*Difficult game to “show”, but it’s super addicting when actually playing. Hope this helps!* _Boomstick Gaming is the haven for core gamers who value gameplay mechanics and systems, because that's what continues_ _to make anything from 8-bit to 8k, equally enjoyable. Consider sticking around on the channel if you fall into that category! -Alex_
Instead of just deleting the lich's palace, you can also preemtively surround the campfire with any other buildings/features, and the palaces won't be able to spawn at all.
This is an amazing tip I had no clue about. I'm bad at this game so my tactic was to wait for the 'fill your deck with oblivion cards' talent/trait thing so I could demolish the entire city he spawns. So RNG dependent that I lost a few runs because I'm a dummy. Thank you for this.
thats cool but I'm normally always so short on oblivions that I cant imagine there ever being a time when I'd feel good about using oblivion just to get some resources :P
You don't even need to rebuild it if you have two 3x3 squares. As soon as you Oblivion 1 rock/mountain square in that 3x3 formation, the other 3x3 formation will automatically turn into a Mountain Peak. Anyhoo, always do that for free resources; almost feels like an oversight on developer's part.
This is one of those games that's hard to explain to people, but when you play it and the mechanics "click" in your head, you start to appreciate the layers of depth in it. I'm really excited for people to get a hold of this one!
that game isn't hard to explain to people , it's impossible to explain to people ,how could you even start ? it's a game where there is nothing but a path and you don't actually fight or controls you character , you build the world around him making harder to play even tho you are not even playing in the first place
Google play was telling me that i would like this game. When i saw the graohics i said no. But google kept repeating it so i gave a try. Now im addicted
Placing a Ruins in range of a Blood Grove means that Scorch Worms no longer have a 40% chance of not dieing, as they are always consumed by the Blood Grove.
That's a useful one I hadn't thought of. Might make ruins a little bit more viable for loot farming on higher acts since cemeteries also spawn ranged units.
Also applies to vampire mages and watcher mages in a way. Normally they spawn a time on dying but the groves bypass that check. In addition it can also prevent vampires spawning bats if you knock the health bar down enough in one hit if I remember correctly
@@09AJY They can, because the Chrono Crystal boosts cards that are diagonally adjacent to it as well; however diagonal adjacency does not trigger a Blooming Meadow. :(
A simple but useful tip that I am aware of is, you can rearrange your inventory. This is handy if you want to keep certain bits of loot equipment from dropping off the bottom.
The thing about Loop hero is that organizing stuff is important. Don't just randomly place tiles, group things together and set them up to maximize the benefit. This is especially important when using river cards. You also want to limit the cards you're using as much as you can. Go with as few as the game will allow in most situations. Outside of getting specific spawns early on to get resources to unlock the alchemy tent and just to fill out encyclopedia entries, there's no reason to spawn most enemies. Even things like treasuries are generally not worth it due to the annoying enemy spawns. Wrap your river around tiles to get multiple bonuses from the same tiles. Don't turn your rivers into reeds or oasis tiles. They are most useful for boosting other tiles and don't do so unless they remain a regular river. You basically want to surround your river with thickets in general. Having burning forest cards by the river is also a good idea. Place two storm temples on opposite corners of the map, maybe having one a tile row lower so you can pass the river without making reeds. Flat HP bonuses are essentially worthless outside of the very early game. Don't bother with mountains or rivers. Just place forest tiles. Unlock the Alchemy tent as soon as you can. It means you don't need specific cards or spawns to get specific resources anymore. You can just gather bulk materials from spiders or other weak enemies with high spawn rates. Ancestral Crypt once you unlock it there is little reason to use any other gold card. Arsenal might be worth it for Rouge due to the magic shield, but honestly Ancestral Crypt's bonus easily outclasses it in late game. Once you unlock it, you should be placing groves, they are the easiest enemies with souls to kill and spawn at a faster rate than other enemies of that type. Ravaged Villages also spawn lots of enemies with souls, but unfortunately they only do so temporarily, and simply become an annoyance after that. Thieves are also not worth it, because they can steal your equipped gear on occasion. This can severely screw up a build and end a run. The flat healing villages give isn't really worth placing them. Also, use oblivion cards to get rid of spawns like fake villages or goblin camps. Neither is worth the hassle of dealing with. You don't need to hoard oblivion cards as you can block the boss city spawns by placing cards around your campfire. It's a good idea to have at least one card you can place along the roadside just for this purpose. Finally, use supplies. Mostly furniture and tools. Food is pretty worthless overall. Count's Chairs are especially overpowered if you get several. Remember a percentage bonus is far better than a flat increase. You'll eventually out-scale a flat increase, but a percentage will always be relevant because it scales with you. Your basic loadout for most of the game would be something like grove, village [just because of the required number of cards], spider pods, battlefields, river and forest/thicket, oblivion, ancestral crypt, and something that you can place just off the road like time crystals or outposts. Also, placing outposts so that their influence covers the camp gives you help in the boss fight. You can add a couple of other cards depending on class, but want to keep that minimal. Maybe adding time crystals [mostly to improve grove spawns to feed the HP buff from ancestral crypt], outposts, or that sort of thing to complement your class and goals, but generally you don't want anywhere near the max number of cards you can have in your deck.
I place Battefield specifically next to heavy monster infested tiles, so i get more chances for getting the ghost effect. The ghost effect can trigger 3 times. At the third time, you fight against "Prime Matter" Which has a 33% chance of dropping gold cards, like the crypt, which is huge benifical. Downside is, you have to hit 3 20% rolls to get the enemy and hit a 33% roll after it, so giving you a 1 in 379 chance to achieve this. very rare, very rng heavy.
It’s common knowledge that swamps reverse all vampire snicker-dicking, always. Much more effective than the cooter-kicking effects of garlic, which can still helpful depending on your run.
Step1 - later in game take perk which allows you to reflect ranged atack back into enemy Step2 - place ruins + chrono behind campfire Step3 - atack the boss with your "new army" of worms Step4 - profit
You can place weat fields next to the "village?" Tiles that come from the forest, and then they spawn the blades of grass with the scarecrows. They are hard fights, but they have one of the drops that you need for rivers, and more consistent than trying to get them from blood clots.
The forest village is the safest place for necromancers since the forest men only counter attack. The skeletons get taken out, but you take almost no damage and this is even better if you have the sacrifice trait where your dead skeletons heal you. Also, the living armor is really vulnerable to multiple small hits. Try to have them spawn by camp. With necromancers, this is even more effective.
You mentioned saving Oblivions to destroy the Lich Palace's, but it is much easier to just put your own buildings around your campsite to stop them from spawning. (Confirmed to work for the first act) Using Oblivion on a *Roadside* tile that is in the middle of spawning a creature (such as a goblin camp) will destroy the spawner and cause a Dark Slime to spawn on that tile the next time you pass it. Using Oblivion on your own *Mountain Peaks* is a good way to farm orbs late in the Loop. The Peak will be destroyed but only 1 tile will be missing allowing you to easily remake it (it will immediately create a peak from any valid 3x3 Rock/Mountain groupings if possible). River + Battlefield = Shipwreck - Spawns Sirens and continues to act as a battlefield.
I just tested the 1st one. The lich palaces can spawn anywhere (at least) within two tiles away from camp, even across to other sections of the loop if nearby. So yea, can be better depending on how much space you have around your camp.
