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B.C. government introduces Housing Supply Act and removes strata rental restrictions
Main Post: B.C. government introduces Housing Supply Act and removes strata rental restrictions
Top Comment:
Means nothing if they just get swept up by investors/Airbnb’s
Best way to get camp supply? ACT 1
Main Post:
I play on tactician and play with sorcerer and cleric a lot.. After every 1 or 2 big fights i need to long rest to recover the spell slots. But 80 camp supply per rest, that is a lot.. i have about 400 camp supply right now.. That is only about 5 rests.
I know NPC restocks every time you long rest or level up. So I have been stealing from the vendors in Emerald grove every long rest.
1st Emerald Grove midget vendor always have 1 camp supply per restock.
The Scamming Kid always have 2 camp supplies per restock.
Anybody knows any other NPC in ACT 1 that have plentiful camp supplies? Or other methods of getting it?
Top Comment: Pick up food along the way. Even if you rest after every fight you'll probably have enough, Larian has laid out plenty even for tactician. I'm in act 2 with 20 spare supply packs. Never bought any, never stole any, never really even used food. They just show up.
ACT Water supply network map
Main Post: ACT Water supply network map
Top Comment: Is this missing a bit of info? We have a reservoir on Farrer ridge and there’s one over on O’Malley ridge that aren’t linked into this network
Zetajezu's guide to Vampirism Warrior (beginning to end)
Main Post:
Table of Contents
Warrior - You are here
Rogue
Necromancer - tbd
Preface
It's not my Reddit handle, but I often go by Zetajezu in games.
This is my attempt to help people who are struggling with the game to be able to beat it as I once did. I'm not really interested in Rogue, and I'm just plain bad at necro. If you enjoy those classes, do what makes you happy. I'm here to provide guidance on the one class I can play well.
This guide is not an attempt to say that Warrior is better than the other classes, or that Vampirism is the best way to play. This is just the route that I took.
I will attempt to keep this as spoiler free as possible. I will refer to bosses by their act number. I will openly discuss buildings, common enemies, the number of acts... anything that relates to gameplay, but not story basically.
Getting started
If you've killed a boss and unlocked a perk, I recommend that you restart your game. Your call on doing it or not. This is not quite as important for Warrior as it is for Necro, but there are a few key Traits that will make your run easier, and increasing your likelihood of seeing them increases your likelihood of success.
Know that lower rarity gear is generally "better" than higher rarity gear for warrior. This is because the fewer different stats that exist on an item, the stronger those stats are.
Know that item level isn't everything. You can have a level 25 sword be better than a level 28 sword of the same type. The 28 will usually be stronger, but it doesn't hurt to check.
I recommend speedhacking. I'll be honest, if I had to play this game at base speed, I wouldn't be playing this game. It's intolerably slow. Do a game or two at base speed so you can get a good idea what's going on, and later double game speed. If you choose to increase it beyond that, that's your call. EDIT: Note that this has some gameplay impacts, weakening treasury, ruining necromancer, messing with hp regen, possibly other issues. A certain ENGINE for CHEATS program that I will not name /cough/ should allow you to speedhack without these issues.
I recommend going into the options, and turn on "Automatically pause at the end of the loop". This gives you a chance to pause, decide if you are ABLE to do another loop, and if you decide you cannot, at that point you can leave with 100% resources gained. If you don't have this option on and blow past your campfire, well, you either have to Retreat (losing some resources) or risk dieing (and losing even more resources.)
Traits
https://loophero.fandom.com/wiki/Traits See here for descriptions.
Never take boss traits. Never.
Article of Protection - Primarily useful for extra longevity on bosses.
Battering Ram - Useful for normal fights, get in a few hits before they turn around and hit you. Useless for bosses.
Blade of Dawn - Can often one-shot normal fights, not really useful in boss fights.
Buckler - Don't take this.
Dominant Mass - One of your best traits. Take this if you get the chance.
Shield Master - One of your best traits. Take this if you get the chance.
Skilled Armorer - One of your best traits. Take this if you get the chance.
Somersault - Don't take this.
Survivalist - Don't take this.
General Traits:
Blissful Ignorance - Don't take this.
Card-sharp - Okay if there's no other good choices.
