It’s finallly OOOOOOOUT.
>>42706Mechanicus are fundamentally different
Also the drop pod shit and customizability of the game kicks ass. Check it out by Monday.
>>42792 (You)
I decided to reinstall FTL to so I can compare the games directly, and I must say, I take back the slightly part, as someone who considered FTL to be an OK game, but never was much into it, Void War is significantly more enjoyable.
It does need some difficulty rebalancing though. It isnt very challenging, mostly thanks to greater variety of tactical approaches to combat encounters, but then the final boss will smash your face in. In FTL if you have sub-par build, you will just die halfway through playthough, while in Void War you realise you can easily get to the boss, but cant beat him, which leads to decision to either unceremoniously restart the run, or knowingly march to your doom.
>>42797Yes. Also demo is available on steam. If I wasnt poorfag for whom 18€ is a meaningful expense, I would actually buy this one.
Tactical SPOILER, at least as much as there can be spoilers in rogue-lite.
Reached the Torment X boss (or at least I think bosses depend on difficulty level), which should make it the final final boss. Doesnt look like much, sparsely staffed, one 6 shot gun battery, one heavy disruptor, and a reaper laser for offense, and since laser cant punch though shields, damaging the guns with boarding and a lance right at the beginning of battle meant the thing was a sitting duck. Then after my weapons charged up I unleashed them all on shields, blew up the generator and took out like 20% of HP. Its special ability is mass mind control, not sure if it activates based on damage or time interval, nevertheless it took half my crew from me, by the time I got them back under my control they did some minor damage, but it was fine, my guns charged up, another barrage, took it to half the healthbar. However then script triggered which made it repair all systems, make them undamageable for short time, and spawn bunch of demons on my ship, along with another mind-control wave. My shields and gun battery got damaged, which caused a cascade of more damage as I was now defenseless with no means to punch though their shields to take out their guns, and cant board because my crew is mindcontroled. The game over was caused by my captain dying before the ship went down.
Seems pretty much necessary to have multiple crewmen who can purge negative effects for this fight.
Well I am taking a break from this game. Looking forward to more updates, currently there is no Tzeentch or Slaneesh analog, or any alien races.
>>42862I just like the artwork and music
Ftl didn’t have that edge and colour pallet choice that void war got right
>>42862I LIED, did not take a break. Bested the boss on torment X. Min-maxed my build to counter it so hard I struggled to actually get to the end, entered the final battle with 1/3th of my hull, 0 evasion upgrades, not even shields fully upgraded.
Here is the after-action report:
>open with two 2 men assault teams simultaneously striking gun control rooms on the opposite sides of the ship, one through launch pods and the other by teleportation<survive the first enemy barrage unscathed thanks to temporary shield boost>assault teams take out enemy guns and kill most of the crew, then retreat as I want to avoid killing all the crew, which would trigger demonic possession of the ship<30 seconds into the fight my two heavy ion disruptors finally charge up and neutralize enemy shields>my automated artillery and laser proceeds to wreak havoc on exposed ship<first mind control wave is immediately neutralized by my psyker with purge spell>the boss is quickly taken down to 2/3ths of HP, triggering repair of all its system along with additional crew spawning on both their and mine vessels<intruders damage some systems and kill one crewman, but are eventually neutralised>another mind control wave, this time it controlled both of my psykers with purge spell <reactivate shield boosters to survive enemy barrage, still take some more damage>again disable enemy shield with a rocket and heavy disruptor shot so that automated artillery and lasers can hit the boss<once the crew is back under my control and necessary repairs done, send 2 guys on enemy ship to again take out one gun control room and through item summon a demon inside the other, as I couldnt use teleportation because enemy AI put it on cooldown while controlling my psyker>not quick enough, enemy ion disruptor disables my shield and their laser starts chipping on my health>final minds control wave<a race between whose automated systems can destroy the unshielded ships>my ships survives with 3HP left<barely avoid getting game over anyway because another demon I summoned on my ship to help me with defense treats my mind controlled captain as a hostile and would kill him if only the victory screen took 2 seconds more to pop upAlso I discovered that torment X is in fact not the highest difficulty, after finishing this run torment XI unlocked.
Also also, I mentioned currently there is no currently there is no Tzeentch or Slaneesh analog in the game, and I was wrong. There are 3 ruinous cults serving their respective gods:
War Cult - Krom = Khorne, direct fighters
Death Cult - Gorgoth = Nurgle, necromancers, poison immunity
Blood Cult - Ariok, sort of Tzeentch and Slaneesh amalgamation, sacrificial rituals and variety of magic
>>42869I appreciate that it is Warhammer 40k-like, but not actually part of the setting, because while I greatly enjoy the atmosphere of 40K, the lore is a mess and trying to engage with it would be to the game's detriment.
Torment XII overcome. Managed it on the first time using this specific ship, oblivion cruiser variant B, but previously had two or three unsuccessful attempts with variant A of it, which is disappointing, I wanted to do more unconventional summoner build. That ship kind of sucked though, other than having demon boosting module it was very poorly outfitted Still, when on one of those unsuccessful playthroughs I got my hand on two necromancers very early in the run (which I could afford only by selling off all my weapons), they carried me all the way to sector 5, but once centurions and knights started shoving up in enemy crew, it was no longer viable.
Anyway, variant B of oblivion cruiser is an all rounder, which gives you more space to adapt your build to what RNG throws your way. I lucked out and at the end of first sector found a centurion in a mercenary shop, so I could go for a strong boarding build. On the other hand I had no investment in defense, upgraded shield once and thats it, I was counting on finding shield boosters eventually, but nope, I ended up as glass cannon. Rising difficulty affects standard encounters more than bosses, I again got Ariokine Starflayer, who had less firepower and crew than some ships I had to face getting to it. Like one with 6 centurions manning it, or another armed with storm cannon III, retributor II, magnetic pulse I, totaling 10 shots together (against my pathetic 10% evasion and 2 shields), in addition to gladius missiles and artillery laser.
No idea how the game picks the final boss, I though it was difficulty, but checking other playthroughs of highest difficutly on youtube (there are currently 4, 3 by the same guy and another uploaded by someone yesterday, so unfortunately failed to take the second place), they got the ones I faced on earlier runs. Maybe just a chance I got the same 3 times in a row.
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