Loop Hero: What if Progress Quest had Gameplay?

There's a limit to how many resources you can bring to camp earlier on. I tried to circumvent with the 10% resources stashed at campfire each visit but at some point the nodes such as ruins and groves stopped producing twigs and pebbles. This was around loop 25 or so. So don't bother continuing to loop if you can't bring it back with you.

Robear wrote:

Nim, why do you have no treasure chest squares?

Removed them from this run to see what I could do. Funnily enough, I was killing everything until 3 loops later, then I was not and died. What was really frustrating was at around level 20 almost all the item drops provided critical and speed bonuses which is not what I wanted (counter and evasion). So on the last few loops I decided to take what the game was giving (crit and speed) and rotated them in. If I had not done that I suspect my run would of continued a bit longer.

To be fair, I kept looping to just see how long I could go (I could stop playing anytime I wanted to).

The 10% stash trait does NOT increase the total amount you can yield from a single expedition. That’s still capped by chapter number. The trait just depletes the amount from what you have collected so far on that expedition into your camp resource pool.

As for trait dilution, the only one from chapter 1 I want and took is for the extra resurrection. The others available (except the time-faster one, which is interesting but maybe not often ultimately helpful) are farming oriented so don’t really help you in the long run versus making you stronger.

Something I realized recently: if you build your river with a bunch of switchbacks in it, you can get more bonus out of every terrain piece you put in a corner because the effects of multiple river tiles can apply to the same terrain piece. That's especially good with thickets.

I haven't unlocked those cards yet but I read the optimal placement is something like parallel zig-zag rivers with forests sandwiched in between the twin rivers.

Yeah, that would probably work even better.

I got to loop 25 in Chapter 2 last night with the use of the forest and desert cards. Didn't want to risk losing the resources I'd amassed or I would have pushed it harder.

I think the most useless card is the one that gives you an "assistant" at the cost of your orange loot. Not only is the assistant fairly weak, it can result in critical slots such as your weapon being taken.

Overall the game is fun but I think I've found most of the intricacies and I'm afraid it might become tedious.

Bfgp wrote:

I think the most useless card is the one that gives you an "assistant" at the cost of your orange loot. Not only is the assistant fairly weak, it can result in critical slots such as your weapon being taken.

The outpost only takes drops, so you won't loose any that you already have. If you're a rouge, they cost you nothing, since you don't get drops. If you're a necromancer, they will shoot you, your skeletons, and your enemies. They are week, but just taking and dealing a little damage can make a fight a little easier.

Bandits, however, are the worst starting with chapter 2. They have a chance to destroy a piece of your equipment, equipped or not, every time they attack, regardless if you evade or if the attack in aimed at a friendly skeleton or rat-wolf. They will most certainly destroy critical pieces of equipment, so I always Oblivion on their camps as soon as I can.

Do people have a sense for how rare astral orbs are? I've spent 3 fairly long runs with a bunch of mage-type enemies and did not get a single astral orb.

Aside from that, the part of the game that I struggle with, and that I wish was more clearly laid out, is how the buildings interact with each other. I find myself with a poorly laid out camp and it will take a lot of grinding to dismantle buildings and build them back up in a different layout.

Does camp layout really matter all that much? I haven’t really laid anything out with a set plan and haven’t had any problems. On act 3 right now.

Vector wrote:

Does camp layout really matter all that much? I haven’t really laid anything out with a set plan and haven’t had any problems. On act 3 right now.

It does to some extent. There are certain buildings that you can only construct next to other buildings. For example, the warehouses need to be adjacent to the supply depot, and the library needs to be adjacent to the intel center. So if you happen to build the intel center and then surround it with other buildings (it happened to a friend), you will not be able to build the library unless you dismantle one of those buildings.

Mantid wrote:

Bandits, however, are the worst starting with chapter 2. They have a chance to destroy a piece of your equipment, equipped or not, every time they attack, regardless if you evade or if the attack in aimed at a friendly skeleton or rat-wolf. They will most certainly destroy critical pieces of equipment, so I always Oblivion on their camps as soon as I can.

Note that you can "cancel" the bandit camp spawn if there is no open tile next to a village for them to spawn on.

This leads me to generally place a vampire house at a U-bend (allows for 3 upgraded villages and blocks their shared central adjacency point), and then I prioritize putting side-of-road things adjacent to where I will be placing my villages. I never place a 2nd, 4th, or 6th village if it will successfully spawn a bandit camp, unless I'm holding an Oblivion at that moment. Far too devastating to lose a critical piece of gear.

Also note that canceling the spawn fully eats it. I.e., if you place a 2nd village and the camp can't spawn, you can freely place a 3rd village and no camp will spawn at that time (even if there is a place for it by your new village). You'll still have to seal off any adjacent spaces before you place a 4th village.

Just beat boss 2 for the first time. Anyone play with any of the traits you can pick from that victory? They seem pretty meh to me except the one the wiki says is broken anyway.

Now time to farm astral orbs and a few others to build out and upgrade the rest of camp.

Seeing my steam friends full of all you people playing this. Going to have to take a closer look.

Pink Stripes wrote:
Vector wrote:

Does camp layout really matter all that much? I haven’t really laid anything out with a set plan and haven’t had any problems. On act 3 right now.

It does to some extent. There are certain buildings that you can only construct next to other buildings. For example, the warehouses need to be adjacent to the supply depot, and the library needs to be adjacent to the intel center. So if you happen to build the intel center and then surround it with other buildings (it happened to a friend), you will not be able to build the library unless you dismantle one of those buildings.

I must have accidentally did that. The lumber yard and forest have to built near each other too, I believe.

