Wow, this looks really promising! I always wondered what this game would look like if it was designed around using a greater number of units. I intend to fully dive into this mod after finally completing the game.
It's been a little over half a year in development, but it's quite apparent that a lot of diligence has been put into meticulously getting the balance just right. I'd imagine it's been a lot of hard work, but I hope that the final product is something you can be proud of.
You know, this was for my own pleasure, but given that I spent a lot of time, made it seriously and with a lot of analysis/balancing, I decided to share it. And I hope some other players will find it interesting, because Ishtar Games really made a diamond
For example, I wanted my heroes not be killed in 1 hit, but also not invicible, and that was not easy to find the appropriate values/threshold for block/armor/resistance, and also enemies attack on other side, including elites. I also spent a lot of time on equipment, because the vanilla was not really consistent in my opinion, and compared to the vanilla where I always used the same weapons, in this mod I use quite all.
Do not hesitate to share feedback if you think some adjustment could be made here and there
I will potentially provide a V1.1 including Gildenberg (+ a small change regarding the hand crossbow, that is a little bit too powerful against isolated enemies), but I need first to make a pause
Currently working (playing) on V0.31: number of monsters divided by 2 (compared to V0.30), but HP x2, attack raised, etc. It's also interesting, less overwhelming, challenging. I will share if convincing.
I'm at Night 12 of Lakeburg and this is really tactical: enemies are powerful, and elite enemies are really dangerous + combination of multiple elites make them hard to stop, since I raised the range for different auras!
I have some tanks, I made some tables to check how these tanks are confident night after night. I measure: - vs 3 - vs 3 + 1 archer - vs 1 elite - vs 1 elite + 2 mobs - with or without defense extra-bonuses (like block provided by equipment, or armor perk "next to wall") Until Night 10, my Tanks did not fear any deadly blow, but from Night 11 I have to become vigilant.
I have currently 14 heroes: 10 warriors + 4 mages (no archers for the moment). I had to face several elites, whose one having a max physical damage of 680. Vs this kind of elites, most of my warriors would be heavily injured (-50% HP) in 1 vs 1. Only my best tank can resist in 1 vs 1, but would be heavily injured vs this Elite + 2 mobs. My best tank is level 11 with following defense bonuses: Armor = 345, Block = 30+10, Resistance = 66% (thanks to his high resistance)
As a conclusion, since Night 1, the game is really well balanced, but I have no idea how many nights it will be possible to beat monsters. Perhaps will I have to raise the max number of heroes (currently set to 25).
Then I will have to test Glenwald and Gildenberg. There are not too much modifications, but I still improve balancing (for example by increasing daggers = isolated effect, decreasing momentum for swords and spear, and raising poison)
For those who are interesting by "More Last Spell" mod, do not hesitate to share any idea you could have to improve it, based on your experience.
I'm at Night 16 of Lakeburg (Still new V0.31), it's really amazing until this night - balancing is exceptional - Ballistas are back useful to protect walls against isolated mobs - Archers are really useful against isolated elites (especially with the Big Game Hunter perk), except for elites with mirror affix (limiting to 1 hit) - skills used to stun or reduce movement have been reworked, raising cost for stopping/delaying enemies/elites; cost for poison skills has been also updated because of the perk providing stun effect to the 2nd poison hit - elites are now more resistant to stun effect - momentum attacks have been heavily reduced, now related perks (giving back movement points) are needed to make it still useful, and heroes are limited to 1 or 2 momentum hits - it is now possible (and needed) to raise Armor up to 1000
At Night 16, I have 11 warriors, 2 archers and 5 mages. Only my 2 warriors with momentum effects are a little bit frustrating at this step. What is interesting is that, after 15 days, I still need more gold despite I'm able to generate a lot of gold, because: - many heroes would need to improve their equipment - recruiting a new hero is expensive, and equipping him/her is also expensive Until Day 15, I was not able to recruit more than 1 hero per day...
I will probably upload V0.31 soon, despite it's only available for Lakeburg, then will provide a V0.32 later for Gildenberg and Glenwald
Currently at Lakeburg Night 18, for more than 20 hours apparently (I make breaks between turns, but I exit systematically the game, so it may be true), and it's really exciting.
I have to deal with several Elites whose a monstrous Boomer, it's really tactical, I have to calculate every move and Action point spent, take care about mana, keep an eye on deadly enemies, etc. All what makes this game amazing IMO.
