Sakyubasu no Tatakai II (Finished)

Re: Sakyubasu no Tatakai II (Finished)

Postby EpicLurker » Tue Nov 24, 2015 7:46 am

I know i'm going to sound like a noob asking this but when we're doing the overlord's castle, does any chanting bonuses count for the loadouts we use? i mean, since the final stage is insane. i guess using chanting units might be a good way to go.
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Re: Sakyubasu no Tatakai II (Finished)

Postby GoRepeat » Tue Nov 24, 2015 8:39 am

EpicLurker Wrote:I know i'm going to sound like a noob asking this but when we're doing the overlord's castle, does any chanting bonuses count for the loadouts we use? i mean, since the final stage is insane. i guess using chanting units might be a good way to go.


They do - all 5 squads get both chanting and corruption bonuses.

Easy. You don't. I got to Pecunia today and it took me about six tries to get it right. I will give you a guide for Fighter Eva, but it can be adapted easily for other classes.


Actually, you can avoid her whirlwind with a little planning. No chanting required. None of the bosses force you to use chanting, it just makes them easier.
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Re: Sakyubasu no Tatakai II (Finished)

Postby piolif » Tue Nov 24, 2015 11:50 am

How do you trigger the Eva and the Bridgette animations? Right now I'm at the twilight gate, did i miss something or are the triggers later in game?
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Re: Sakyubasu no Tatakai II (Finished)

Postby bornsinner » Tue Nov 24, 2015 3:18 pm

Spazmok Wrote:
bornsinner Wrote:
Spazmok Wrote:Very difficult game.


In general I find all the Beezy fights really hard. The best way around Beezy special is to not use it- finish the fight before you have to use it.

Someone posted this strategy called "bumblee blitz" on these forums where you summon a red unit with protect, summon a scout with boost right behind, and then a tank with warcry. With good items and some chanting units you can deal around 20-30 dmg with the scout and berserker. Really handy strategy for later on too.

I'll just patiently wait and twiddle my thumbs until someone posts how they beat the final stage.


Thanks! I used blitz build and won it in the second try!
Now i'm stuck at 3rd stage of Pecunia boss fight. How can I prevent dmg from whirlwind?


Easy. You don't. I got to Pecunia today and it took me about six tries to get it right. I will give you a guide for Fighter Eva, but it can be adapted easily for other classes.

Spoiler (click to show/hide):

1. First and foremost, you need to max out your chosen class type all the way to 70. In this case, I maxed out Fighter Eva. If you don't do this, victory will be nigh impossible.

2. When you start the fight with Pecunia, it will go into a dialog sequence where Tiki is revealed to be a robot and Pecunia to be Tiki's former mistress. This part is easy to get past. All you need to do is walk up to Tiki and talk to her four times while avoiding the guns that will start to fire when you start talking to Tiki. The guns start firing from the top and work there way down. Just be sure not to stand in front of a firing turret.

3. After the talking to Tiki and getting her to return to her senses, the real problems start.Immediately when you regain control of your character, start walking forward. After your first turn, Pecunia will come out in a robot suit to fight you. Continue walking forward until you are directly in front of her(Stay on the middle tile set). When she attacks, her first attack will be to fire bullets along the top and bottom tile sets. If you are in the middle tile set, you will avoid all damage. Her next attack will be a giant laser that is unavoidable UNLESS you are in the tile directly diagonal to her. In other words, if you were right up against Pecunia when she fired the bullets, all you need to do is move down one block. After she fires the laser you have to move back up again to directly in front of her, BUT move one step back from there for the first time. This is so Pecinia takes a step forward instead of blasting you back. If you do not do this then you will not be able to get to the proper places fast enough to avoid her laser attack, unless you have at least three movement points. When Pecunia takes a step forward and should now be directly in front of you again. She will repeat this pattern starting from her bullets and moving onward. When you move back up AFTER she shoots her laser a second time and onward, DO NOT take a step backwards. This time block her attack with what ever technique you have. She will blow you back to your start point and if you blocked, you will receive no damage. You can attack her with each classes 8 mana cost attack since there the most efficient when you are between attacks and safe. Repeat these steps to take down Pecunia in her robot suit. Also, you do not need to use "Suppression Field," prior to killing her in the robot suit.

