Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Locked thread
gimme the GOD DAMN candy
Jul 1, 2007
It is too bad that the most hilarious of dick moves this game pulls doesn't happen until over halfway through the game.

Adbot
ADBOT LOVES YOU

Stabbey_the_Clown
Sep 21, 2002

Are... are you quite sure you really want to say that?
Taco Defender
iii. Classes

Here are way too many words about classes and class changes.


iii.1 - Classes: Overview

To put it simply, a character’s Class is determined by the actions they perform in battle. Classes give a bonus to certain stats and skills, and in some cases, can even let you use unique abilities. The basic Fighter’s benefit is +5% Max HP, for instance. Your class is basically determined by the way you play. If you use a lot of items, but basically no mystic arts, you’ll unlock a class which grants benefits to item usage. If you cast Hexes a lot, you’ll move into a class that grants a bonus to Hexes.

On your first time playing, don't particularly worry too much about your class.

There are three focus areas that determine the character’s class: Combat, Mystic, and Item, and combinations of those three (except Mystic + Item) can also determine the class. Mystic and Item arts are considered to be opposing when it comes to determining class. There is a set of conditions which are checked in order, which can be read on the wiki if you care - I wouldn't bother unless you're specifically trying to make Rush a certain class.

There are something like 45 possible classes, but a lot are uninteresting, and at times if a character’s growth changes enough, they can switch to a higher ranked class. It just happens, there’s no way to decline a switch, and control over switching classes is limited and finicky. In a clean save, Rush unlocks arts through the course of the game, so it can be a lot more difficult to move him towards a specific class. It’s much easier on a New Game Plus, with all the Mystic/Item Arts unlocked from the start.

Each class has a tier rating – there are seven tiers, and you can only change by moving to a higher tier class. A Marksman (Tier 3), can never move to any of the other Tier 3 classes. Class changes only happen once you reach specific values in STR or INT.

Most classes also have internal upgrades of the format: Classname -> Expert Classname -> Adept Classname -> Master Classname -> Lordly Classname -> Legendary Classname. Those have higher requirements to meet, but grant larger bonuses.

Upgrading and changing classes requires your Strength or Intelligence to reach certain values.
The criteria for changing classes first starts with your current class. You can only get from certain classes to others.


iii.2 - Classes: Leadership Skills

The most important thing certain classes do is to give you Leadership Skills that increase the chance of getting special battle commands. Not all classes can get these.
  • Side On – enables the “Strike from the Sides” command without an existing flank attack. Target union still has to be deadlocked.
  • Ambush – enables the use of the “Hit ‘em from Behind” command – forcing a Rear Assault on a deadlocked union WITHOUT two flank attacks already in place.
  • Hot Blooded – increases the chance of getting Combat Arts commands. Pretty worthless, since you can just disable arts you don’t want.
  • Esoteric – the above, but for Mystic arts.
  • Survivalist – the above, but for Item Arts.
  • Medic – the above, but for Recovery commands. This one is actually fairly useful, because when you need healing, you really want to see these commands.
  • Duelist – enables the use of the “Stand your Ground” command. That just holds the unit’s ground, but without the risk of getting raidlocked when targeted.
  • Commander – enables the use of the “Wait for a Chance” command. That waits for an enemy to become deadlocked or flanked, and then joins in. If both flank positions are taken, it becomes a Rear Assault.
  • Defender – enables the use of the “Defend” command, which increases defense, and the fourth and 5th members will use arts or do a self-heal if not at full health. Not that spectacular.
  • Fatal Blow – nullifies a target’s immunity to Instakill abilities. This would seem worthless even if any classes actually had this, which they don’t.
  • No Instakill / Safety – immunity to Instant Death attacks. Attacks that deal more than 2.3 times a units max health (Overkill) will still kill them, though.


iii.3 - Classes: Class List

See the Arts list above for what the abbreviations mean.

Combat Classes

(click for larger)


Changing into one of these classes requires Strength to be the highest attribute and reach the specific value. There are hidden XP counters and levels for your weapons and the style you wield them in, and every combat class from Tier 3 and up requires you to have a dominant weapon or style. Of course, you can’t actually see what level your weapons or wield style is.

  • Tier 1
  • Fighter is a starting class only - it can't be changed into. It only has one internal upgrade to Expert Fighter.

  • Tier 2
  • If STR reaches 29 before INT does, you change into one of three possible classes, based on if your Mystics (Ranger), or Items (Monk) are significantly higher, or if they are balanced (Freelancer).

  • Tier 3
  • These classes all require you to have one weapon skill higher than the others. Swords, Katanas, Maces, Axes, Spears, or Staves.

  • Tier 4
  • These classes both require you to have one-handed weapons at level 9, and either Power Grip (Warrior) or Dual Wielding (Fencer) at 9 as well. Warriors get a bonus to normal attacks and an increased chance of critical hits. Duelists get extra weapon hits and the Duelist leadership skill.

  • Tier 5 - Guardian
  • Good luck getting the Guardian class. It requires any wield style except Dual Wielding to be at level 13, AND either Lotions or Herbs to be level 6, and Item arts have to be greater than Mystic arts. The hard part is getting Item significance without changing into an item-class like Scout or Hunter first. Guardians get resistance to both physical and mystic attacks, and immunity to critical hits, as well as the Leadership skill Defender.

  • Tier 6 - Gladiator
  • Gladiator requires Power Grip style to be level 16, Mystic to be greater than Item arts, with Wards as an important mystic. My first playthrough’s Rush eventually changed from Scout to this. They get the Commander Leadership skill.

  • Tier 7 - Ordainer
  • Ordainer is the ultimate Combat class, but it will require a substantial amount of grinding, because it requires you to reach level 19 with each and every weapon type: Swords, Katanas, Maces, Axes, Spears, and Staves, AND your Mystic and Item arts have to be balanced. They get the Commander and No Instakill Leadership skills.


Mystic Classes

(click for larger)


Changing into one of these classes requires Intellect to be the highest attribute and reach the specific value. There are hidden XP counters and levels for your mystic arts. The highest one will determine which class you change into.

  • Tier 1
  • Shaman is a starting class only - it can't be changed into. It only has one internal upgrade to Expert Shaman.

  • Tier 2
  • If your highest Mystic skill is Remedies, you become a Sorcerer. If it’s another mystic, you become a Magus.

  • Tier 3
  • The class you become is determined based on whether Invocations, Evocations, Hexes, or Remedies is the highest one.

  • Tier 4
  • Scholars are the lone Mystic class which has Mystic and Item arts in balance – the others don’t care (because a mystic class presumes mystic dominance anyway). Wizards require Psionics to be your highest mystic, Bishops require Remedies to be the highest, AND at least two other Mystic skills to be at level 7+. Bishops get a boost to max AP, and an AP cost cut. Scholars get a bonus to max AP and the No Instakill Leadership skill.