@@Patchumz Just tested it my self as well and can confirm that at least on the first act you can block the Lich palaces by placing your own buildings around the campsite. Original comment edited. (Thank you Patchumz)
For the Rogue, use arsenal card then place as many enemies as possible to grow your loot quality in the end of the loop. This can make it so that you eventually get orange equipment that is 4 levels higher than the loop
Putting ten forest or thickets on a map spawns "a village?" Which has a training dummy enemy and placing a wheat field next to that will create a new wheat field with a unique enemy as well.
Before fighting the lich, you can also place other tile improvements next to the campfire to prevent the palaces from spawning at those locations, watch out for any negative buffs though.
Build villages to goblins villages stop their spawn, surround your village so when you build an even village there is simply no room for the bandits. On the village map, the return of investment on farm is kinda long, but you can build several farms in a line. Each farmland can then provide for 3 farms for the first 6 loop. Later, don't be shy to deconstruct a building to perfect their placements. You still get half of the resources back, it's not that bad. Read the rest of those comments, I found several other gems.
Other tips that may help players out: 1. Upgrading the alchemy station allows to synthesize rare resources that can prohibit the progression in this game. Consider this upgrade one of the best to limit grinding. 2. The worms that a ruin tile can be spawn can run away with low health, try and build a hungry grove next to this tile to prevent them from getting away. 3. Watchtowers can make fights adjacent to your campfire trivial. However if you place a cemetery or ruins directly after your campfire(1st road tile on your loop) ranged spawns will help the boss during battle and your watchtower buddies will not. 4. Using an oblivion card at the very beginning of the day will cause the goblin that just spawned to be turned into a dark slime.
5. wheatfields that are placed between two villages increase both villages healing power. 6. levels and quality of items is less important than the perks it gives (for example a level 3 grey ring with 10% counterattack can be a lot stronger than a legendary ring of level 5) 7.some buildings in your camp can only be built next to another building while others are more effective when there are a lot of empty spaces around. Try to plan ahead. 8. you can continue from you demo save file (demo is the first chapter)
Holy, I had no idea you can retreat outside of campsite! This is literally life changing! I played the game quite a lot, and knew every other thing, but I did not know something THIS basic, like what the hell?
when you destroy a village next to a field it changes the fields to have a new enemy blade grass. I think their loot is kinda like the blood-clot grey items mostly.
hour one of this game, I don't get it, I don't like it for hours into this game, I still don't get it but I can't stop playing thanks for the tips brother, some of the stuff is very ambiguous
In early game, If you end up with a nice stretch of straight road, You can line Ruins with Lanturns on both sides for a long stretch of Wormless free random materials. Even better if you can get the supplier perk to drop them all off at camp without ever reaching your resource cap.
By what I've seen, the supplier perk doesn't get around the cap. The items still go red-border and you can't gain more, you just make sure you won't lose as much if you die.
*You can get 2 soldiers to help in the boss fights when using the Outpost, which is great against the Lich, because you delete 2 Lich towers and gives you the advantage os 2 soldiers attacking and being targets to his attacks; *No matter what class you use, Attack Speed and evasion are top tier stats; *Evasion can only go up to 75%; *The Orange/Yellow/Blue item is not always better than the grey one, it only means that has more effects, so be harned that sometimes a gray lv 5 item can be way better than a orange lv 4; *Using Oblivion on placed tiles makes the boss spawn progress bar to back up a little, so you can manage when you want to fight him; *The versatility of the oblivion card makes that is one of the best (in my opinion the best) synergy card, always enable that card before going on expeditions; *Have fun, go Loop and experiment!
Be extremely careful with Evasion and Attack Speed at high loop counts. Both of them use stamina, so you'll start burning out and getting a 75% debuff to both until you recover from depletion. Your best bet is to mix Oasis tiles in order to reduce your own attack speed as well as the enemies, and keep your attack speed to something shy of +100% by placing a small amount of thickets.
The usefulness of grey items highly depends on the item's base type, a grey body armour is never going to be better than a blue/yellow/orange since max hp isn't a good stat (as it has many other ways of being increased).
Best tip I can give you. On anyone besides the rogue build a village, then a ruins, then another village. This traps the ruins between two villages so the worms can't fire at you in combat (villages don't spawn enemies). Ruins worms drop really good loot, so build a forest next to one and then plop down a blood grove. The worms try to run when killed (40% chance for no loot) the blood grove executes them so they always drop loot. This combo can be chained forever (village, ruins, village, ruins) and it spawns a lot of cards and a lot of high quality items. For extra effect start it near the campfire (village first so the worms dont fire on boss fights) once you have watch towers. The archers will help you kill the worms and it's really easy if you have 4 upgraded watchtowers since they have 4 tile range. If you can handle it you can upgrade the villages with vampire mansions. Really hard fights for 3 loops then it turns into count's land and it's really effective at healing you and gives great quest rewards.
@@FredyIsHere That's what the vampire mansion is for, bandits won't spawn on a ransacked village. Or you can just wait to place it till you have an oblivion to remove it with.
It's because of this video that I was able to smack down the Lich on my first try after migrating to PC and remembering this gem of a game again after playing it for a bit when it was on game pass. Instantly made me a much better wanderer of the loop and I don't think I can thank you enough for it.
Leaving the Vampire mansion next to a ransacked Village is one of the easiest & earliest ways to get orbs of expansions, which you need for a lot of upgrades
@@Quadrolithium i use the "U" turns too, but i place only 1 village on it, since 3 may be too much, instead what i do is use the inner part of the U to place a blood grove, and then i place 2 spider caves besides the ransacked village, since u need 4 enemies for orbs of expansion, this tactic works as well as the one mentioned above, but with far less risk
also for the blood groves, you can place them near forests as long as they are at the side of the road, you can also oblivion the groves or forests to turn them into hungry groves, if you place them next to a burned forest they will also turn into hungry groves, however placing them next to a forest and THEN burning it with a storm temple will leave the blood grove as it is
If u erase a city with a grain field next to it the field will became abandoned and aditionally to the scarecrows it will spawn blade grass enemys (1 for each empty time next to the field)
Summon quality is a really nice stat to try for when playing necromancer, since it makes high power skeletons or meat shields the enemy has to take out before going after you. Get unseen care ASAP, since it increases magic shield for each skeleton you summon from the time you get the trait onwards. Make sure to compare substats in your gear, you never know when you may have thrown out something with better bonuses than what you have. Expandability list: Common/Grey: Highly Expendable, better to just let it run out of your inventory unless you're in really early game. Rare/Blue: Semi Expendable, useful if it has the substat you need early game, but useless late game, better as materials. Yellow: Not Very Expendable, check the substats for more details. Orange: Only unequip if it's worth the stats. I'll add more to this if I find more.
Towns: they're awesome. Dropping a town in front of an enemy spawning building (such as goblin camps) will often nullify it, so long as there aren't any other adjacent tiles where the enemies can spawn. You can also place towns on top of blood paths to get rid of the blood clots. Space your towns across the loop. Place some before and/or after difficult fights, depending on how long have you got to get to camp. I often leave the bigger gauntlets for the ending of the loop, and plop a couple of towns before and in-between them so as to not worry too much about the health. Towns give you quests, and quests give you rewards, BUT they also mean tougher and longer fights. Be sure to prepare yourself properly, because some enemies, like skeletons, can really make a dent on your health if the fight lengthens too much, specially if the quest enemy is in a group. That's the biggest reason not to put too many towns on your board. Having said that, if your build can take on bigger fights, don't worry too much. You won't get that many towns before fighting the boss, and their effect is always good for healing damage.
when you delete a tile (say a goblin camp) during the spawning animation (after appearance of the mob but before it reachs the road) it will despawn the mob and replace it by a dark slime. It doesn't work with harpies or gargoyles though.