4. Finally, and this is BY FAR the hardest part, you have to face Pecunia herself. Unfortunately there aren't many complete guides to help with this part, but I hope this guide will help those people that need it. To start, if you got here and DON'T have 70 people chanting for you chosen class. Unfortunately, the best you can do is pray. She has three attacks in this form. Her first attack is a whirlwind attack that is UNAVOIDABLE. THERE IS ABSOLUTELY NO WAY TO AVOID IT; END OF STORY. This is why you need the upgrades form chanting because without them, you will won't have enough health. Her second attack is a simple running dash that can be blocked. Finally, her last attack, and by far her most troublesome, is Dagger in the Dark. With it, she will turn invisible and attack the next turn with a devastating blow that does over a hundred damage I believe and can not be blocked. There is a way to beat it though. When she turns invisible you have to go to the middle of the field and use you 8 mana cost attack to deal damage and reveal her to you. If you can't use you 8 mana cost attack then she will always be in the red squares at the far right of the field while invisible so you can use a different attack if you have to. When she turns visible from your attack, you HAVE to block. She will attack with "Dagger in the Dark," the next turn, but if she is visible, then you can block it. At the start of the battle, Pecunia will take three steps towards you and do nothing. For the most part you can just stay in one place for this bit. Her next turn, she will attack with her whirlwind, which is, again, UNAVOIDABLE. Her next turn, she will attack with her dash attack. You can block this easily. After both of these attacks, she will start to use "Dagger in the Dark," by turning invisible. Just follow the before mentioned steps to defend against it. If you are playing as a fighter like I was, the best way, in my opinion, is to block her first and second dash attacks and allow the third to hit you to conserve mana for you 8 mana cost attack. This will leave you with 25 health left if you started from 200 and have been attacked by the whirlwind three times. This is just a note of advice to those using the fighter class, but other clas users should be sure to plan ahead and make sure they will have enough mana to execute their attacks. REMEMBER, YOU HAVE TO USE SUPPRESSION FIELD BEFORE THE FINAL BLOW OR ELSE YOU WLL LOSE. Obviously, this bit of information was learned through experience, so try not to repeat my mistake. I was so focused on bringing her health to zero that I completely forgot it. Just know that I didn't make the mistake twice.

This guide should hopefully help those people that have had no luck against Percunia.


Are you serious right now? People try way too hard for this shit lmao.

Here's a simple way to beat Pecunia:

Spoiler (click to show/hide):

Step 1. Pick Scout class- this is by far the easiest class (imho) to beat her with.

Step 2. Do the talking part with Tiki

Step 3. Having three-unit movement comes in real handy. Use toxin, then twin strike on Pecunia's robot. You can learn and predict its patterns of movement. Abuse your mobility and stay out of the robot's way. Use blitz on the robot as soon as it comes off of CD. Repeat blitz and twin strike until the thing is dead.

Step 4. Actually fighting Pecunia- here is where you gotta be smart. Pecunia has less mobility than you- if you move up one square, she will move up one square but then only move forward two- she needs to be in three squares of you to do her dash attack. Keep moving up and down the squares to draw it out. She will eventually reach you, at which point I advise you to cartwheel back to your blue square and defend.

THIS IS THE MOST IMPORTANT PART- AS SOON AS SHE BEGINS HER DAGGER IN THE DARK ANIMATION, HIT HER WITH BLITZ. BLITZ INTERRUPTS HER DAGGER IN THE DARK AND MAKES IT DEAL 0 DAMAGE

Rinse and repeat until she's dead. Don't forget suppression field. Enjoy!
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Re: Sakyubasu no Tatakai II (Finished)

Postby toanly1986 » Tue Nov 24, 2015 4:55 pm

ya ho, after 300 times at the final battle, now it has been defeated
i registered an account here because i want to play game in LoK, not somewhere else, especially is FG :lol:
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Re: Sakyubasu no Tatakai II (Finished)

Postby Gidshri » Tue Nov 24, 2015 9:33 pm

Who knows how to beat final battle against guardians? I mean after 5 battles with bovos. Cant understand how to defend Eva against extermination =_=
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Re: Sakyubasu no Tatakai II (Finished)

Postby Jeanioz » Tue Nov 24, 2015 10:13 pm

Gidshri Wrote:Cant understand how to defend Eva against extermination =_=

Jeanioz Wrote:
Spoiler (click to show/hide):

To survive the laser eyes, hit one skull while its eyes are glowing red and stay in its line. Let the others skulls shoot them lasers.