What is nice, is that I have to do all that efforts despite I have about 20 heroes of Level 16-21 to deal with, and I still have a big marge to improve their skills!
I also improved my understanding how the waves are functionning, and I will use this good experience to deal with Glenwald (and Gildenberg), the aim being to keep the curve of challenge quite equivalent night after night.
Currently working (playing) on V0.32: Glenwald Night 20 to come
At this step, following adjustments have been made ENEMIES: - Guardian (Shieldman) skills have been reworked to make it a real enemy support unit. Beware to not let them alive too long.... HEROES: - Maximum for TotalHealth set to 2000 instead of 1000 because of late game EQUIPMENT: - Priest Helmet: added stone skill to create a kind of support unit (Stone Skill provides some block to another hero) - Trinkets have been completely reworked, mainly due to new item levels L6-L10 (but also for a better consistency, trying to make quite every trinket useful and this especially late in the game, and taking into account max caps + 2 trinkets per hero) - Usables are volontarily still limited to L5 LEVELLINGUP: - Given that in More Last Spell, heroes are expected to reach L20 even L25+, decreased Level Up Stats amounts according to max cap especially for stats limited to 100% (as for example Reliability, Stun Chance, Accuracy, etc.)
Fully compliant with V0.31 (except that you should wait to reach a new day before updating from V0.31 to V0.32, because of reworked trinkets)
Starting V0.33 - Glenwald - Last Night / Boss Night Team is composed of 13 Warriors + 8 Mages + 4 Archers L21 to L26 I shared my team if you need to see what team is able to reach Glenwald Boss Night
Having at least a Max Defense of 2*MobAttack for your warriors make them able to resist against any Tier1 Elite in 1vs1 without injury Example: Night 20 => MobAttack = 275 => Defense should be of 550 Having at least 1*MobAttack for your Mages and Archers make them able to block a mob entering the city via a broken wall
Some formulas used in my Excel Sheet - Enemy Elite Mirror: 40 + 10 * Night - Mob Attack : 75 + 10 * Night
- Max Hit before injury vs Pysical Attack is: (Block + Armor/2) / (1 - Resistance) - Max Hit before injury vs Ranged Attack is: (Block + Armor) / (1 - Resistance) - Max Hit before injury vs Magical Attack is: (Block + Armor) / (1 - Resistance/2)
I have another sheet that I sometimes use to check expected result against 0/4 Mobs + 0/1 Elite + 0/1 Archer + 0/1 Magic, but I only use it in special situations (as sending some Warriors in mission or moving an Archer/Mage outside the city)
Currently working on V0.34 "Lakeburg Last Night" Number of nights initially of 23 has been decreased to 21 And I think I should not work on Gildenberg, but only provide Glenwald and Lakeburg, because balancing finally really takes a lot of time, and I would like to finish this mod
Currently playing Lakeburg in Apocalypse II : testing version V0.29 (Apocalypse I now +25% instead of +50% as set in V0.26+)
+50% HP was changing the way to play too much. +25% HP is ok, even if I had to change the way I play, having to focus more on defenses and defending walls
Still working on V0.29, with 2 major changes: - reintroduce 2 weapon sets - rework perks collections + some minors as Apocalypse I (+25% HP only)
When I speak about glyphs, I should probably say "Omen" instead, you are right
When selecting omen for your new game, it is the first one (top left). Have a look at the last screen shot I just uploaded. In the vanilla, it is +1, but in the screen shot you can see it is now +7
If you are not able to select it, may it be: - either that you did not yet discover this omen? - or that you did not install both files properly? Could you check, in folder SteamGames\steamapps\common\The Last Spell\The Last Spell_Data, the date of both files resources.assets and sharedassets0.assets? On my side, it's 11/09/2023 20:30, which corresponds to the date when I generated both files in V0.30 On your side, it should be probably something like 04/09/2023 12:36 for sharedassets0.assets and 27/08/2023 10:29 for resources.assets (may be different due to local time, depending on time zone)
That omen is really important, I would say mandatory, else the game would become simply impossible. With this omen selected, you should start with 10 heroes. Then, building a first Inn will allow you to recruit 1 more hero (Total: 11) Then, building a 2nd Inn + upgrading the first and the second Inn (twice each), will allow you to recruit 14 more heroes, for a maximum of 25 heroes (Total: 25).
