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Dr. Obsidia
United States
เข้าร่วมเมื่อ 8 ธ.ค. 2019
Dr. Obsidia is a casual gamer that plays for enjoyment and the fun of experiencing the content with viewers rather than playing as a perfectionist.
This channel was created to introduce a variety of games to people who might be interested in expanding their gaming libraries or discussing casual gaming and strategies for improvement. Most importantly, this channel hopes to be a means to introduce the love of the gaming hobby to new people around the world, including those that don't have the latest cutting edge PCs.
If you like any content, please subscribe and let me know what content you appreciate by commenting on and liking the videos.
This channel was created to introduce a variety of games to people who might be interested in expanding their gaming libraries or discussing casual gaming and strategies for improvement. Most importantly, this channel hopes to be a means to introduce the love of the gaming hobby to new people around the world, including those that don't have the latest cutting edge PCs.
If you like any content, please subscribe and let me know what content you appreciate by commenting on and liking the videos.
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Mount & Blade II - Tying Down Cavalry
มุมมอง 78วันที่ผ่านมา
Gameplay Footage of Mount and Blade 2 - Bannerlord
Mount & Blade II - Bend Don't Break
มุมมอง 46714 วันที่ผ่านมา
Gameplay Footage of Mount and Blade 2 - Bannerlord
Mount & Blade II - Porcupine Defense
มุมมอง 51721 วันที่ผ่านมา
Gameplay Footage of Mount and Blade 2 - Bannerlord
Mount & Blade II - Going for a Walken
มุมมอง 13หลายเดือนก่อน
Gameplay Footage of Mount and Blade 2 - Bannerlord
Scramble: Battle of Britain - The Lone Spitfire
มุมมอง 44หลายเดือนก่อน
Gameplay Footage from Scramble: Battle of Britain (Early Access v0.09.003)
Mount & Blade II - In the Nosebleeds
มุมมอง 6หลายเดือนก่อน
Gameplay Footage of Mount and Blade 2 - Bannerlord
Scramble: Battle of Britain - Knights of Old (2 BF109s vs 4 Spitfires)
มุมมอง 29หลายเดือนก่อน
Gameplay Footage from Scramble: Battle of Britain (Early Access v0.09.003)
Scramble: Battle of Britain - The Perch
มุมมอง 158หลายเดือนก่อน
Gameplay Footage from Scramble: Battle of Britain (Early Access v0.09.003)
Scramble: Battle of Britain - The Hopeless Dogfight
มุมมอง 128หลายเดือนก่อน
Gameplay Footage from Scramble: Battle of Britain (Early Access v0.09.003)
Mount & Blade II - In the Dead of Night
มุมมอง 16หลายเดือนก่อน
Gameplay Footage of Mount and Blade 2 - Bannerlord
Scramble: Battle of Britain - High Ground
มุมมอง 215หลายเดือนก่อน
Gameplay Footage from Scramble: Battle of Britain (Early Access v0.09.003)
Scramble: Battle of Britain - A Brief Tale of Two Chickens (Remixed)
มุมมอง 119หลายเดือนก่อน
Gameplay Footage from Scramble: Battle of Britain (Early Access v0.09.003)
Scramble: Battle of Britain - Two Spitfires vs Two BF109s and a BF110
มุมมอง 65หลายเดือนก่อน
Gameplay Footage from Scramble: Battle of Britain (Early Access v0.09.003)
Mount & Blade II - Cleaning Clocks
มุมมอง 412 หลายเดือนก่อน
Gameplay Footage of Mount and Blade 2 - Bannerlord
Scramble: Battle of Britain - A Brief Tale of Two Chickens
มุมมอง 252 หลายเดือนก่อน
Scramble: Battle of Britain - A Brief Tale of Two Chickens
Scramble: Battle of Britain - Two BF109s vs Three Spitfires
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Scramble: Battle of Britain - Two BF109s vs Three Spitfires
Mount & Blade II - Slap 'em on the Back and Say High Five
มุมมอง 202 หลายเดือนก่อน
Mount & Blade II - Slap 'em on the Back and Say High Five
Mount & Blade II - Alone in the Gutter
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Mount & Blade II - Alone in the Gutter
Mount & Blade II - Painting the Town Blue
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Mount & Blade II - Painting the Town Blue
Mount & Blade II - Holding the High Ground
มุมมอง 303 หลายเดือนก่อน
Mount & Blade II - Holding the High Ground
Mount & Blade II - The Charging Archer
มุมมอง 324 หลายเดือนก่อน
Mount & Blade II - The Charging Archer
Mount & Blade II - Kingdom of Heaven Defense
มุมมอง 164 หลายเดือนก่อน
Mount & Blade II - Kingdom of Heaven Defense
I know this was 3 years ago but you often overlook melee as means of reducing heat on your mechs (not the brawler).