To survive the extermination skill, stay in the line where a skull shooted its laser, behind of at least three palisades.

Survive three exermination and the battle is over.
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Re: Sakyubasu no Tatakai II (Finished)

Postby Speedy Z5 » Tue Nov 24, 2015 10:48 pm

Is this the final update?
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Re: Sakyubasu no Tatakai II (Finished)

Postby Desolution » Tue Nov 24, 2015 10:48 pm

Alright, finally beat the game. Time for an absolute mammoth post. Also, congratulations GoRepeat on finally finishing up, and thanks for making such an excellent game. So, let's start with...

Feedback:
Spoiler (click to show/hide):

Increasing unit health has really, really helped the game's difficulty curve. Although, overall, it feels slightly easier throughout, difficulty is surprisingly consistent between levels. Here's what I consider the difficulty curve to look like right now.The numbers I've used for the y axis are my estimated % chance of failing the level at the time of reaching it. It's very nearly a curve, just the Esurians are oddly weak. I get that they're supposed to have the high-health-low-damage thing going, but it's incredibly easy to just ignore a 1-3 damage scout hitting your face and hit back for 6-10 per turn. They should probably just get a +1/+2 attack across the board, and that would round out the difficulty curve nicely.

The only other unexpected spike was, oddly enough, Photovol. The high enemy health, low player health and lack of flexibility of rune choice means that you're forced to play a control heavy strategy, which means you need a full team. I ended up grinding out water runes for about an hour, and the encounter was trivial after that, but it was an annoying stumbling block.

The Hand (and the related sub-level of Overlord's Castle) is still absolutely brutal. Given the fact that racing would be almost impossible due to the insane health difference, the only viable strategy I could find against The Bovos was pure control, and winning from card advantage. And, unlike any of the other commander abilities, it's only ever going to trade 1-for-1, and the 'give a unit a boost' element is entirely useless - if you ever try to use it, you'll just immediately lose one of your units to a 24/18 assassin in exchange for nothing (or some insignificant face damage). One possible fix to this would be to provide a health bonus as well as the attack bonus granted to the surviving unit - if this commander ability was at the same power level as the others, one of the game's only remaining spikes would be levelled off.

As for the final level itself - after spending hours and hours on it, I want to utterly hate the fact that we're forced to replay up to four levels every time the AI spawns in an impossible arrangement. And I do - given that there's no way to stop units charging forward after killing things, it's sometimes impossible to cover up all the holes in your defense, and you die in a single hit without being able to do anything about it. But, interestingly enough, by the time I had mastered the levels, most of my deaths came from being put in a situation where it was impossible to avoid taking one hit, but I could have recovered if I survived. This could all be fixed if the player had 20hp instead of 10, so they didn't die in a single hit. Besides that, I'd just leave it as-is and just call it an incredibly difficult challenge. I'd even say that the recent nerfs to Bovos 2-drops weren't really needed (the unfairness comes from dying in a single hit, the high stats can be played around - though their 4 mana scouts are a bit ridiculous).

Oh, and I would never have figured out the final boss without looking it up. Maybe make the attack come from the boss, so it's clearer that you're supposed to 'block' it?

It's probably far too late to say this, but Assassins are a insanely strong right now, and 'Knights' (no idea what the red class is called) are a bit useless. The assassins could probably use a base-health nerf (right now if I run a 7(+3)/18 (effectively 20/18) Bovos into the enemy with a Protect rune, it'll utterly guarantee 2 kills before dying, which is pretty broken), and Knights would be pretty balanced with +2 attack per turn instead of +1 - they pretty much always die the turn after they're played anyway.

