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I am looking forward to giving it another try tonight by fabio 09/19/2017, 7:51am PDT
Mischief Maker wrote:

2. At the start, merge your starting scouts with your home city and rearrange everyone's equipment. Warriors have the special ability to wield two-handed swords AND a shield which allows them to amass insane shield point levels that are useful both in the attack or tactics pile. Other than that, make sure as many people have weapons as possible.


This is ridiculously not obvious. Everyone's instinct is going to be keeping all the gatherers at home. I have also not seen any mention of the warrior two hand ability, even when I knew about it and was actively looking for it!


Shit that is really important to know but I can't find it anywhere in the UI:

-A stat comparison between the selected weapon and someone's currently equipped equipment for that slot.

-A party encumbrance meter showing how much shit I can carry.

-Expeditions are shown how many turns their food and fuel will last them...only on the inventory screen when creating an expedition at the settlement. I can't find any indication of it while I'm wandering around the world. You know, when I would actually need that info?

-Any indication on what using rare materials for crafting will get you. Fuck this Dark Souls guessing discovery shit. I can't even find a number on how much food a pasture will give me. You can't gauge shit when it comes to making a call on building stuff.

-Motherfucker let me see hex resources and expeditions/settlements AT THE SAME TIME. Why does one disable the viewing of the other? You RAT FUCKS.


6. Keep an eye on gathering hexes while you're out exploring. If you stop adjacent to a hex with one AP remaining, you can spend that point to set up camp for the night and forage materials, especially firewood. Straw is extremely important for a number of things in the early game, especially constructing gathering tools.


Seems like you need party members with enough combined gathering to harvest the resource in 1 turn, or else you're sticking around on that spot for another turn.


7. Ruins and battles against the undead are a good supply of basic equipment in the early game. Even if the items you get are low quality, they can be broken down for a fraction of their constituent materials and used to craft better stuff. Dark wood is particularly useful in the early game.


How do you break stuff down? I can only do it right on the screen when your first discover the stuff, before you click on the prompt to take it.


8. At night, return to your town and start crafting and gathering to provision the next day's expedition. Crafting with rare materials grants research points. Unless there's a rare resource site within gathering distance of your town (one hex) it's not advisable to unlock materials. Instead you should rush to unlock spears, a cheap and light weapon that makes even weaklings combat-useful. Dark wood adds poison damage to weapons, which is the best kind (poison > leech > physical). Your absolute top priority your first night is to build a pasture to regenerate your food stores even while you're away during the day. Better quality materials yields more meat per turn. Also, cooked food is lighter and generates double the servings as raw ingredients.


So you never gather any rare materials that are outside your town? Isn't it a huge RNG swing to start near them? Why not just keep starting new games until you get a town next to one? Do you ever get more than one town?


10. Magic skill is Thea's equivalent to X-Com's psychic powers. Magic skill challenges always give the biggest rewards. Building a totem will give everyone in town some temporary magic skill during nighttime random encounters which often reward a random character with a permanent magic skill increase. Children can also grow up to be witches with inherent magic skill with a totem in your village.


Psychic powers suck in XCOM 2 :(
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I just realized there's a much simpler way to review Thea: The Awakening. by Mischief Maker 05/17/2017, 9:53am PDT NEW
    The interface and tutorial are atrocious by fabio 09/18/2017, 7:22pm PDT NEW
        I'm not getting the X-com vibe either by fabio 09/18/2017, 7:57pm PDT NEW
        Yes, tutorial and documentation are the worst part of the game. by Mischief Maker 09/18/2017, 8:24pm PDT NEW
            (You can quit the game early from the score screen and still keep the God XP) NT by Mischief Maker 09/18/2017, 8:29pm PDT NEW
            I am looking forward to giving it another try tonight by fabio 09/19/2017, 7:51am PDT NEW
                More tips: by Mischief Maker 09/19/2017, 3:02pm PDT NEW
                    By spears you mean staff/pikes? NT by fabio 09/19/2017, 7:15pm PDT NEW
                        Pikes, yes. Skip staffs entirely. NT by Mischief Maker 09/19/2017, 7:43pm PDT NEW
                            I got a pretty sweet spear! by fabio 09/19/2017, 8:24pm PDT NEW
                alright, I'm done by fabio 09/23/2017, 11:27am PDT NEW
                    Fair enough. It's the core idea that I love about it. NT by Mischief Maker 09/23/2017, 12:23pm PDT NEW
                        Oh fuck it I tried it again by fabio 10/02/2017, 9:05pm PDT NEW
                    That was my takeaway too NT by skip 09/23/2017, 6:16pm PDT NEW
                        Plus its insistence on obfuscating everything by fabio 09/24/2017, 10:54pm PDT NEW
    How fucking dare you liken X-Com to a card game by Entropy Stew 09/18/2017, 8:23pm PDT NEW
        We never got a 3DO in every room, but we got Arcomage in every RPG. NT by Trip Hawkins 09/18/2017, 9:22pm PDT NEW
 
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