Loop Hero: What if Progress Quest had Gameplay?

Carlbear95 wrote:

Maybe I've missed something obvious here... does the Boss scale with what loop you are on? I'm usually a wrecking ball through loop 9 or so, but the boss still just takes me apart. Should I be loading up on meadows/rocks/mountains to spawn the boss as soon as I can?

Yeah, the boss follows the same loop based level scaling as the rest of the enemies.

So, the trick is finding the balance where you are scaling up the number of enemies on field (and the right TYPES of enemies for your character buildout -- for example, goblins and harpies are MUCH tougher as a necromancer than many other types, so you need to be VERY careful about adding rocks) so that you're killing as much as possible in each loop without overextending yourself, and getting the resources that your class needs to succeed. It doesn't do any good to fight the boss early if you're lacking perks and undergeared.

As for what to flood the screen with, for me a major breakthrough was unlocking the suburb/town and forest cards. More health and regen are nice for sure, but being able to outpace the leveling curve with towns to get more perks and better gear is so much more important, especially for the rogue and necromancer. And with forests, again especially for rogues and necromancers, it's an offense as defense thing -- attacking as fast as possible is so valuable for so many reasons.

Keithustus wrote:

I’m waaaaay behind you all.

Nah, I'm still struggling myself. I'm pretty awful at this game but it's startlingly fun.

4th chapter spoiler:

Spoiler:

You have to fight all four bosses in the final chapter, and they spawn very quickly if you build up as quickly as you do in previous chapters.

This makes the Lich's Palace tiles game enders. I find I have to fill up the spaces around the campfire first to prevent him from being buffed into an unbeatable juggernaut.

Resources seem to be plentiful in the 4th chapter. Looking back, I shouldn't have worried about farming materials in the earlier chapters as much as I did. Of course part of this is also building the Alchemist's Tent was a big help.

Just picked this up earlier today. So far, with maybe an hour in, it’s lots of fun. Need to be BBC able to speed things up more than just 2x though.

So am I the only one who is trying to get a nice loop going where I can be safe from dying, and can walk away while I work and continue to collect sweet, sweet loot?

No??

OK.

Spoiler:

No such thing.

I was annoyed that my battlefields weren’t spawning chests so today I learned (screenrant.com)

Choosing the correct tile for Battlefields in Loop Hero is actually a lot trickier than it seems. That's because they have multiple secret interactions with other cards, and they spawn different loot depending on what loop players are on. Users should always place Loop Hero's Battlefields towards the start of their loop since loot quality scales based on the loop number, just like the strength of enemies. Placing the tile at the end of a loop will make the gear players received immediately outdated as soon as their next lap begins since enemies will be one loop stronger than the gear that was just picked up.

However, I still haven’t cracked the chests not spawning. Can they only appear in wastelands?

....looks like they move onto anything that’s not a town?

I have never seen the chests fail to spawn loot. But they don't do it when placed, and they don't do it at each daybreak. Just when you pass Go.

I am careful to keep them away from tiles that reduce spawns, just in case...

Keithustus wrote:

I was annoyed that my battlefields weren’t spawning chests so today I learned (screenrant.com)

Choosing the correct tile for Battlefields in Loop Hero is actually a lot trickier than it seems. That's because they have multiple secret interactions with other cards, and they spawn different loot depending on what loop players are on. Users should always place Loop Hero's Battlefields towards the start of their loop since loot quality scales based on the loop number, just like the strength of enemies. Placing the tile at the end of a loop will make the gear players received immediately outdated as soon as their next lap begins since enemies will be one loop stronger than the gear that was just picked up.

However, I still haven’t cracked the chests not spawning. Can they only appear in wastelands?

....looks like they move onto anything that’s not a town?

This happens to me sometimes and my guess was that if other mobs are also spawning on that square and you have a beacon there if the square is already full a chest doesn't spawn.

But I've seen chests move into occupied squares, many times...

mudbunny wrote:

So am I the only one who is trying to get a nice loop going where I can be safe from dying, and can walk away while I work and continue to collect sweet, sweet loot?

No??

OK.

This is pretty easy to set up with the necromancer. There are two infinitely scaling traits, and gear level isn't really important. You can get the right mods and then let it run for hours without a problem. This is really only useful in chapter 4, when you don't have a resource cap, but by then it's just for kicks anyway.

Robear wrote:

But I've seen chests move into occupied squares, many times...

Right but the squares have limit to the number of mobs that can get on them. If the square is full and you hit the camp, the chest will not go in to that square same as the mob camps stop spawning things into that square.

Picked this up after hearing the conference call heap effusive praise on it.

I can already tell that this is going to replace Slay the Spire as the game I play when I can't be bothered to figure out what I feel like playing. It's so good!

Question for those further along than me: is there a way to increase your deck size? I'd love to select more than 12 cards before an expedition.

Timespike wrote:

Question for those further along than me: is there a way to increase your deck size? I'd love to select more than 12 cards before an expedition.

Your deck size does increase as you play, but I'm not entirely certain as to what increases it, but I think it is either unlocking more cards or completing chapters. Going into chapter 4 I have a deck size limit of 15.

mudbunny wrote:

So am I the only one who is trying to get a nice loop going where I can be safe from dying, and can walk away while I work and continue to collect sweet, sweet loot?

No??

OK.

Just realized there is an escalation of the danger and level of monsters each successive loop.

Whoops.

Yep. You gotta keep re-gearing.

Managed to clear chapter 1 with the rogue and necromancer. So far the combinations I've found are the huge mountain and vampire ghoul village. Seems pretty fun but not sure how much replayability there is.