I tend to like to keep my distance from enemies and force them into longer range slug fests. Getting close for melee often makes me have to risk some damage that can be catastrophic if it lands.
Amazing run. Just wondering what is the mod you guys have been using?
It's a mod by misterslack. It may be a bit wonky though since updates have broken parts of it, but we got it working with minimal effort for this run.
Any plans for the next Campaign?? Theres a GCE TTS version around if you guys want it
It's been hard to coordinate a season 4 with all the other things we've been doing in life and also recording. KDM is a great game, and we still have one last episode to make for this series (or maybe two). We'll try to get to it in January if we can. After that, we'll talk about a season 4.
Yes, friendly fire is definitely a thing in this game..
That was a damn good effort! Kudos!
It was a great fight. I had some hope for a turnaround victory, but it just wasn't meant to be.
I've never heard of this game before but I love the idea of a turn based strategy dog fight game. It's literally breaking down the OODA loop. Also good voice for youtube. Subbed
Thanks!~ I love how dynamic it is, and I'm really looking forward to the future updates and planes as they come out.
Nice campaign!!
Wow this game looks like a boardgame with turns, looks awesome!
Pretty sure they friendly fired there lol, looks like a fun game
I'm enjoying it, even though it's still in Early Access. The plans for it are exciting too. They are talking about adding in more planes, such as bombers and fighter variants. More videos are on the way!
@@DrObsidia Yeah I can already imagine taking part in a bomber interception with other AI friendlies against fighters defending their bombers. That would be a very cool scenario, but probably still far away from being made
I've seen some of their videos about what they're planning. It looks ambitious and quite exciting if you take the existing framework as a model for what is to come. As it stands, the game is still really fun.
I think it was your friend in the back that made the extra shots that took him down. Are you going to play some of this with Jim? :)
Jim and I talked about it. There is no multiplayer yet, so we'll have to wait and see.
Rest in peace, Moped.
Thanks for making these they are enjoyable to watch.
I wish I could make more. My current save isn't loading though, so enjoy the ones that are posted.
How to siege every town/castle 101: Build 4 fire onagers, put each one to reserve and deploy all at once Build 2 siege towers *DO NOT build a battering ram* Make sure you have lots of battanian fian champs Start attacking as soon as all enemy sieges are down, do not destroy the walls, useless Have 2 groups of infantry and archers spread, stop the infantry when the siege reaches the target and let the archers and mangonels kill everything, get 0-5 loses
Nice strategy!
@@DrObsidia battering ram is overrated, if it is on the field, there I will always be troops waiting at the door courtyard. This may not always work to 100% if the castle/town layout is hard and/or there is a noble positioning those troops
Hey bro, what axe are you using and how did you get it?
It's called the "Quality Crafted Two-Handed Axe". I got it through crafting. The name might have given that away. Heheh.
Is there an episode 10?
Unfortunately, the save was broken due to an update. Check out the co-op ones we did, especially season 3 that's ongoing, though we're in a holding pattern due to work-related delays.
@@DrObsidia Uff, sorry to hear it. I'll check out the co-op!