  • Tier 5
  • The Tier 5 classes require at least 3 Mystic skills to be level 7+, as well as Hexes for the Sage, or Invocations or Evocations for the Thamaturge. Sages get a boost to initial AP, and Tharaturge's get AP Charge on Damage (gain AP from dealing damage), as well as an extra hit with Mystic arts.

  • Tier 6 - Commander
  • The Commander requires Wards to be the highest Mystic art. They gain the Leadership skill Commander.

  • Tier 7 - Warlock
  • Another very hard-to-unlock class, Warlock requires you to have learned all Arcana. Learning even one Arcana takes a great deal of focus onto one mystic school, learning all the arcana takes a LOT of work. They gain a bonus to Arcana, AP Charge on Damage, and the No Instakill Leadership skill.



Mystic + Combat Classes


These are hybrid classes, and they start at the mid-tiers, obtained at Tier 4 at the earliest. Three of them are Sovani-exclusive, and the rest all require Mystics to be greater than Item arts.


  • Tier 4
  • These depend on what your dominant mystic is. Invocations and Evocations become Mysticknights, Remedies become Cavaliers, and Hexes become Druids. Mysticknights gain the Duelist Leadership skill, Cavalier's gain the Leadership skill Defender.

  • Tier 5 - Paladin
  • The Sovani-specific version is a Cleric, which requires Quad-Wield. Paladins require Psionics as their highest mystic. Both of these classes gain Defender.

  • Tier 6
  • Both classes here are Sovani-specific. Dual-Power Grip users become Deathknights, Dual Two-Handed users become Ataraxians. Deathknights get Duelist, Ataraxians gain Commander.

  • Tier 7 - Ninja
  • The Ninja class is more combat-focused than the other hybrids, it requires both Dual Wield (or Quad-wield) at 23 and Katanas at 19. Mystics have to be greater than Item arts, but that’s it, making this notably easier than the other Tier 7 classes to achieve. Ninjas gain the Ambush and No Instakill leadership skills.


Item Classes

(click for larger)


Note: The legend is different for these classes. Normally, I colour the bubbles based on the Mystic/Item focus, but all of these classes have an Item focus, so instead I coloured them based on whether they were considered Item-only or Item + Combat classes.

Item classes are distinctly less popular than other ones –mostly because they’re a lot less feasible to use, because of the requirements to maintain a supply of consumables. There’s only one class for each type of item art. There also is no ultimate Item class, although the Alchemist with its Shards is a good endpoint for Item users.


  • Tier 4
  • Item-focused characters who focus on Potions become Bards. Bards get lower Debuff duration. Characters who meet the STR/INT 41 requirement and have Herbs as significant will end up in the Tier 5 Scout class.

  • Tier 5
  • Explosive-focused Item users will become Thieves, Trap-focused ones will become Wanderers, Lotion-focused Item users will become Hunters, and Herb-focused item users will become Scouts. Thieves gain the Slowdown added effect (delays enemy turns) and the Survivalist Leadership skill. Wanderers gain lower Debuff duration, and Added Effect Occurrence. Hunters gain bonus Speed, increased Buff duration, and the Medic leadership skill. Scouts get an AP cost cut, increased Buff duration, and the Medic leadership skill.

  • Tier 6
  • The Shard-using Alchemist is the top-tier pure Item user. The Assassin is a hybrid class which requires items to be significant, AND One-handed must be level 15, and Swords must be level 13. Alchemists get Added Effect Occurrence and No Instakill. Assassins gain Speed and the Ambush Leadership skill.

The Scout class is special (as is obvious by the tier-spanning bubble). It was a Tier 4 class on the XBox, but changed to be considered Tier 5 on the PC. However, it retains the STR/INT 41 requirement for a Tier 4 class, instead of requiring STR/INT 47 like the other Tier 5 classes. That makes Scout one of the easiest classes to change into, and one of the harder ones to change OUT of, making it obnoxious and potentially ruining your intended class progression. That's especially problematic on a fresh game.

Herbs are the significant item required for Scout, and Herbs are the only early game way to revive fallen unions mid-battle, and so they will likely become quite high quickly.


iii.4 - Classes: Changing Class

Since all class changes and upgrades have a stat requirement, the process for changing a class starts when Strength or Intellect reaches a certain level.

The wiki says this more clearly than I can, so I’ll just copy what it says.

“Last Remnant Wiki” posted:


Definition of Significant, Highest:

  • A stat (STR, INT) is considered significant if it's at least 12% greater than the other one.
  • A skill group is considered significant if the sum of its skills is higher than the average of the skill sums (ignoring the wield style group).
  • An individual skill is considered significant if it's higher than the average of the skills in its group.
  • An individual skill is considered highest in its group if it's at least as high as the highest one.

The first step in class changing is to satisfy the requirements for a class type. While these could be considered as actual class requirements, none of them have to be satisfied to change into a class with a type matching the current one, which makes them more of a requirement to change between class types. The requirements are checked in the order following; if any of them are met the evaluation stops there and the class type is determined, none of the other class types are even looked at. If none of these requirements are met the character cannot change class.

  • All Combat classes are checked. If the character qualifies for any, and his Strength is significant, Combat Type is picked.
  • All Mystic classes are checked. If the character qualifies for any, and his Intellect is significant, Mystic Type is picked.
  • All Combat classes are checked. If the character qualifies for any, and his only significant skill group is Weapons, Combat Type is picked.
  • All Item classes are checked. If the character qualifies for any, and Items are among his significant skill groups, Item Type is picked. Unlike the similar Combat and Mystic checks, this does not require both of the other skill groups to be insignificant.
  • All Mystic classes are checked. If the character qualifies for any, and his only significant skill group is Mystic, Mystic Type is picked.
  • All Mystic+Combat classes are checked. If the character qualifies for any, and has 2 significant skill groups with one of them being Mystic, Mystic+Combat Type is picked.
  • All Item+Combat classes are checked. If the character qualifies for any, and Items are among his significant skill groups, Item+Combat Type is picked. This is exactly the same requirement as that of the Item type classes.
  • Finally, classes of the same type as the current one are checked. There are no extra requirements here, if the character qualifies for any, the current Type is picked.

Stabbey_the_Clown fucked around with this message at 18:37 on Dec 8, 2014

Decus
Feb 24, 2013
Blocter is a good example of a character you really don't want falling into Scout ever since if he does he's not getting out (literally impossible for him to). AP Cost Cut+4 isn't the worst, but if it and boosted herbs are the best a character can get, it's not a very good character. He's also the most likely to fall into it unless you turn his herbs off the moment he joins and/or leave him out of the active unions until after you hit BR 33 and he gets hexes.

