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Bremen
Jul 20, 2006

Our God..... is an awesome God

Gammymajams posted:

What's the best way to get apprentices with a high magic attribute as you progress in the game? I'm on Chapter 8 and new recruits are coming in at level 6. That seems to mean they have wasted 5 levels of stat growth on strength, because they have to be retrained from physical tier 1 classes. The new recruits will need 250 class XP as well, so they'll probably have wasted 7 or 8 levels of stat growth by the time I can convert them to an apprentice. It seems like it might have been better to hoover up as many units at the start of the game as possible to minimise the number of wasted level ups. Is there anything I'm missing? It seems like an odd design choice from the devs.

If you do arena runs you can get items that give a unit 500 class xp, so it might be best to skip the +1 level 250 class xp tech and buy the lower level units then use the item and immediately promote them. Other than that, yeah, to get good magic on the fighter/bowman base classes you probably want to buy water aligned bowmen (bowmen seem to get better magic growth than fighters, though it's the difference between low and pitiful) early in the game and try to class them up to apprentices fast. That or buy magic classed mercenaries.

You can also promote medics to their own magic damage class and they get decent magic growth, though they don't get the variety of class choices apprentices do.

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Bremen
Jul 20, 2006

Our God..... is an awesome God

Zurai posted:

The two big things I miss from Ogre Battle are position affecting combat performance (ie, a samurai in the front row deals 2 melee slash attacks while one in the back deals 1 ranged air slash attack, etc) and all the weird and wacky class transformation items.

The positioning not changing attacks took me some getting used to, and I kept instinctively putting light infantry on the front lines because my mind insisted I had to. After getting used to it I think I'm fine with it though, since formation still matters for your defense.

I do wish there was a wider selection of classes, though. Maybe we'll get an expansion/sequel?

Bremen
Jul 20, 2006

Our God..... is an awesome God

Levantine posted:

More flying units, make water units, undead units and units that require poo poo like Pumpkins and Princess Crowns to promote. You know, just... make another Ogre Battle, please.

I think the various leadership abilities fill the princess niche well, but more units is always great. Maybe move the male magic classes into their own line, add a few hybrid physical/magic classes that use the dragon mechanic of using both magic and strength or the paladin's adaptive ability use, add a few more non-humans (dragons are great, but more variety would be nice), maybe the cat people as a line of units. Honestly just anything that adds more unit types would get my money.

deep dish peat moss posted:

Or they can all be bought on Steam. They're all on sale for $1-3 each right now

Someone in Discord said "Buy this game! It's a new Ogre Battle!" so I just bought the full developer bundle because it was only like $2-3 more.

Bremen
Jul 20, 2006

Our God..... is an awesome God

The Shortest Path posted:

I'm having a really hard time like... figuring out what to do with units. I'm very early in the game (just beat the mission where I got Barnabas) and the next mission has 4 additional deployment slots besides the 5 important characters I have, plus I want to fill out all of their squads a bunch. I got all of the special green name units at every shop plus the extras from the skill that gives more shop options, and I've been keeping an eye out for regular recruits with decent stats. But I have no clue which classes I should put everyone in, or how to set up squads properly. I kind of figure I want my archer squad to just be archers but everything else should be mixed? And use my highest leadership units as squad leaders obviously.

Also I'm trying to avoid using Zelos because he gives off huge Delita vibes (i.e. he's gonna leave and become an antagonist after the first major story beat) and is overleveled anyways, but it seems like that might be a mistake because him being strong means he can level some of my weaker units in the same squad as him. Not really sure how that all works.

Oh also it seems like apprentices are in a really weird spot, stats wise. Any that I recruit come with good magic but if I try to promote them out of fighters or archers their magic sucks, even at very low levels. I suppose this means I just have to lean on recruiting them whenever I can and not bother trying to use promoted ones?

First off, this is just what I did, so no guarantees it's the "right" tactic.