Trying the game out and your first video really helped me understand it better. About the mood, it doesnt say anything about hitting when the target move close to the Lion, just when they use an action near it, Im getting it wrong?
You're talking about ground fighting, right? Whenever you try to use an activation (i.e. action) near the grounded lion, you have to resolve the card first. You can move in and out of the zone without any problem. It's only when you use an activation that the lion gets to act first.
@@DrObsidia Thanks for the answer!
wow, 2 times you've all sent lambs to the slaughter, this is the first time I saw that option to sacrifice one to lead the butcher away @.@ is Lantern Frenzy an advanced AI card? cuz I'm pretty sure you guys have fought him before and you decked out his AI deck and this card hasn't come up before :O
@@feliix88 I think so... check the card for a small A in the corner which denotes what kind of card it is.
wow, 15 population on the first day? this is by far your best start so far guys. looking forward to seeing how this playthrough goes. Good Luck!
Season 3 here we gooooooooo!
and so ends Season 2 of KDM Co-Op. this was quite literally, a series of unfortunate events. good show gentlemen, thank you for keeping me company so far. Onto Season 3!
I noticed you always prioritize rear arc shots. One thing i learned from watching The Edmon's campaigns is that rear arcs aren't always the best chance to do massive damage. If you've blown the armor of the front of an enemy, it's probably going to be easier to get through the front rather than the pristine rear armor. You can check the wireframe of your target to see how much armor is left on the various areas and how many damage points you'll need to get through it. Also, he uses his rear armor by giving the enemy a rear arc shot if his front armor is battered to ineffectiveness. He also prioritizes evasion points over how high a percentage a shot might give (which makes perfect sense to me since it seems like those high percentages are how likely the shot is to MISS most of the time, lol).
Haha, I see what you meant about your Brawler. That was sad, but inevitable really. The new one doesn't seem to perform as well either, though that might be due to the increasing tonnage even simple missions are dumping on you. The appearance of that Atlas was straight up terrifying with your Disco-back stuck down there with it. You were really lucky there that your Cat wasn't hurt any worse (Cats have beefy legs...good place for LRM ammo). At any rate, as far as factions go, if I wanted to get in tight with the Pirates to get access to the blackmailed, without alienating my preferred factions (I prefer Davion, Steiner, in that order, plus I'm a little sympathetic to Marik, while I'm morally incompatible with Kurita and Liao), I'd hit the periphery of Capellan Confederation or the Draconis Combine and do exclusively pirate missions until they loved me dearly then traveled back to friendlier territory. Just a thought if you ever play again, maybe with a different mod. Also, you should really look closer at the Enforcer and the Griffen for the stronger melee expert. When you were looking at medium alternatives, it seemed like you were looking at hardpoints, while I was paying attention to mobility and base melee damage. Both the Griffen and the Enforcer where high in both categories. Plus, you should get an Enforcer anyway considering how much trouble you have taking them down. I'd want one or my side just for that reason. Might even be worth looking into those big engine mechs you hate if all they have to carry is a few light support weapons and you can armor them up. The Cicada is still garbage though. Not sure why you haven't sold yours by now when you keep selling perfectly fine Griffens, lol. The Griffen, the Brawler (if you put 4 jump jets back on it) and the Crab plus one heavy like the Archer might make a decent convoy-busting lance. Lastly, while I personally think the Jenner is a butt-ass ugly abomination of a mech, the Border between the Lyran Commonwealth and the Draconis Combine seems to be lousy with them from other campaigns I've watched. Wish I wasn't so old and broke, or I'd consider getting a Windows 10 system to be able to play this game. Unfortunately, I'm OG and hate the app-based platforms, so I'm sticking with W7 until I die or absolutely can't function with upgrading which doesn't seem likely since I've been doing without my PC since last September just fine. I do miss reading though so I might figure something out. One more critique I just remembered, IMHO, you tend to abuse the multi-shot function. While it's great for stripping evasion points from enemies, from what I've observed, you get hammered a lot harder than is probably necessary because where focused fire would have a good chance to take a piece out of play (and thus not give it a chance to hit you again), you just end up eroding some armor, if that. Also, if you have an enemy down or on the ropes with one of your mechs next to it that will likely get to step on it, or otherwise take it out on its next turn, it doesn't seem like the best plan to waste a shot across the map to take it out when it will leave your mech next to it badly out of position to engage the next enemy. Lastly, just an observation from watching a few different campaigns with different players, that shot percentage estimator is lying. Seems better to play Han-style (never tell me the odds) because you're about as likely to hit, lol.