@@09AJY I got that one accidentally and never even noticed the mob... It was only when I was going through the encyclopaedia that I even found out it existed XD
3:53 - better yet place something as the palaces won't overwrite whatever you placed there. A tip I might add is destroy middle of mountain and reform it instead for a lot of resources.
The counts lands are immune to bandits, the bandits only spawn on the placed village i believe so if you make sure to place your even numbered villages next to a vampire mansion your golden
Use oblivion on a tile as it makes an enemy that moves away from the tile, such as goblin huts. Doing so destroys the building and the creature but will make a dark slime spawn instead. They don’t appear on the map, but you will fight it. You can combine this with a crystal making the original tile make multiple units before destroying getting extra dark slimes.
@@samiamrg7 I just enter planning mode at start of day or during a fight when the day passes mid fight. This isn't really a reflexes kind of game though, so I'd say not very tight. Probably a second or 2 of not entering planning mode.
If you use up a bookery, it turns into a ruined bookery, which spawns tomes to fight you in nearby battle. If there also happens to be a temporal beacon nearby, instead of a tome or watcher spawning you get a watcher mage instead.
Heading home this weekend where my PC is, can't wait to get a chance to play this game. Looks really interesting. Anything Devolver publishes usually is a hit for me. Katana Zero was so much better of a game than I initially thought it would be, not that I thought it'd be bad. Just surprised me with how much more there was to the game under the surface level.
If you place a spidernest next to a ramsacke village is very likely that all the enemy spot are taken by the spider wich is basically the duke´s village for free if you compare it with the difficulty of ghouls
I'm just getting started with this game. My favorite trick so far is: get 4 watchtowers & they defend 2 tiles adjacent to the campsite. Stack these 2 tiles with enemies, buffs, and debuffs like groves, battlefield, spider cocoons. Then stack lightning towers to take out the baddies. It's a good idea to make a chain of towns at the end of the loop before all that chaos. I'm playing the warrior.
It creates a really fairly easy area to farm vampires, since the deal a ton of damage to themselves. The Mosquitoes will often almost kill themselves from the life drain and then get finished off by a Counter.
For those playing the Necromancer: As far as I've been able to gather, Skeleton Level affects how much HP/Damage the skeletons have/deal, while Summon Quality determines what you can summon at random. A higher Summon Quality may be better early to mid expedition as you normally summon a Friendly Skeleton (basic sword grunt) under ~30%, a Skeleton Warrior (dual claws) at ~40%, and a Skeleton Guard (tank unit with permanent full aggro) at or above ~50%. I haven't seen any other units above that threshold, but I assume a higher Summon Quality rolls the better units first even though it is at random what you summon. And not a tip, but a playstyle that tends to work for me: When farming Ransacked Villages for Orbs of Expansion, I find it best to place a Blood/Hungry Grove around the village to reduce the amount of damage you need to deal to the 5 units on the field.
@@courtevillej Turns out my numbers are slightly skewed as I had hastily remembered this after I had put the game down a while. Take this with a grain of salt, but I seem to be getting the Guards around 25 - 30%. I'll still be testing if higher quality numbers result in the better ranks being summoned first or not.
You can get more than one gold card in a run by stacking battlefields with ransacked villages and getting the third version of the ghost drop random cards, including golden ones.
Never underestimate the guard tower to help take care of the ghouls that spawn when you place a vampire next to a town early game. Also the pesky 'bandit camps' that spawn every evenly spawned town can be completely mitigated by ensuring all current towns and the newly placed town have no available 'roadside' tiles next to them.
@@okamimemos1716 if lets say u place vampire and battlefield next to road and then place village in between the 2 bandits cant spawn cause there's no space for them
@@samiamrg7 if you block both sides that go outside the loop no bandits will spawn that has bee my strategy thus far block the inner loop with labyrinth and make bandit free villages
Multiple river tiles stack; if a Thicket is adjacent to 2 rivers it wil be 2x2x2 = 8% att speed If you have empty bookery + vampire mansion you will get vampire mages also temporal beacon + empty bookery spawns temporal mages
You can get around needing Oblivion cards for the first boss by simply placing tiles around your camp, which will prevent the Palace tiles from spawning in the first place. On the run where I beat the Lich for the first time, I had surrounded my camp mostly with swamps and vampire manors, a lamp, and meadow just to fill a space.
If you add a library and uses its 30 charges it will spawn books in each fight, also if you add vampires to the fights with books they will change to a "vampire librarian" of sorts that when killed turns into a book.
As long as a Goblin Hut doesn't spawn in a corner (where it can deploy on two sides) you can use a Village to negate its spawn. If not you can use two but it will then spawn the bandits.
Question at 0:57 : What did you mean by placing battlefields "opposite" of heavily populated pathways? Does that mean overlapping, or not overlapping? Is spawning ghosts a good thing or a bad thing? Great video, I can't wait to play this game.
I think he means having them on the opposite side of the loop from where you place a lot of enemy spawners. So if you place your battlefields in the southern half of the loop, you should place your enemy spawners somewhere far away like in the northern side of the loop.
You could also look at it like this: The “start/end” of the loop is the camp, and the “opposite” side of that is actually the middle of the loop, the area farthest away from the campsite.
You can also remove the grove sustaining a blood grove to turn it into a hungry grove. Another sure-fire way to weaken lich is to instead surround your camp with placed cards since the Lich's laboratory doesn't destroy placed cards meaning they just don't spawn.
@@bigdaddystrokes Yes, the lich can't destroy blood groves around him AND the blood grove affects him. If you have a hungry grove and he doesn't have a single laboratory around him he is extremely squishy.
I usually go for high atk speed Rogue build. I crafted a ton of Count’s chairs and increased my vampirism to 10% so that I get all health back and enemies have no time to attack me at all
I started farming Metamorphosis materials with meadows by placing them in a plus pattern around rocks while saving the mountain cards for a different corner to stack. I got this idea from Minecraft sugar cane farms lol
Placing down a Town will remove any enemies on the tile you play it. Useful to use Towns as backup removal if you don't have an Oblivion handy. Doesn't work on non-empty tiles, though.
Rivers can double the effectiveness of a tile for each time the river passes by the tile. While not exponential, the passes beyond the first are twice as good. So, say a Thicket is touching a River. If it's touching one River tile, the attack speed boost doubles from 2% to 4%. If it touches a second River tile, it doubles again to 8%. A third does not double yet again, but brings it up to 12%, for a maximum of 16% if it's surrounded on all 4 sides. So basically, the first touch gives +100% to the effect, and each of the up to 3 additional river touches give an extra, additive +200%. After this and lots of math-checking with different kinds of setups, I've settled upon a rule of thumb that lots of wandering in your river's path is optimal for maximum buffs. (Lots of turns, almost exclusively leaving room for tiles where they touch the river twice or more, but generally avoiding having the river touch itself since that wastes space. It's even usually fine for the river to frequently touch the border of the map, to make more room inside for multiple river-touches, partly because avoiding the border means you'll often have wasted spaces there where tiles won't touch the river at all, but also simply because 2x is a lot weaker than ranging from 4x to 8x.) While this does require a lot of river tiles relative to the number of tiles to boost, if you're getting very picky as to what to boost, ie: only putting Thickets adjacent, then it tends to balance out pretty well, anyway. Just toss your lesser tiles by Treasuries.
