But I'm anal and always wanna complete a transformation once started while there is no obligation to do so and usually it's best not to. Mystics are a bit left out here because the only transformation that gives a potency/spell damage bonus is the skeleton. They also overlap with the transformations the game has, becoming part-mountain is good for warriors for example, crow is good for rogues. Individual builds are flexible, not crazily so but there's generally not 1 correct way of building a class type. On longer campaigns your most experienced heroes are generally your oldest and they'll start retiring around chapter 4/5 which can leave you with a bunch of green recruits for the hardest fights of the game, so you need to juggle between clearing more tiles to level them vs allowing the baddies to get more and more powerful. The longer your campaign is (ie three chapters vs five chapters makes a big difference) and the longer you take on the overland map (monsters get random boosts regularly, new cards get added to the decks and they also launch incursions to retake tiles) the harder your time will be. Although I say this while micromanaging a family of heroes where the mom's a white raven, the dad's a werewolf and the son gave his heart to a giant forest creature.ĭifficulty works at two bisecting levels: the combat level and the campaign map level, you can adjust them independently. I would advise against micromanaging every aspect of your characters' story and kinda let stuff happen to see who you get attached to, sometimes it's surprising. I've heard the Banner Saga mentioned a heck of a lot so far as the closest analog to Wildermyth but w/ a more serious tone (?).This game is delightful. Needs more events still, the UI could use some improvement for ease of use, & it's not really anywhere close to an RPG to me, but it's a very cool one IMO. I agree on the Fermi Paradox if you're primarily looking for similar full procedural story generation of the random/legacy campaigns. I bounced super hard off of the writing in the first Divinity: Original Sin so haven't made it more than a couple hours into it & never bothered w/ the sequel (& also haven't really been all that hyped on trying their Baldur's Gate sequel either) as a result. Their Shadowrun games were similarly great at nailing the tone of the setting & feel of a good pen & paper Shadowrun campaign IMO, but w/ much less depth to the tactical gameplay & just about full linearity to the stories. Lots of people seemed to think the pacing was too slow, but it seemed very accurate to the pen & paper systems to me (which is not surprising since they had a few people who were deep in the creation of the original pen & paper source game at FASA on the dev team). It's a lot more in depth on the inventory/mech load out management & can wind up semi-punishingly grindy to keep your company running & progressing towards the nicer mechs & components. It's got a lot of similarity to the overland game w/ a similar approach to the story mode w/ the scripted content placed inside of procedurally generated open galaxy content. I love(d) the HBS Battletech game, have logged over 650 hours on it. They're all a good bit more of a linear, mostly scripted & long slog than a campaign of Wildermyth though w/ more focus on story & a good deal of min/max granularity to character progression & gear & the potential to wind up spending a lot of time managing inventory. Dragon Age: Origins & Pillars of Eternity 1/2 would be the more recent titles that seemed to scratch the same itch for me. My favorites were usually from BioWare, Black Isle/Interplay, & later Obsidian (Baldur's Gate 1/2, Icewind Dale, Fallout 1/2, most of the expansions of Neverwinter Nights 1/2 especially Mask of the Betrayer). Most of your good old(er) school isometric cRPGs will offer similar party based, tactical, semi-turn based game play, just w/ a different presentation style.
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