gildar in green again.
Rather than taking any chances with the slag I bring Bacco (henceforth named Caligynefob) back north and then south again to scout for trouble.
I finally manage to get the damn woman home and then stupid bandits decide they want her and actually tries to bribe me with 200 gildar to betray her - not today bandirino, so I attack (wanting the experience points from the quest had absolutely nothing to do with my decision)
The pig stickers easily takes out two rows of bandits with their spears and Cog casts haste on them to get them attacking again as soon as possible. I don’t want to deal with the captain yet so the black widow webs him. The pig stickers mob up and Cog picks up another level. I choose potential for more experience gains.
Unexpectedly My house expands to the hergons and they immediately go on the offensive. I try to get some distance between them and me until I have a better chance to fight them of. A game of cat and mouse has begun.
Sorcery finishes up and I decide on blacksmithing to get some better spears for our trusted pigstickers.
Down south the exploring pioneers have found a very attractive piece of land for a fortress. I ponder wether or not to found it immediately due to the unrest penalty.
Screw it. Our House is founded and enchanted with oppression and meditation.
Caligynefob travels south and picks up a shadow dagger. With the dagger I figure it’s time to pick a fight and a couple of black widows are conveniently nearby. They’re easily dispatched by the mighty pig stickers.
Meanwhile Cog is picking up every quest he can lay his hand on. One involves us taking out some darklings and we do just that and get a warding kite shield for our troubles. We are getting renowned and have a choice of two champions. I almost pick Mergil for the description alone but decide on Naressa instead - it never hurts to another mage. She is stationed in Our house.
We finally meet Yithril and he has nothing on the powerhouse that Arcadia is - it’s only matter of time before he starts to give us tribute.
Cog is still stumbling around to the north finishing up every quest that have ever existed while Caligynefob is running around in the south picking fights with man and animal alike. Somewhere between stomping bugs and kicking bandit ass Lith picks up a level. Now the obvious choice would be the assassin path but I find the commander path has a lot more versatility to it, so commander it is.
Cog levels once again after defeating some air shrills and I pick summon ice elemental to boost our strength in the upcoming fight against the hergons. The fight comes sooner than anticipated as the hergons use our own roads against us (fuck!) They nearly wipe Cogs army out but with a mixture of haste and ice elemental resilience we come out on top. As a fuck you to the hergons we raid their lair and we find.. drumroll.. a goddamn compass which negates movement penalties, real funny LH.
Severely diminished Cog takes refuge in My House. In Our House the Great Mill is underway (suck it Gilden, keep your stupid Merchantcross Bazaar). Blacksmithing is done and I set my eyes on cooperation to boost our armies fighting power. Caligynefob is still plowing through any enemy he can get his hand on and both him and Lith levels. Potential for Cali and Leadership for Lith. My House levels and becomes the economical centre for our empire (town). The Great Mill takes forever and I decide to rush the tower of dominion to negate the unrest penalty. Further south Caligynefob finds more hospitable land.
Caligynefob becomes cocky and decides to take on some fire shrills and Lith pays the price. Luckily she only gets a gangrene hand, so it shouldn’t impact us too much.
Our house finally becomes a fortress and we can soon begin pumping out some new pig stickers. I decide to rush the last 3 turns on the great mill and the added fame nets us another champion. I of course choose Diruna for his earth magic. I dispel oppression and meditation and cast enchanted hammers and aura of grace instead. I decide it’s time to get ranged pig stickers so I start to research archers.
I finally find one of Yithrils cities which reveals he has 4 cities in total.
Cog and Diruna teams up with 3 squads of pig stickers to clean up our backyard. Gilden presents themselves and the ridicules setting reveals it’s ugly head: Look at that faction power.
Caligynefob heads home to get his troops upgraded while Cog takes over the exploration. A lost library gives us archers and I’m stumped to what we should research next.. I decide we are capitalist pigs and chooses economics. Cog steamrolls anything in his path and his summoning skills becomes more powerful. I push south with Caligynefob and Cog goes north.
After a battle with hergons that went a lot smoother than the first Cog finds a guardian blade which I readily equip.
My last turns consist of killing anything I can get my hands on.
How is this for a cliffhanger: Night of haunted dreams on turn 100 and another level for Cog where he gets the summon air elemental spell. Good luck to the next player.
*A man pick up the small "book" that lies on the ground - the scraps of paper held together with tatterd string. The man turns the pages....*
Diary of Khade
The day has come! After many years in the dank and dark dungeons, my captors have let me see sunlight once again. The price however is to serve in their infernal armies. These scraps of paper are all I have to retain my sanity in this mad world...
*A rough sketch is drawn on the known world of Arcadia*
Day 1
I hear of our "glorious" leader Cog being in far away lands - the Kingdom of Gilden I believe the slave-master said. Here he seeks ancient treasures for both himself and his chosen ones.
Day 3
Life is hard in this so called army, but to see the sun again I would have done anything. So far all they have me doing is combat drills around the conclave of Arcadia.
More rumors have come to my ears though. One of the Chosen, Caligynefob, has made contact with more "potential slaves" (as the slave-master called them)
Day 4
We have been forced to march through the night across the lands. Undead forces have massed near to the town "My House" and we were forced to taste our first active battle. We came out on top, however not without cost.