And finally, Chanting is still really oddly scaled. Each time I've run this game, I've ended up with roughly 20 of each unit at the time of the final level. That seems pretty reasonable too - an average of about 4 captures per level, give or take. That means that to to fill up the Chanting grid, I'd have to grind out 250 units, or 60 levels. That's a hell of a lot of grinding. And if you don't commit to that grind, Rank 4 units just aren't worth even having. Personally I'd consider 21 of each unit (so a total of 105 units chanting) to be a reasonable ask - though at the very least 35 of each seems less insane.

Oh, and a question for GoRepeat: Why don't you have a Patreon of some sort? I see a lot of significantly less skilled developers getting a surprising amount of money for doing much less work than you do. If you don't want to feel pressured to keep making games, just take donations on a per-game or per-chapter basis. Hell, I'd pledge without any rewards, just as thanks for the insane quality of content you consistently put out.

tl;dr suggestions: enemy Esurians could use +1-2 attack across the board; Photovol mission's enemy commander should have less HP; Beezy's commander ability should give the survivor +HP too; the player should have 20hp on Bovos missions; Knights should get +2 per turn instead of +1; Chanting requirements are a bit high; get a patreon.

Next up, the thankfully short list bugs that I've spotted:
Spoiler (click to show/hide):

This may just be me being blind, but I'm pretty sure that sometimes a healer behind another caster unit (i.e. another healer or mage) will not attack, despite being in range. I haven't found a way to consistently replicate this, but it occurs in situations like this. Either way it happens pretty rarely.

I've also found the issue mentioned a few times where gear turns invisible if your inventory is too full.

I know this one's an absolute dick to fix, but some of the text is misaligned in some frames of the MovieClips on the Equip screen, resulting in shaking text. I know it happens on Phasmos Cleaver, and on at least one other minion the +/= symbols shake, but I can't find it any more.

Esurian Rebounder is too long to fit in the text field, so it just comes up as Esurian. Not a big deal, but it gets a bit confusing.


And finally, since some guy earlier asked for one, here's a guide to the absolute monster of a final mission. Well, there are two ways that I've come up with to clear this. Doing it legit (warning: very, very long and complex):
Spoiler (click to show/hide):

Intro
This method is insanely complicated, relies on extreme knowledge of game mechanics, intense calculation and some luck, and only works some of the time. Even having mastered the fights, it took over an hour of attempts to find a run where the AI didn't find some unbeatable combination. Personally I'd just cheese this one out for now. It's really not worth it.

Team Setup
Still here? Okay, first things first - grind out Chanting. Sorry guys, 4-costs are pretty important for this strategy, and Chanting gives them a whopping +2/+6, the difference between barely surviving the opposing onslaught and being able to fight back. Furthermore, make sure all of your units have full Corruption. Personally I grinded Blood Gate using Thunderstorm runes - you can get 4 units and a level complete reliably in about 4 turns. As far as which races to use - personally I believe in diversity in both races and classes, so I ran 1 of each race, plus three Bovos and every hero except Bobaksuez (who's still not quite good enough to be playable). However, if you want the best possible race combination, go for a single Hive Drone and eight Bovos (hell, given that you rarely get to use them, there's a case for ditching heroes entirely, but I like having them for the final fight).

As for the class layout, I've very carefully crafted this: http://puu.sh/lxfX6/662d393023.jpg. Keep in mind that your units all get converted into various races, all runes changing to that race's sex's version, but the statlines stay the same. Hero units actually get heavily boosted statlines, so that's why I've kept in heroes like Vanorel, who barely sees play during the fights. The converted runes are a bit ehh, but Heal is surprisingly flexible. As for runes, all the Assassins have Boost (Fire), the Mages have Thunderstorm (Dark), all the males have Warcry (Air) except the Phasmos Tank, who has Regen (Water), and the Bovos tank gets Protect Earth.

General Goal
Briefly, the overall goal of this deck is to grind the opposing deck out, trading 1-for-1 or 1-for-2 into each of their units, eventually winning by taking out all of their units, while having a few of your own left over. As such you need to use each unit optimally to trade for theirs, squeezing out as much value from each unit as possible. Also, you should only ever send out units to answer opposing units - never just play out units on their own. Ultimately, to out-survive their deck, you only ever need to trade one unit 2-for-1, and the rest 1-for-1, and you'll out survive them. In reality, it isn't that simple, since you'll often only have your weakest answers left over, and be unable to clear their last unit if you only end up 1 unit ahead. Aim for at least 3-4 2-for-1s each fight, and you should win quite comfortably most games.