Strong Aftertaste - One of your best traits. Take this if you get the chance. If you do take this, try to make sure you use at least one or two potions during every loop. I do this by withholding weapon upgrades (continually moving my best unequipped weapon to the top slot, so it doesn't get dismantled). Once you start drinking potions, you can equip the better weapon, or not depending on the situation. This trait becomes more useful as you upgrade the potion tent and get more refills per loop.
Supplies - Okay if there's no other good choices.
Surveyor - Don't take this.
Camp
I'll try to keep this brief. This isn't a camp guide.
The important bits are... Forest & River are really important. Having at least one, preferably two, full rows of farms is really important (build them near the top, try to have other buildings in the bottom-right corner as much as possible.) Gym makes you stronger, it's important. Potion tent to Lv. 4 is important. Having four Lv.2 watchtowers is important.
Prioritize these as you see fit. If at any point you are struggling with an act, there is no shame in going back to an earlier act and boosting your camp a bit first.
It seems that you cannot gain orbs nor orb fragments in Act 1. I have not tested all materials but I'm somewhat confident that it is true.
Finally, in general I recommend against crafting Supply items until you've upgraded everything aside from mud huts. If you're there but still stuck, you can rely on it for some enormous power gains (with similarly enormous investment of resources).
Act 1
Recommended cards:
Cemetery, Grove
Spiders, Road Lantern
Rocks, Meadow
Oblivion, Beacon (Treasury if you haven't edited your .ini)
Gold card: you don't have any yet.
Despite this guide being the Vampirism Warrior guide... vampirism doesn't really matter before you have forest. For gearing, before you have Forests, I recommend the highest level, highest rarity gear for each slot. A hodge-podge of all abilities will suffice here.
One of the key points of this game that I don't often see mentioned is this... big stacks of monsters hurt. They will eventually wear you down and kill you. Do not let big stacks of monsters exist. For now, this can be achieved by putting monster spawners far enough apart that they won't overlap. Cemetary monsters don't move, they will stay in place. You can put them one-after-another if you want. Spiders will move onto an adjacent road tile. And grove wolves will either stay on their own tile, or move to one adjacent. Once a monster has come to a tile, they won't ever move again.
Harpy will spawn from the Mountain Peak, which you should try to get by placing rocks or mountains into a 3x3 formation. Act 1/2 harpies are not too bad. However, rocks/mountains will spawn a Goblin spawner every 10th you place. If you have an Oblivion, destroy the Goblin spawner. Goblins are dangerous enemies and should be avoided.
If you get a bunch of Oblivions by chance, you can destroy the Mountain Peak and rebuild it (with 1 stone or mountain) to get a lot of Noticiable Change.
Meadow becomes more powerful if it is orthogonally(i.e. NOT diagonally) adjacent to anything that isn't a meadow.
As the loops wear on, Skeletons themselves become somewhat dangerous. Try to clump the cemeteries together and hit them with Road Lamps to decrease how many can spawn. Two skeletons is risky, and three will deal a lot of damage to you. One trick I try to use is, if you can't get three lanterns near each cemetery, get two lanterns and a spider nest. One skeleton and one spider is much more manageable than two skeletons. If you can't suppress a cemetery with 2+lanterns around loop 6 or 7-ish, it might be dangerous to play it.
You don't have to play all cards you are dealt. When your hand fills up, the oldest card is destroyed and converted into Knowledge, a largely worthless resource. Don't intentionally farm for it, you'll quickly be drowning in knowledge. Just keep in mind that the more monster spawners you put down, the longer it takes you to complete your loop(because you're fighting), meaning more monsters will spawn.
You can kill the boss on the first attempt. It's up to you if you try. The Act 1 boss fight itself is simple, boss hits you with slow but powerful strikes. However, when it shows up at your camp, it will throw down Palaces that empower it on the 8 squares surrounding your campfire. The palaces don't appear if you have already placed something, so try to have those 8 spaces filled before the bar top left fills up. If you miss any, cast any Oblivion cards you have on the Palaces to weaken the boss.
Act 2
Before going to Act 2, unlock Temporal Beacon. You can do this by achieving loop 13 or so on any Act.