Day 8
The combat of what must be four moons ago now obviously did not go to our captors liking. Since then we have simply been marched up and down the roads to. I am not sure if this is some sort of deterrent to the roaming undead, but if so it is failing. Every night we hear them out in the darkness - waiting...
News did reach us from a local caravan. Apparently our "lord" and "master" the "glorious" Cog is on his was back to the capital. The caravan master wasn't sure, but there were rumors of war!
Day 9
The crap is always passed downwards. The rumors of war were apparently true, and we have declared war in turn on our neighbors the Kraxis. The supposed reasoning is to dissuade the Gilden from encroaching on our lands.
Our small warband is moved east to take and hold a Kraxis outpost.
Day 10
The battle was glorious... unfortunately it was not our battle. In the distance overnight we saw the hordes of Gilden march into the Kraxis homelands.
This leaves us with Gilden to the South and East, and the last stronghold of Kraxis to the north. Our orders are to remain with the watchtower and spy on the Gilden forces. (Easy work for a slave, no heavy lifting involved). The forces of Cog move north through our lands - hoping to force Krax to surrender and join the Arcadian fold.
We hear from the farthest lookouts that the army of Cog meet with a lone Warg rider and easily dispatch him.
Day 11
We again hear from the northen-most lookouts - Cog has ridden to the gates of the last stronghold of Kraxis, but has found the Gilden already there!
Our Slave-masters gather us up and we march eastward - while we are no match for the Gilden armies we are expected to scout the area and report back with numbers.
Day 12
We are whipped from our sleep - those that don't rise fast enough are beaten near to death by the masters. We don't know what has transpired during the night, but it cannot have been good. Whispers on the wind say that Kraxis is defeated, having bowed to the might of "Markin of Gilden" - and that lord Cog is fleeing for his life to Arcadia.
If the rumors are true, this means we are surrounded on all sides with our backs against the sea!
Day 13
Things must be bad - the masters watching us are off guard and three slaves managed to escape last night. We all paid for that this morning with lashes.
Coming northward from the Southern tip of the Empire we hear that Gilden marched against one of our Cities!
The forces sound less than evenly matched, but for now the town has held.
We march Westwards towards what remains of our heartlands.
Day 14
I am not sure if I dare write this. The citadel has fallen! The news fills me with both joy that I will never again see those dungeons that kept me captive for all so many years, yet I fear what this unstoppable force will do once it reaches our current position. All forces have been ordered to pull a full retreat back to "My House".
Day 16
I write this as we hold still in "My House" - although it has since been renamed "Last Stand"
We hear from the battered forces that have poured in that Gilden have now taken "Our House". This leaves our position cornered on all three sides by Gilden armies.
Day 18
The inevitable came today and we were attacked... Though we survived the first wave the toll was hard on us all. Slave and master now stand side by side, fighting for their lives.
Day 19
A second wave came today, battering on the city walls at sunbreak...
I was one of the lucky ones - Lord Cog used a spell of escape to have us flee the city - this does not look good
*The man leafs through the pages of the book, around him the stench of battle still fills the air - A woman with an air of importance approaches*
"Lord Markin, my liege - what do you wish to do with the prisoners?"
*The man turns* "Execute them, every last one!" *He drops the tattered pages to the floor to lie with the blood of their owner...*
Haha, I didn't leave you with much to work with.. my usual strategy of leveling heroes and armies didn't work as well on a smaller map - I normally play on a huge map with 7 challenging opponents.
PS4 - Mrfuzzyhat
0
AuralynxDarkness is a perspectiveWatching the ego workRegistered Userregular
Well, I guess I can stop worrying about what to do on my turn.
Gilden is pretty ridiculous, honestly, even when they don't get the AI bump. Armorer + Ironeers = way, way better AI units than most empires.
Do we want to get another of these started? I can get rolling on it tomorrow if so.
Man, I dont know how they ended up on ridiculous. My bad. Auralynx, start one up. We can keep the same player order and cycle back to the beginning when we reach the end of the list.
Man, I dont know how they ended up on ridiculous. My bad. Auralynx, start one up. We can keep the same player order and cycle back to the beginning when we reach the end of the list.
Same settings, but less ridiculous Gilden this time. Make sure everyone is set to Challenging-ish.
Don't forget me!
And wow, Gilden run away for the win. It's even worse having only one AI on ridiculous because instead of having other buffed AI to contend with, he can just chomp them all up and snowball in to an unstoppable force!
Also, if you could spoiler the pics of the succession game please? I keep losing my place reading all the new posts every time a pic finishes loading an moves the rest of the thread down.
Also, if you could spoiler the pics of the succession game please? I keep losing my place reading all the new posts every time a pic finishes loading an moves the rest of the thread down.