Great points. I'm enjoying your comments! Makes me really want to try to fix the mod to see if I can salvage the save. Win7 was an epic OS, so I don't blame you for wanting to stick with it.
@@DrObsidia Haha, glad I'm inspiring you, because you and The Edmon have broken me. I dropped a fat wad of cash I shouldn't have on a new laptop running W10 (the battery was gone in my old one and it was too dang slow anyway) so I can hopefully play this. Just have to find a mod I like. I kinda liked this one, but since you said it doesn't work anymore I guess it's out. Thus far, I'm not real keen on the Roguetech, BT Revised, or the XLRP mods. RT & BTR have a bunch of weird one-off weapons that use hard to find ammo and all of them have the full-send geek mode mech bay where you can swap out engines and whatnot and if your internals get blown apart you have to source replacements for them. I love reconfiguring mechs, probably more than the battles, but that's way more in depth than I want to go. In the meantime, I highly recommend watching The Edmon's campaigns, if you haven't already. Like I said, he's a surgeon when it comes to mech battles and you can really learn a lot watching him precisely disassemble the enemy forces, even if you're just a casual player like us.
@@DrObsidia So...I finished the story campaign. The first time I tried the final showdown, I got mauled badly. The first part of it went easy, but the duel was pretty horrifying when I was woefully under-prepared for it. To be honest, it sort of traumatized me, lol. I got my butt kicked so hard, that once I confirmed that there was no way I was going to be able to pull out a win and resigned myself to going back to before taking the final mission to grind my pilots skills up and get some better mechs, I kind of built up Vicky's mech up to be some uber-buffed juggernaut equipped with super-weapons, which in a lot of ways it was. It definitely had more armor than the standard variant and the AC20s were cranking out 120 dmg shots on a bulwarked mech while the plasma flamers could barbecue a mech from halfway across the map. I ended up so reluctant to think I was ready to face that again that the game essentially forced me into it when the missions dried up. I was really trying to get a King Crab, before I tried it again because someone said they made good missile platforms (they don't, BTW, all the missile hardpoints are on one side of the torso, and while you can get a 50 LRM volley out of it, you pretty much have to lose everything else--armor, backup weapons, mobility, etc...) Stalkers make much better missile platforms. I've got mine setup with a pair of LRM15s, and a pair of LRM10s supported with six tons of ammo and a TTS++protected by 1240 points of armor with two medium lasers as backup. A 50 LRM volley is no joke. It effectively washes smaller mechs off the map. Granted, the Stalker lacks the the Missilery Suite the Archer has, so even with the TTS, it doesn't cluster the LRMs as tightly. I don't think you can beat the Archer for precision missile fire, but you also can't get a 50 LRM volley out of an Archer--well you could with the variant that has 4 missile hardpoints, but you have to drop so much armor and any other weapons to be able to carry enough ammo to have any sort of endurance, that a Locust might be more heavily armored. My Stalker also has jump jets so it can get up on high places to rain down hate on the enemy with indirect fire while the enemy can't fire back. It rarely ever takes a hit, frankly. So, yeah, the Archer is better at focusing the damage, but the Stalker can sustain a missile volley almost as long as an LRM carrier vehicle can and quantity has a quality all it's own. The Longbow might be able to match it, but I don't have any experience with the Longbow, so I'm not sure what it's limitations are in terms of ammo, heatsinking, and mobility. Anyway, after being underwhelmed by the King Crab, which it seems like I always am by 100 ton mechs, and loosing C-bills once the contracts started drying up to the point it was only giving me about one contract per planet which given the travel time between planets, wasn't paying the bills, I decided to bite the bullet and try my luck again with the final mission. I was, after all, much better equipped, with a full lance of Assault Mechs and topped out pilots. I ended up taking my SL-era Highlander 732B, my Highlander 733, and my Stalker along with Kamea to the final showdown. It was