Some general tips: try to play out the least flexible answer you can. For instance, if you could take something out with a Scout or a Mage, use the Mage, since the Scout can kill nearly anything, but the Mage is only situationally useful. Another general piece of advice is to watch the opponent's mana. If they've used all their mana, they can't play out any minions, so you can set up more efficient trades that work out over 2 or 3 turns, without having to worry about Scouts or Thunderstorm runes. It's often better to leave their units up until you can clear their entire board simultaneously, so your long term plans aren't ruined by a poorly timed enemy rune. Equally if you can keep 2 mana free, try to do so, since it'll let you throw out a desperation tank later on.

Unit Overview
With that goal, how you use each unit is as important as how you play the individual levels, so I'll explain how each puzzle piece fits together before going into individual fights.

VLAD/ROM is only usable in the fourth and final fights. His purpose is to create a stalemate situation, where the opposing front line can't touch your front line, and your mages and healers plink away from the back lines. He should be played on the same turn as a few other tanks (or slow moving units), with a few magi behind - he's one of the main win conditions on those levels. Otherwise he and the other 2-cost tank serve the same purpose - as a last-resort answer to a Scout or similar that you can't otherwise stop. Don't just throw them out unless you have to - they're much more flexible later on. I keep VLAD in my starting hand for consistency and safety.

The 4-cost tanks exist as walls, to shield a healer or mage for a long, slow duke-out against the tougher enemies (such as their healers). Alternately, they can be used to slow a scout down, or trade well with a Mage. Try to use these instead of the 2-costs where possible, so the 2-costs are available to save you from getting bursted down later on. Also, use the tank with Intimidate over the tank with Protect to weaken enemies - the Protect is best saved for your Scouts.

The 2-cost healers (the converted hero units) serve a different purpose on each level, but their general use is to heal up a tank after a trade using the Heal rune, and to provide support with their 9 (!) attack stat. Use them in long, protracted conflicts, to finish off weak enemies, or whenever you just need a body on the board (for Beezy's special or just protecting yourself). The 4-cost healer is almost entirely used for attrition battles, sitting behind a tank wall making a small difference at a time. Honestly he's the worst unit in the team, and you could entirely justify replacing him (probably with a third bovos assassin), but I like having extra healers for slogs.

Photovol's converted form is useless, due to a terrible converted rune, and should be thrown away whenever 10 damage kills something. However, when she isn't converted (fights 2 and 5), she's utterly devastating. Leave her literally anywhere she won't die, assume her affect will never go off, and admire how often it utterly wins you long fights. Make sure you have a way to handle the sleeping units, but don't worry too much about attacking them - they'll still be there once you've handled the other threats. The other Mages are just there for the Thunderstorm rune and AoE damage - leave them behind a tank in any clusterfuck situations and they'll clear out entire groups on their own. Feel free to just use them for a Thunderstorm proc, but look out for opportunities to sneak in extra kills with their passive.

The single Hive Asssassin is in the deck for one reason, and one reason alone - 22 damage. That's enough to kill off their assassins or Knights in one hit, and one of the only ways in the game to handle them in one turn. Save it for a situation where you need that extra 2 damage - if you only need 20, use a Bovos instead. The Bovos, however, are powerhouses. They're your most powerful, most flexible answer, so try not to waste them unless you need them. One great strategy to earn a guaranteed 2-for-1 is to set a Bovos Scout to clear a 18-20 minions, then whack a protect rune on her. The AI will often throw out a 9/18 scout to counter her, which will fail due to the Protect rune, giving you a free 2-for-1. Otherwise, try to save them for as long as possible, since they're extremely useful defensively.