Added the Cautious Sovereign ability (allows the sovereign to escape from battle)
Added Sovereign Bond as a sovereign talent (allows the sovereign to summon familiars)
Reduced Charge from +3 to +2 and instead (I assme this is a typo for "increased") the training cost
Increased the strength of the bandits from the Bandit Lord ability
Scholar moved from a talent to a profession
Increased the Scholar research bonus from +10% to +20% (Pretty huge now, very tempting)
Reduced Warlock from +50% spell damage to +25% (Warrented, really)
Reduced the Fame from quests from 20 to 15 (Fine with Fame slowing down a bit, you DROWN in champions late in big games)
Charge gives +1 moves and +2 attack instead of +3 moves and +3 attack (Clarified from above I guess? Regardless, its less of a total auto-take now)
Reduced base trained unit accuracy from 70 to 60 (Kind of a big deal, might be forced to spend traits on accuracy instead of attk/init)
Reduced maces init from -3 to -4
Reduced Battle Axe attack from 15 to 12
Reduced Boar Spear attack from 11 to 10
Reduced Short Sword attack from 10 to 9
Reduced Pike attack from 16 to 15
Reduced Longsword attack from 18 to 14 and +2 init
Reduced Great Axe attack from 21 to 17
Reduced Maul attack from 25 to 22 (I recall reading they want to make weapons in general less lethal so combats are a bit longer and champions/special abilities are less nerfed by swarm. Less one hit kills in general. I'm fine with it. I probably would have taken it further, personally.)
The amount of Fame quests grant has been changed to be per quest instead of a global value (so more difficult quests grant more fame) (Totally makes sense, great change. Less fame early game, more late game.)
The army that didn't attack starts in defensive stance in tactical combat (Really big change here, and thank god for it. You don't just sell out for init and deliver a knockout blow on turn one. Between this and the weapon reductions, there will be a lot more time for strategy in combat.)
AuralynxDarkness is a perspectiveWatching the ego workRegistered Userregular
After one totally abortive and incredibly hostile map generation, attempt 2 went surprisingly smoothly!
Our starting position:
I opt to put New Arcadia between the Air Node and Clay Pit, and throw down Oppression and Propaganda. Cog II is prepared to sally forth into the world.
We immediately begin finding ancient scrolls, resulting in blowing through 3 technologies on turn 2.
The area just south of us is infested with Wildlings, so I opt to explore to the east, which does not appear too bad until I run across these guys:
The wildlings now seem like the better option, and I swing south through their area, turning up a surprising number of junk dealers:
Collecting their treasure-map items results in our fame spreading far and wide.
We blow through our first two hero recruitments quite early, adding Donya and Rahelle the Scorpion to our empire. If someone's inclined to rename people, I'll take Donya, please.
Rahelle quickly gets rather well equipped, and our jealous sovereign encounters and murders an old man with a cape for sale:
Bacco the Beggar hears we're throwing a party and challenges Cog II to single combat. Since I haven't bothered summoning a Shadow Warg yet, I opt to improve the odds. Bacco, too drunk to connect at all during the fight, joins the team without hesitation. I set our three recruits to exploring, wagering that they can hold their own against anything wandering loose of a camp.
Meanwhile, Cog II gets down to business in the southern area, reaping a lot of XP and a snazzy outfit:
After planting a second city, named Minecraft, near some iron ore and a Fire Node, I turn some slaves loose. The plan is to sneak them around the Assassin Demons to the Northeast to link up with Bacco, Rahelle, and Donya and expand our field of view a bit. What we find is not precisely encouraging, but we do get yet more free research:
The Assassin Demons objected strenuously to this plan, though not before the stack became united. The slaves do their duty, assisted by liberal use of Death Lash, and our heroes emerge intact. We acquire some potentially-useful loot and Donya achieves Commanderhood. Further exploration meets with a substantial obstacle, one well worth avoiding.
Meanwhile, Cog II continues to clean house in the south. Our research has led to a bit of a production bottleneck, as Monk's Robes are in fashion for armor and we lack crystals, though our third city, Niaya (which could use a rename as well) is in easy reach of two mines. On the plus side, our ancient lore included the secrets of archery, and slaves equipped with bows are dispatched to assist our Dear Leader. Weapons, which Bacco and company have had some luck acquiring, prove scarce until Turn 48, when our leader gets a bit lucky:
As of Turn 50, things look pretty good for Arcadia. We're reasonably far up the Warfare line, we've got three cities that aren't too far apart or immediately menaced by anything, and we've got four (nearly five - one fame to go) heroes. You'll find a non-slave archer design I couldn't implement for lack of crystals available for building.
The cities, a 3/3/1 and a 3/3/3, originally, could be better, but they were the best of what was possible to grab without having to commit Wildling genocide. Cog II's stack of Defenders are pretty well-equipped, too, thanks to being able to tech to Weaponry pretty quickly.
Our empire looks like this:
The still half-wild area to the south has some potential trouble, and the Western region I didn't take any super-helpful screenshots of looks like it gets rough and spider-haunted not too much further from home. Gilden appears to be somewhere to the east, past the Pit of Lost Voices, but that may not be the case, as I was drive-byed by one of their scouts and couldn't find him on the map.
Dangerous stuff to the south:
I'd suggest you focus on locking up the southern regions and maybe take a couple of turns to redistribute the various booty our guys have collected, Puck, but it's up to you, obviously.
Oh, one other thing:
Apparently Ongr has a sense of the dramatic, having spawned on Turn 50.
I always get a little disappointed when I read such awesome change logs and can't play yet. and idea on ETA? The damage reduction especially combined with charge changes is very welcome.