If u are figthing in range of the watchtowers of ur camp the necromancer can summon a skeleton archer there... Is pretty rare, but can happen ( they last only for the figth to...)
Love your channel! Thanks for posting this video, seems like there are so many things to uncover in this game. I am curious if there is an optimized way to place buildings in the camp/base. I get really nervous being new to this game and making such decisions haha.
I did try swamp+vamp, but it didn't go well - at first it seems like everything just dies by itself, but in later loops mosquitoes will almost always get to blow up - and that's not cool. Best farm combo i know of is ruins->grove+blood grove - worms always die, courtesy of blood grove so no support fire for other enemies, ALSO blood grove spawns a flesh golem - although it seem threatening, it's actually walking treasure chest, literally rains orange items on you.
If you build on the tiles where the lich castle walls appear, they will not appear. Only empty tiles will have a castle wall on it, meaning you will require fewer oblivion cards to destroy them when it appears.
With around 200% attack speed and 60% summon quality you can usually get tanks out frequently enough that you never take HP damage at all. Thicket + river for Necromancer is amazing.
if you have a spider cocoon or similar cards next to a campfire and have cards that go on the path and spawn things will stop the spider cocoon from spawning things
*Difficult game to “show”, but it’s super addicting when actually playing. Hope this helps!*
_Boomstick Gaming is the haven for core gamers who value gameplay mechanics and systems, because that's what continues_
_to make anything from 8-bit to 8k, equally enjoyable. Consider sticking around on the channel if you fall into that category! -Alex_
Evasion is god-tier at first loop with the basic hero.
How did you unlock outpost card please.
@@MolitovMichelleX You have to progress to a certain point in the game.
Where is the beginning of a loop?
@@firstlast-cs6eg It's where you start. There will be a camp tile there.
Instead of just deleting the lich's palace, you can also preemtively surround the campfire with any other buildings/features, and the palaces won't be able to spawn at all.
this game is amazing
This is an amazing tip I had no clue about. I'm bad at this game so my tactic was to wait for the 'fill your deck with oblivion cards' talent/trait thing so I could demolish the entire city he spawns. So RNG dependent that I lost a few runs because I'm a dummy.
Thank you for this.
Its wierd that he didint mencioned that on the video becuase you can se how he blocked one of these with a structure in the example he showed
heh i thought they would just get obliterated
Figuring this out was a game changer because now I can use my Oblivions on stupid goblin camps or other annoying tiles
You can oblivion your big mountain then rebuild it with one card to get bonus resources.
What!? thats crazy!
thats cool but I'm normally always so short on oblivions that I cant imagine there ever being a time when I'd feel good about using oblivion just to get some resources :P
@@Jubanen12 take the oblivion perk when it comes at the start and sacrifice that run for farming loot
You don't even need to rebuild it if you have two 3x3 squares. As soon as you Oblivion 1 rock/mountain square in that 3x3 formation, the other 3x3 formation will automatically turn into a Mountain Peak. Anyhoo, always do that for free resources; almost feels like an oversight on developer's part.
@@Laroac thats pretty nice idea xD
This is one of those games that's hard to explain to people, but when you play it and the mechanics "click" in your head, you start to appreciate the layers of depth in it. I'm really excited for people to get a hold of this one!
that game isn't hard to explain to people , it's impossible to explain to people ,how could you even start ?
it's a game where there is nothing but a path and you don't actually fight or controls you character , you build the world around him making harder to play even tho you are not even playing in the first place
@@willbordy wasn't so hard, was it? lol
Google play was telling me that i would like this game. When i saw the graohics i said no. But google kept repeating it so i gave a try. Now im addicted
Placing a Ruins in range of a Blood Grove means that Scorch Worms no longer have a 40% chance of not dieing, as they are always consumed by the Blood Grove.
THANKYOU! This has been cursing my runs, since they often become my quest targets.
That's a useful one I hadn't thought of. Might make ruins a little bit more viable for loot farming on higher acts since cemeteries also spawn ranged units.
Also applies to vampire mages and watcher mages in a way. Normally they spawn a time on dying but the groves bypass that check.
In addition it can also prevent vampires spawning bats if you knock the health bar down enough in one hit if I remember correctly
Place a village adjacent to the blood grove to prevent spawn of ugly things. it also stop the spawning of slimes in the worms range.
That's a fantastic idea.
Placing Meadows next to Chrono Crystals will double the meadow's daily healing effect, 6 HP/day for a bloomed meadow, 4/day for a non-bloomed one.
Chrono crystals increase day thing, but not only meadows. You can double for example spiders spawning
even more healing if a river is also placed next to that meadow.
this tech saved my ass in the early game. Especially trying to play as rogue without the proper deck and upgrades
chrono crystals can't be next to a non-bloomed one since the meadow is next something so it will bloom automatically.
@@09AJY They can, because the Chrono Crystal boosts cards that are diagonally adjacent to it as well; however diagonal adjacency does not trigger a Blooming Meadow. :(
Who else is here in 2024 after it just came out on Mobile
Please dont be silly, this game is terrible and sure you dont even play it
@@lucasmoreira4730there's always this type of guy
How'd you even make it to this comment @@lucasmoreira4730
@@lucasmoreira4730no it’s not tho
@@lucasmoreira4730 why are you here if you dont like the game lmaoo
A simple but useful tip that I am aware of is, you can rearrange your inventory. This is handy if you want to keep certain bits of loot equipment from dropping off the bottom.
This is mandatory for higher level play.
Lets you keep good boss gear available and swap off AoE gear right before the boss.
you can lock down pieces of gear by right clicking on them and they will not be discarded
@@RageDMonkey69FPSor tap on them if you play mobile
The thing about Loop hero is that organizing stuff is important. Don't just randomly place tiles, group things together and set them up to maximize the benefit. This is especially important when using river cards.
You also want to limit the cards you're using as much as you can. Go with as few as the game will allow in most situations.
Outside of getting specific spawns early on to get resources to unlock the alchemy tent and just to fill out encyclopedia entries, there's no reason to spawn most enemies. Even things like treasuries are generally not worth it due to the annoying enemy spawns.
Wrap your river around tiles to get multiple bonuses from the same tiles. Don't turn your rivers into reeds or oasis tiles. They are most useful for boosting other tiles and don't do so unless they remain a regular river. You basically want to surround your river with thickets in general.
Having burning forest cards by the river is also a good idea. Place two storm temples on opposite corners of the map, maybe having one a tile row lower so you can pass the river without making reeds.
Flat HP bonuses are essentially worthless outside of the very early game. Don't bother with mountains or rivers. Just place forest tiles.
Unlock the Alchemy tent as soon as you can. It means you don't need specific cards or spawns to get specific resources anymore. You can just gather bulk materials from spiders or other weak enemies with high spawn rates.