I will upload the V0.30 right now (this should be the last update I will provide for a while)
PS: I updated the description according to your remark about glyphs and omens
EDIT: reading again your post, you say you fail to locate how and where to select omen, that would explain the situation I added another screenshot: when you play a new game (i.e., you select a new city), have a look at top left corner on last screen shot, look for something named PRESAGES (= OMEN but in french), and pay attention to the button next to it ("Personnaliser" in french); clicking on this button allows you to select some omen; each omen has a cost, and you have total of points to spend depending on the city you selected (e.g., 5/7/9 for Gildenberg/Lakeburg/Glenwald in this mod, vs 3/5/7 in Vanilla)
Hi mverre81, if you are still interested by More Last Spell, you should try the new version V0.31 instead of V0.30 as it has nothing to do since I made major changes, IMO the V0.31 is a lot more interesting
1) ADDITIONAL HERO It's heavily advised to activate the glyph/omen that provides 7 additional heroes at startup or the game will be purely impossible to play
I don't have this Glyph/Omen though. Is it something that was suppose to be included with the mod or is it something I need to unlock before installing the mod?
Unfortunately I'm not sure if this omen is available by default or if it has to be unlocked first
This is the first omen top left: could you have a look at last screenshot?
I can just tell you that this omen has not been "created" as it does exist in Vanilla, but with +1 Hero. It has just been "updated" (the +1 Hero has been replaced with a +7 Heroes)
PS: remember this mod is for players who already played TLS a lot and are looking for some more challenge: - I've no doubt the Vanilla is far better than this mod - this mod makes the game harder, IMO a strong experience in Vanilla is needed to find any interest in this mod
Am I suppose to have Boundless Mode one? That one has Omen of Reinforcements (+1 Starting Hero and +1 Hero Cap)
I played the game all the way though and decided yesterday I wanted to challenge again so I reset the whole thing. Only after that did I decide to look for Mods. So I messed myself up there.
Lol, I just uploaded a new version and added a topic "COMPLIANCE" in V0.27 description, you can check in "Detailed description"
And to answer directly, yes it is, except for the Russian update included in 1.0.2.21 that has not been integrated in V0.27, because it would need too much efforts to redo all the changes in localization file. Except that, it is fully compatible
In fact, the V1.0.2.21 does not change the file sharedassets0.assets. Date of this file after steam update still at 22/05/2023, which means it is compatible. In the opposite, date for file resources.assets (localization) has changed (03/08/2023 18:55 for what I can notice), meaning they changed something in the localization (not included in localization files V0.27 of this mod)
thank you , i just review your mod and there's something i dont understand, its inside SpawnWaveDefinitions `<SpawnWaveDefinition Id="Wave_Gildenberg_01"> <EnemyUnitTemplateDefinitions> <EnemyUnitTemplateDefinition Id="Clawer" Weight="80"/> <EnemyTier Value="1"/> </EnemyUnitTemplateDefinitions> <TemporalDistribution> <Turn Id="1" Weight="5"/> <Turn Id="2" Weight="10"/> <Turn Id="3" Weight="5"/> <Turn Id="4" Weight="1"/> </TemporalDistribution> <SpawnsCountMultiplier>1</SpawnsCountMultiplier> </SpawnWaveDefinition>`
in TemporalDistribution , what's Turn id & Weight number mean ?