Recommended cards:
Cemetery, Grove
Spiders, Road Lantern
(Forest preferred, Rocks if not), Meadow
Oblivion, Temporal Beacon, (Storm Temple if you have forests)
Gold card: Arsenal, if you have it.
Frankly, do basically everything the same as you did on Act 1. Act 2 boss is bad for us, very tough to kill. I would recommend powering up the camp a bit before trying to kill it.
As for Temporal Beacons. I like adding these guys in because they're an easy 5th-slot-enemy (by which I mean, an enemy that spawns into every fight near a certain building, but does not show up on the overworld map.) This provides extra exp with minimal danger added to the fight. Watchers also provide Astral Orb fragments, which will be useful for a few buildings down the line. The time distortion going on around the building doesn't matter.
Also, at this point you might have Watchtowers. If you do, you can start using them to stack the heck out of your nearby tiles with enemy spawners that your crossbowmen will shred. Ideally you will have a cemetery or grove on both sides of your camp, with Temporal Beacons adding a Watcher to both battles. This 5-enemy fight would be reckless without Crossbow support, but with it, it's an easy source of tons of exp, gear, and resources. If you do not have Watchtowers yet, then do not do this.
If you have Forests (you probably have to grind pretty hard for it), swap out Rock for Forest. Forests increase your attack speed, which is exactly as overpowered as it sounds. Once you have a few Thickets placed, and have, oh, 40%-ish attack speed from forests, start valuing Vampirism on gear WAY more than everything else. For weapon, you will want whatever weapon has the highest FIRST ROW damage, NOT magic damage, NOT damage-to-all. Other damage stats are nice, but I'm pretty sure they don't make your Vampirism any better. <== this turned out to be wrong. For weapon, you will want whatever weapon has the highest total damage, including base damage, magic damage, and damage-to-all. After testing, I have confirmed that all damage dealt, including damage to each enemy with damage-to-all, counts towards your vampirism. If the base damage loss is minimal, consider other weapons, but base damage is priority here. This will USUALLY mean you want White-quality weapons, not blue/yellow/orange.
As you play forests, every 10th one will spawn a (Village?). Enemies spawn there have 100% counterattack rate, but will never attack directly. They hurt pretty good, so I recommend using Oblivion to get rid of them.
If you have forests but not Storm Temples, do not play forests ever, just let them languish in your hand until they are thrown away. No reason to speed the boss spawn and arrive weaker than you need to be.
If you have Forests and also Storm Temples, you now have access to magic damage from landscape. This doesn't help your Vampirism any, but I find it makes a large difference in my survivability. I recommend placing exactly two storm temples, in opposite corners of the map. In this way, they cover the entire edge of the map. Use your Thickets to gain attack speed (do not burn them), but place forests in Storm Temple area of effect to burn them and get magic damage. Your goal is to have the entire border of the map filled with burned forests. Do not place a third Storm Temple.
Act 2 boss is a tough cookie for us. Play as normal until 1 more card would trigger the boss. Complete the loop(letting the game automatically stop you on the camp) and ask yourself... Do I have a weapon that is 2 or 3 levels higher than the current loop count? Do I have Articles of Protection trait? If so, get to the camp, pause, spawn the boss on top of yourself, and dump your entire hand, getting as much landscape value as possible. Despite the boss being on top of you, you get to leave the campfire and go on one more loop; dump all the landscape possible to get as much power as possible, and fight the boss.
On the other hand, if the boss is nearly triggered, but you're struggling to complete loops, then just Return To Camp, build/upgrade some buildings, and try again.
Act 2 is probably the hardest act.
Act 3
Recommended cards:
Cemetery, Grove
Spiders, Road Lantern
Forest, Suburbs, River(hopefully with a bridge, but not critical)
Oblivion, Temporal Beacon, Storm Temple
Gold cards: Arsenal
This is more or less the same as Act 2, if you had Forests.
If you have Rivers, then I would recommend rerolling for "thin" loops(ideally no more than 9 squares wide) that give you lots of space on both sides. You want to have the border reserved for burnt forests, and a river going up, down, and back up with 1 space of thickets in between rivers.
On the other side of the map, start placing Suburbs if you have them. Try to aim for making them into Towns with as few suburbs as possible, for even more exp. Getting the traits isn't critical to success, but it helps.