I'd say just in general the classes are a good example of how it's a really neat game that also really needed some extra effort put into it. For instance, while there are 'weapon classes', because of the way they thin out at later tiers you're kind of forced into using certain weapons/wield styles. That's bad, but the idea of classes was pretty cool as an extra thing they probably didn't need to add--it'd have been easier on them to just give characters set boosts/abilities.

Onmi
Jul 12, 2013

If someone says it one more time I'm having Florina show up as a corpse. I'm not even kidding, I was pissed off with people doing that shit back in 2010, and I'm not dealing with it now in 2016.
Yeah the class system in this game has no visible way to track it, no in game explanation, and will likely confuse you until you go read it up on a wiki.

I somehow once locked Rush into the mystic class line even though I was endlessly spamming combat arts.

gimme the GOD DAMN candy
Jul 1, 2007

Decus posted:

extra thing they probably didn't need to add--it'd have been easier

Welcome to the Saga series.

Stabbey_the_Clown
Sep 21, 2002

Are... are you quite sure you really want to say that?
Taco Defender

I’m gonna smash your faces in!




The union formation for Blocter’s mission is different. He’s on his own and Rush gets the other two soldiers.



Blocter


One of Athlum’s Four Generals. Covered in hardened muscle, but a big softie at heart. Sees David as a brother.
(Voiced by Dave Vincent.)

Class: Expert Fighter
Initial BR: BR 5
HP: (468)
Str / Int: (28 / 16)

Current Arts
  • One-Handed: Knee Splitter
  • Power Grip: Smash
  • Herbs: Restorative Herb
Future Arts
  • Hexes @ BR 33
  • Traps @ BR 44

Comments
Like all Yama, Blocter has substantial HP. He’s all about pounding things into a pulp. He may not have a lot of special skills, so he looks unimpressive at a glance, but there will eventually be a very good reason to have him in the active party. He learns Hexes as a token Mystic art, but it’s pretty late, and his Int stat is not likely to have improved a lot from the time you get him, so it’s probably best to disable it to keep him focused on hitting things. He gets a unique item through the main story that only he can use. You may also want to disable his Herbs after he officially joins the party to keep him from becoming a Scout. In fact, do it immediately, because if he gets much over Herbs II, he'll almost certainly end up locked into Scout.


Dungeon Video: Gaslin Caves


Music: Into the Depths





Gaslin Caves - Many years ago, an enormous cavern was discovered during a series of earthquakes. It still has not been fully explored.




Yeah, I know.
And it’s always good to fight as many monsters as possible at the same time.
Why? That sounds dangerous.
The bigger the risk, the bigger the reward, that’s what I say!
What do you mean?
… What do you mean, “what do you mean”!? Look, just try it, okay? Let’s go!
Uh… okay.
Oh yeah, I almost forgot. Here’s a map of the area. Now you don’t have any excuse for getting lost, awright? Now let’s get outta here!



The more monsters fought in one battle, the better the chances to earn rewards. Although there will be more risk involved, there may be unexpected rewards.




Gaslin caves is small, short, and easy. But note that boulder in front of Rush for (much) later.




Music: Flamedrop


The monsters here’re pretty weak to poundings. So long as everybody sticks to physical attacks, we’ll be in the clear. ‘Course, with me here, you’d be winning anyway!
Hunh… Let’s give it a shot!
Awright! Let’s move!

When you direct units to do physical attacks, they’ll attack with their equipped weapon, or perform combat arts. You can learn different combat arts depending on your wield style, so try different combinations and see what happens.




Blocter wasn’t kidding about him being here making this easy. He can one-shot the Rosefly enemies here with his normal attacks (not that they’re actually tough). Of course, if he were to do that, then Rush wouldn’t learn his first combat art, and that’s the reason he’s here. So, Blocter is going to stand by and do nothing, while Rush will be using only basic normal attacks.




Sometimes enemies, such as this Manticore, are buried underground and only pop up when you get close. Needless to say, those ones are always aggressive.




I deliberately let this one run into me as part of the tutorial series. Namely, Why You Shouldn’t Do That.




-Enemy Advantage -
If you are touched by a monster in the field, the following battle will be to the enemy’s advantage. This can be avoided by engaging monsters in battle yourself.


There are several reasons why this is bad. First, is that an Enemy Advantage gives the entire enemy force one free turn of attacks on your unions. Best case scenario, this means you will start out injured. Worst case you could be party-wiped before you get to move. (Save often!)

The second reason why this is bad is that getting an Enemy Advantage breaks the battle chain. Battle Chain is a running tally of defeated monsters in a dungeon. A higher chain boosts art learning and upgrading, and the EXP multiplier for other stats. It is better to engage in a fight you would rather avoid than it is to break the chain.





It’s rare, but sometimes units of an enemy union can flee a battle. Too bad YOU can’t. There’s no way for a player to flee a battle (at least not that I’ve heard of), which can be annoying.




Blocter was talking about fighting as many monsters as possible at one time. This is what he meant – it’s called linking. These two different groups of Roseflies were close enough together that I could engage both at the same time. This increases the battle difficulty, but it also improves the drops from the monsters, and the XP that goes towards stats you get from completing battles.




Each enemy on the field represents 1-3 unions, each with 1-5 units in them (usually no more than 3 units, though), so linking together three enemies on the field can have you facing up to 9 unions (although the game only lets 7 enemy unions on the field at a time). Don’t get too greedy or reckless though. As this alternate-universe shot shows:




A misjudged “stand by” command left Blocter in perfect Raidlock position. He killed his attacker, but was so wounded that the third union took him out. This didn’t happen in my recording, but I’m mentioning it for another tutorial message:

-KO-
A union’s HP is the sum of each member’s HP. Instead of worrying about the HP of individual units
(which you can’t actually see anyway), watch that of the union instead. If the union’s HP falls to 0, then the whole union is incapacitated, and will be unable to act.




Critical Offense triggers can drastically change the course of a battle. Note the turn order before I landed this trigger.




A successful chain boosted my entire unions movements ahead of the enemy, letting Rush finish them off with a critical hit before they even get to attack.




Blocter was right about the rewards for linking being good.


- BOSS Video: Slavers




What are all these girls doing in a place like this?
Oh man, could it be that? Ugh…




Whadda you think you’re doing?



So you’re that group then? The gang of thugs that’s supposed to be running around slave-trading?
Slaves?!




One of the slavers makes a break for the merchandise.




Blocter’s faster than he looks, and is having none of that.

Who the hell are you people?
We don’t have to introduce ourselves to the likes of you! Get ready! I’m gonna smash your faces in! Rush, you want a piece too?




Oh yeah! Bring it on!
Heh. Whatever. It’s your funeral! Get ready for a beatdown!




Music: Struggle Eternal



Mission: Defeat the slave traders!

Blocter’s quite capable, but he actually hasn’t got the power to solo this fight without Rush’s help. There’s more than enough heads to bash for everyone, so Blocter’s off the sidelines.