night and day difference. I parked my Stalker up on the top of a mountain, so far up the OpFor couldn't even see it, and then parked my 732B up on the arena stands, where the OpFor couldn't get a good close range shot at it. I had Kamea over on the opposite side of the arena taking their fire support mech under fire, while I had my 733 positioned near the entrance until Vicky started getting too close, after which I moved it over to Kamea's side and continued to hammer away at Vicky with LRMs, Gauss cannon rounds, and AC10 rounds. When Vicky lost her left torso, I knew this time was going to be a lot different. Finally, she screwed up and stepped away from the arena wall she had been hugging, to try to close with Kamea and it was then that my 732B fired a Gauss cannon shot right up her arse and ended her. It was a thing of beauty. Vicky's last remaining lancemate did manage to take off the 733's left arm and torso before the 732B jumped down from the stands and ended it with a Gauss canon shot followed by an LRM15/SRM6/SRM4/ER Mlaser/2 Mlasers/Llaser strike (not the full Alpha--wasn't close enough for the machine guns), but other than that, everyone was pretty unscathed. It felt easy, actually. Amazing how much difference Elite pilots in mechs kicking out over a hundred points more DPS makes, lol. I do feel like the Stalker was the key to the whole thing. It softened up the targets nicely for the 732B and 733 to drive in those ballistics. On a different note, is it just me, or did you notice how easy Highlander's are to head-cap? At one point I had seven 733Ps and two 733s to go with my 732B and most of them were taken outright by head shots. I'm a huge fan of the Highlander now, as well as the Stalker, which in other games seemed kinda blah, but having even lost a pilot or two from head hits, it does seem like they are abnormally easy to head-cap. Then again, one of my pilots did deliberately head-cap two Warhammers in a row with an AC10 once, I'm talking the second one was on the immediate next shot--bang-bang, two down the hard way, so maybe Warhammers are more susceptible to head shots as well. I guess I have to say there aren't many mechs in the game I can say I appreciate. Of the lights, only the Firestarter really stands out. In the mediums, go Griffin or go home. Accept no substitute (coughwolverinecough). Honestly though, the Centurion is okay too. Heavies...the Archer is really the only one that comes to mind as a stand-out. As far as Assaults go, obviously the Highlander and the Stalker are the clear stand outs. The Awesome isn't terrible either if you use it in a fire support role and ditch the PPCs in favor of jump jets, armor, and ammo. The rest, including the 100 tonners are all pretty much hot garbage, although, I guess I could try to do something with the King Crab besides make it a missile platform before I pass judgement on it. For instance, if you switched the AC20s out for AC10s or LB10Xs, switched the LRMs for four SRM6s you could maybe get something more sustainable.
So...while this is an old series, I've been wondering for about a dozen episodes now...IMHO, as badass as a Firestarter pugilist is (although I thing you seriously crippled yours by removing the jump jets that allow it to close with the enemy fast and then get to safety fast when things get hairy), what if you took the arm mod÷÷÷ and added it to either a Griffin, Wolverine, or a Shadowhawk (whichever had the highest natural melee damage) with either keeping or adding jump jets (enough to get just a little further than the sprint distance) and the you'd have a seriously balked up pugilist that could probably one-shot most mediums and probably some heavies, while doing serious damage to more heavily armored heavies and assault classes with the benefit of being better able to tank an Alpha from a heavy than the Firestarter can. Just an idea. I'd try it if my equipment wasn't too old to run this game. Also, I think in one of the descriptions you read to us it said mounting the weapons in the arms makes them LESS accurate. What it probably does, by having arm mounted weapons is gives you a wider firing arc. Love the look of the Catapult myself, but I think it's just not customizable enough. The Marauder is better. Get rid of the AC and pack it with jump jets and heat sinks and if you have any room left, maybe some LRM10s and/or SRM6s and you'd have a poor man's Timber Wolf (along with the Mad Dog, my personal favorite Mechs).