In the example you share, this means: - about 25% of total enemies will appear on turn 1 (5/21) - about 50% on turn 2 (10/21) - about 25% on turn 3 (5/21) - about 5% on turn 4 (1/21) - the day comes on turn 5, displaying the number of remaining ennemies It's a ponderation, this way you don't need to deal with accurate percentages
Not 100% sure, but it seems Elite units are distributed the same way (meaning, for instance, if you put a high "percentage" on last turn, a part of elites will come in last turn, causing some bad surprise lol)
V0.27 is probably one of the last update I should upload for this mod
I finished Gildenberg with No Apocalypse, and I'm currently dealing with Night 19 for Lakeburg and Night 14 for Glenwald (Glenwald is a bit harder, I should have recruited some more heroes) I made an attempt in Apocalypse II for Gildenberg, Night 4 becomes really hard, perhaps too much
For testing purposes, I learnt how to deal with savegame files. Under Win64, savegame files (AppSave.bin + GameSave.bin) are located under C:\Users\<YourUser>\AppData\LocalLow\Ishtar Games\The Last Spell\Save\Steam\<TheLastSpell_SteamIdentifier>\Profile1 Recently, I decided to play Gildenberg + Lakeburg + Glenwald simultaneously! Meaning GIL Night1 then LAK Night1 then GLEN Night1 then GIL Night2 then LAK Night2 etc.: it's really cool :)
If some of you are interested, let me share how I proceed: 1) Run TheLastSpell and start a new game in Gildenberg 2) Perform Gildenberg Night1 then exit TheLastSpell 3) Backup Gildenberg savegame files (create subfolder 001_GIL under Profile1 then move AppSave.bin and GameSave.bin to it)
4) Run TheLastSpell and start a new game in Lakeburg 5) Perform Lakeburg Night1 then exit TheLastSpell 6) Backup Lakeburg savegame files (create subfolder 002_LAK under Profile1 then move AppSave.bin and GameSave.bin to it)
7) Run TheLastSpell and start a new game in Glenwald 8) Perform Glenwald Night1 then exit TheLastSpell 9) Backup Glenwald savegame files (create subfolder 003_GLE under Profile1 then move AppSave.bin and GameSave.bin to it)
10) Install Gildenberg backup (Copy files from 001_GIL back to Profile1) then run TheLastSpell 12) Perform Gildenberg Night2 then exit TheLastSpell 13) Backup Gildenberg savegame files
14) Install Lakeburg backup then run TheLastSpell Etc.
PS: in fact it may be cautious to create 2 subfolders for each city (e.g., 001_GIL_BFN for BeforeNight and 001_GIL_AFN for AfterNight) to always have "a backup of your backups", in case you would unexpectedly overwrite the wrong backup
Let me share here some log about playing the different cities (with V0.26)
I restarted my game (with meta still fully discovered, No Apocalypse), playing simultaneously Gildenberg (Night 12 to come), Lakeburg (Night 12 to come) and Glenwald (Night 11 to come). At the moment:
- Gildenberg is interesting: . was somehow challenging: Nights 4, 7, 9 . but for the moment they still not succeeded to penetrate my city . Night 10 with 11 heroes was relatively easy, same for Night 11, but beware the last Night is soon
- Lakeburg is unexpectedly very easy until Night 11 Even if the map makes the city easier to defend, it's strange. Night 11 becomes interesting, but I think it's more about the type of enemies
- Glenwald is probably the better balanced (at least Nights 8, 9, 10) with a different behaviour since V0.24 (specifically in Night 8), but I cannot tell more I know by experience that at Night 13+ it becomes really hard, but for the moment it's both interesting and feasible Night 10: with 13 Heroes, they did not penetrate my city but I had to spend quite all my mana, which means I will have to deal with Night 11 with less mana
30 comments
It's been a little over half a year in development, but it's quite apparent that a lot of diligence has been put into meticulously getting the balance just right. I'd imagine it's been a lot of hard work, but I hope that the final product is something you can be proud of.
Thank you for your kind words
You know, this was for my own pleasure, but given that I spent a lot of time, made it seriously and with a lot of analysis/balancing, I decided to share it. And I hope some other players will find it interesting, because Ishtar Games really made a diamond
For example, I wanted my heroes not be killed in 1 hit, but also not invicible, and that was not easy to find the appropriate values/threshold for block/armor/resistance, and also enemies attack on other side, including elites. I also spent a lot of time on equipment, because the vanilla was not really consistent in my opinion, and compared to the vanilla where I always used the same weapons, in this mod I use quite all.
Do not hesitate to share feedback if you think some adjustment could be made here and there
I will potentially provide a V1.1 including Gildenberg (+ a small change regarding the hand crossbow, that is a little bit too powerful against isolated enemies), but I need first to make a pause
It's also interesting, less overwhelming, challenging. I will share if convincing.
I'm at Night 12 of Lakeburg and this is really tactical: enemies are powerful, and elite enemies are really dangerous + combination of multiple elites make them hard to stop, since I raised the range for different auras!
I have some tanks, I made some tables to check how these tanks are confident night after night. I measure:
- vs 3
- vs 3 + 1 archer
- vs 1 elite
- vs 1 elite + 2 mobs
- with or without defense extra-bonuses (like block provided by equipment, or armor perk "next to wall")
Until Night 10, my Tanks did not fear any deadly blow, but from Night 11 I have to become vigilant.
I have currently 14 heroes: 10 warriors + 4 mages (no archers for the moment).
I had to face several elites, whose one having a max physical damage of 680.