Ancestral Crypt once you unlock it there is little reason to use any other gold card. Arsenal might be worth it for Rouge due to the magic shield, but honestly Ancestral Crypt's bonus easily outclasses it in late game. Once you unlock it, you should be placing groves, they are the easiest enemies with souls to kill and spawn at a faster rate than other enemies of that type. Ravaged Villages also spawn lots of enemies with souls, but unfortunately they only do so temporarily, and simply become an annoyance after that.
Thieves are also not worth it, because they can steal your equipped gear on occasion. This can severely screw up a build and end a run. The flat healing villages give isn't really worth placing them.
Also, use oblivion cards to get rid of spawns like fake villages or goblin camps. Neither is worth the hassle of dealing with.
You don't need to hoard oblivion cards as you can block the boss city spawns by placing cards around your campfire. It's a good idea to have at least one card you can place along the roadside just for this purpose.
Finally, use supplies. Mostly furniture and tools. Food is pretty worthless overall. Count's Chairs are especially overpowered if you get several. Remember a percentage bonus is far better than a flat increase. You'll eventually out-scale a flat increase, but a percentage will always be relevant because it scales with you.
Your basic loadout for most of the game would be something like grove, village [just because of the required number of cards], spider pods, battlefields, river and forest/thicket, oblivion, ancestral crypt, and something that you can place just off the road like time crystals or outposts.
Also, placing outposts so that their influence covers the camp gives you help in the boss fight.
You can add a couple of other cards depending on class, but want to keep that minimal. Maybe adding time crystals [mostly to improve grove spawns to feed the HP buff from ancestral crypt], outposts, or that sort of thing to complement your class and goals, but generally you don't want anywhere near the max number of cards you can have in your deck.
Thank you. These sound like good tips.
I've never thought of minimizing the amount of cards in a deck, will need to try this
Also very important with rocks and mountain, great tip.
@@matthewlozy1140 The less cards you have, the more chances you have to obtain each one.
@@SpaVVn82 I've since tried it and it definitely works really well. Good tip!
I place Battefield specifically next to heavy monster infested tiles, so i get more chances for getting the ghost effect. The ghost effect can trigger 3 times. At the third time, you fight against "Prime Matter" Which has a 33% chance of dropping gold cards, like the crypt, which is huge benifical. Downside is, you have to hit 3 20% rolls to get the enemy and hit a 33% roll after it, so giving you a 1 in 379 chance to achieve this. very rare, very rng heavy.
And ch4 skill of primal matter is painful. Primal matter is the way to get broken geography too btw.
Can you get more arsenals this way or is there another way?
@@malusso if you are lucky, yes
@@malusso it was possible some time ago, not sure if it even did anything except for decrease quality
@@malusso the game was patched a while back to only let you get one arsenal, apparently
"When in a swamp, just like in real life, the healing effect of vampire.." Are we gonna pass on that ?
It's common sense.
Don't get it, what healing effects on vapires has to do with real life swamps
makes me think of lestat in the swamp
It’s common knowledge that swamps reverse all vampire snicker-dicking, always. Much more effective than the cooter-kicking effects of garlic, which can still helpful depending on your run.
@GreatOne_1 swamps are infested with mosquitos that can trasmit blood diseases so stealing someone blood in a swaml wouldn't heal you yk
putting a river next to a battlefield changes it to a shipwreck that spawns Siren very dangerous not sure the loot.
I had this in my last run by accident. Sirens are no joke.
at least it confirms no mimics
Step1 - later in game take perk which allows you to reflect ranged atack back into enemy
Step2 - place ruins + chrono behind campfire
Step3 - atack the boss with your "new army" of worms
Step4 - profit
You can place weat fields next to the "village?" Tiles that come from the forest, and then they spawn the blades of grass with the scarecrows. They are hard fights, but they have one of the drops that you need for rivers, and more consistent than trying to get them from blood clots.
The forest village is the safest place for necromancers since the forest men only counter attack. The skeletons get taken out, but you take almost no damage and this is even better if you have the sacrifice trait where your dead skeletons heal you. Also, the living armor is really vulnerable to multiple small hits. Try to have them spawn by camp. With necromancers, this is even more effective.
Not a huge thing, but if you add a town to a tile where there are enemies, they will disappear. It’s saved me once or twice lol.
Works also to prevent goblin spawn from camp
You mentioned saving Oblivions to destroy the Lich Palace's, but it is much easier to just put your own buildings around your campsite to stop them from spawning. (Confirmed to work for the first act)
Using Oblivion on a *Roadside* tile that is in the middle of spawning a creature (such as a goblin camp) will destroy the spawner and cause a Dark Slime to spawn on that tile the next time you pass it.
Using Oblivion on your own *Mountain Peaks* is a good way to farm orbs late in the Loop. The Peak will be destroyed but only 1 tile will be missing allowing you to easily remake it (it will immediately create a peak from any valid 3x3 Rock/Mountain groupings if possible).
River + Battlefield = Shipwreck - Spawns Sirens and continues to act as a battlefield.
I just tested the 1st one. The lich palaces can spawn anywhere (at least) within two tiles away from camp, even across to other sections of the loop if nearby. So yea, can be better depending on how much space you have around your camp.
@@BoomstickGaming They must have changed it from the Demo. I have edited the original comment to reflect this since it is a big change from the demo.
You can still place buildings to stop lich palaces. Tested on the full release build.
@@Patchumz Just tested it my self as well and can confirm that at least on the first act you can block the Lich palaces by placing your own buildings around the campsite. Original comment edited. (Thank you Patchumz)
also they will probably fix it later.
as this sounds pretty op jsut easily destroying all palaces..
For the Rogue, use arsenal card then place as many enemies as possible to grow your loot quality in the end of the loop. This can make it so that you eventually get orange equipment that is 4 levels higher than the loop
Putting ten forest or thickets on a map spawns "a village?" Which has a training dummy enemy and placing a wheat field next to that will create a new wheat field with a unique enemy as well.
You can get that same overgrown field if something happens to a normal village too.
Before fighting the lich, you can also place other tile improvements next to the campfire to prevent the palaces from spawning at those locations, watch out for any negative buffs though.
Learning tips on a game I don’t own so I can go yell them to NL
I think he dropped the series so you can't do this anymore.
Oh... So that's what twitch backseaters do
Build villages to goblins villages stop their spawn, surround your village so when you build an even village there is simply no room for the bandits.
On the village map, the return of investment on farm is kinda long, but you can build several farms in a line. Each farmland can then provide for 3 farms for the first 6 loop. Later, don't be shy to deconstruct a building to perfect their placements. You still get half of the resources back, it's not that bad.
Read the rest of those comments, I found several other gems.
Other tips that may help players out:
1. Upgrading the alchemy station allows to synthesize rare resources that can prohibit the progression in this game. Consider this upgrade one of the best to limit grinding.
2. The worms that a ruin tile can be spawn can run away with low health, try and build a hungry grove next to this tile to prevent them from getting away.
3. Watchtowers can make fights adjacent to your campfire trivial. However if you place a cemetery or ruins directly after your campfire(1st road tile on your loop) ranged spawns will help the boss during battle and your watchtower buddies will not.
4. Using an oblivion card at the very beginning of the day will cause the goblin that just spawned to be turned into a dark slime.
5. wheatfields that are placed between two villages increase both villages healing power.