Some really good points. I was playing around with various ideas throughout this series. I haven't been able to get it to work the last time I tried to launch it following the discontinuing of the mod and an update to my PC. If I ever can get the save to work again, I'd like to continue the series. If you keep watching, you'll see the usefulness and weakness of my attempt with the Firestarter.
@@DrObsidia Yours isn't the first Firestarter pugilist I've seen. The Edmon, another TH-camr that has put his game play up had one he called the Fightstarter. He had it up to Mk 3 as far as I know in his series "4 Lights"--only scene bits of thar series though, specifically him taking apart two heavy/assault lances, with base turret support with only 4 light mechs by using LOS control and the ability to jump in behind the heavies and jump back out before they could get a shot by fully using the light mech initiative bonus to move twice per round. The dude is a freakin' surgeon the way he takes the enemy apart using his deep knowledge of the game mechanics. He likes to play with the difficulty set to "frustrating as hell" though, meaning a shot with a 90% chance to hit only actually hits about 10% of the time, and his progression is glacial slow.
Season 2 is off to a good start!
And so Season 1 comes to a close. A shame the save file was lost. Onto season 2!
Done with the Solo series (i dont think I caught the reason why you never continued, but I get it). Onto the Co-Op series!
Update to TTS broke the save. Co-Op season 1 had a similar problem. Co-Op season 2 was a surrender. Co-Op season 3 is still ongoing.
3 years late but definitely not complaining about the KDM content. loving all of them so far, and excited to get to your other KDM content with co-op! XD
3 murders 2 hunt reinactments, and a roll that made a third reenactment
When the base is moved, it happens at the end of the command phase, and the rebel player gives the old base's card to the imperial player.
Oh no. Technically the Imperial player lost the game this turn. The Imperial player could not have moved out of Dathomir. It was an illegal move because Dathomir already had a leader present and was "leader locked". Pg4 states: "At the end of the game, if a player is revealed to have cheated (intentionally or accidentally), he loses the game, and his opponent wins." Clearly it was accidental and not intentional cheating.
Since we're both casual gamers that play a bunch of different things, we're bound to make mistakes. We have a house rule that we tend to mess up as often against us as we do for us, so if we both miss something, we just chalk it up as a learning experience, accept the mistake as a past reality, and update our future play styles to patch the hole in our understanding. But, thanks for posting. It's good to have extra eyes on our games, and it's helped us in other playthroughs that we did after this series.
Ground Fighting does indeed allow you to deal with terrain tiles and set up characters but the turns still do take place normally (including the white lion's turn) so you would have to pass the monster controller accordingly.
So I'm probably wrong.I just listen to a lot of these.Looking forward to my game arriving.Pretty sure you get a resource for each survivor from the cup
Nice vid 👍
good video and thanks for the insight jim
Regarding the step that displays which objectives can be played. All experienced players know all possible objectives. The script displays all objectives and if they are possible. It is not too different than tracking your probe cards on a map. The idea is to save time, otherwise the rebel player has to do counting of systems for each of their objectives. This speeds it up. There's no secret knowledge exposed. The Imperial player should know all possible rebel objectives and which they should be working to counter. (It does not tell the imperial player which objectives are in the rebel player's hand).
We played a lot prior to the pandemic, but it's been years, so we forgot almost all of everything. Breaking it out again has been like rewatching a TV series where you've forgotten most of the story in the years since you've seen it, but remember the highlights. So by turning away from that script display, it was a way of sort of reliving the surprise of the game all over again. (Plus, hiding the information from people who may not have owned or played the game before.)
