I entered an ocean tile while exhausted and carrying a lost child, and drowned - despite the class's immunity.
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Nice concept, lots of fun. Only complaint is that I got to level 9 and had a route to the crown - but lost the game to "no more moves" because I used my last card to create the route. I didn't need any more card plays! Still good.
The machines are fun! At one point early on I had one that offered an agility artifact for way more than I can afford, a cursed thingy for minus (the exact same price). Luckily the curse landed on someone who was about to level.
I think I found the rare assassin variant. I assume the assassin's regeneration works on the same principle as priest MP gain - burning XP each turn?
Interesting! That explains why picking a lock will sometimes yield mana.
I won't spoil but I think I've seen all the barbarian variants, as well as the vary rare rogue. Haven't seen any for some classes like archer (but then my archers tend to be high-level cheese machines and don't die often).
My hobby: making runs on lower-level treasure with only a rogue, trying to zip past all the enemies and make it out without dying.
Great game. I like the different classes, and the sense of humour. Is there any practical difference between same-coloured heroes like fighter/warrior, cleric/bard, barbarian/monk etc? Also how do Clerics/bards recharge mana?
Nothing that caused a significant hindrance.
It took me a while to get that evolution can kill people even without depleting their energy because (I assume) it lowers their underlying stats, which you can't see until you get to Brain Probe 3. But there are plenty of warnings about that.
Didn't grasp straight away that evolving a better biomineral doesn't upgrade your existing formation(s).
It also took a few plays to realise how to get into the sewers. At first you don't even know it's a possibilty, whereas in later playthroughs I would pretty much try to head down there the second I evolved brain probe. Which, again, isn't necessarily a bad thing - a lot of the fun for me was in discovery and "emergent gameplay" - figuring out little things like storing weapons and smartphones in the habitats, or going after a specific person by letting your current host die in the sewers then (hopefully) riding a dog to hunt for the right human, so you don't have to leave any bodies behind.
Maybe it'd be possible in future iterations to add challenges that can be solved with combat, but have other possible solutions as well. For example, objectives like the ship could be guarded. To get past, you could just kill or invade a guard... but it might also be possible to walk in if you're camouflaged and your host has security clearance. Each has their own potential risks, etc.
Thanks! Completed now (everything on normal).
**Spoilers ahead **
In terms of other issues, I noticed that the map always seems to have a "?" point of interest marker at 0,0.
Also it's possible through bad luck/timing to create a habitat, enter it, and already have the Group there waiting for you.
On the random comment side, I died to ambushes several times - but it gets much easier to survive them once you realise that the blackops agents don't start alerted to your presence (apparently they either can't see your host in the dark or don't mind random civvies showing up at their ops).
They're also the only real reason combat body features are useful. For pretty much anything else keeping a low profile makes much more sense. That isn't a criticism though.
I like that there are lots of sub-objectives, including hidden and non-essential things like finding the original host and developing dopamine control.
I also like the horror feel. Learning your victims' names through brain probe is a nice touch. And I like that the game doesn't tell you how to play - I started off trying not to kill people but that obviously makes life much more difficult - the safest way to play is be paranoid, stay out of sight, and murder dozens of people by starting up evolution in the sewers then running their bodies into the ground. It all really forces you to think like an amoral alien body-snatcher.
I really like this game, but I've found that if I enter a special area like a lab or testing facility, there's no sewer covers and I can't find any way to leave the area. Is this a bug or am I missing something?