This game still has crashing problems despite being worked on for 2-3 years post release
It does for some people, yes.. FE is pretty stable, from what I understand, an LH is a beta, so it's understandably less stable. Honestly, though, I haven't had a crash that was unrelated to the lock/unlock issue in... 6 months or more? And that bug was fixed in the .80 patch.
I know it's no real reassurance to you, but the game literally never crashes for me anymore. Like, ever. Even as a beta. On 3 different computers.
I always get a little disappointed when I read such awesome change logs and can't play yet. and idea on ETA? The damage reduction especially combined with charge changes is very welcome.
Patches are "usually" a thursday? Which thursday would be anyone's guess. And honestly I've seen them drop just about any/every day of the week at this point. Might be that the purely steamworks distribution has made it easier to patch as they wish, on a less rigorously scheduled.. err... schedule.
The change log is looking "long enough" that I wouldn't be surprised to see it this week, but that's based on nothing whatsoever.
Well, LH has some crashing problems, but it's a beta. They addressed some issues in a previous patch, stability increased mightily.
If you're just talking about regular vanilla FE, I haven't touched it in so long, I couldn't tell you if it crashes or not.
Posts
Transfering my post and adding imgs now.. Lets just say I left you... quite the cliff hanger.
We find ourselves in the far northwestern reaches of the land. The area around us is promising, but not without threats. I can see some goodie huts to get things started, what appears to be an unguarded earth shard, and an iron ore. While we don’t have earth magic (right now), the mana is always welcome, and iron is certainly going to be useful. I choose the 4/3/2 square as the obvious spot to start the empire.
Arcadia is settled. We set research on Restoration and start construction on a Cleric, wanting to start offsetting the above-normal unrest my cruelty starts us with. The earth shard turns out, unsurprisingly, to be guarded. Timber Wargs, in this case. Could be worse. I claim the goodie hut within our boarder and as it’s a Legend of Tandis book, Cog immediately levels. Nice way to start the game. With the traits at my disposal, Mage is a no-brainer path. That reminds me I should enchant Arcadia, which I do with Oppression and Meditation. Not quite as good as enchanted hammers, but not awful.
I choose to start the exploration to the north. I’ll try to poach a few goodie huts near the monster lairs. I spot a bear cub that should be easy pickings for a first fight, as well. There’s certainly plenty to get us started up here.
The bear cub is predictably a pushover. I ransack the lair for an extremely disappointing Midnight Stone, and the first choice of Champions happens. I’m legitimately stumped on which to take for a while. An Urxen with auto-crit and air, or a Wraith with Shadow Shift and Death? Both fit us pretty thematically. I eventually decide to go with Lith the Urxen, as the idea of giving her one of our advanced bows for auto-critting is too compelling. I send her back to Arcadia for the unrest bonus and to wait for an army for now.
Arcadia has finished the Cleric, and we’re in the red for income already, so I swap to a merchant, still building my first structures away from the nearby monster dens. I try to decide if 2 widows, 3 butchermen, or 5 rockling spiders will be the easier target next. I’m not thrilled about any of them. I summon a shadow warg to even the odds and have some fodder, and decide on the butchermen. I initially fear I made a mistake as they rip into the shadow warg rather hard, but it has some lucky dodges, and I recover with hasted spearmen doing a good amount of damage. Cog and the troops all level, taking Knowledge for the exp bonus.
Restoration is done researching, so I throw Civics in the hopper next. Arcadia is going to level soon and I’m mulling over what to make it. I normally go with City for the money, but with slaves being an option in this game, plus all the summons, I’m considering taking a conclave to try to get a jump on research. With the merchant finished, I’m able to start a workshop. Cog loots the goodie huts opened by clearing the butchermen. Healing nectar, an Uru elixir I’m glad to have but hope to never have to use, and a despair scroll that could be VERY useful later.
I also spot my likely next target, a much softer looking group of ruffians. They’re pushovers. I loot and equip a weathered shield from their lair, and move on to the Black Widows next door. One nice thing about black widows, you can always expect them to waste a turn or two trying to web and beguile you while you slaughter them. I put the turns to good use. Cog levels and I choose Air 2, giving me access to Tutelage, which I immediately cast. They were sitting on some leather boots, I’m quite happy to put on.
Civics has finished, and Knowledge is next. Arcadia has leveled, and I do decide to go with a Conclave, breaking out of my usual pattern. I put a garden in the queue, starting to snake toward the iron ore. I’ll do the same toward the earth shard once I go put the wargs down. I think I’ll look into that now… I set off to the south. I stop by the rockling spider lair on my way, feeling cocky. The spiders bring me down to earth slightly. There are no full casualties, but the Shadow Warg (whom I decide to rename Spot) and slave militia take quite a beating.
Still, everyone aside from Cog levels, and Cog is just a few points short. On the unfortunate side, the lair contains only that goddamn letter that you can neither sell, nor drop. Thanks, spider jerks. Knowledge has finished researching, and while Leather armor is a tempting pickup, I’m determined not to fall behind on any of the world-first building projects this time. I take Trading for the MerchantCross Bazaar, and start building a Study in Arcadia. Our boarders expand around the Iron Ore, and that’s added to the queue as well.
