![]() ![]() The first village past Sigrholm (now has 145 supplies, up from 98), and between 3-5 items.Haukstorp, the first village after Einartoft which was ransacked by dredge (now 50 supplies at 10/renown, and 3 items).…towns in the final world travel have more supplies and items for sale: ![]() HARD Difficulty mode remains just as challenging as before!īellower’s ARM/STR regen during the first battles was +6/+6 per turnīellower’s ARM/STR regen during the second battle is still +1/+1 for all difficulties. …has been tuned down for normal and easy difficulty. Varl that join the caravan after the Godstone in chapter 3 now have supplies.Increased loot drop chance for winning the second wave of a battles.Nid now starts at rank 2 when she joins the caravan.Injured units’ str penalty now equals the number of days of injury remaining.Injured units to not heal during travel, only when Resting in camp/village.Achievements tab shows new achievements.on hazards such as slag-and-burn, coals, etc….Upgrade ‘+’ sign shows up on hero icons in heroes tent when appropriate.Chapter 6 supply opportunities increased (see below).Final Bellower battle tuned to be less difficult (see below).There’s also the opportunity to gather more supplies and items in Chapter 6. The final chapter of the game has been tweaked so that the Bellower Battle is more fair on Normal Difficulty. Here it very much "feels" like you're bringing it on yourself.Stoic have provided a massive update for The Banner Saga which updates the original game to the updated engine technology in The Banner Saga 2 I hate some of this design but I haven't uninstalled it.īTW I don't at all mind better fleshed out choices like taking in Onef. But maybe it's for the best actually, maybe the frustration is a feature. You don't just die and start over from time to time. It's not a roguelike where whole playthrough takes one hour tops. This becomes frustrating in such a long game that goes off one save slot. Plus you're not getting even proportional info in many cases - sth like next village is 5-10 days away (still even 10 supplies might not be enough as random events can occur but at least you know something). There's also lack of overall consistency, like taking rests as a part of a choice. But drawing the scenes and adding in a lot more dialogue costs money so you get roguelike "pick your poison - and remember its YOUR choice". In many cases you'd actually want an "investigation", do some questioning, look at the problem at hand etc. You get a clue and than have to think which option would be considered best by the writer. I think the biggest problem with these choices lies in. i struggled for every additional day to stay. That just wasn't a very believable approach to this situation if you ask me. but I sure was around there for 20-30 days with numerous people dieing because of constantly low supplies. I didn't wait for my caravan to die out, im curious to know if something special happens then, if evyind maybe changes his mind. It just seemed somewhat lazy to see the situation never change anyhow no matter how long you stayed there. Or they could have made the caravan rebel against us. He otherwise seemed a trusthworthy and honestly caring guy, would he really be ignoring the caravan dieing out or the Dredge linger close if he were real? This is easy to miss - Eyvind is rank 5, but he starts with all of his points unassigned. i dont know what happens when your caravan dies out completely, but the game could have made it a bit easier or maybe more realistic had Eyvind started to change his mind at some point somewhat. We have to cross the Wyrmscale mountains, then head south down the Summer Path for quite a ways. eyvind never seems to dwindle in his faith that juno may come, i dont remember his exact lines but i think he only keeps begging you on and on to keep waiting. but maybe it was just a bit poorly executed. There are good and bad choices, and wasting time at sigrholm clearly is a bad one one must try to become aware of sooner than later. ![]()
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