Vs this kind of elites, most of my warriors would be heavily injured (-50% HP) in 1 vs 1. Only my best tank can resist in 1 vs 1, but would be heavily injured vs this Elite + 2 mobs.
My best tank is level 11 with following defense bonuses: Armor = 345, Block = 30+10, Resistance = 66% (thanks to his high resistance)
As a conclusion, since Night 1, the game is really well balanced, but I have no idea how many nights it will be possible to beat monsters.
Perhaps will I have to raise the max number of heroes (currently set to 25).
Then I will have to test Glenwald and Gildenberg. There are not too much modifications, but I still improve balancing (for example by increasing daggers = isolated effect, decreasing momentum for swords and spear, and raising poison)
For those who are interesting by "More Last Spell" mod, do not hesitate to share any idea you could have to improve it, based on your experience.
- balancing is exceptional
- Ballistas are back useful to protect walls against isolated mobs
- Archers are really useful against isolated elites (especially with the Big Game Hunter perk), except for elites with mirror affix (limiting to 1 hit)
- skills used to stun or reduce movement have been reworked, raising cost for stopping/delaying enemies/elites; cost for poison skills has been also updated because of the perk providing stun effect to the 2nd poison hit
- elites are now more resistant to stun effect
- momentum attacks have been heavily reduced, now related perks (giving back movement points) are needed to make it still useful, and heroes are limited to 1 or 2 momentum hits
- it is now possible (and needed) to raise Armor up to 1000
At Night 16, I have 11 warriors, 2 archers and 5 mages. Only my 2 warriors with momentum effects are a little bit frustrating at this step. What is interesting is that, after 15 days, I still need more gold despite I'm able to generate a lot of gold, because:
- many heroes would need to improve their equipment
- recruiting a new hero is expensive, and equipping him/her is also expensive
Until Day 15, I was not able to recruit more than 1 hero per day...
I will probably upload V0.31 soon, despite it's only available for Lakeburg, then will provide a V0.32 later for Gildenberg and Glenwald
I have to deal with several Elites whose a monstrous Boomer, it's really tactical, I have to calculate every move and Action point spent, take care about mana, keep an eye on deadly enemies, etc. All what makes this game amazing IMO.
What is nice, is that I have to do all that efforts despite I have about 20 heroes of Level 16-21 to deal with, and I still have a big marge to improve their skills!
I also improved my understanding how the waves are functionning, and I will use this good experience to deal with Glenwald (and Gildenberg), the aim being to keep the curve of challenge quite equivalent night after night.
Once I reach last Night for both, I will be able to upload (without any test made on Gildenberg)
The experience on Glenwald, until Night 10, is as good as for Lakeburg
At this step, following adjustments have been made
ENEMIES:
- Guardian (Shieldman) skills have been reworked to make it a real enemy support unit. Beware to not let them alive too long....
HEROES:
- Maximum for TotalHealth set to 2000 instead of 1000 because of late game
EQUIPMENT:
- Priest Helmet: added stone skill to create a kind of support unit (Stone Skill provides some block to another hero)
- Trinkets have been completely reworked, mainly due to new item levels L6-L10 (but also for a better consistency, trying to make quite every trinket useful and this especially late in the game, and taking into account max caps + 2 trinkets per hero)
- Usables are volontarily still limited to L5
LEVELLINGUP:
- Given that in More Last Spell, heroes are expected to reach L20 even L25+, decreased Level Up Stats amounts according to max cap especially for stats limited to 100% (as for example Reliability, Stun Chance, Accuracy, etc.)