I clear my inventory of the useless junk as I swing past town and move to the south to start claiming territory and the shard there. I can see some wolves and darklings that should be easy pickings by this point. As I continue to move south I also spot some crystals and a clay pit as well as a river – usually a good sign for arable land.
Before patting myself on the back too hard, though, I have to remember that the timber wolves are no pushovers, and I can easily be swarmed by darklings. One fight at a time, starting with the wargs. Spot, impressively, holds his own against one of the higher level, tougher wargs, and kills it, while the troops combine to overwhelm the other. Cog levels again, and I start down the Summoner tree with Summon 1.
The fight with the Darklings is much more brutal. The spearmen are nearly killed off, escaping with just 4 hitpoints. Cog throws around curse and some hastes to bail things out, and I scrape by with a narrow win, but pretty bloodied.
Fortunately it looks like I was right about the river, and I can see some promising land emerging to the south. This looks like the first potential site for a new city. Trading has completed researching, and as the last fight has shown my forces to be vulnerable, I turn to the warfare tree and queue leatherworking. Arcadia finishes its study, and the Iron mine is already queued. I add a bell tower building to the south to extend the boarders around the earth shrine soon. Cog loots some decent artifacts from the emptied lairs, the best of them being an Adepts robe. Spell mastery and cheaper tactical spells sounds great to me.
There’s a good amount of promising land to the south now, though I haven’t yet seen anything with essence along the river, which would be idea. As I explore, an Ice elemental decides to take a strong interest in my wanderings. As Quendar, we have flame tongue.. I gamble that we can take it out, and in a moderately easy fight, I’m right. The whole river valley looks like it will be fairly easy to clear out, and will make an excellent area to move in to.
I may have spoken slightly soon on the ease of taking over, unfortunately, as my spearmen are killed while I take down a wandering Hergon. Still, Cog picks up another level and chooses Necromancy. Let the undead hordes commence! I finish researching leather armor anyway, so I can easily replace them with something better now. Agriculture is placed in the research queue next. I edit the spearmen design to include full leather and a scar stone. Thanks to the awesome new no-encumbrance system, they get Strength, Charge, and Fast as well. They’re branded the Pig Stickers, and placed in the queue, along with a unit of Bound Widows (Oh yeah, I can build spiders!). I replace meditation with Aura of Grace on Arcadia for now, so my new units will have +2 initiative.
I clear out a pushover ruffian army that Spot does most of the work of killing off all by himself. I can see a good looking 4/3/2 square now that will suit my needs for nearly any new expansion, and is far enough away from the other end of the river, I should get two city placements out of this. It’ll be time for pioneers soon.
I get the Bacco the Beggar event (naturally), and I’m slightly worried at first as I’m not really set up to take down a combat hero. However, I do have my brand new summon undead skill. I toss up a skeleton in front of him and haste myself. He wastes his crushing blow destroying the skeleton (a hit that would have demolished me) and I easily finish him off with my two-for-one attacks plus counterattacks. Love that haste.
Another bear cub den is cleared out while I wait for my troops to train. Agriculture finishes as well, and I queue both Training and Mounted Warfare in the military tree. Needs me dem horses. The Pig-Stickers are finished as well, and I dispatch them to the north, to meet Cog’s army, swinging around the north side of the mountain range that borders Arcadia to the east. Cog has spotted a nasty looking troll army that will probably stop progress to the east for a bit. Everything worthwhile is happening to the south anyway. He does find a token of the sand golem which adds to the mish-mash army.
Arcadia has a Sage in the Queue, and another pair of Pig-Stickers for Bacco and Lith (remember her?!?!) to start an army with. I take weaponry for my next research so we can start getting to the advanced archery. Bacco and the Golem are sent to Arcadia while Cog turns south with the spiders and Pig Stickers.
I may have researched the merchantcross bazaar first, but I sort of let it slip after that, and I get a notice that Gilden has finished building it. Bastards. Chagrined, I toss construction in the research pile.
Cog’s new army has its first fight against some black widows, and it’s a mixed bag. The Pig Stickers perform above expectations, but the Bound Widows are nearly killed by a beguiled Spot. A win is a win. With the windfall of free units, I cancel one of the pig stickers and queue two pioneers. Time to get this expansion plan rolling. Bacco, Lith, and their mixed army set out to do some scouting as well.
Cog stumbles on a heck of a nice thing in a goodie hut.
Time to put it to some use against an Ice Elemental. It works like a charm, and I demolish the thing. On the positive side, I can see a ton of great looking land beyond it. On the negative side, all that land is awful close to an angry looking lair of the things.
On the other side of the continent, Bacco is forced to skirt a nasty looking force as well, an army of the Hergons. Raiding parties of these things I can deal with, but whole armies are beyond us at this point. It doesn’t rule out settling these lands, but the towns will have to be garrisoned. Cog turns back to the north to start picking up quests near the first likely town location. Arcadia has already finished the first pioneer and dispatched it to the spot.
Son of a BITCH.
That was right by where I wanted to settle. I might have to start some shit over this.
Yeah… “Safe”… Asshole. I queue two pig stickers in anticipation of hostilities. And then they… want to offer me tribute? You’re fucking right it pleases me.
Bacco turns up an air shard further to the south. It’s also near some horses, and some really attractive land, but just south of the Hergon herd. A pioneer is en route.