Finally, Jurassa is relatively simple - save her as long as possible, and use her as an AoE taunt effect, to guarantee your safety in a situation where the AI would otherwise switch lanes and kill you. It's better to never use her than to need her and not have her. As a 6/12 Assassin with Thundershock, use her to whenever you can to answer weaker units - she's not that useful in her converted form. Ioshia is one of the few ways to guarantee a 2-for-1 on the first level, and should only be played out when you can guarantee this. One way to guarantee a 2-for-1 is to send her against a Scout when the AI has used all its mana, then switch lanes to kill a Healer or Mage. Alternately, she can be used in lategame to clear out the last high health minion. Be very cautious, she's very hard to use correctly. In her converted form she's useless - use her to guard your commander or just to provide Boost to Jurassa.

Individual levels
Phew, finally got here. The first level is, thankfully, the hardest. That means that if you can beat it consistently, it only gets easier. Sadly, it's very hard to trade efficiently when your hero power can only be used for 1-for-1s. The trick is to efficiently kill off early units using Tanks and Mages, while using the 2-cost healers and their Heal runes to make it so that your units don't die off after trading out. Turn 3 is an excellent time to play out a Bovos scout, and follow it up with VLAD/ROM's protect, often getting a 3- or 4-for-2. If you play it right, your own units should narrowlysurvive the opponent's attacks, having already taken a kill or two between them. Here's an example of how that might look (though it's better to have equal numbers of units).

When the AI uses its hero ability, play out the least flexible minions you can (healers first, then magi) until you have equal numbers of minions (no more - the attack boost is useless since the boosted minion just dies for free to a Scout), and pop the hero power to clear out. This clears your deck, leaving you with only the most useful minions left. If you have a weak start and don't have at least 5 units left in hand after pressing the button, it might just be worth restarting, since you aren't very far through. Once you have a card advantage lead, you can start trading 1-for-1 until they run out of cards. Try to save Ioshia for later on, when you can guarantee a 2-for-1 without her dying to a Scout counterattack.

The second level is, by far, the easiest. There are two ways to play the first few turns, based on your starting hand. Either play super aggressively, throwing away weak minions in 1-for-1s setting up a situation where they play out all their answers leaving you with no minions and them with a full board. Alternately, aim to slow them down using tanks, and force them to leave as many minions up as possible. Either way, once they use their ability, the board should look something like this, and you can enjoy a satisfying 4-for-0. Later on, try to play out Photovol in any situation where she'll survive, regardless of whether she can attack, and use any sleeps caused to get even more value. Past the first press, you can just use your commander ability once you fall behind on board to even things out and get more sweet, sweet value. You should end up ridiculously far ahead on this one.

Vinara's commander ability is probably the second weakest, behind Beezy's. The commander ability is about halfway house between Beezy's and Vanorel's , and the best way to abuse it is split between those two strategies. You also have the issue that it doesn't effectively counter the AI's commander ability. As such, you have two choices - use it consistently before the AI uses theirs, or use it sometime after. If you use it just before the AI's (which is a safe choice if you have some tanks in hand, and can clear with the minions already on the board), you should commit to always using it then, just to keep the timing up. Alternatively, if you use it afterwards (which is a good idea if you can stall for a turn, and should be combined with a Thundershock rune for the clear), the timing isn't that important, but it's often better to use it as soon as possible so that it's ready sooner. If you choose this route, past the first use, it's usually best to save it only for when you need it. Your hero unit is Jurassa this time, and she should be saved for whenever you need her (sometimes even holding 2 mana in reserve, just in case). This is one of the hardest levels to get value from, so you should take riskier approaches, and save at least one scout to counter the AI's final use - you'll usually end up only winning by one or two cards.

Finally, Pecunia has the strongest hero ability, but one of the hardest missions. This is because all of your runes change dramatically, forcing you to change strategy. This battle should be fought as a long, value-oriented slog, often with a clusterfuck of units in the middle, forcing out value with your hero ability and VLAD/ROM. Try to use them seperately, taking extra care that nothing can get through your lines. The main way you lose this level is from a single enemy sneaking through and instagibbing the commander, so try to move your units up to the enemy's line, and hold 2 mana and a 2-cost tank in ready, in case something slips past. The general idea is to start off stalling (keeping 2 mana in reserve), trading efficiently and creating a wall of tanks and tanky units in the middle. The moment part of the wall would go down, use the hero ability to back it up, and keep racking up free kills. Only use the hero ability when it would actually save something from dying. Once that wears off, assuming the wall is solid, pop VLAD/ROM to provide additional defense and healing (keeping him as far back as possible), and keep slogging away. Once that wears off, use your hero ability to get another two turns of free kills. By the time they actually break through your line, you should have gained enough value that you can trade horrendously inefficiently, and still win.

