![]() ![]() After beating the Gorgon scenario though, I went down to normal difficulty. That said, if you want to continue on that difficulty by all means. That is a very difficult setting intentionally and if you're going to play there you have to understand you are going to lose limbs and people. I know I had one or two of them die, I had to have them sacrificed themselves when they went down to give my team a fighting chance. ![]() And I went through the whole Gorgon scenario that way and it was a lot of fun, but I don't think I had a hero at the end who was not maimed. I did the same where I started the game initially on the tormented hero, or whatever difficulty it is that is the hardest. None of that is fleshed out that much by itself (nowhere near CC2 functionality and not much functionality beyond flavour), but it exist and is attractive to people who like this stuff (like me).So my advice is going to be a little bit different Don't try to play it perfect game. They marry, get kids and retire (typical long campaign takes 50+ ingame years). In general, I think the biggest differences lie outside of combat - Wildermyth have very little base building and no research, but it have non-combat life of heroes much more fleshed out. It makes any loss more significant, but also makes it easier for one strong hero to carry. In Wildermyth you are unlikely to have more than 10 heroes at the same time, and only 5 can participate in battle (with few exceptions). on Warriors I usually have a close combat weapon and a bow). On the other hand, few items provide utility beyond stat bonuses (stats matter more though, and you can have two weapons equipped - e.g. Wildermyth has less abilities, but they matter more than XCOM ones - most of them signifcantly change how hero plays. I have 900+ hours of XCOM2, most of it on second-to-highest difficulty, and 1100+ hours of Wildermyth, most of it on second-to-highest difficulty, and I'd say they are about the same difficulty-wise. Limbs aren't the end of the world because you can get a magical transformation to replace the lost limb, but all of these consequences are pretty bad, so you want to avoid dying at any cost. If the character has been downed before in the campaign, they often won't be allowed to choose survival with a serious injury.Īssuming you choose survival with a permanent injury, these include losing a limb, reduction of retirement age by 10 years, permanent loss of max hitpoints, and permanent speed reduction when carrying out tasks on the world map. Usually when a character is downed in battle, you have to choose between three of these: survive but leave the map immediately to recover and also suffer a serious permanent injury, having another character take the blow instead and die (only if the character's lover is on the battlefield), having the character charge into the enemy that killed them and kill it along with them, or dying but providing the whole team a good boon for the rest of the combat. The penalties to dying are horrendous but they're random. (Getting one on a new character is like winning the lottery.) I think the 85% (rather than 100%) is important in this game, due to the randomness of ability choices given to characters - the game simply cannot expect 'perfect builds' to exist. ![]() ![]() Youtube guides to Walking Lunch are fairly standard in claiming that to win Walking Lunch, you have to play at about 85% of 'complete perfection' in all your choices, including non-combat ones. It depends on the difficulty mode - based on the discussion forums, most people don't play Wildermyth on the highest difficulty setting (Walking Lunch), because this is very punishing of mistakes which will quickly result in a death spiral. ![]()
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