It’s you and me, then!





Blocter can’t handle being attacked by two unions all on his own, but Rush can’t really do much to help. Blocter will have to break deadlock to heal himself.

Awright, bring it on!






I can’t go down like this!

Rush takes his group out, and Blocter heals to full, but the Slaver boss Raidlocks Blocter, leaving him at 66% health, and then this happens.




Ugh… bloody hell!



-Rear Assault-


A Rear Assault (stop snickering, you) occurs when a deadlocked union is flanked twice, and a fourth union attacks it. I think it can also happen if you break deadlock and are attacked by a unit positioned directly behind you based on the battlefield map orientation (hey, it’s actually used for something?).

(Another possibility – I am not entirely sure about this – if a union attempts to a flank attack on a unit which is in Raidlock. (Raidlock only lasts for the duration of a turn, after which it becomes a Deadlock, and for a rear assault to take place, the Raidlocking unit has to still be alive.) )

Unions performing a Rear Assault get a Morale boost, and a higher bonus to attack than flanking unions. This is a rare occurrence, as most of the time, piling several unions onto an enemy union will kill it before you can pile on a fourth or fifth union (and the rare unions that can survive that can typically perform a Multi-(union)-Deadlock.




Blocter has to spend his turn healing himself again, but at least now Rush can take out the enemy flanking him.









Finally. Devil’s Due is the basic Dual wielding combat art, now Rush can do something when I tell the party to use Combat Arts. So long, basic attack!

With the other slaver down, it’s just the boss. He Raidlocks Blocter again, but Blocter dodges.


Music: Sliver of Hope





Come on, let’s run ‘em down!




Without his backup, the Slaver goes from full health (approximately 1800) to dead in one turn.




Kidnapped Little Girl: I don’t know how to think you and your master, Lord Blocter, enough!
Kidnapped Little Girl: Thank you so much! I’ll never forget this!
Kidnapped Little Girl: Thank you! Finally we can go back home…
Glad to help, but have any of you seen another girl, 14 years old?
Kidnapped Little Girl: Hm? No, I haven’t seen any other girls but us. I don’t think those hoodlums got anyone else…
Ugh…
So from the look on yer face, I can tell you didn’t find your sis. Thinking about where we are an’ why, I dunno if that’s a good or a bad thing… Anyway, there’s no point in getting all down about it, right? C’mon, let’s head back to Athlum.


- Video: Blocter and Pagus’s Report




A slave-trading syndicate, and anti-Remnant terrorists… lovely. And to think, while we were fighting beastmen, those fiends were doing as they pleased.




We are already looking into this, Lord David. You should not trouble yourself further. More importantly, we have learned of something else similarly… troubling.




Multiple sources have reported seeing a bright light flash across the sky.
A flash?
Every so often, Remnants produce light. It’s called Luminescence. The light could have been luminescence from the Valeria Heart, or the Gae Bolg, reflected on the clouds.
Ah, but the Valeria Heart and the Gae Bolg are bound. They have not seen a Luminescence in a long long while.
Then, maybe a different Remnant?
That light moved as if it possessed a mind of its own. Very different from Luminescence to be sure.




Then… a flying monster!
So it would seem.
Where was the light headed?
Towards Dillmoor.




Fine. You four take Rush and head to Dillmoor immediately. It seems we’re up against a flying Remnant.




No way! That-that’s impossible!
The Academy’s research on Remnants may be ongoing, but they have never announced a Remnant with the power of flight.
No, it must be a Remnant. No other possibility makes sense. Now we’re up against a group that has its hands on an unknown Remnant. Choose your battles with discretion. Retrieving Irina is top priority.




Yes, my Lord.
Don’t sweat it, Dave. We’re the good guys. We’ll definitely get Irina back!






David’s expression says it all.




New Arts Summary

learned Devil’s Due !


“Academy Visistone 9-13” posted:

[Remnants 9] To bind a Remnant, one simply needs to place a hand over the Remnant and concentrate.
[Remnants 10] However, a Remnant can only be bound during its Luminescence.
[Remnants 11] Luminescence is a natural occurrence that causes light to emit from a Remnant.
[Remnants 12] Luminescence occurs in a cycle, the length differing for each Remnant.
[Remnants 13] A short cycle can be a few minutes, while a long cycle can take years.



Dungeon Video: Gaslin Caves
BOSS Video: Slavers
Video: Blocter and Pagus’s Report


Next Time: This calamity is known as the Collapse.

Stabbey_the_Clown fucked around with this message at 03:35 on Feb 19, 2017

Glazius
Jul 22, 2007

Hail all those who are able,
any mouse can,
any mouse will,
but the Guard prevail.

Clapping Larry
"Don't sweat it, Dave. We're the good guys!"

He really is simple, isn't he?

Onmi
Jul 12, 2013

If someone says it one more time I'm having Florina show up as a corpse. I'm not even kidding, I was pissed off with people doing that shit back in 2010, and I'm not dealing with it now in 2016.

Glazius posted:

"Don't sweat it, Dave. We're the good guys!"

He really is simple, isn't he?

It's a good kind of simple, but yes, up until this point Rush's life has been living on an island with his sister in a simple existence, so his thoughtset is still very simple.

gimme the GOD DAMN candy
Jul 1, 2007
"It must be a remnant, because otherwise we wouldn't get to say the word remnant 30 times in any given cutscene."

Zanzibar Ham
Mar 17, 2009

You giving me the cold shoulder? How cruel.


Grimey Drawer

Serious Frolicking posted:

"It must be a remnant, because otherwise we wouldn't get to say the word remnant 30 times in any given cutscene."

As with all magical artifacts, Remnants retain their power only as long as everybody acknowledges their existence every second sentence.

Stabbey_the_Clown
Sep 21, 2002

Are... are you quite sure you really want to say that?
Taco Defender
After the update AFTER Dillmoor (the next update), I'm going to let you guys build our first party - even though it'll take a few more updates to get everyone actually assembled. I'll post a couple guidelines, and assign tags to the pool of party members to help. I'm doing that early so that when I get full control, I'll be able to keep recording instead of having to wait.


Glazius posted:

"Don't sweat it, Dave. We're the good guys!"

He really is simple, isn't he?

He's acting like a JRPG protagonist in one of those games where you save the world with the power of friendship. He has not yet realized that this is not one of those games.


Mehuyael posted:

As with all magical artifacts, Remnants retain their power only as long as everybody acknowledges their existence every second sentence.

As a matter of fact, we're actually just about to see what happens when a Remnant gets sulky from being ignored too long.

Stabbey_the_Clown fucked around with this message at 19:05 on Dec 9, 2014

Infinity Gaia
Feb 27, 2011

a storm is coming...