Thanks for sharing your game.
We'll release an episode a week, and we're looking into a second season as well.
@@DrObsidia cool. I don't know if you want people pointing out overlooked rules or not... When you use an action card with "Assignment" you resolve it immediately during the assignment phase. Jim should have resolved Temporary Alliance anytime during his assignment phase, then you should have resolved Brilliant Administrator anytime during your mission assignments. The leader is place on the board during the assignment phase, and will block movement, etc. Also, Even though Tarkin has no spec ops, he still opposes the mission (he was present). This means Jim would still have to roll and get at least 1 success. If there are zero opposing leaders present the mission auto-succeeds, but if there are opposing leaders present, even without the right symbol, the player attempting the mission still has to roll at least 1 success (more successes then their opponent, as ties go to the defender).
For this mod of SWR, the minimap show the imperial symbol on the starting imperial systems because they can never be the rebel base (the cards were removed from the game). The stormtrooper symbol means you checked the system without the probe card. The probe symbol means you currently have the probe card. After the base if relocated by the rebel player. Any system that was marked with a stormtrooper (checked, but don't have the probe card) will become a TIE Advanced symbol meaning, you previously checked, but the rebels could have moved there. You can quickly change the icon on the minimap by pressing 1 through 6 while hovering over the icon.
@@KC-xd3ro - We very much welcome feedback and corrections to rules we miss. Having somebody watching that isn't actively discussing and playing is a huge help to catch things we miss, and it helps us out a lot. I didn't realize that he still had to get one success for opposed missions where I have no icon. p9 in reference rules is where that explanation is that we missed. Currently, this series is all recorded and scheduled for weekly releases, so we'll miss these issues throughout the game. (We play a bunch and record several episodes at once, then release slowly to keep the channel alive and moving.) We'll definitely be using your feedback on our next series. We're thinking of trying a series with Rise of the Empire expansion next.
It’s weird that the game would set his toughness to 20 (Tabletop Simulator is wrong, or maybe, it feels sorry for you). When reading the rules, it says to set his toughness to what ever the current lantern year is (plus 2 if you have records, which you do :(). The Watcher was originally the final boss in the first version of Kingdom Death Monster. Since then they’ve changed it so there is a second final boss, in addition to five more lantern years. Just know that everything after lantern year 25 is a bonus that has been added in Kingdom Death Monster version 1.5. Horripilation is a status card you gain after defeating the Watcher. Don’t worry about it for the Watcher showdown. Personally, I think ‘Blackout’ is the scariest thing to happen in all of Kingdom Death Monster. Whenever a survivor goes on either a hunt or a special showdown, they gain the departure benefits. You can see that on the gray and red board that gives you the order of events. You didn’t give green the +1 movement token for the leather boots.
Loving the series!
I'm glad you're enjoying it. Currently, it's on hold though due to some issues with reinstalling it and the mod on my new computer. I'll hopefully revisit it if I can sort out why it won't launch.
Thanks for keeping us accurate.
I must once again remind you that the vesper tine bow has deadly 4, meaning that you get +4 luck when shooting with that weapon. Something is wrong with the Battle UI and it should say that it takes a 6 to land a critical hit. Funny, because Jim was once swallowed by the antelope at one point in another showdown you had, and just like this one, he rolled really high and got out with his gung ho attitude. Good on you Jim for not dying. 1:13:40 If you read carefully, the basic action says that it has to hit a knocked down survivor. If there isn’t one, then it will graze. It will run in a straight line since there are no acanthus. It would be good to leave that card around since it cannot hurt you unless someone is knocked down. You, more or less, understood that. 1:17:50 Because of the leather armor full set, red should have ignored the bash. 1:29:55 Random survivor. Should have rolled to see whether it was blue or white. Prepare to die.