Fully compliant with V0.31 (except that you should wait to reach a new day before updating from V0.31 to V0.32, because of reworked trinkets)
Team is composed of 13 Warriors + 8 Mages + 4 Archers L21 to L26
I shared my team if you need to see what team is able to reach Glenwald Boss Night
Having at least a Max Defense of 2*MobAttack for your warriors make them able to resist against any Tier1 Elite in 1vs1 without injury
Example: Night 20 => MobAttack = 275 => Defense should be of 550
Having at least 1*MobAttack for your Mages and Archers make them able to block a mob entering the city via a broken wall
Some formulas used in my Excel Sheet
- Enemy Elite Mirror: 40 + 10 * Night
- Mob Attack : 75 + 10 * Night
- Max Hit before injury vs Pysical Attack is: (Block + Armor/2) / (1 - Resistance)
- Max Hit before injury vs Ranged Attack is: (Block + Armor) / (1 - Resistance)
- Max Hit before injury vs Magical Attack is: (Block + Armor) / (1 - Resistance/2)
- Average Damage: Damage * (1-Critical) + Damage * Critical * CriticalPower
I have another sheet that I sometimes use to check expected result against 0/4 Mobs + 0/1 Elite + 0/1 Archer + 0/1 Magic, but I only use it in special situations (as sending some Warriors in mission or moving an Archer/Mage outside the city)
Number of nights initially of 23 has been decreased to 21
And I think I should not work on Gildenberg, but only provide Glenwald and Lakeburg, because balancing finally really takes a lot of time, and I would like to finish this mod
+50% HP was changing the way to play too much. +25% HP is ok, even if I had to change the way I play, having to focus more on defenses and defending walls
Still working on V0.29, with 2 major changes:
- reintroduce 2 weapon sets
- rework perks collections
+ some minors as Apocalypse I (+25% HP only)
Side note when you say select the Glyph do you mean select omen? I haven't been able to locate any Glyph and can not recruit the 7 heroes.
Thank you very much for your feedback
When I speak about glyphs, I should probably say "Omen" instead, you are right
When selecting omen for your new game, it is the first one (top left). Have a look at the last screen shot I just uploaded.
In the vanilla, it is +1, but in the screen shot you can see it is now +7
If you are not able to select it, may it be:
- either that you did not yet discover this omen?
- or that you did not install both files properly? Could you check, in folder SteamGames\steamapps\common\The Last Spell\The Last Spell_Data, the date of both files resources.assets and sharedassets0.assets?
On my side, it's 11/09/2023 20:30, which corresponds to the date when I generated both files in V0.30
On your side, it should be probably something like 04/09/2023 12:36 for sharedassets0.assets and 27/08/2023 10:29 for resources.assets (may be different due to local time, depending on time zone)
That omen is really important, I would say mandatory, else the game would become simply impossible.
With this omen selected, you should start with 10 heroes.
Then, building a first Inn will allow you to recruit 1 more hero (Total: 11)
Then, building a 2nd Inn + upgrading the first and the second Inn (twice each), will allow you to recruit 14 more heroes, for a maximum of 25 heroes (Total: 25).
I will upload the V0.30 right now (this should be the last update I will provide for a while)
PS: I updated the description according to your remark about glyphs and omens
EDIT: reading again your post, you say you fail to locate how and where to select omen, that would explain the situation
I added another screenshot: when you play a new game (i.e., you select a new city), have a look at top left corner on last screen shot, look for something named PRESAGES (= OMEN but in french), and pay attention to the button next to it ("Personnaliser" in french); clicking on this button allows you to select some omen; each omen has a cost, and you have total of points to spend depending on the city you selected (e.g., 5/7/9 for Gildenberg/Lakeburg/Glenwald in this mod, vs 3/5/7 in Vanilla)
Thank you again for this amazing mod!
It's heavily advised to activate the glyph/omen that provides 7 additional heroes at startup or the game will be purely impossible to play
I don't have this Glyph/Omen though. Is it something that was suppose to be included with the mod or is it something I need to unlock before installing the mod?
Unfortunately I'm not sure if this omen is available by default or if it has to be unlocked first
This is the first omen top left: could you have a look at last screenshot?
I can just tell you that this omen has not been "created" as it does exist in Vanilla, but with +1 Hero. It has just been "updated" (the +1 Hero has been replaced with a +7 Heroes)
PS: remember this mod is for players who already played TLS a lot and are looking for some more challenge:
- I've no doubt the Vanilla is far better than this mod
- this mod makes the game harder, IMO a strong experience in Vanilla is needed to find any interest in this mod
https://steamcommunity.com/profiles/76561197999729418/screenshot/2066646882135314959/
Am I suppose to have Boundless Mode one? That one has Omen of Reinforcements (+1 Starting Hero and +1 Hero Cap)
I played the game all the way though and decided yesterday I wanted to challenge again so I reset the whole thing. Only after that did I decide to look for Mods. So I messed myself up there.
Thanks!