The final of the five missions gives you all of your commanders, and your own hero ability (+4 defense for 2 turns). Use this like a weaker version of Pecunia's to stall out a clusterfuck (leaving Photovol on the back line to slow the enemy down even more), but hold enough mana to answer whatever the AI plays out. Play really, really carefully, since you have to repeat a lot of content if you fail now. Ultimately, with the combined effects of your hero units, this one should be pretty trivial, and wringing out value isn't really that important. Just don't take unnecessary risks.

Cheesing it out (much, much shorter):
Spoiler (click to show/hide):

Scouts are OP as hell right now. Firstly, grind out chanting and corruption. Next, run a squad of VLAD/ROM, 1-2 Bovos with Crystal Ward + Protect, 1-2 Bovos with Heart Seekers + Boost, 2 4-cost Hive Assassins with Boost, 2-3 4-cost Bovos Scouts with Intimidate, 1-2 4-cost Bovos Scouts (or mages) with Thundershock, and all the rest as 4-cost Bovos Scouts with Boost. Eva should have Lust Guard.

First level, you just run scouts into everything they throw at you, sending out the lowest damage scout that will do the job. If you can't kill the target in one turn, send out the lowest damage/HP scout that will kill it over two. Use the tanks to block the 22hp scouts for a hit. When the opponent uses their special, send out the lowest damage scouts you have until you have equal numbers of units, then press the button. Repeat until kill. Second level you do the same thing, except you don't need to waste units to use the hero special. Third level, use the hero power immediately followed by a Thundershock scout. Otherwise exactly the same thing. Fourth level, all your runes turn to weakens, except the Intimidates become Warcrys. If you can tank out their special, do that so you can use your special after theirs runs off. Once it becomes time to use your special, send out a Scout in every lane, including one with Warcry, and enjoy the 6 free kills. Final level is exactly the same except that your boost runes work again and your hero special only works for one turn. Done.

And to the guys above, on the first phase of the Pecunia fight, you can just spam talk if you have any amount of Chanting done - you'll take damage but not die, and then it gets healed right back up anyway. Saves a few seconds on attempts.
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Re: Sakyubasu no Tatakai II (Finished)

Postby astromormy » Wed Nov 25, 2015 2:39 am

GoRepeat Wrote:
EpicLurker Wrote:I know i'm going to sound like a noob asking this but when we're doing the overlord's castle, does any chanting bonuses count for the loadouts we use? i mean, since the final stage is insane. i guess using chanting units might be a good way to go.


They do - all 5 squads get both chanting and corruption bonuses.

Easy. You don't. I got to Pecunia today and it took me about six tries to get it right. I will give you a guide for Fighter Eva, but it can be adapted easily for other classes.


Actually, you can avoid her whirlwind with a little planning. No chanting required. None of the bosses force you to use chanting, it just makes them easier.


I guess you of all people should know. I just never found a way to avoid her whirlwind, so I just adapted to it.
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Re: Sakyubasu no Tatakai II (Finished)

Postby GoRepeat » Wed Nov 25, 2015 2:47 am

Desolution Wrote:Alright, finally beat the game. Time for an absolute mammoth post. Also, congratulations GoRepeat on finally finishing up, and thanks for making such an excellent game. So, let's start with...