10:08 You killed red. That was green’s roll, so green was supposed to have died. Both of them did die, but red had more armor than green, so maybe the outcome would have been different. 10:45 The card says “+2 AI”. Monsters already draw one card on their turn, this means that the butcher draws 3 AI cards every turn. Merciless, I know. The Beast of Sorrow is a certain showdown against the white lion. You can set up the hunt/showdown against it by looking under the white lion under the hunt/showdown sections. There are special rules for this and you can find it under the ‘Legendary Monster Story Event’. You can read more details there. What you just experienced with the Screaming Antelope is how I feel about practically every level three monster in the game. Level 1 monster is starting out, level 2 is harder, but can still be managed, but the difference between level 2 and level 3 monsters is huge. Level 3 monsters might as well be level 4 monsters with how much tougher they are. I'm tempted by what kinds of stuff they give when defeated, but they are too difficult and I decide to avoid them instead of risking my stronger survivors dying.
I dnt have the population tab. How do I add survivors
Watch our latest playthrough (Season 3 Co-Op for KDM on my channel to see the more recent version.) The short answer is under the player cards is a Surviviors card now. You just click "+ New Survivor" on that card to add survivors. If you can't see it, just zoom out farther. If you still can't see it, make sure you using the same version of the mod that we are (even though it's slightly buggy now due to no updates) and watch our settlement phase to see how we add.
@@DrObsidia thank you! Almost bought kds just cuz I can't find the add survivor tab after doing the prologue white lion showdown
Also the bloom child isn't considered a newborn, so the bonuses doesn't apply
Didn't know that. Thanks for mentioning it. We'll have to watch out if we go up against the Flower Knight again.
You did right about the luck, when the game ask to add something it's often refers to your flat stat. Also 1 is always considered as 1 regardless of modifiers, had to found out that the hard way. Also otherworldy luck is borked, +1 to ALL rolls on hunt and settlement events. It helps out on intimicy rolls as well so getting it on sculpture is a huge boon
One random request if u do fail or win i got one idea can we like see everyone who has died and everyone who was ever in settlement i just think it is very fitting for an settlement with graves for an memorial style monent at the end if u win
Will do
Basic resourses like hides, skulls, bones etc, goes to the settlement storage and it resets it deck but the monster you keep on your dudes until the hunt is over.
It says that according the p83 - step 9 : the resource decks don't get reset until the end of the settlement phase (or when cards are 'archived' and are then returned to the deck they came from).
3:42 You were supposed to draw three fighting arts and pick one of them. This is because of your romantic principle. I think your strategy of dealing with the Butcher is the right way to go. He’s far too difficult to beat with your people are now. Just make sure that the next episode is a showdown and settlement phase since the showdown is going to be five minutes long :) It’s probably a good idea to make red use the green charm to survive for this showdown only. You can change the gear grid back after the showdown, but you have a 50% chance of avoiding death with red if you have five green affinities. You can do it like this: Remove monster grease Add green charm Leather Cuirass Bone club Leather Skirt Leather Braces Leather Boots Satchel Leather Mask Green Charm Leather Shield
Oops... We forgot about the romantic principle. Our plan for a single lantern year per episode still holds if we can keep the total time under two hours hours, otherwise we split it up. I'm sure the Butcher episode will include the settlement phase.
If u all do decide for an season 4 will u all be considering playing one of the special factions like the ones that can only use bone equipment but they lose fail or the special sun one (forgot the name of special settlements) i know its not coming to an end soon but i was just wondering
We haven't checked out the other campaigns yet, but that's definitely something we'll consider for a Season 4.
@@DrObsidia okay thanks for the info there really interesting and do provide quite the change to the gameplay each one does in there own way but thanks for answering was just curious about it
Yoo, more Kingdom Death! Heck yeah.
We're hoping for a weekly release until the campaign is over.
Loving the series!
There are a lot of episodes. I set up a new computer, and I haven't figured out how to get the mod to work again yet. If I can figure it out eventually, I'll pick the series back up again.