The height requirement for units is height above the target, not height above the ground as you can see when you mouse over a unit. so your second eastern tower could be made taller. However, because your towers are overlooking the mist sea, it actually works to your advantage to have a lower lobber room, as they can then crit out further. Also, watching the leak in the background, shot for shot, unnoticed by you was hilarious.
Really feels like you want to leave some non mist ground between your walls and the nearest mist lakes, so the enemy cant sneak in so close. Shame there's no way to clear or see into the mist, it feels 'right' to build to the 'shore' of the mist but its a bad idea it seems.. One thing I would LOVE games like this to add as a mechanic, would be to save positions of units. So like,, you have a hotkey that sends everyone to saved spread locations, so in nights where you move some troops away for lack of attack from a side, after you do that, you can reset them back to home.
No the height difference bonus is applied between them and the enemy. An archer standing on top of a tower that is 10 meters above the ground but shooting to a target that's only 3 meters below them will not get the high ground bonus.
I would just like to suggest, once more wall breakers come and they start to become a problem, build doors scattered outside your main wall as distractions so you can destroy the main threats, and I would like to say that you should add a 2 thick wall of stone and spikes around your main HQ as a precaution incase your fortress falls, so you have a chance to salvage the destruction.
I love castle building games. Watching Aavak on one screen, while playing Diplomacy Is Not An Option (its Stronghold meets They Are Billions) on my other screen. Good times.
I use my laterns to build a little 3x3 lighthouse. The Vermin seem to target braziers. Meaning any brazier outside of your walls will die every night. But if you build a tower slightly off their route, they tend to ignore it. Unless they get stuck on it. If you want to know how they're moving. Once you get to the evening Red time you can go to the map and see a prediction to where they're going. Building nice walls only for the horrors to completely ignore them is a sad feeling.
Something that might be useful for a recurring question about "where is the enemy going to go" is that the M key can bring up a map mode, and, if used after sunset begins, it will also show the planned pathing of horrors. (Though with some limits.)
how about some defense in detail? inner walls around the keep, and perhaps some paths on the top of the walls? also, what about leaving a spot without walls, where you can funnel them in 7D2Die style into a concentrated killing area, where walls just funnel them to your troops?
Hi Aavak, not had the opportunity to watch your previous so might of been covered, but I belive you're placing the lobbers too high. It's height above target that matters not height above standing point. An example of this can be seen around 26:30 ish. Note the white dot range markers, these will change to the triangle buff icon when at ideal height for that point. This is especially true for the areas you are attacking into the mist, as it's always going to be lower than the surrounding terrain. Apologies if I'm mistaken, hard to see on my phone :)
Either the tacitcal doodad upgrades (banners, arrows, poison etc) because that should put the archers to one tappin stuff Oooor improved masonry. Because you said you couldn't make the walls tougher, but I'm 99% sure that that is exactly what improved masonry is for....
Our castle great. As for wich upgrate to go for: There is still a 'simple' upgrate you dit not take in the warehouse. Perhapse make sure you have the storadge for such with one of the talent points? Stable base before shiny new thing?
Depending on which route they take exactly - maybe scout that by building a brazier? - it might be an option to move the wall *beyond* the mist pool for the newset side (the one with the long front and the door where neither of your towers has full coverage). I think you would not quite be able to close the wall completely but it looks as if you could shorten your line considerably, and they seem to aggro relatively securely when attacked, so I don't think they'd try to sneak past. Worst case you can leave the old wall standing as a backup. You have enough stone.
One thing you could do to avoid just waiting for the next wave is to buy the bridge assets. If my guess is correct, you can use them to walk your units between two layers of walls. If the first wall is breached, then you'd be able to use the bridges to quickly AND safely move all your troops back to the second wall.
Aavak, would it be worth building “outrider” towers that are connected to your main battlements with the rope bridges? You could also put some back line defensive towers connected with them as well so your troops can reposition and defend your centre buildings. It would mean they can run back if (when) needed to defend without being exposed to the monsters and keep the attack bonuses.
You may also be able to do this to create exclaves connected by the bridges enclosed by walls if there are resources or easy to defend dead ends where you can build more stuff.
Perhaps a good stopping point is "unlock and use everything". Entertaining to watch, though to be honest as a "castle builder" this flops very short, as all you can build is cubes, and they kinda must be high towers with 3*3 floor plan, with small gates beneath, 'cause anything else is less effective?
I had to figure out how to unlock the Air Silo. You need the Mist Condenser first, tripped me up and I had to look it up because it's not really intuitive.
I think you're trying to brute force oxygen when you have several upgrades available which make it less of a concern, cheap ones at that. Also correct me if I'm wrong but i feel your house/ o2 blueprint still use the basic filter?
Watching this let's play have secured the spot for this game on my wishlist, but I'll still wait until a sale as I'm on a Space Engineer and No Man's Sky binge at the moment. I'm surprised that Aavak with the vast knowledge of medieval castle's defenses, that there aren't more U shaped focus points. Like a 3 wide wall with towers on a set distance from a doorway that has an extended wall section going towards it. So there's a 5x5 tower that's 3 or more blocks from the wall, linked with a 3 wide wall section, with it's twin at an attack converging distance from the other. That just sounds like a valid strategy that's not cheesing any mechanics to me at least. Utilizing the range to it's fullest and it's not that different from the current strategy, it just needs a little more distance from the current placement. I understand that there's a limit to what Aavak would accept that I'm not completely privy to, it just seems like the logical next step for the defense strategy. Don't get me wrong, I'm loving the series with it's editing and gameplay, I'm just curious why that tactic isn't used here.
There are two main reasons why I haven't made concave walls - well, three, but one is simply "I'm defending on all sides, those kinds of defences are only functional if you limit the avenues of attack, otherwise you're just creating a 4 point star, and the corners will be annihilated in short order as they're the most isolated points" 1) The limited troop numbers make it infeasible to have such spread out defensive fortifications at the moment, especially with the only two targeting priorities being deadliest and nearest (if my archers are on either side of the curve, rather than directly where the enemy are attacking, then 'nearest' starts to be less useful, as the nearest enemy quickly becomes the furthest from the part of the wall being hit the hardest) 2) There's no pretty way to make diagonal walls XD
@Aavak Thank you for the detailed reply, but I feel like we're talking somewhat past each other. I'll try explaining myself once more. If you take one of the wall sections you have now, take the main wall and pull it further back, leaving the tower as a separate 5x5 tower. Then, link that with the moved main wall with a 3 wide wall, leaving the current units as placed now. No concave walls needed, and the U shape was more a square block with the side closest to the enemies removed. This will add more time to engage the enemies as they're emerging from the mist, allowing the main wall units using the closest enemy order, using the tower units to weaken and slow the incoming horde. The same amount of units with some more time to deal with the incoming enemies.
Why did you leave the long wall spur up once you had entirely walled off the back of your base? What is that stretch of wall doing functionally? Or is it just aesthetic?