I did also reset several times, but before implementing this mod; now I know this omen has to be unlocked, thanks for the information
For information, I didn't find any other way to add more heroes at startup than upgrading this omen
And to answer directly, yes it is, except for the Russian update included in 1.0.2.21 that has not been integrated in V0.27, because it would need too much efforts to redo all the changes in localization file. Except that, it is fully compatible
In fact, the V1.0.2.21 does not change the file sharedassets0.assets. Date of this file after steam update still at 22/05/2023, which means it is compatible. In the opposite, date for file resources.assets (localization) has changed (03/08/2023 18:55 for what I can notice), meaning they changed something in the localization (not included in localization files V0.27 of this mod)
`<SpawnWaveDefinition Id="Wave_Gildenberg_01">
<EnemyUnitTemplateDefinitions>
<EnemyUnitTemplateDefinition Id="Clawer" Weight="80"/>
<EnemyTier Value="1"/>
</EnemyUnitTemplateDefinitions>
<TemporalDistribution>
<Turn Id="1" Weight="5"/>
<Turn Id="2" Weight="10"/>
<Turn Id="3" Weight="5"/>
<Turn Id="4" Weight="1"/>
</TemporalDistribution>
<SpawnsCountMultiplier>1</SpawnsCountMultiplier>
</SpawnWaveDefinition>`
in TemporalDistribution , what's Turn id & Weight number mean ?
- about 25% of total enemies will appear on turn 1 (5/21)
- about 50% on turn 2 (10/21)
- about 25% on turn 3 (5/21)
- about 5% on turn 4 (1/21)
- the day comes on turn 5, displaying the number of remaining ennemies
It's a ponderation, this way you don't need to deal with accurate percentages
Not 100% sure, but it seems Elite units are distributed the same way (meaning, for instance, if you put a high "percentage" on last turn, a part of elites will come in last turn, causing some bad surprise lol)
I finished Gildenberg with No Apocalypse, and I'm currently dealing with Night 19 for Lakeburg and Night 14 for Glenwald (Glenwald is a bit harder, I should have recruited some more heroes)
I made an attempt in Apocalypse II for Gildenberg, Night 4 becomes really hard, perhaps too much
Recently, I decided to play Gildenberg + Lakeburg + Glenwald simultaneously! Meaning GIL Night1 then LAK Night1 then GLEN Night1 then GIL Night2 then LAK Night2 etc.: it's really cool :)
If some of you are interested, let me share how I proceed:
1) Run TheLastSpell and start a new game in Gildenberg
2) Perform Gildenberg Night1 then exit TheLastSpell
3) Backup Gildenberg savegame files (create subfolder 001_GIL under Profile1 then move AppSave.bin and GameSave.bin to it)
4) Run TheLastSpell and start a new game in Lakeburg
5) Perform Lakeburg Night1 then exit TheLastSpell
6) Backup Lakeburg savegame files (create subfolder 002_LAK under Profile1 then move AppSave.bin and GameSave.bin to it)
7) Run TheLastSpell and start a new game in Glenwald
8) Perform Glenwald Night1 then exit TheLastSpell
9) Backup Glenwald savegame files (create subfolder 003_GLE under Profile1 then move AppSave.bin and GameSave.bin to it)
10) Install Gildenberg backup (Copy files from 001_GIL back to Profile1) then run TheLastSpell
12) Perform Gildenberg Night2 then exit TheLastSpell
13) Backup Gildenberg savegame files
14) Install Lakeburg backup then run TheLastSpell
Etc.
PS: in fact it may be cautious to create 2 subfolders for each city (e.g., 001_GIL_BFN for BeforeNight and 001_GIL_AFN for AfterNight) to always have "a backup of your backups", in case you would unexpectedly overwrite the wrong backup
I restarted my game (with meta still fully discovered, No Apocalypse), playing simultaneously Gildenberg (Night 12 to come), Lakeburg (Night 12 to come) and Glenwald (Night 11 to come). At the moment:
- Gildenberg is interesting:
. was somehow challenging: Nights 4, 7, 9
. but for the moment they still not succeeded to penetrate my city
. Night 10 with 11 heroes was relatively easy, same for Night 11, but beware the last Night is soon
- Lakeburg is unexpectedly very easy until Night 11
Even if the map makes the city easier to defend, it's strange.
Night 11 becomes interesting, but I think it's more about the type of enemies
- Glenwald is probably the better balanced (at least Nights 8, 9, 10) with a different behaviour since V0.24 (specifically in Night 8), but I cannot tell more
I know by experience that at Night 13+ it becomes really hard, but for the moment it's both interesting and feasible
Night 10: with 13 Heroes, they did not penetrate my city but I had to spend quite all my mana, which means I will have to deal with Night 11 with less mana
I added some information, but you really should try it before reading (easy to install/uninstall)
Beware it may break your current game, not sure