I’ve just beaten the game, normal and NG+ in Linear mode (absolutely no grinding, every level restarted and retried until I got perfect victory on Normal difficulty, including bonus battles in Normal and all sidequests (these were a bit of a grind, I didn’t necessarily attempt them as I unlocked them, and I didn’t finish SQ6 at all due to having only 1 dragon and 3 ice mages).
There were only two exceptions:
- the sheep level simply didn’t seem possible at all on normal, so I had to do it on casual (and replayed it on Normal much later, when I was almost at the end)
- Zelemir’s Army - I actually had to create a mod to nerf the creeps there. I did it by reducing their levels by 6 across all waves. Lars told me that he doesn’t mind adjusting the game balance but he won’t have time in near future to playtest things thoroughly, so we agreed that I’d try a solution and see what other old players think about it - and if they find it OK, he’ll put those changes into reality.
So, what do I want from you? If you consider yourself a veteran DQ player who likes a challenge, start a new game with the rules described above (if you already don’t have a save from recent version doing the same thing).
If things get too tough for you, feel free to cheat a bit - some of the battles were so challenging for me that I’m not sure whether I could do them again, let alone explain how I did them
The goal is to verify that for a party where Azra is level 29-31 and most core characters are 28-30, this battle won’t step out of line when it comes to difficulty, compared to battles before it and after it.
Alternatively, you can use the attached save (feel free to respec characters to suit your style) and see if you can beat the battle.
Here’s the changed part of 4_8_the_army.xml
<waves diff="easy" first_wait="15">
<wave type="armored" level="28" count="5" rate="0.25" loc="a" wait="5"/>
<wave type="armored cultist" level="19" count="2" rate="0.2" loc="a" wait="5"/>
<wave type="dark" level="26" count="10" rate="0.5" loc="c" wait="5"/>
<wave type="armored" level="27" count="7" rate="0.25" loc="a" wait="5"/>
<wave type="armored apc" level="16" count="2" rate="5" loc="a,b" wait="5"/>
<wave type="double apc" level="19" count="1" rate="0.3" loc="b" wait="5"/>
<wave type="armored cultist" level="20" count="3" rate="0.2" loc="a" wait="5"/>
<wave type="dark" level="30" count="10" rate="0.5" loc="c" wait="5"/>
<wave type="armored apc" level="19" count="3" rate="0.15" loc="b" wait="5"/>
<wave type="armored" level="29" count="10" rate="0.25" loc="a" wait="5"/>
<wave type="armored cultist" level="21" count="3" rate="0.2" loc="a" wait="5"/>
<wave type="dark" level="35" count="16" rate="0.5" loc="a,c" wait="5"/>
<wave type="double apc" level="20" count="2" rate="0.05" loc="b" wait="5"/>
<wave type="armored apc" level="21" count="4" rate="0.15" loc="b" wait="5"/>
</waves>
And at the end, a bit of reasoning as to why I think this nerf in general is necessary: There is a huge jump in difficulty increase. Compared with the previous map, the first five waves alone have about 25% more HP, more armor, more porcupine AND take shorter time to spawn, which together makes it much harder to cope with. This single battle seems to stand out among the end maps, being harder than it IMO should be.
Or am I just doing something wrong? Have you guys managed to beat it just fine with level 29-30 party without any special equipment and whatnot?