6. levels and quality of items is less important than the perks it gives (for example a level 3 grey ring with 10% counterattack can be a lot stronger than a legendary ring of level 5)
7.some buildings in your camp can only be built next to another building while others are more effective when there are a lot of empty spaces around. Try to plan ahead.
8. you can continue from you demo save file (demo is the first chapter)
Holy, I had no idea you can retreat outside of campsite!
This is literally life changing!
I played the game quite a lot, and knew every other thing, but I did not know something THIS basic, like what the hell?
when you destroy a village next to a field it changes the fields to have a new enemy blade grass. I think their loot is kinda like the blood-clot grey items mostly.
Also when placing a farm by a forest village
helps with getting some shapeless mass in chapter 2 onwards which I honestly find hard to come by when compared to most other resources
hour one of this game, I don't get it, I don't like it
for hours into this game, I still don't get it but I can't stop playing
thanks for the tips brother, some of the stuff is very ambiguous
Welcome! Best game with the least "gameplay" for me.
video soon ? it's just like dark souls : )
I demand a video on this game!
Loop Souls incoming
Loop souls soon ?
In early game, If you end up with a nice stretch of straight road, You can line Ruins with Lanturns on both sides for a long stretch of Wormless free random materials. Even better if you can get the supplier perk to drop them all off at camp without ever reaching your resource cap.
By what I've seen, the supplier perk doesn't get around the cap. The items still go red-border and you can't gain more, you just make sure you won't lose as much if you die.
I like your videos a lot Alex, because you cover a lot of "smaller" games most reviewers overlook.
Good job!
hey thanks!
*You can get 2 soldiers to help in the boss fights when using the Outpost, which is great against the Lich, because you delete 2 Lich towers and gives you the advantage os 2 soldiers attacking and being targets to his attacks;
*No matter what class you use, Attack Speed and evasion are top tier stats;
*Evasion can only go up to 75%;
*The Orange/Yellow/Blue item is not always better than the grey one, it only means that has more effects, so be harned that sometimes a gray lv 5 item can be way better than a orange lv 4;
*Using Oblivion on placed tiles makes the boss spawn progress bar to back up a little, so you can manage when you want to fight him;
*The versatility of the oblivion card makes that is one of the best (in my opinion the best) synergy card, always enable that card before going on expeditions;
*Have fun, go Loop and experiment!
Be extremely careful with Evasion and Attack Speed at high loop counts. Both of them use stamina, so you'll start burning out and getting a 75% debuff to both until you recover from depletion. Your best bet is to mix Oasis tiles in order to reduce your own attack speed as well as the enemies, and keep your attack speed to something shy of +100% by placing a small amount of thickets.
The usefulness of grey items highly depends on the item's base type, a grey body armour is never going to be better than a blue/yellow/orange since max hp isn't a good stat (as it has many other ways of being increased).
Best tip I can give you.
On anyone besides the rogue build a village, then a ruins, then another village. This traps the ruins between two villages so the worms can't fire at you in combat (villages don't spawn enemies).
Ruins worms drop really good loot, so build a forest next to one and then plop down a blood grove. The worms try to run when killed (40% chance for no loot) the blood grove executes them so they always drop loot. This combo can be chained forever (village, ruins, village, ruins) and it spawns a lot of cards and a lot of high quality items. For extra effect start it near the campfire (village first so the worms dont fire on boss fights) once you have watch towers. The archers will help you kill the worms and it's really easy if you have 4 upgraded watchtowers since they have 4 tile range. If you can handle it you can upgrade the villages with vampire mansions. Really hard fights for 3 loops then it turns into count's land and it's really effective at healing you and gives great quest rewards.
But if you put 2 villages down a bandit camp spawns attached to a village which will periodically spawn enemies on that village.
@@FredyIsHere That's what the vampire mansion is for, bandits won't spawn on a ransacked village. Or you can just wait to place it till you have an oblivion to remove it with.
I came up with the exact same build interestingly.
@FredyisHere, you could also surround the villages first so there is no space for the camps
I'm so addicted to this game. Great tips man! Shoot, I wanna see an entire guide about this game. 100% completion!
It's because of this video that I was able to smack down the Lich on my first try after migrating to PC and remembering this gem of a game again after playing it for a bit when it was on game pass.
Instantly made me a much better wanderer of the loop and I don't think I can thank you enough for it.
Leaving the Vampire mansion next to a ransacked Village is one of the easiest & earliest ways to get orbs of expansions, which you need for a lot of upgrades
My favorite spot to do it is on one that does a u-turn so 1 mansion = 3 villages.
@@Quadrolithium i use the "U" turns too, but i place only 1 village on it, since 3 may be too much, instead what i do is use the inner part of the U to place a blood grove, and then i place 2 spider caves besides the ransacked village, since u need 4 enemies for orbs of expansion, this tactic works as well as the one mentioned above, but with far less risk
Was surprised by how fun the demo was.
abandoned libraries turn vampires into vampire mages and watchers into watcher mages
I love how most of these tips I learned through trial and error
also for the blood groves, you can place them near forests as long as they are at the side of the road, you can also oblivion the groves or forests to turn them into hungry groves, if you place them next to a burned forest they will also turn into hungry groves, however placing them next to a forest and THEN burning it with a storm temple will leave the blood grove as it is
If u erase a city with a grain field next to it the field will became abandoned and aditionally to the scarecrows it will spawn blade grass enemys (1 for each empty time next to the field)
Today I discovered that u can add a grain field to the fake village that spawn when placing 10 forest/thicket and they will became abandoned instantly
Summon quality is a really nice stat to try for when playing necromancer, since it makes high power skeletons or meat shields the enemy has to take out before going after you. Get unseen care ASAP, since it increases magic shield for each skeleton you summon from the time you get the trait onwards. Make sure to compare substats in your gear, you never know when you may have thrown out something with better bonuses than what you have.
Expandability list:
Common/Grey: Highly Expendable, better to just let it run out of your inventory unless you're in really early game.
Rare/Blue: Semi Expendable, useful if it has the substat you need early game, but useless late game, better as materials.
Yellow: Not Very Expendable, check the substats for more details.
Orange: Only unequip if it's worth the stats.
I'll add more to this if I find more.
Towns: they're awesome.
Dropping a town in front of an enemy spawning building (such as goblin camps) will often nullify it, so long as there aren't any other adjacent tiles where the enemies can spawn. You can also place towns on top of blood paths to get rid of the blood clots.
Space your towns across the loop. Place some before and/or after difficult fights, depending on how long have you got to get to camp. I often leave the bigger gauntlets for the ending of the loop, and plop a couple of towns before and in-between them so as to not worry too much about the health.
Towns give you quests, and quests give you rewards, BUT they also mean tougher and longer fights. Be sure to prepare yourself properly, because some enemies, like skeletons, can really make a dent on your health if the fight lengthens too much, specially if the quest enemy is in a group. That's the biggest reason not to put too many towns on your board.
Having said that, if your build can take on bigger fights, don't worry too much. You won't get that many towns before fighting the boss, and their effect is always good for healing damage.
when you delete a tile (say a goblin camp) during the spawning animation (after appearance of the mob but before it reachs the road) it will despawn the mob and replace it by a dark slime. It doesn't work with harpies or gargoyles though.
how does it help?
@@ГенийЖизни-л7ю it gives more cards when defeated I think (not sure about that) but it was mainly to help completing the encyclopedia.