There's little else to say. Act 3 boss is a pushover.
Act 4
Recommended cards:
Cemetery, Grove
Spiders, Road Lantern
Forest, Suburbs, River
Oblivion, Temporal Beacon, Storm Temple
Gold cards: Arsenal
Same cards as before. You might say boring, I say functional.
You will fight four bosses in this round. The three act bosses from before, and a new 4th boss. You can see where each spawns as usual top left.
Bear in mind Act 1 boss drops four more palace tiles, one in each direction but two spaces away. Block them off if possible.
Act 2 boss is even more of a pain in the rear than before. If you die, it will be here. Treat this boss just as seriously as you did in Act 2, this is the real boss in this act.
Act 3 boss is still a pushover.
Act 4 boss is a pushover.
Grats, you won. Now, act 4 has no resource cap, so go farm so many resources your eyeballs fall out.
Secret Boss
Methodology: To fight the secret boss encounter, go to act 2 (maybe any act) and look for a u shape in the road. Stack Vampire, Chrono Crystal, Beacon, Temporal Beacon, Outpost, and Battlefield such that they all effect a single square. You will see a blue particle effect. Oblivion it.
A bit spoilery: After the fight, the run abruptly ends. I do not know if you get to keep any resources you have earned until that point.
Strategy: I uh, I don't know what to tell you. I fought the boss with no special preparations and won easily (act 2, loop 8.)
Top Comment:
I recommend speedhacking. I'll be honest, if I had to play this game at base speed, I wouldn't be playing this game. It's intolerably slow. Do a game or two at base speed so you can get a good idea what's going on, and later double game speed. If you choose to increase it beyond that, that's your call.
I recommend not speedhacking, only because it breaks regen and some other systems in the game are likely affected as well. That is to say, speedhacking does not result in simply a faster game, it changes the core mechanics in an unpredictable way.
Hopefully one day the devs will fix this and/or introduce a better way to speed up the game, but for now I would highly discourage any screwing around with the ini files that results in unpredictable results.
Anyways, here's my take on it, and the build I used to completely clown act 4 as Warrior.
My card build:
Cemetery, Grove, Ruins
Blood Grove, Bookery
Forest, River
Oblivion, Temporal Beacon, Storm Temple
Gold cards: Ancestral Crypt
Why no arsenal? I'm honestly convinced the card is garbage on anyone except rogue (who gains a crucial new item stat through it). The card's item quality reduction is massive, and I find it much easier to stack vampirism without it. Crypt instead allows you to stack insane amounts of HP, making you incredibly tanky for the endgame boss. It does make things a little shaky against the first boss in Ch4, who arrives before I can stack much HP; but a few mirrors in the camp supply fix that- even one reflected attack is enough to make the fight significantly easier.
Why no suburbs? I'm convinced it's bad too. You get maybe two additional traits for covering one side of the screen in suburbs - due to the exponential cost of traits it's not really going to be more than that. Most of the trait choices are bad though and I'd rather just have a lot more base attack speed and damage. I used bookeries to aggressively trade unneeded cards in for the landscaping cards I wanted (particularly rivers).
Groves provided the early fast spawning monsters I needed to get cards. A little slower than spiders, but temporal beacons help there, and they provide souls to stack HP with. Groves were placed in places where an adjacent Blood Grove would have good coverage, so that I could spam Ruins and Cemeteries everywhere else. This did mean I was dealing with archers in most fights. I had planned for "Their Own Peril" trait to deal with the archers easily; the trait never showed up unfortunately, but I was so tanky that the archers just didn't end up mattering anyways. Ruins worms drop insane loot and I was swimming in high quality gear every loop. My only regret is not bringing Battlefield for ghosts.
I stacked vampirism in nearly every slot I could (though I would usually prefer a higher damage weapon if it at least had decent secondary stats on it). I grabbed Magic Damage and Defense whenever I could. I treated Damage to All as the same stat as Magic Damage (that is, I just wasn't interested in any AOE benefit, so it was just "magic damage but with a worse value" to me). Regen was fine if an item had it. I mostly ignored attack speed and evasion on items. I actively avoided counter as a stat, though I equipped one item with it for the final fight.