TURN 50
Shard harvesting finishes. I queue Sorcery, for the Bound Harridans and Tireless March.
Here’s the state of the world:
There’s plenty of usable land to the south, but each spot comes with a choice.
Does Cog attack the Kraxis hamlet of Kerstey to claim the choice land north of the river? A pioneer is on hand, yet we just entered into a tribute treaty with the Kraxis. We do have the faction power advantage, but are we ready for war already?
Should the Pioneer heading south claim the spot by the Hergon herd? It won’t anger them immediately but as the city expands, the herd will inevitably attack. There’s a handy air shard, horses, and more iron available there.
Or do we route our resources further south and east? There’s some very good looking land available, but a lair of Ice elementals that will have to be dealt with eventually, and that spot is much further from our capital than the others.
I, for one, can’t wait to find out.. But the choice isn’t mine anymore. My time is up.
Link to save game
Khade's if he wants third. I will take fourth in that case.
1) @cog
2) @caligynefob
3) @Khade97
4) @Auralyx
5) @A-Puck
Do we have any more players?
Also, excellent start Cog! Looking forward to seeing how this goes
Before I start my turn I grab the chance to spy on my opponents. Somehow Gilden has the ridiculous setting that might spell trouble further down the line.
I maneuver Bacco further south while picking up the quest to escort the noblewoman home with Cog.
I decide to grab the land with the 4/3/2 stats next to the hergons, confident in my ability to kill them when they get aggroed.
Cleric is first in line to get that sweet fame and to negate the increasing unrest from the number of cities - stupid citizens don’t want our kingdom to be prosperous, take some oppression bitches. I cast propaganda as well to get our gildar in green again.
Rather than taking any chances with the slag I bring Bacco (henceforth named Caligynefob) back north and then south again to scout for trouble.
I finally manage to get the damn woman home and then stupid bandits decide they want her and actually tries to bribe me with 200 gildar to betray her - not today bandirino, so I attack (wanting the experience points from the quest had absolutely nothing to do with my decision)
The pig stickers easily takes out two rows of bandits with their spears and Cog casts haste on them to get them attacking again as soon as possible. I don’t want to deal with the captain yet so the black widow webs him. The pig stickers mob up and Cog picks up another level. I choose potential for more experience gains.
Unexpectedly My house expands to the hergons and they immediately go on the offensive. I try to get some distance between them and me until I have a better chance to fight them of. A game of cat and mouse has begun.
Sorcery finishes up and I decide on blacksmithing to get some better spears for our trusted pigstickers.
Down south the exploring pioneers have found a very attractive piece of land for a fortress. I ponder wether or not to found it immediately due to the unrest penalty.
Screw it. Our House is founded and enchanted with oppression and meditation.
Caligynefob travels south and picks up a shadow dagger. With the dagger I figure it’s time to pick a fight and a couple of black widows are conveniently nearby. They’re easily dispatched by the mighty pig stickers.
Meanwhile Cog is picking up every quest he can lay his hand on. One involves us taking out some darklings and we do just that and get a warding kite shield for our troubles. We are getting renowned and have a choice of two champions. I almost pick Mergil for the description alone but decide on Naressa instead - it never hurts to another mage. She is stationed in Our house.
We finally meet Yithril and he has nothing on the powerhouse that Arcadia is - it’s only matter of time before he starts to give us tribute.
Cog is still stumbling around to the north finishing up every quest that have ever existed while Caligynefob is running around in the south picking fights with man and animal alike. Somewhere between stomping bugs and kicking bandit ass Lith picks up a level. Now the obvious choice would be the assassin path but I find the commander path has a lot more versatility to it, so commander it is.
Cog levels once again after defeating some air shrills and I pick summon ice elemental to boost our strength in the upcoming fight against the hergons. The fight comes sooner than anticipated as the hergons use our own roads against us (fuck!) They nearly wipe Cogs army out but with a mixture of haste and ice elemental resilience we come out on top. As a fuck you to the hergons we raid their lair and we find.. drumroll.. a goddamn compass which negates movement penalties, real funny LH.
Severely diminished Cog takes refuge in My House. In Our House the Great Mill is underway (suck it Gilden, keep your stupid Merchantcross Bazaar). Blacksmithing is done and I set my eyes on cooperation to boost our armies fighting power. Caligynefob is still plowing through any enemy he can get his hand on and both him and Lith levels. Potential for Cali and Leadership for Lith. My House levels and becomes the economical centre for our empire (town). The Great Mill takes forever and I decide to rush the tower of dominion to negate the unrest penalty. Further south Caligynefob finds more hospitable land.
Caligynefob becomes cocky and decides to take on some fire shrills and Lith pays the price. Luckily she only gets a gangrene hand, so it shouldn’t impact us too much.
Our house finally becomes a fortress and we can soon begin pumping out some new pig stickers. I decide to rush the last 3 turns on the great mill and the added fame nets us another champion. I of course choose Diruna for his earth magic. I dispel oppression and meditation and cast enchanted hammers and aura of grace instead. I decide it’s time to get ranged pig stickers so I start to research archers.
I finally find one of Yithrils cities which reveals he has 4 cities in total.