@@09AJY I got that one accidentally and never even noticed the mob... It was only when I was going through the encyclopaedia that I even found out it existed XD
I just started playing this game a week ago on my steam deck and had no idea on how in-depth it was. I’m hooked after this vid ✌🏽
3:53 - better yet place something as the palaces won't overwrite whatever you placed there.
A tip I might add is destroy middle of mountain and reform it instead for a lot of resources.
yeah im farming the mountain tooo
@@bigdaddystrokes Just started doing that yesterday, wow I've been missing out
The counts lands are immune to bandits, the bandits only spawn on the placed village i believe so if you make sure to place your even numbered villages next to a vampire mansion your golden
Until a bandit camp spawns on the inside of a turn in the loop, and the bandits just march into the wastes.
To be specific, every 2 village a camp spawn on ANY village. If the village are surounded you wont have camps at all.
Use oblivion on a tile as it makes an enemy that moves away from the tile, such as goblin huts. Doing so destroys the building and the creature but will make a dark slime spawn instead. They don’t appear on the map, but you will fight it. You can combine this with a crystal making the original tile make multiple units before destroying getting extra dark slimes.
what do dark slimes give ya?
@@bigdaddystrokes I don't know really, due to their rarity I'd imagine they have something good. I've only received normal stuff so far though.
What do you mean “as it spawns?” Like, right when the day changes and the monster appears? How tight is the window?
@@samiamrg7 I just enter planning mode at start of day or during a fight when the day passes mid fight. This isn't really a reflexes kind of game though, so I'd say not very tight. Probably a second or 2 of not entering planning mode.
@@okeson9301 I remembered to try this once, and got a dark slime but it didn't drop anything. Granted, it was only one slime.
3:28 just like battling vampires in real life.
I got this game yesterday played it for a bit, and today youtube recommends this video. Nice!
I'm playing this on the phone now.
I've got like 25 hours dumped Into it. Greatest game ever-! 🎉
If you use up a bookery, it turns into a ruined bookery, which spawns tomes to fight you in nearby battle. If there also happens to be a temporal beacon nearby, instead of a tome or watcher spawning you get a watcher mage instead.
If there is a nearby vampire mansion, you will get a mage vampire instead! They're a little tricky, but a great way to farm time fragments :D
your video allowed me to beat lich (first run after i watched it)
I play this game last weekend.
Playtime in 2 days, 20 hours. fml this game is rly good
I really enjoyed the demo they have out, excited to pick this game up
Heading home this weekend where my PC is, can't wait to get a chance to play this game. Looks really interesting. Anything Devolver publishes usually is a hit for me. Katana Zero was so much better of a game than I initially thought it would be, not that I thought it'd be bad. Just surprised me with how much more there was to the game under the surface level.
If you place a spidernest next to a ramsacke village is very likely that all the enemy spot are taken by the spider wich is basically the duke´s village for free if you compare it with the difficulty of ghouls
I won't watch the video because I want to learn it for myself, but liked and played to the end on mute... Love this stuff
thanks!
Awesome tips man! I bought the game but had no idea about all the synergies between the game pieces!
Harpies, gargoyles, slimes, vampires and probably watchers drop orb fragments, which are rare resource in a game.
Hold down the Retreat button. Best tip EVER!!! That makes a huge difference.
Just go to settings and enable pause after every loop. No need to hold anything.
@@Plonom Exactly. I did this from the very beginning.
I'm just getting started with this game. My favorite trick so far is: get 4 watchtowers & they defend 2 tiles adjacent to the campsite. Stack these 2 tiles with enemies, buffs, and debuffs like groves, battlefield, spider cocoons. Then stack lightning towers to take out the baddies. It's a good idea to make a chain of towns at the end of the loop before all that chaos. I'm playing the warrior.
ohh swamps+ vampires is really smart
It creates a really fairly easy area to farm vampires, since the deal a ton of damage to themselves. The Mosquitoes will often almost kill themselves from the life drain and then get finished off by a Counter.
All swamps has an interesting effect on the game!
I've been playing for four hours and I'm hooked. Thanks for the tips. It seems super slow gathering materials for building
Retreating at the campfire tip is priceless, thanks man
Thanks for these tips. I recently started playing Loop Hero and its addictive.
For those playing the Necromancer:
As far as I've been able to gather, Skeleton Level affects how much HP/Damage the skeletons have/deal, while Summon Quality determines what you can summon at random. A higher Summon Quality may be better early to mid expedition as you normally summon a Friendly Skeleton (basic sword grunt) under ~30%, a Skeleton Warrior (dual claws) at ~40%, and a Skeleton Guard (tank unit with permanent full aggro) at or above ~50%. I haven't seen any other units above that threshold, but I assume a higher Summon Quality rolls the better units first even though it is at random what you summon.
And not a tip, but a playstyle that tends to work for me:
When farming Ransacked Villages for Orbs of Expansion, I find it best to place a Blood/Hungry Grove around the village to reduce the amount of damage you need to deal to the 5 units on the field.
you will also get archer/mage (on quality base) as your 5th to 8th skeleton :)
@@courtevillej Turns out my numbers are slightly skewed as I had hastily remembered this after I had put the game down a while. Take this with a grain of salt, but I seem to be getting the Guards around 25 - 30%. I'll still be testing if higher quality numbers result in the better ranks being summoned first or not.
@@artmanadvanced from what i've seen from playing i think that quality is more like "chance to get a better skeleton" (either a warrior or guard)
You can get more than one gold card in a run by stacking battlefields with ransacked villages and getting the third version of the ghost drop random cards, including golden ones.
This has actually been patched, "Prime Matter" (third version of the ghost) can no longer drop Golden Cards, i think its on March 8 Patch notes
@@gastonzamora4985 damn really? I mean its not gamebreaking, they might as well have left it in. Oh well
@@Wertandrew It is kinda gamebreaking when u use the Arsenal i suppose at least because i got the game the day they patched it.
you can still get golden cards, i got Crypt yesterday, what you cannot get is 2 arsenals
Never underestimate the guard tower to help take care of the ghouls that spawn when you place a vampire next to a town early game.
Also the pesky 'bandit camps' that spawn every evenly spawned town can be completely mitigated by ensuring all current towns and the newly placed town have no available 'roadside' tiles next to them.
Wdym by roadside tiles next to them?
@@okamimemos1716 if lets say u place vampire and battlefield next to road and then place village in between the 2 bandits cant spawn cause there's no space for them
@@okamimemos1716 roadside tiles are tile pieces next the road. So you put block all sides of the road before you place the town card on the road
Awesome video, there is so much to this small simple game, its really fun!
During my experience in the demo, putting a village in front of goblin camps stopped the goblins from spawning.
villages stop anything from spawning if your map is 100% villages there is no more harpies , goblins , gargoyles
@@willbordy PogU
+WillBordy Well, except bandits. There will be LOTS of bandits if you have that many villages.
@@samiamrg7 if you block both sides that go outside the loop no bandits will spawn that has bee my strategy thus far block the inner loop with labyrinth and make bandit free villages
@@forita100 5head move
3:28 "while battling in a swamp, JUST LIKE IN REAL LIFE, the healing effects of vampirism will be reversed"
I mean, have YOU tried to drain your enemies energy while in a swamp in real life?