You know it is one thing to think of a concept and hope that you can properly bring it to life, but it is another when a complete stranger on the internet not only gets it, but blows it entirely out of the water. Your post is more gratifying and worth more to me than any Patreon donation ever could be. I am sincerely thrilled.
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Re: Sakyubasu no Tatakai II (Finished)

Postby jacka92000ja » Wed Nov 25, 2015 5:09 am

Well shit..... Ive never had a game consume my time so much, and have kept me coming back for more, more than this game. I actually turned down playing fallout 4, just to play SnT 2 instead. I can honestly I have more hours on this game than I do on fallout. Anyways thanks for the great game, this was just as good as the first and is truly a great game, especially for a sex game. :)
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Re: Sakyubasu no Tatakai II (Finished)

Postby MajorMajorMajorMajor » Wed Nov 25, 2015 9:15 am

I say we all go on newgrounds, report and vote negative on people who haven't given this game a 5.
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Re: Sakyubasu no Tatakai II (Finished)

Postby F.Infinity » Wed Nov 25, 2015 7:14 pm

Okay, I'm near the Overlord's Castle so I think it's time I express my opinion. Warning shitload of poorly written text.
Spoiler (click to show/hide):

As I said before I stumbled on your games by accident. I expected nothing special from the first game, just a generic h-game, primitive combat, almost or fully absent plot etc. And how wrong I was... I was surprised by the quality of the first sakyu. It was interesting, fun and most important it felt like a decent game. And so you went on hiatus and than said "to hell with the hiatus I am making the second one".

And here you surprised me again. The gameplay is interesting, the game makes you use your brain. Even when I thought that you can only get lucky there always was a solution I just had to think and no that nowadays famous "press x to win". I won't say anything about the story because I am sure I have already annoyed the shit outta you with my constant "ohmygod the story is so great gimmemore why this why that etc". Of course there are few faults like AI doing something really ridiculous sometimes it's usually noticeable with the Bovos when you calculate your every move and than suddenly AI helps you win but it happened only once or twice and I fully understand that nothing can be done here. Also there is like a huge difficulty gap what I mean is the fact that every single fight before the Blight is relatively easy especially if you have a full cohort succubi squad which was the case for me because hell I love riddles and the missions with riddles make the grinding process unexpectedly fun, you managed to get me interested in grinding good job, anyway and then suddenly Phasmos battles are like "had fun? suffer!" but it's not really important because well difficulty has to increase right maybe it should have been a little smoother though? I had wanted to say more but my memory sucks and I forgot what I wanted to say while I was writing it yeah... To sum it up you made almost a perfect game. I played a lot of games and your is one of the best ever. The second sakyu is the whole new level and it definitely surpasses the first one. ... All that sounded better in my head!

Don't forget to regenerate in the stasis chamber, you really need it.
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Re: Sakyubasu no Tatakai II (Finished)

Postby Gidshri » Wed Nov 25, 2015 10:21 pm

Sooooo... whats now, GoRepeat? You will take a break or start new project soon? Or it's a rude question? If so, i am sorry :(

Jeanioz
Thak you for the answer
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Re: Sakyubasu no Tatakai II (Finished)

Postby Jeanioz » Wed Nov 25, 2015 10:50 pm

It's a really awesome game with excellent replay value. The only bad thing is that we cannot replay boss battles.

Gidshri, you are welcome.
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Re: Sakyubasu no Tatakai II (Finished)

Postby bestusernameEVER » Wed Nov 25, 2015 11:00 pm

I'd like two report two things:

1. This is probably the best porn game ever made, and it was finished in an incredibly short time.
2. If you cast eva's lust, and then happen to beat the enemy with the first moving unit, you don't get any units you could otherwise capture if the move order were different.
Pleaes fix this, game is hard enough as it is :)
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Re: Sakyubasu no Tatakai II (Finished)

Postby marsultor969 » Thu Nov 26, 2015 1:55 am

Just curious how do you get High Mystic Lucky? I have beaten it several times and still haven't gotten the hero yet.
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Re: Sakyubasu no Tatakai II (Finished)

Postby GoRepeat » Thu Nov 26, 2015 4:48 am

Gidshri Wrote:Sooooo... whats now, GoRepeat? You will take a break or start new project soon? Or it's a rude question? If so, i am sorry :(


Oh, I am always messing around with something

Spoiler (click to show/hide):

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Re: Sakyubasu no Tatakai II (Finished)

Postby Nobudi » Thu Nov 26, 2015 5:10 am

GoRepeat Wrote:
Gidshri Wrote:Sooooo... whats now, GoRepeat? You will take a break or start new project soon? Or it's a rude question? If so, i am sorry :(


Oh, I am always messing around with something



YUS :D

Looking forward to it.
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