Don't you only have like... 3-5 party members you can recruit after the next section? Depending on whether you go to Celapaleis or do Baulson's sidequest? I don't think there's really much of a significant party composition you can form there. Although I guess with NG+ money you can grab them all instead of just McGrady and Baulson like everyone does on a first playthrough.

gimme the GOD DAMN candy
Jul 1, 2007
Does anyone actually know why there are like 80 different generics you can recruit? No one is ever going to use them, outside of maybe one of them fulfilling the requirement for a sidequest.

Infinity Gaia
Feb 27, 2011

a storm is coming...

Serious Frolicking posted:

Does anyone actually know why there are like 80 different generics you can recruit? No one is ever going to use them, outside of maybe one of them fulfilling the requirement for a sidequest.

Some of them are inexplicably incredibly powerful or have access to random stuff none of the uniques can get. For instance, unless you use Cheat Engine to manually give weapons to one of the other Yamas, only a single character in the entire game can get the Huge-sized Axe Weapon Art and it's a generic officer.

Revenant Threshold
Jan 1, 2008

Serious Frolicking posted:

Does anyone actually know why there are like 80 different generics you can recruit? No one is ever going to use them, outside of maybe one of them fulfilling the requirement for a sidequest.
There's a limit to uniques on the Xbox, so if you want to fill up your party, you basically have to use them.

Infinity Gaia
Feb 27, 2011

a storm is coming...

Revenant Threshold posted:

There's a limit to uniques on the Xbox, so if you want to fill up your party, you basically have to use them.

I thought the limit was on "Leaders" not uniques. I think he was asking about the leader-type guys who don't have an actual backstory or unique model which you can recruit at guilds and who nearly no one ever uses because it's cooler to use dudes with actual backstories. I still stuck with McGrady on my team until the end of the game my first time around, just due to nostalgia or something.

Stabbey_the_Clown
Sep 21, 2002

Are... are you quite sure you really want to say that?
Taco Defender

Infinity Gaia posted:

Don't you only have like... 3-5 party members you can recruit after the next section? Depending on whether you go to Celapaleis or do Baulson's sidequest? I don't think there's really much of a significant party composition you can form there. Although I guess with NG+ money you can grab them all instead of just McGrady and Baulson like everyone does on a first playthrough.

That's correct, but I'm referring to the party I'll form after Blackdale, when the unit cap is raised to 9 and the game finally takes the shackles off and opens up. At that point, you have 7 unique leaders already, one more recruitable immediately, and a ninth recruitable soon after. At that point, there's like 10 sidequests open (not counting non-combat ones). I'm only going to recruit one generic guy, and bench him once we get our ninth unique leader.

But you have a fair point, I may as well wait until after the update that sends us to Blackdale before asking for party suggestions.

I suppose that I could also wait more and advance the main plot further to increase the pool of choices up to 11 possible unique leaders before doing any sidequests, but that'll add another seven sidequests on top, and I think 18 sidequests between main plot beats might be poor pacing.

Stabbey_the_Clown fucked around with this message at 16:12 on Dec 9, 2014

Infinity Gaia
Feb 27, 2011

a storm is coming...

Stabbey_the_Clown posted:

That's correct, but I'm referring to the party I'll form after Blackdale, when the unit cap is raised to 9 and the game finally takes the shackles off and opens up. At that point, you have 7 unique leaders already, one more recruitable immediately, and a ninth recruitable soon after. At that point, there's like 10 sidequests open (not counting non-combat ones). I'm only going to recruit one generic guy, and bench him once we get our ninth unique leader.

I suppose that I could also wait more and advance the main plot further to increase the pool of choices up to 11 possible unique leaders before doing any sidequests, but that'll add another seven sidequests on top, and I think 18 sidequests between main plot beats might be poor pacing.

Oh, I just didn't expect you to cover both Dillmoor and Blackdale in the same update.

Edit: Actually as it turns out I just didn't fully read your post and missed the part about you letting us assemble your team early. Whoops!

Stabbey_the_Clown
Sep 21, 2002

Are... are you quite sure you really want to say that?
Taco Defender

Infinity Gaia posted:

Oh, I just didn't expect you to cover both Dillmoor and Blackdale in the same update.

I'm not. Dillmoor will be its own, then there will be another town update after that, and then we'll go to Blackdale. I've changed my plans slightly now, and the party suggestion request will be after the town update instead of after Dillmoor.

Revenant Threshold
Jan 1, 2008

Infinity Gaia posted:

I thought the limit was on "Leaders" not uniques. I think he was asking about the leader-type guys who don't have an actual backstory or unique model which you can recruit at guilds and who nearly no one ever uses because it's cooler to use dudes with actual backstories. I still stuck with McGrady on my team until the end of the game my first time around, just due to nostalgia or something.
Ah, that makes sense, I was using the two terms interchangeably.

Rubix Squid
Apr 17, 2014

Infinity Gaia posted:

I thought the limit was on "Leaders" not uniques. I think he was asking about the leader-type guys who don't have an actual backstory or unique model which you can recruit at guilds and who nearly no one ever uses because it's cooler to use dudes with actual backstories. I still stuck with McGrady on my team until the end of the game my first time around, just due to nostalgia or something.

McGrady hungers!

Captain Bravo
Feb 16, 2011

An Emergency Shitpost
has been deployed...

...but experts warn it is
just a drop in the ocean.
Wait, wait, the Valeria Heart is a bound remnant? Someone is actually able to use the enormous fuckoff sword that towers over the town!?

Decus
Feb 24, 2013
Out of curiosity, I looked up if chain count did anything for drops but looks like that's on a separate counter called 'kill count'. Kill Count is how many things you kill during that particular battle, so that's why linking is good for increasing drops.

Every drop has a set % chance of being the drop you get, and kill count won't change that, but it will change the number of drop rolls you get.

Zore
Sep 21, 2010
willfully illiterate, aggressively miserable sourpuss whose sole raison d’etre is to put other people down for liking the wrong things

Rubix Squid posted:

McGrady hungers!

People use McGrady and not the vastly superior Oakes?

I don't understand people anymore. :(

Omobono
Feb 19, 2013

That's it! No more hiding in tomato crates! It's time to show that idiota Germany how a real nation fights!

For pasta~! CHARGE!

Captain Bravo posted:

Wait, wait, the Valeria Heart is a bound remnant? Someone is actually able to use the enormous fuckoff sword that towers over the town!?

Isn't that remnant where Dave's Gae Bolg comes from? I seem to recall a random NPC in town telling you that, but I may be mistaken.


VVVVVVVVVVVV
Welp, now I'm seconding the post I quoted.

Omobono fucked around with this message at 09:29 on Dec 10, 2014

Onmi
Jul 12, 2013

If someone says it one more time I'm having Florina show up as a corpse. I'm not even kidding, I was pissed off with people doing that shit back in 2010, and I'm not dealing with it now in 2016.
David has two bound remnants, the Gae Bolg and it's gun. Another person in Athlem is bound to the Valeria Heart.