I'm glad I'm not the only one that caught that and was like "wait.... what?" lol
Multiple river tiles stack; if a Thicket is adjacent to 2 rivers it wil be 2x2x2 = 8% att speed
If you have empty bookery + vampire mansion you will get vampire mages
also temporal beacon + empty bookery spawns temporal mages
Best loop hero video anywhere! Tons of info 🔥
You can get around needing Oblivion cards for the first boss by simply placing tiles around your camp, which will prevent the Palace tiles from spawning in the first place.
On the run where I beat the Lich for the first time, I had surrounded my camp mostly with swamps and vampire manors, a lamp, and meadow just to fill a space.
If you add a library and uses its 30 charges it will spawn books in each fight, also if you add vampires to the fights with books they will change to a "vampire librarian" of sorts that when killed turns into a book.
As long as a Goblin Hut doesn't spawn in a corner (where it can deploy on two sides) you can use a Village to negate its spawn. If not you can use two but it will then spawn the bandits.
Unless there is no free space available around your villages.
Question at 0:57 : What did you mean by placing battlefields "opposite" of heavily populated pathways? Does that mean overlapping, or not overlapping? Is spawning ghosts a good thing or a bad thing?
Great video, I can't wait to play this game.
If you don't want extra difficulty, don't have your battlefields overlap with themselves or any enemy spawning tiles.
Ghosts are harder to fight. I got really good loot from a ghost that spawned from a ghost that spawned from a ghost though
@@marsgreekgod Pog
I think he means having them on the opposite side of the loop from where you place a lot of enemy spawners. So if you place your battlefields in the southern half of the loop, you should place your enemy spawners somewhere far away like in the northern side of the loop.
You could also look at it like this: The “start/end” of the loop is the camp, and the “opposite” side of that is actually the middle of the loop, the area farthest away from the campsite.
You can also remove the grove sustaining a blood grove to turn it into a hungry grove. Another sure-fire way to weaken lich is to instead surround your camp with placed cards since the Lich's laboratory doesn't destroy placed cards meaning they just don't spawn.
even blood groves?
@@bigdaddystrokes Yes, the lich can't destroy blood groves around him AND the blood grove affects him. If you have a hungry grove and he doesn't have a single laboratory around him he is extremely squishy.
@@DWith13Es niiiice dude thanks! I got the Lich to 50hp in one run and died LOL. so hopefully with this ill smack him
@@bigdaddystrokes Go get em king
I usually go for high atk speed Rogue build. I crafted a ton of Count’s chairs and increased my vampirism to 10% so that I get all health back and enemies have no time to attack me at all
Love that especially if you can get some decent damage all without compromising.
@@Laroac Yeah and given I have atk speed covered with forests, I simply do other stats for equipment to get a more powerful build
Place thicklets on rivers that have a zig-zag pattern and you ll get around 100% atk speed by loop 8-9
You can get 400%+ atk speed by loop 9 (maxed landscape)
@@arifb222 I know but its not the rule + I kinda left them a bit of leeway so whoever does it and surpasses it to feel accomplished :P
@@Wertandrew Yeah, I remember the feeling upon discovering how OP river was
if you use meadows, you should put them at corners with chronic crystals,they make them give twice as much hp per day
I started farming Metamorphosis materials with meadows by placing them in a plus pattern around rocks while saving the mountain cards for a different corner to stack. I got this idea from Minecraft sugar cane farms lol
Placing down a Town will remove any enemies on the tile you play it. Useful to use Towns as backup removal if you don't have an Oblivion handy. Doesn't work on non-empty tiles, though.
Make your own killzone with crossbowman. Use it to harvest hard enemies early in game. If you want orbs of expansion try spiders+vampires+chrono
I’m a human and I did indeed learn a thing, excellent video
Rivers can double the effectiveness of a tile for each time the river passes by the tile. While not exponential, the passes beyond the first are twice as good. So, say a Thicket is touching a River. If it's touching one River tile, the attack speed boost doubles from 2% to 4%. If it touches a second River tile, it doubles again to 8%. A third does not double yet again, but brings it up to 12%, for a maximum of 16% if it's surrounded on all 4 sides. So basically, the first touch gives +100% to the effect, and each of the up to 3 additional river touches give an extra, additive +200%.
After this and lots of math-checking with different kinds of setups, I've settled upon a rule of thumb that lots of wandering in your river's path is optimal for maximum buffs. (Lots of turns, almost exclusively leaving room for tiles where they touch the river twice or more, but generally avoiding having the river touch itself since that wastes space. It's even usually fine for the river to frequently touch the border of the map, to make more room inside for multiple river-touches, partly because avoiding the border means you'll often have wasted spaces there where tiles won't touch the river at all, but also simply because 2x is a lot weaker than ranging from 4x to 8x.) While this does require a lot of river tiles relative to the number of tiles to boost, if you're getting very picky as to what to boost, ie: only putting Thickets adjacent, then it tends to balance out pretty well, anyway. Just toss your lesser tiles by Treasuries.
I mean, the solution is to pack bookeries
Actually great tips! Keep up the amazing work! cheers
“It’ll create a blood path which will spawn bloodclot enemies.”
My genuine reaction: “BOOOOMBA!!!”
If u are figthing in range of the watchtowers of ur camp the necromancer can summon a skeleton archer there... Is pretty rare, but can happen ( they last only for the figth to...)
you will spawn archer as the 5 to 8 skeleton if you have the capacity to do so, with enought quality you will get a spellcaster :)
Love your channel! Thanks for posting this video, seems like there are so many things to uncover in this game. I am curious if there is an optimized way to place buildings in the camp/base. I get really nervous being new to this game and making such decisions haha.
Some things have to be placed next to others.
I did try swamp+vamp, but it didn't go well - at first it seems like everything just dies by itself, but in later loops mosquitoes will almost always get to blow up - and that's not cool.
Best farm combo i know of is ruins->grove+blood grove - worms always die, courtesy of blood grove so no support fire for other enemies, ALSO blood grove spawns a flesh golem - although it seem threatening, it's actually walking treasure chest, literally rains orange items on you.
You can place forge and bookery then when they both run out of charges you ll get to fight a new enemy type
If you build on the tiles where the lich castle walls appear, they will not appear. Only empty tiles will have a castle wall on it, meaning you will require fewer oblivion cards to destroy them when it appears.
What a great video :D It's clear and to the point and very informative. :D Thanks!!
What a strange but neat game.
Thanks for the guide, I'd like to see more placement/combo tips too
Greetings, fellow bird! :)
Well you are right about learning stuff,I learned this exists. Looks pretty good,also feel I cheated already
Placing desert / sand tiles next to swamps causes the mosquitos to explode when killed, damaging adjacent units.
That ending is genius
7:28 except if your enemies ignore your skeletons and kill u instead Sadge
If u have good summon quality u can summon a tank skeleton with the hability to Taunt enemys...
@@gexianhen yeah, but u can never guarantee it to have the tank 100% of the time.
With around 200% attack speed and 60% summon quality you can usually get tanks out frequently enough that you never take HP damage at all. Thicket + river for Necromancer is amazing.
also just get the trait where all dmg is split with the boys
@@juibumgeilheit and the one when u heal when a skeleton die... So op when u get those together
if you have a spider cocoon or similar cards next to a campfire and have cards that go on the path and spawn things will stop the spider cocoon from spawning things
Noice actually learned some stuff ! Thnx