Keithustus wrote:

Just beat boss 2 for the first time. Anyone play with any of the traits you can pick from that victory? They seem pretty meh to me except the one the wiki says is broken anyway.

The blood lightning thing (Gift of Blood) is pretty strong for the necromancer, so I'd recommend it if you like playing that class. This was actually the first boss perk I took, and is the one that inspired me to add a bit of a conditional to the flat advice of "don't take boss perks" -- depending on how you like to play, some of them can be very useful. That said, as I've played more I do think that advice is very good to follow before you get a good sense of how the game works and what would be useful to you.

The one that gives you exp for placing buildings (Skilled Architect) can also be useful if you manage to get it as an early perk, but it's a bit more situational so you probably want to put some more thought before adding it to your pool of options.

zeroKFE wrote:

The blood lightning thing (Gift of Blood) is pretty strong for the necromancer, so I'd recommend it if you like playing that class.

That wasn’t in my options that time, or I might have taken it. Could you please explain what it does:

“On hit, a Hero can summon a blood lightning with mysterious chance”
Does that mean when you hit an enemy or when you’re hit?

“Mysterious chance is equal to (and the text in description is adjusted):
- vampirism percentage for warrior
- critical hit chance for rogue
- flat 20% chance for necromancer (each of his skeletons also has a 20% chance to trigger it)”

So the blood lightning lasts for what, one hit?

For necromancer and skeletons, 20% chance of what?

“The blood lightnings themselves do not have any effect as of Loop Hero v1.012.”

Hmmmm, then how broken is the trait now?

So the blood lightning lasts for what, one hit?
For necromancer and skeletons, 20% chance of what?

It means that every single hit has a chance to trigger a lightning strike, basically.

Up until now, it's seemed to me to be adding extra damage, except now that I'm looking into this:

“The blood lightnings themselves do not have any effect as of Loop Hero v1.012.”
Hmmmm, then how broken is the trait now?

maybe not?

I mean, maybe it's been purely a placebo effect, but every time I take it on my necromancer runs tough enemies start feeling like they are dying a lot faster. I assumed it was adding in a damage component that was magical in nature, and thus capable of penetrating tough defenses.

And, the reason it feels particularly strong for the necromancer is that it scales very well with the number of skeletons you have. If you have even +1 or +2 skeletons, you will be seeing a LOT of lightning strikes.

Just bought it yesterday and put 12 hours into it. Gone loopy I have.

I got to the Act 3 boss on a Rogue last night but only took it down 2/3 before losing that run. Doesn't seem that hard compared to the Act 2 boss. The problem was that I had my stats spread too widely. I think for a boss you need at least 50-60% evasion, but rng wasn't on my side.

Also, forget about sticking meadows in between rivers; put thickets (2% attack speed) and watch how ridiculous you can stack that stat. I've not tried ringing a mountain with rivers to see how much HP you can get from it.

Also, I hadn't known this but chrono crystals are good for sticking alongside meadows for double HP heal per morning.

Bfgp wrote:

I've not tried ringing a mountain with rivers to see how much HP you can get from it.

This doesn’t work quite as intended. You get the bonus HP per rock/mountain till but not the big 3x3 mountain peak (which kind of makes sense since the center tile is the mountain center and can’t be adjacent to a river).

A fun thing I learned is you can Oblivion the center of a mountain peak and then place mountain down again which gives you the resource bonus from mountain peak again!

staygold wrote:

you can Oblivion the center of a mountain peak

Any of the nine spaces works fine.

While my wife was in surgery, I got to the first boss. I thought I was well prepared, but it did not end well. Any early game tips?

UpToIsomorphism wrote:

While my wife was in surgery, I got to the first boss. I thought I was well prepared, but it did not end well. Any early game tips?

Which class did you use?

One thing I do to judge readiness, a sort of rough and ready gauge, is to see where my hitpoints are just before I hit the end of the loop. If they are within 10% of the full amount, then I've got a decent loop built and maybe I'll try the boss if I can maintain that. If not, then bail when you need to and try again.

I've lost on minion of the 3rd boss twice in a row now. Finding good gear with +1 to Skeletons has proven frustratingly difficult.

Just beat boss 3 for the first time. Anyone play with any of the traits you can pick from that victory? All of them seem pretty meh to me; event the 3x50% hit combo overall just raises your DPS by an average of 10%, so I’m settling for the resource bundle.

Wiki trait list, btw.

Vector wrote:
UpToIsomorphism wrote:

While my wife was in surgery, I got to the first boss. I thought I was well prepared, but it did not end well. Any early game tips?

Which class did you use?

Warrior, with a heavy emphasis on regen and vampirism. Neither helped as Skeletor killed me in like four hits. I have the rogue unlocked, but I didn't playing it (I rarely like glass cannons). I am a few resources from getting the Necromancer, so it may be worth trying to muscle through a run or two and seeing what I can do with them.

UpToIsomorphism wrote:
Vector wrote:
UpToIsomorphism wrote:

While my wife was in surgery, I got to the first boss. I thought I was well prepared, but it did not end well. Any early game tips?

Which class did you use?

Warrior, with a heavy emphasis on regen and vampirism. Neither helped as Skeletor killed me in like four hits. I have the rogue unlocked, but I didn't playing it (I rarely like glass cannons). I am a few resources from getting the Necromancer, so it may be worth trying to muscle through a run or two and seeing what I can do with them.

After unlocking the rogue and necromancer I haven't used the warrior. Necromancer is my boss killing class while the rogue is fantastic at farming.

What do I emphasize with a Rogue? Still go for Vamp and Regen, or is there a more rogue-ish build?