Stabbey_the_Clown
Sep 21, 2002

Are... are you quite sure you really want to say that?
Taco Defender
Update 7 is written and the screenshots captured, but the videos aren't encoded yet, and the big snowstorm coming right about now is likely going to interfere and distract me.

I've got the screencaps and videos for Update 8, but nothing is transcribed yet. I did take some time playing ahead, and am certain that I'll become a Ranger, though.

Captain Bravo posted:

Wait, wait, the Valeria Heart is a bound remnant? Someone is actually able to use the enormous fuckoff sword that towers over the town!?

In theory, yes. Practically speaking though, I imagine it’s slightly tricker to use than normal swords, and harder to aim. The game doesn't actually say who it is bound to, though. There's a popular theory, but that is getting into territory I'm not touching yet.

The Gae Bolg has two associated Remnants - the unnamed eyepatch, and David's gun, called Kellendros. That is the trigger Remnant for the Gae Bolg. It's also a weapon in its own right, although much less powerful.


Zore posted:

People use McGrady and not the vastly superior Oakes?

I don't understand people anymore. :(

No idea. I picked Oakes, though.

Infinity Gaia
Feb 27, 2011

a storm is coming...

Stabbey_the_Clown posted:

No idea. I picked Oakes, though.

This is unacceptable, 0/10 LP, would not recommend, would burn down and throw the ashes into a fire.

I always just pick McGrady because I picked him on my first playthrough because I saw he had healing stuff and thought that would come more in handy than just melee stuff. Every other playthrough I just pick him out of nostalgia, though he rarely lasts long in my teams anymore.

Stelas
Sep 6, 2010

At least we're not on the X360 where the vast majority of your team are copy-paste soldiers with a single combat tree and nothing else.

Stabbey_the_Clown
Sep 21, 2002

Are... are you quite sure you really want to say that?
Taco Defender

This calamity is known as the Collapse




With the new assignment, the party has been reorganized once again. This time, however, it’s two unions of 5 units each – a drastic increase in the overall health. There’s a reason for this which will become clear soon. But first let’s take a look at our new leaders:



Emma Honeywell


One of Athlum's Four Generals, Stern and driven, but dedicated to Athlum—and her only daughter.
(Voiced by Susan Duerden.)

Class: Swashbuckler
Initial BR: 5
Initial HP: (381)
Str / Int: (28 / 23)

Current Arts
  • One-Handed: Knee Splitter
  • Dual Wield: Devil's Due
  • Remedies: Restore

Future Arts
  • Invocations @ BR 19
  • Potions @ BR 32
  • Hexes @ BR 45

Comments
Emma is one of very few mitra characters who dual-wield. She is combat focused, but knows some mystic arts too. Remedies is particularly helpful. Every character learns at least one mystic art, so I tend to keep Emma as a physical attacker.



Torgal


Leader of the Four Generals, and David's right hand. It is unknown why a sovani, infamous for their pride, works for Athlum.
(Voiced by Johnny Hildo.)

Class: Fencer
Initial BR: BR 5
HP: (419)
Str / Int: (27 / 25)

Current Arts
  • Dual Power Grip: Fury Blow
  • Quad Wield: Quad Slice
  • Evocations: Mystic Missile
Future Arts
  • Potions @ BR 24
  • Psionics @ BR 45
  • Arcana: Whiteout

Comments
Torgal is the first of the relatively few Sovani who join the party. He’s also the first Evocation user you get. Torgal is good at either attacking through physical or mystic arts, although Evocations are better at status effects than at dealing direct damage. Potions don’t do a lot and under advice in my previous playthrough, I tended to turn those off. Psionics will take a while to get, but they are pretty useful as morale control gets increasingly important. He gets a unique item through the main story that he can use.




Be careful.
Hmph, you’re surprisingly competent.
I was glad to help out Dave, but I was kinda surprised myself. Aren’t you guys supposed to be Generals?
Still, the next battle stands to be difficult. Make certain you’re amply prepared.
Rush, we should not waste any time. Let us rescue Miss Irina as soon as possible!
Rush! Those thugs’ve probably got a Remnant. Don’t think it’s gonna be a cakewalk, alright?
There is still much we do not know about Remnants. The idea of one that can fly ought not be so shocking…


So we’re now off… to the tavern.




Who are you?
Me? I’m the monster slayer. Whaddya need?

:v: I need a tutorial!

Tell me about monsters.
Alright, mate. You’ve got the time to sit for a spell? Can’t rush monsters, yanno!
I’m not busy.
Uh… I think we kinda are?
(How much longer will we have to put up with this?)
(Well, at least he’s trying to educate himself. God Emperor knows he could use more knowledge.)
(Knowledge, unfortunately, is not the same thing as wisdom.)

Alright then! Here we go. Well, when you meet with a monster, take a good long look at them. If you really take a minute, you can tell if they’re ready to rumble or not.

A monster’s status can be determined by checking the icon above its head.

Normal monsters on the field have little mood bubbles over their heads. Monsters have four moods. These are:
  • Cowering – These monsters don’t want to fight and will not attack you unless you engage them.
  • Neutral – These monsters aren’t too interested in fighting, but will likely get aggressive if you get too close to them.
  • Aggressive – These monsters will chase you and attack you on sight, but will give up after a short distance if you keep running away.
  • Vehment – These monsters will chase you and attack you on sight, and won’t stop chasing you ever.
  • Alerted – These monsters have just spotted you or were startled by you, and they’re about to go Aggressive or Vehement momentarily.

Monsters within encounter range that have (a red outline around their icon) are monsters that can be linked into the battle.

Keep your distance, though; if you can check it out without it seeing you, that’s best. That’s a hunter trick, eh?

Pressing {F}{G}{Mousewheel} calls up the target cursor. Placing the target cursor over a monster will show its name and stats. Lies! It only shows the name. The target cursor can give useful information not only on monsters too far off to see their icon, but people and things in towns and the field. More lies, the cursors range is shorter than the icon visibility, and it doesn’t work on flying-type enemies unless you’re very, very close.

Next is the battle! Now, when you pick a fight with a monster, you gotta be careful – you could end up fighting him and his buddies, to boot.

Monsters that have seen Rush may bring nearby monsters into battle with them. This is called a link.

If you’re hunting for sport, that’s a horse of a different colour. If you want rewards, you’ll want to take on as many monsters as once as you can. But don’t play around, doing any funny stuff when they get close. Even if they look calm, you never know what a beast’s gonna do, eh?

Pressing {Space} when there are no monsters in range launches an Aggro Pull. Aggro Pulling the enemy makes them angry.
means the monsters are completely enraged and will chase Rush anywhere.


There are two exceptions to this. First, getting into a battle, any battle will make the enraged monsters calmer (back to aggressive at most). The other exception will be mentioned soon.