So.....I guess I should think about not retreating every time before the first boss now, huh?
IMAGE(https://i.ibb.co/Kh44YXw/E14574-EC-E6-D1-4664-AD91-2-F5958-E3041-A.png)
(The refuge won’t fit now so I can’t play rogue yet. I’m hoping the bottom left is accessible after the first boss.)

IMAGE(https://i.ibb.co/rbFwhJb/D8-F9-C555-5745-47-D0-B9-D7-67-D5-EE1-C5490.png)

The best tip ever on this thread was to build up tough enemies right near your campfire where your tower crossbowmen can hit them. That’s a bunch of free xp so those were the first thing I built and upgraded.

A couple of other tips I see should help me and others:

- the boss (at least the level 1 boss) builds a few buildings around your campfire that buff him. If there aren’t free spaces there, he can’t spawn as many.
- if you stay with the boss-progress filled but don’t add one more card, you can keep looping and gearing up. Works great with.....
- treasuries yield more rewards if completed on later loops, and don’t spawn gargoyles until complete.

So....keep looping and placing treasuries but don’t fill in the spaces around them. Once you are ready to do one more lap, pause the game just after the hero leaves the campfire, and then place the final card or two to spawn him. Then start filling all the treasuries, one by one—so long as you’re tough enough to take all the new troops that appear—to fill as much of the map with terrain and other cards that benefit you on the final lap and boss fight. Filling several treasuries with mountains or rocks for instance can substantially increase your hp max just on that lap.

Here’s a typical run for me midway through:
IMAGE(https://i.ibb.co/PrW7LjR/3-BBC8931-365-F-468-D-BE8-D-6929810-E68-E7.png)
On later runs I learned to place just the treasuries themselves and wait before putting anything at all around them.

Here’s what it looks like just before I retreat.
IMAGE( https://i.ibb.co/VTQnqvS/4-A48872-F-B73-C-49-DB-93-F8-A6343-BAAD585.png)

I finally unlocked the building that gives you back line support near your campfire. That also unlocks the arsenal card which gives you a 5th equipment slot at the cost of degrading loot quality by 15%. It's brokenly OP with Rogue because the amulet slot is a lot of free HP per battle and Rogue gets a trait that reduces the trophy yield to increase quality of exchanged equipment. Ran a Rogue to loop 20 or so quite easily last night.

Also, Rogue doesn't need treasury cards. Trophies yield a silly amount of loot even with the trait that reduces quantity for quality.

I find village cards invaluable for their free loop heals. They can also drop supply items so they're totally worth it in your deck.

Yea, I win! Vs. boss 1. He didn’t even break through my extra-health shield.

Now time to look at the wiki and decide whether to take one of the perks or cash out for resources. (You can only ever earn three perks from each boss on a save file.)

Incidentally no, I filled all the space anywhere near the campfire and he still spawned five lick towers. Maybe if I had tried using my Oblivion cards on them I had in hand?

Bfgp wrote:

Rogue doesn't need treasury cards. Trophies yield a silly amount of loot even with the trait that reduces quantity for quality.

Not sure which loot you mean....metal? The treasuries aren’t for metal. They’re for the noticeable change and big change resource.

Loot as in equipment. As a base proposition you can get one trophy per defeated mob which are exchanged into equipment. The Rogue does not get equipment from defeating treasure chests. The trophy to equipment process incidentally generates metal scrap resources once the inventory is full and flushed out each loop so the Rogue is also really good at farming that resource.

Oh, so it’s battlefields the rogue doesn’t need. They generate chests each loop. Treasuries will still be quite worth messing with both to control enemy flow and generate metamorphoses spheres and other resources like stone. Treasuries don’t have anything to do with chests.

Yeah, the Rogue does not really *need* the battlefield card, but they do generate I think it was 3 twigs per chest, so the Rogue is also good at farming the timber resource.

What I was getting at re treasuries/chests/Rogue is that the Rogue can generate so much equipment simply through the trophy system that it makes the treasury card redundant for the Rogue playthroughs. I still keep the battlefield card in play because of the benefits in farming the timber resource. Speaking of battlefields - two overlapping battlefields will create bloody paths that spawn blood clots - these are tough mobs, so try to avoid it unless your character is well geared and highly evasive.

Lich towers can be taken out by the Oblivion cards, so knock them all out and it's like a 25% reduction. Getting the hand full of 12 of those cards in your 5th or 6th lap is a God-send, really... And you can play as long as you want after taking out the boss...

Robear wrote:

Lich towers can be taken out by the Oblivion cards

Just a little thing I found, Lich Towers appear on all tiles round the campfire. If you have cards placed all around the fire, the Towers don't spawn. So, you don't necessarily need a stock of Oblivion cards to take out the towers.

Just in case (as I made the inaccurate assumption that I needed to use end to end wheat fields):

Villages can share wheat fields. So you can do wheat/village/wheat/village/wheat and both villages receive the same health bonus

As an example:
IMAGE(https://i.imgur.com/gdh3UKh.png)

Nim, why do you have no treasure chest squares?

Loop 26?? Gear lvl 31??

And here I was trying to beat the boss as quick as possible so he would not lvl up with the other mobs lol

oh looks like 7 loops is my fastest but i also don't have those arrow defense towers, etc

karmajay wrote:

Loop 26?? Gear lvl 31??

This is why I was advocating up thread for not taking boss perks. It diluted your perk pool and there’s some amazing ones for Rogue’s (like Nim using less trinkets for higher quality loot) that you’ll miss on more runs than not if you dilute the perk pool.