Cog and Diruna teams up with 3 squads of pig stickers to clean up our backyard. Gilden presents themselves and the ridicules setting reveals it’s ugly head: Look at that faction power.
Caligynefob heads home to get his troops upgraded while Cog takes over the exploration. A lost library gives us archers and I’m stumped to what we should research next.. I decide we are capitalist pigs and chooses economics. Cog steamrolls anything in his path and his summoning skills becomes more powerful. I push south with Caligynefob and Cog goes north.
After a battle with hergons that went a lot smoother than the first Cog finds a guardian blade which I readily equip.
My last turns consist of killing anything I can get my hands on.
How is this for a cliffhanger: Night of haunted dreams on turn 100 and another level for Cog where he gets the summon air elemental spell. Good luck to the next player.
Derp and here is the save file.
https://www.dropbox.com/s/4uasiq8o07rtsjx/Succession.EleSav
Me too!
Also is there anything we can do about Gilden's AI setting, or do we just take it as it comes?
Diary of Khade
The day has come! After many years in the dank and dark dungeons, my captors have let me see sunlight once again. The price however is to serve in their infernal armies. These scraps of paper are all I have to retain my sanity in this mad world...
*A rough sketch is drawn on the known world of Arcadia*
Day 1
I hear of our "glorious" leader Cog being in far away lands - the Kingdom of Gilden I believe the slave-master said. Here he seeks ancient treasures for both himself and his chosen ones.
Day 3
Life is hard in this so called army, but to see the sun again I would have done anything. So far all they have me doing is combat drills around the conclave of Arcadia.
More rumors have come to my ears though. One of the Chosen, Caligynefob, has made contact with more "potential slaves" (as the slave-master called them)
Day 4
We have been forced to march through the night across the lands. Undead forces have massed near to the town "My House" and we were forced to taste our first active battle. We came out on top, however not without cost.
Day 8
The combat of what must be four moons ago now obviously did not go to our captors liking. Since then we have simply been marched up and down the roads to. I am not sure if this is some sort of deterrent to the roaming undead, but if so it is failing. Every night we hear them out in the darkness - waiting...
News did reach us from a local caravan. Apparently our "lord" and "master" the "glorious" Cog is on his was back to the capital. The caravan master wasn't sure, but there were rumors of war!
Day 9
The crap is always passed downwards. The rumors of war were apparently true, and we have declared war in turn on our neighbors the Kraxis. The supposed reasoning is to dissuade the Gilden from encroaching on our lands.
Our small warband is moved east to take and hold a Kraxis outpost.
Day 10
The battle was glorious... unfortunately it was not our battle. In the distance overnight we saw the hordes of Gilden march into the Kraxis homelands.
This leaves us with Gilden to the South and East, and the last stronghold of Kraxis to the north. Our orders are to remain with the watchtower and spy on the Gilden forces. (Easy work for a slave, no heavy lifting involved). The forces of Cog move north through our lands - hoping to force Krax to surrender and join the Arcadian fold.
We hear from the farthest lookouts that the army of Cog meet with a lone Warg rider and easily dispatch him.
Day 11
We again hear from the northen-most lookouts - Cog has ridden to the gates of the last stronghold of Kraxis, but has found the Gilden already there!
Our Slave-masters gather us up and we march eastward - while we are no match for the Gilden armies we are expected to scout the area and report back with numbers.
Day 12
We are whipped from our sleep - those that don't rise fast enough are beaten near to death by the masters. We don't know what has transpired during the night, but it cannot have been good. Whispers on the wind say that Kraxis is defeated, having bowed to the might of "Markin of Gilden" - and that lord Cog is fleeing for his life to Arcadia.
If the rumors are true, this means we are surrounded on all sides with our backs against the sea!
Day 13
Things must be bad - the masters watching us are off guard and three slaves managed to escape last night. We all paid for that this morning with lashes.
Coming northward from the Southern tip of the Empire we hear that Gilden marched against one of our Cities!
The forces sound less than evenly matched, but for now the town has held.
We march Westwards towards what remains of our heartlands.
Day 14
I am not sure if I dare write this. The citadel has fallen! The news fills me with both joy that I will never again see those dungeons that kept me captive for all so many years, yet I fear what this unstoppable force will do once it reaches our current position. All forces have been ordered to pull a full retreat back to "My House".
Day 16
I write this as we hold still in "My House" - although it has since been renamed "Last Stand"
We hear from the battered forces that have poured in that Gilden have now taken "Our House". This leaves our position cornered on all three sides by Gilden armies.
Day 18
The inevitable came today and we were attacked... Though we survived the first wave the toll was hard on us all. Slave and master now stand side by side, fighting for their lives.
Day 19
A second wave came today, battering on the city walls at sunbreak...
I was one of the lucky ones - Lord Cog used a spell of escape to have us flee the city - this does not look good
*The man leafs through the pages of the book, around him the stench of battle still fills the air - A woman with an air of importance approaches*
"Lord Markin, my liege - what do you wish to do with the prisoners?"
*The man turns* "Execute them, every last one!" *He drops the tattered pages to the floor to lie with the blood of their owner...*
Gilden is pretty ridiculous, honestly, even when they don't get the AI bump. Armorer + Ironeers = way, way better AI units than most empires.
