No, its quite common. Most of the enemies are very mobile and will easily bypass your tanks on most levels and can do enough damage in a single hit to smack down one of your squishies once they break through. Often there’s just nothing you can do about it, though if you’re not quite at the point where you can one shot them yourself abilities that stun, pin and (to a much lesser extent) hobble obviously go a long way to prevent this.

I found this gets less common the longer a campaign goes on as your characters can get quite tanky regardless of class. Spending LP to cancel cards in the main monster deck as often as possible can also help significantly as with a few bad draws stacked up you can end up with common enemy types suddenly hitting very hard indeed.

Are you “walling” with all of your characters?

Wow. I like this game a lot. It’s like Massive Chalice crossed with a weird fairy tale.

Finished my second campaign and mostly enjoyed it, but I ultimately abandoned the strategic map in chapter 5 (which was rapidly becoming an unwinnable morass with incursions popping up so fast there was no ability to stop/recover from them) and drove straight at the final mission (which proved oddly easy, especially in light of the fact that we were being overrun strategically).

I think I’m going to take a break now, though. The combat feels a little too arbitrary and the strategic game seems a little undercooked to me. The storytelling stuff is fantastic but is already getting repetitive 2 campaigns in, so I figure give them some time to add stuff, rebalance stuff, and for myself to forget some of what I’ve already seen. It’s definitely an enjoyable and unique game, I’m just not sure it’s fully living up to its potential yet. Here’s hoping it gets there.

FWIW there are new story elements in each campaign (both the main plot obv but also the random story bits in each area), as well as some pretty neat set pieces in the fights. You haven’t seen all of it yet.

Campaign three starts with two legacy characters and a random third, which I really enjoyed.

Funny, I actually started a legacy campaign (instead of the third story campaign) which has definitely been more interesting than just starting a new group. I guess I could have started the third story campaign and gotten something similar.

I figured out why this is so much fun. The enemies don’t have the free movement when discovered that they have in XCOM.

I have no idea where I am in the act/campaign landscape, but I’m enjoying the game a lot.

It really endears you to the characters with the story stuff, and so far I haven’t gotten tired of the mechanics, even though I’m basically doing the same thing every fight.

I do see the monsters snowballing quite a bit, so I’m excited to see how things develop, and whether I’m gonna be crushed in the late game.

I think losing some fights is supposed to happen? It adds to the character development and all. I screwed up early against some winebots, because I was chasing a forest spirit, and everyone “went down”, so now they’re crippled, or traumatized, or disgraced in some way. It adds a little bit of spice, and some cool scars!

It also means they’ll die earlier, but a lonely warlock fed them some magical pancakes that extended their lives, so it’s all good in the hood.

Exactly, same as roguelike just means permadeath, XCOM now means isometric/turnbased combat.

It’s a square tile grid, characters usually have 2 AP, attacking usually end your turn, there’re “free” actions like switching weapons, there’s permadeath (or at least permanent consequences).

So this is “Fire Emblem-like” but with 2 AP instead of 1.

Bought it for $20 on Steam last night after seeing glowing RPG of the year editorials in the latest PC Gamer mag and then finding and reading this thread.

is there a way to… zoom all the way out and see the entire tactical map during combat?

You gave it a try ;D

It was brief but did happen!

Was just watching some gameplay of Yaengard and it reminds me quite a bit of Wildermyth. It has a more roguelike structure vs the multiple campaigns. The event system gives characters different attribute ratings (e.g. noble, chaotic, cold, etc.) that you can see before choosing an option. These move you along tracks for each attribute that give the characters different perks. Seems pretty neat.

This thread bump reminds me - I asked about the Switch port if it’s still coming on Twitter and someone that runs their account got back to me that they are aiming to release this year yet - very exciting. I didn’t play this as much as it deserved when it dropped, just too many other things at the time, and that trend with other great things to play continues - but putting it on the Switch will give me a lot of free time with it.

Wow, that is unexpected, and it would be such a good fit.

So I’ve played through the 3-chapter introductory campaign and enjoyed it quite a bit.
I had 12 LPs at the end, so I was able to promote two legacy characters, my warrior and my archer.

I did find the tactical maps a little hard to read, and I wish they rotated more freely. I can get them to spin about 60 degrees in each direction, maybe? And I sometimes have a little trouble seeing where corruption is, or seeing tooltips on some terrain items. Still, I enjoy the charming paper cut-out art style, and I am gradually getting used to the UI.

Now I’m wondering: if I recruit my promoted legacy heroes (or other legacy characters) in my next campaign, do I run any risk of losing them from my legacy if they die during the new campaign? I think I’ve read that you can bury them to keep them in your legacy, but I’m not sure. I’ve grown quite fond of them.

I’m so old this is what I thought of:

Lol. I still own hundreds of LPs. Yer not taking away my vinyl Abbey Road.