Remember, practice makes perfect. Have some confidence in yourself and you’ll do fine.
Cool, thanks big guy!
Well… that’s enough for now, hmm? Any more and you’ll be putting me out of a job! The rest you’ll just have to figure out for yourself. Happy hunting!


- Dungeon Video: Dillmoor


Music: Rolling Hills, Sprawling Plains





Dillmoor – Long ago this areas was home to a bustling village, blessed with fertile soil by the remnant Rubber Soul.




Yeah, it does. What? You think she’s lying?
Lady Emma is an honest person. I have no reason to doubt her. So this power… Can it be used outside of battles?
What do you mean?
Can you show me its power now?
Hmm, I dunno. I can try, though.




Wh-what just happened?
I see… It holds the power to manipulate time. Proper application of such a power would give a clear advantage when battling monsters, as well as allow you to engage many foes in battle at once. However, it is almost certain that such a power cannot be applied indefinitely. Use it wisely.
Cool. Okay, Torgal, I’ll try.
It’s General… oh nevermind.


Timeshift is now enabled. Press {Shift} to Timeshift, slowing the flow of time for a short while. When in Timeshift, nearby monsters will be marked as encounterable. Pressing {Space} while in Timeshift will launch a battle with all marked monsters.

Something else to know is that after a battle, your Timeshift is always recharged to full, so if you intend to fight, there’s no harm in using it before engaging in battle.




The map of the area.




This dungeon is the Timeshift tutorial. The game wants you to feel comfortable linking together a bunch of monsters at once, which is why they force Rush into one of two unions stacked 5 high, with boatloads of health, so you won’t easily die. That’s what the little bar at the right is for, in NG+ you get that immediately without Torgal’s tutorial messages at the start. Let’s try it on these three Divain.




Enemies play an audio cue when they’re tagged for inclusion into battle, and they get a red outline.


Music: Sword Sparks





Five unions versus two unions is no problem with a party this tough. The downside to this is that Rush isn’t going to get a lot of chances to attack, because he comes up late in the turn order.

But I’m having Rush practice his Mystic arts anyway, because I’m trying to get into the Ranger class when I reach STR 29. Units gain a good amount of art experience when they perform the art, but even if they don’t, they still get a bit just for receiving the art commands. EDIT: Or maybe you get most of the XP for just giving the command, and the rest if it goes off. In either case, giving commands is good, and having them actually get executed helps.

By the way, do you remember the “some monster are weak to mystic/physical” thing from the last two dungeons? Well forget about it. It’s not important, any attack will do the job. Besides, there’s no way to actually know if an enemy is weak to one or another, so why bother worrying?





Nice view, but man, it must have been tough living here, having to go down the hill to get water.




I’m trying to link in that Raptor to the chain before the Timeshift runs out.




I didn’t make it. Just like pressing the Aggro Pull key outside of fighting range makes enemies enraged, so does tagging them with Timeshift. However, you can de-aggro enemies if you activate Timeshift again without anything in range. Getting into combat also deaggros anything that was mad at you. Managing aggro, knowing when is the best time to use Timeshift to trigger or avoid fights is something you’ll learn through experience as you play.




It’s actually pretty easy to dodge most ground-based enemies. Running diagonally will tend to do it. If an Aggressive enemy misses their attack (trying to start a fight), they’ll usually stop chasing you. Not Vehement ones, though.




Okay my Timeshift bar is charged again, so let’s get this party started.






The enemy can only ever field 7 unions at once. And additional ones are held off as Reinforcements, who join in as other unions are killed.




Torgal’s union kills their intended target, but everyone else piles on, and they suffer an unopposed deadlock, two flank attacks and a rear assault. But even so, they’re merely at half-health after all that. It’s hard to lose with a party this strong unless you’re trying to.




Long battles and long battle chains have good results for stat and art growth. There is a limit though, only the first 30 turns of any battle count for stat/art growth. Don’t worry about seeing 30-turn battles, though.




And item drops as well. One thing I didn’t mention is that if you capture a monster, it doesn’t disintegrate into sparkles, but remains on the battlefield.




Obtained Dillmoor Map!

Even though you’ll likely never notice it, because you’ll usually only view Rush from behind, when Rush opens a treasure chest, he grins. If he has a voice acted line on the field (when harvesting), his mouth will also move. It’s the little details that showed the developers cared.




Turn right when you cross this bridge…






And you’ll discover a locked door. We’ll be back quite a while later.




That’s it for Dillmoor.

- BOSS Video: Collapse




This was once a prosperous town. It was centered around the Remnant of Peace, the Rubber Soul
Was there a war?
No. The one the Remnant was bound to passed away. The world is filled with countless Remnants. No two look alike or share the same power. However, they all have one thing in common.





And, that is…?
When a Remnant is not bound to a soul, it calls forth disastrous misfortune. This calamity is known as the Collapse.
*nods solemnly*
(I have no idea what he’s talking about.)


“Academy Visistone 18-21” posted:

[Remnants 18] An unbound Remnant is called a Blank Remnant.
[Remnants 19] A Collapse is a misfortune triggered by a Blank Remnant being unbound for too long.
[Remnants 20] The most common effect of a Collapse is the spawning of monsters.
[Remnants 21] Some forms of Collapse are said to affect people's minds.




Ssh… hide yourselves.






I see them. Two men, and…




…a dark-haired little girl.
…!

Music: Evil’s Advance





Emma tries to restrain Rush, but he breaks free.




Blocter misses his tackle too.




WHAT DID YOU DO TO HER?!




This must be our cue.








Irina!




Irina is flown off.




And the mage in white escaped through a portal. Great job saving your sister there, Rush. But no time to dwell on that. The spell the mage in white cast seems to have had additional consequences.






The Rubber Soul is stirring.








It’s triggered another Collapse!




Music: Struggle Eternal





Mission: Defeat the enemy!

So, who’s ready for a filler boss?




You start out with unfavorable positioning, but that doesn’t usually matter in battles.




The boss will kindly stand by and do nothing if he isn’t attacked, so take out his minions first.




I guess he also is an introduction to status effects. This attack inflicts poison, which is mildly inconvenient at full health, but much more dangerous at low health.

Music: Reversal







Emma started out as a “Swashbuckler”, ostensibly a T3 class, but her stats were only T1, so when her STR hit 29, she was upgraded to a T2 class. Even though she hasn’t got any item arts, she hasn’t got her mystics enough to qualify for Ranger, so she became a Freelancer instead.

Supposedly you need the sum of Mystic Arts to be 2+ greater than the sum of item arts. I fell into Freelancer myself in a couple test runs, and learned that having two basic Mystic Arts at rank II does not do it, nor does having one basic Mystic art at rank III. What has gotten me to Ranger is that I think you need to learn at least one new Mystic art.

