feotakahari (
feotakahari) wrote2024-03-19 01:58 am
![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
(no subject)
Things I really should have known in Unicorn Overlord:
The predicted outcome of a fight doesn't consider supporting fire. This is particularly important when the supporting archers are hiding in a forest and you don't know they exist until the arrows start raining down.
If you always meet the conditions to use your first attack, you’ll never use your second attack. Put some conditionals in there.
You can list the same attack multiple times, e.g. use Passive Steal if an enemy has PP, use a piercing attack if there’s a column of enemies (and, implicitly, none of them have PP), and then use Passive Steal if neither is true and you have nothing better to throw at the enemy.
You can set a truestrike passive to go off when Scouts are present, but if you set the passive to go off when targeting a Scout, it’ll only go off if the targeted ally is a Scout. There’s no way to specify in the passive itself to only use it on attacks against Scouts.
If you have a passive that goes off every time an ally attacks, every time an ally is attacked, or every time an ally takes damage, you’ll run out of PP fast.
Consider setting a “guard allies” passive to only guard the squishies in the back row.
Consider setting a “guard allies” passive to not go off when you’re critically wounded and can't take another hit.
If your enemy is blinded, but your “guard allies” passive goes off, they’ll still hit you. Naturally, there's no way to set the passive to take into account enemies' status.
If you have an attack that inflicts poison but otherwise sucks, consider setting it to only target enemies that aren’t already poisoned.
Poison and fire do damage when the target acts, so they do nothing if the target is already out of actions.
You know those awesome-sounding abilities that go off at the beginning of battle? Your entire unit only gets one of those per battle. You can use conditionals, e.g. set one to go off when Armored enemies are present, and set another to go off when no Armored enemies are present. Otherwise, I think it picks by initiative order.
Ranged abilities always target the front row unless you specifically say to prioritize the back row,
There is no good way to use Fatal Dive. You want it to prioritize cavalry, to hit the back row, and to only hit enemies that are already injured, but you only get two conditionals. Just delete it from your action list.
Ice is rare in battle, but it will absolutely wreck your shit in arena fights. Iceproof gloves are a godsend.
You can set passives that buff allies’ next attack to not go off if the ally is blinded. Unfortunately, you can’t stop yourself from using attacks that cost extra AP while blinded.
You can also set attack buffs to not go off if the target has no AP left.
If an attack gives extra AP when you kill something with it, consider prioritizing enemies with low health.
Consider setting heals to prioritize lowest HP%.
Thankfully, most buffs won’t go off if you already have the buff. Same for debuffs on enemies.
Evade triggers to automatically dodge an attack, but only if you wouldn't have dodged the attack on your own. Boosting your evasion can save you some PP.
Not a combat thing, but if you don't have the resources to fix a broken bridge, you can usually get around it by conquering a town near the ocean and rebuilding the port. I ignored a town because I didn't think I needed it, so I had to save up 30 basalt to fix the bridge to the quarry where you can easily mine basalt.
The predicted outcome of a fight doesn't consider supporting fire. This is particularly important when the supporting archers are hiding in a forest and you don't know they exist until the arrows start raining down.
If you always meet the conditions to use your first attack, you’ll never use your second attack. Put some conditionals in there.
You can list the same attack multiple times, e.g. use Passive Steal if an enemy has PP, use a piercing attack if there’s a column of enemies (and, implicitly, none of them have PP), and then use Passive Steal if neither is true and you have nothing better to throw at the enemy.
You can set a truestrike passive to go off when Scouts are present, but if you set the passive to go off when targeting a Scout, it’ll only go off if the targeted ally is a Scout. There’s no way to specify in the passive itself to only use it on attacks against Scouts.
If you have a passive that goes off every time an ally attacks, every time an ally is attacked, or every time an ally takes damage, you’ll run out of PP fast.
Consider setting a “guard allies” passive to only guard the squishies in the back row.
Consider setting a “guard allies” passive to not go off when you’re critically wounded and can't take another hit.
If your enemy is blinded, but your “guard allies” passive goes off, they’ll still hit you. Naturally, there's no way to set the passive to take into account enemies' status.
If you have an attack that inflicts poison but otherwise sucks, consider setting it to only target enemies that aren’t already poisoned.
Poison and fire do damage when the target acts, so they do nothing if the target is already out of actions.
You know those awesome-sounding abilities that go off at the beginning of battle? Your entire unit only gets one of those per battle. You can use conditionals, e.g. set one to go off when Armored enemies are present, and set another to go off when no Armored enemies are present. Otherwise, I think it picks by initiative order.
Ranged abilities always target the front row unless you specifically say to prioritize the back row,
There is no good way to use Fatal Dive. You want it to prioritize cavalry, to hit the back row, and to only hit enemies that are already injured, but you only get two conditionals. Just delete it from your action list.
Ice is rare in battle, but it will absolutely wreck your shit in arena fights. Iceproof gloves are a godsend.
You can set passives that buff allies’ next attack to not go off if the ally is blinded. Unfortunately, you can’t stop yourself from using attacks that cost extra AP while blinded.
You can also set attack buffs to not go off if the target has no AP left.
If an attack gives extra AP when you kill something with it, consider prioritizing enemies with low health.
Consider setting heals to prioritize lowest HP%.
Thankfully, most buffs won’t go off if you already have the buff. Same for debuffs on enemies.
Evade triggers to automatically dodge an attack, but only if you wouldn't have dodged the attack on your own. Boosting your evasion can save you some PP.
Not a combat thing, but if you don't have the resources to fix a broken bridge, you can usually get around it by conquering a town near the ocean and rebuilding the port. I ignored a town because I didn't think I needed it, so I had to save up 30 basalt to fix the bridge to the quarry where you can easily mine basalt.