Do we want to get another of these started? I can get rolling on it tomorrow if so.
1) @Auralyx
2) @A-Puck
3) @Kias
4) @Mahnmut
5) Cog
6) @caligynefob
7) @Khade97
Same settings, but less ridiculous Gilden this time. Make sure everyone is set to Challenging-ish.
And wow, Gilden run away for the win. It's even worse having only one AI on ridiculous because instead of having other buffed AI to contend with, he can just chomp them all up and snowball in to an unstoppable force!
Good write up though!
Doing it now. Should be up by 10 eastern tonight.
Yep, can do.
Awesome. @A-Puck is on deck then.
Fun highlights:
Our starting position:
I opt to put New Arcadia between the Air Node and Clay Pit, and throw down Oppression and Propaganda. Cog II is prepared to sally forth into the world.
We immediately begin finding ancient scrolls, resulting in blowing through 3 technologies on turn 2.
The area just south of us is infested with Wildlings, so I opt to explore to the east, which does not appear too bad until I run across these guys:
The wildlings now seem like the better option, and I swing south through their area, turning up a surprising number of junk dealers:
Collecting their treasure-map items results in our fame spreading far and wide.
We blow through our first two hero recruitments quite early, adding Donya and Rahelle the Scorpion to our empire. If someone's inclined to rename people, I'll take Donya, please.
Rahelle quickly gets rather well equipped, and our jealous sovereign encounters and murders an old man with a cape for sale:
Bacco the Beggar hears we're throwing a party and challenges Cog II to single combat. Since I haven't bothered summoning a Shadow Warg yet, I opt to improve the odds. Bacco, too drunk to connect at all during the fight, joins the team without hesitation. I set our three recruits to exploring, wagering that they can hold their own against anything wandering loose of a camp.
Meanwhile, Cog II gets down to business in the southern area, reaping a lot of XP and a snazzy outfit:
After planting a second city, named Minecraft, near some iron ore and a Fire Node, I turn some slaves loose. The plan is to sneak them around the Assassin Demons to the Northeast to link up with Bacco, Rahelle, and Donya and expand our field of view a bit. What we find is not precisely encouraging, but we do get yet more free research:
The Assassin Demons objected strenuously to this plan, though not before the stack became united. The slaves do their duty, assisted by liberal use of Death Lash, and our heroes emerge intact. We acquire some potentially-useful loot and Donya achieves Commanderhood. Further exploration meets with a substantial obstacle, one well worth avoiding.
Meanwhile, Cog II continues to clean house in the south. Our research has led to a bit of a production bottleneck, as Monk's Robes are in fashion for armor and we lack crystals, though our third city, Niaya (which could use a rename as well) is in easy reach of two mines. On the plus side, our ancient lore included the secrets of archery, and slaves equipped with bows are dispatched to assist our Dear Leader. Weapons, which Bacco and company have had some luck acquiring, prove scarce until Turn 48, when our leader gets a bit lucky:
As of Turn 50, things look pretty good for Arcadia. We're reasonably far up the Warfare line, we've got three cities that aren't too far apart or immediately menaced by anything, and we've got four (nearly five - one fame to go) heroes. You'll find a non-slave archer design I couldn't implement for lack of crystals available for building.
The cities, a 3/3/1 and a 3/3/3, originally, could be better, but they were the best of what was possible to grab without having to commit Wildling genocide. Cog II's stack of Defenders are pretty well-equipped, too, thanks to being able to tech to Weaponry pretty quickly.
Our empire looks like this:
The still half-wild area to the south has some potential trouble, and the Western region I didn't take any super-helpful screenshots of looks like it gets rough and spider-haunted not too much further from home. Gilden appears to be somewhere to the east, past the Pit of Lost Voices, but that may not be the case, as I was drive-byed by one of their scouts and couldn't find him on the map.
Dangerous stuff to the south:
I'd suggest you focus on locking up the southern regions and maybe take a couple of turns to redistribute the various booty our guys have collected, Puck, but it's up to you, obviously.
Oh, one other thing:
Apparently Ongr has a sense of the dramatic, having spawned on Turn 50.
Save:
https://www.dropbox.com/s/s1x35sqw15u1o5d/PA Succession.EleSav
I want to keep doing my LP, but I don't want to clutter and confuse the succession LP up with cross posting over it. Would it bother people?
It does for some people, yes.. FE is pretty stable, from what I understand, an LH is a beta, so it's understandably less stable. Honestly, though, I haven't had a crash that was unrelated to the lock/unlock issue in... 6 months or more? And that bug was fixed in the .80 patch.
I know it's no real reassurance to you, but the game literally never crashes for me anymore. Like, ever. Even as a beta. On 3 different computers.
Patches are "usually" a thursday? Which thursday would be anyone's guess. And honestly I've seen them drop just about any/every day of the week at this point. Might be that the purely steamworks distribution has made it easier to patch as they wish, on a less rigorously scheduled.. err... schedule.
The change log is looking "long enough" that I wouldn't be surprised to see it this week, but that's based on nothing whatsoever.
If you're just talking about regular vanilla FE, I haven't touched it in so long, I couldn't tell you if it crashes or not.
And excellent start @Auralynx
This looks like we will have a little more room to get settled before a snowballing AI comes a-knockin.