Given something that I’m about to do next update, something only possible on NG+, learning Arts quickly will not be a problem. Oh yes… :getin:



- Video: Going it alone


It was as you said, Lord David. The flying creature is unquestionably a Remnant.
Confirm this with the Academy.
Yes, my Lord.

Rush is not wearing the expression of someone who thinks “I did a good job back there.” No one actually lectures Rush to tell him that he screwed up. They don’t have to. Rush also does not repeat that mistake again.




Who could be behind all this?
We do not know enough at this point. Verily, this situation is more complex than we’d imagined.
Yes, we should postpone any course of action until we know more.




What about Irina? Should I just keep my fingers crossed?
*frustrated sigh* We are not dealing with an ordinary foe. A well-researched plan is essential.
Dave, come on!

Even David is only going to indulge Rush so far.




Torgal is correct.
If you have any ideas on how to proceed, then do feel free to share them.
*frustrated grunt*
We are dealing with forces that control a Remnant not even the Academy knows about. Jumping to conclusions will only place Athlum in danger. You must understand my position, Rush.





Where are you going?
To find Irina, obviously. You know how the people of Athlum are the most important things in your life? Well Irina’s the most important thing in mine.
Well thanks for the help along the way. I’ll go it alone from here.

Rush has no plan, no leads, but if he needs a lucky break to succeed, he’d rather strike out blindly looking for it than sit around helplessly and wait for it to find him. But he’s still a douche in this scene.






Lord David, we still know nothing about his Talisman. Perhaps we should have stopped him.
Perhaps. I am aware that we need more power, as the Gae Bolg and the Valeria Heart won’t suffice.
The future of Athlum is at stake here.
*sigh*




New Arts Summary

class changed to Expert Fighter!
learned Bluff II !
class changed to Freelancer!
learned Restore II!
learned Restorative Herb II!



Dungeon Video: Dillmoor
BOSS Video: Collapse
Video: Going it alone


“Irina” Count: 4

Next Time: I think I’m allergic

Stabbey_the_Clown fucked around with this message at 03:46 on Feb 19, 2017

Mraagvpeine
Nov 4, 2014

I won this avatar on a technicality this thick.

Stabbey_the_Clown posted:




WHAT DID YOU DO TO HER?!




This must be our cue.


What, were those guys just standing there waiting for someone to come?

Onmi
Jul 12, 2013

If someone says it one more time I'm having Florina show up as a corpse. I'm not even kidding, I was pissed off with people doing that shit back in 2010, and I'm not dealing with it now in 2016.

Mraagvpeine posted:

What, were those guys just standing there waiting for someone to come?

It will make sense in time what they were there for. Although the game will keep one mystery under wraps and basically be the only major part of the story and lore you'll be sussing out for yourself.

But Rush will be back soon, and keep in mind as much as he was blindly putting his faith in Athlum, it's pretty obvious to the player that the generals and David mostly see him as a weapon. But his love for Irina (and it wont be creepy at all, he just wants to protect his little sister. Also I hate that things have gotten to the point where I have to specify that it is love of family.) means that he is willing to cast aside Athlum rather than sit it out.

Both Rush and David and the generals will grow to change in attidudes towards each other. And as Stabbey said, Rush never repeats this mistake of charging out with everyone trying to stop him.

Stabbey_the_Clown
Sep 21, 2002

Are... are you quite sure you really want to say that?
Taco Defender

Mraagvpeine posted:

What, were those guys just standing there waiting for someone to come?

No, they were there doing something at the Rubber Soul. I think "This must be our cue" should be read as "this must be our cue (to leave)."

Decus
Feb 24, 2013
I should probably mention that your "make Bloctor do nothing" and "unforunately Rush comes up late in the turn order" don't really matter for skill and stat exp gain. You gain most of your exp by merely giving the order. So, if you give the "use mystic arts" command and it shows that Rush would use an invocation it doesn't matter if the other guys wrecked the enemy union before he could--he still gets invocation exp.

edit: to clarify, the amount of exp you get for carrying it out is even more inconsequential than you're probably thinking.

Decus fucked around with this message at 03:59 on Dec 11, 2014

Stabbey_the_Clown
Sep 21, 2002

Are... are you quite sure you really want to say that?
Taco Defender

Decus posted:

I should probably mention that your "make Bloctor do nothing" and "unforunately Rush comes up late in the turn order" don't really matter for skill and stat exp gain. You gain most of your exp by merely giving the order. So, if you give the "use mystic arts" command and it shows that Rush would use an invocation it doesn't matter if the other guys wrecked the enemy union before he could--he still gets invocation exp.

edit: to clarify, the amount of exp you get for carrying it out is even more inconsequential than you're probably thinking.

Okay, so I had that backwards. I've corrected the post. Still, it probably doesn't hurt to get some extra XP. Especially given Rush's shiny new toy that helps make the gain less inconsequential.

I've just recorded Chapter 9, which officially means the tutorial part is done and the game will open up. For a change of pace (and given how the Dillmoor dungeon turned out longer than I expected), I recorded almost all the dungeon fights in Turbo mode to speed things up.

Agean90
Jun 28, 2008


david has a massive gae bulge lol

I like this game though. The combat system is fun and I enjoy that underlying systems are chaotic enough to actively avoid getting powergamed.

Glazius
Jul 22, 2007

Hail all those who are able,
any mouse can,
any mouse will,
but the Guard prevail.

Clapping Larry
Okay, that's impressive that they let you chain a whole bunch of encounters this early.

I'm surprised that didn't turn out worse for Rush. Like, coming back barely alive worse.

Stabbey_the_Clown
Sep 21, 2002

Are... are you quite sure you really want to say that?
Taco Defender
I am bad at predicting things.

It seemed at the time that it would be a relatively simple and short update, but between cutscenes, the introduction of new mechanics, the introduction of sidequesting, and a new place on our map, it's gotten larger than expected and will be the longest so far. But cutting it up does not make a lot of thematic sense, Chapter 9 will also have a lot of ground to cover, and I really want to get on with the main game, so it'll just have to be larger than usual.

And that's not counting the two additional mini-updates, one with the team composition vote, and the Formations explanation mini-update, which also will accompany it.

Or maybe if it gets close to 90, I will change my mind and cut it like I did with 5/6.

EDIT: 90+ images, two updates it is. Also, we're only two posts away from a new page.

Stabbey_the_Clown fucked around with this message at 15:35 on Dec 12, 2014

Rigged Death Trap
Feb 13, 2012

BEEP BEEP BEEP BEEP

Come on. Lets post some more!

Adbot
ADBOT LOVES YOU

GeneralYeti
Jul 22, 2012

Look at this smug broken asshole.
Just dropping in to say that I'm glad I found this LP - the game seems interesting enough, but it's not something I'd like to play myself. Maybe I'm missing out, who knows. But thanks for letting me live vicariously.

  • Locked thread