You don't need to fill every deployment slot, and the game will pretty steadily give you new "story" units that are locked into being leaders of their own units (though apparently this may change later). I only have two non-story units as of chapter 12 and I've done well so far, but that might be partly because I couldn't remember if I had permadeath on and therefor kind of leaned hard into fewer elite units rather than spreading the power out into units that could get wiped out relatively easily.

IMHO the most important stat for squad leaders is leadership, with actually being good combat units kind of secondary. Any of the squad wide (blue) traits are also really nice, though I'm not sure I've ever seen them on random units. Meanwhile the green+ units you buy in the market almost always have the "mercenary" trait, which makes them take more squad cap to put in squads unless they're the squad leader. So I pretty much only bought mercenaries with good leadership and made them leaders of their own units, while 95% of my army started off as base unit that I promoted over time. I tried to aim for at least 5 units in each squad, which usually requires at least 50 leadership, leadership traits, or capacity boosting artifacts.

My two non-story squads are lead by a mercenary I bought with good leadership, and a healer I bought because she had the "light" element that increases leadership growth. I also leveled the healer up in Barnabas' squad because he has a trait that increases the leadership growth of units in his squad, which got her over 50 leadership pretty quick.

The next thing I designed squads around is leader traits. Barnabas, for example, has a trait that makes melee cavalry take less squad cap in his squad, so he got 2 heavy cavalry in the front row and two light cavalry and the healer in the back row. I believe you've already gotten or will soon get a leader who has the same trait for archers, so he's my ranged squad with a bunch of archers (and a healer, since they can still do their thing in ranged combat too) to bombard stuff. A few other leaders have similar traits, making building squads for them pretty obvious.

After that... well, I took the tech that gave +3 weapon power for each different type of unit in a squad, so I mostly went with diversity. My "standard" squad template was a heavy infantry and heavy cavalry in front, then a healer +2-3 of archer, mage, or light infantry in the back rows (and even my archer squad got archers, healer, and cavalry archer to get in on the boost). A few squads I set up for "light" movement type and ambushes were heavier on the light infantry, though you only need 3 lights in a 5-6 unit squad to get it because healers count as slow, and 3 light 2 normal 1 slow counts as "majority" light. Once I got the tech that made archers count as light movement that got a lot easier.

Getting apprentices with decent magic definitely seems like something you have to specifically build around early on and probably something I'd pay more attention to if I were starting a new campaign; as is I only have two apprentices.

Bremen
Jul 20, 2006

Our God..... is an awesome God

Quixzlizx posted:

Thanks for the responses, both of you. Is it obvious in the UI/game encyclopedia what affinities are tied to what stats?

Yeah, they're all listed with what stats they change, though I ended up writing them down to avoid having to recheck. So I guess I'll go ahead and c/p:


Earth: +2 HP, -1 SKL (Tanking, which mostly means heavy melee in game, though the healer line also gets a tank class)
Water: +1 HP, -1 STR, -1 SKL, +1 MAG (Good for mages and healers)
Lightning: -1 HP, +1 STR, +1 SKL, -1 LOY (Bonuses to physical damage so good for archers and light melee units, decent for heavy infantry)
Fire: +1 STR, -1 MAG, +1 LOY (Also decent for light/heavy melee)
Dark: +2 STR, +2 MAG, -2 LOY, -2 LDR (Pretty rare, and decent for both mages and melee. Excellent for dragons if you can find a Dark affinity dragon)
Light: +2 LOY, +2 LDR (The rarest, and excellent for squad leaders - if you find a light anything you might want to train them to be a squad leader)

You can also occasionally find one use affinity changing items, and the changes are retroactive (they change stats as if the unit had that affinity from the start), so you have some ability to shift things around.

Bremen fucked around with this message at 00:19 on Aug 1, 2022

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Bremen
Jul 20, 2006

Our God..... is an awesome God
Honestly, I'd probably buy it just for the new classes.

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