Unicorn Overlord | How to Get The Most Out of Your Tactics
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- Опубліковано 6 бер 2024
- In this Unicorn Overlord video we'll go into detail with the tactics system, how it works, and cover a few examples of how to set up characters! The tactics system in Unicorn Overlord can be intimidating at first glance, but it follows some pretty simple rules that, once you understand, make using the system much easier. That said though, you can make each character's tactics as complex or simple as you want them. So let's dig in and see how it all works!
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Thank you so much! - Ігри
FINALLY someone who understands how to use the Tactics system in this! Great work.
Thanks! Took some trial and error though lol
If you have two "prioritize" type conditions set for skill only condition 2 will work because it overrides condition 1. That's because you can't prioritize two different things at the same time and the game checks condition 1 then condition 2.
For the First Aid skill, it would be better to target Lowest % HP instead of Lowest HP. You could have someone with 30HP of 30HP, with another unit having 35 of 40HP. With lowest HP, the 30HP member would be healed when they are full HP. Instead using lowest % HP will heal the member who has the lowest % of HP left. When it comes to attacking though, usually you'd want to aim for lowest HP versus attacking someone with lowest % HP.
It's too bad that there is a limit of 8 slots for setting priorities, so you have to be careful on how many options you provide 1 skill to activate with.
For the Crush attack, an option would be to attack anyone with 1 or more AP or PP (depends on your target). If 1 enemy can't do anything but 1 can, it would be better to stun and defeat the 1 enemy who could attack next round instead of stunning someone who has no more turns.
If you want to maximize enemy lockdown, there is a condition to only target non afflicted enemies. That way if you have a unit setup with stunning, burning, poison, and freezing, those members can hit enemies that do not have an affliction on them versus setting multiple priorities based on each type such as burn and then poison etc.
Good point on the lowest vs lowest % HP. I was assuming the AI would have looked for damage first, but it probably doesn't as you suggest. Thanks for the thoughts!
Is there a feature that emulates presets for ur play style using each character?
@@SeedsAndStuff There is a template menu that allows you to save multiple condition templates. These are per-class though, not per-character.
Solid vid! Will def use it as a ref
Wow this guide is amazing, thank you for the video! It helped a lot 😁
Glad it helped!
I'm enjoying Unicorn so much, glad i've found this guide, it explain really good how to use tactics, thanks.
Glad to help!
First Aid should be "lowest percentage" imo. If you have it on "lowest HP" then it will target whoever has the lowest. This can potentially mean that it can target a full health person if their health pool is small enough. I'm not 100% sure if I'm even correct though.
I just noticed. Pay attention if your unit is walking or running. My first desert biome really forced me to pay attention to the roads. Use the griffing rider buff because I was mostly infantry with just two flying units.
in terms of leveling. i noticed the final fight in every battle gets you lots of xp and money ... so you might want to have a liquid fortune at hand
I'll share a couple more builds of the characters you mentioned in the vid:
Travis:
role: evasion tank, utility (plunder)
wpn: runic sword (baroque sword vs. gryphons/thieves)
acc 1: silken scarf
acc 2: lucky coin
gambits:
1. magic attack- armored
2. passive steal- most PP
3. evade
team needs: anti-evasion, someone who has higher initiative than him that can remove armor tanks so passive steal gets used more than magick attack.
Notes: if you can have an anti-armor unit go ahead of him, no need for runic sword and you can use baroque sword instead to deal with anti-evasion tanks.
Auch:
role: blaster, anti-armor, leader
wpn: the fireburdt staff
acc 1- silk hood
acc 2: sorcerer's medallion
gambits:
1. fireball- prioritize armored, most AP
2. fireburst- burning
3. fireburst- lowest hp
team needs: tank, anti-evasion
Good discussion. Do you find multiple lines more useful than using conditon 2?
Personally on my rolf i do:
1- flame shot- highest evasion, prioritize front row
on your travis for example, i dont see the need for your 3rd passive steal- highest initiative line. I think you could set your 2nd line to passive steal- highest initative, most pp.
In terms of builds, i'll share my rolf:
wpn: flame bow
acc: lapis pendant
acc: pursuit ring
gambits:
flame shot- highest evasion, prioritze front row
eagle eye
pursuit
team member needs: anti-armor, rolf should be 1st or 2nd in initiative at worst, tank
role-anti-evasion tank, leader
Notes: if 2+ team members have higher initiative than rolf, replace lapis pendant and pursuit ring with dove plume and warriors pendant/brown beret.
Yes, I could set it up that way on Travis. Actually I think I may have had it set that way on a different save. I keep finding more efficient ways to set tactics up, but as long as they are doing what I want, I'm not too worried about it. As far as setting up multiple lines, it really just depends on how many different scenarios you want to plan for I think. I do like to have that one line at the end though that guarantees that an attack still gets used somewhere. I spoke from experience when I talked about having tactics set up so specifically that my character didn't even attack lol.
@@89Gamesi see. Personally, i like the minimalist approach with fewer lines and avoiding condition 2 when possible. also edited the original comment to show off how i'd optimize rolf with the shop items in the demo.
That's a nice combo of the lapis pendant and pursuit ring. I like to put lapis pendants on Travis for an extra evade and Yahna for an extra magic infusion.
@@89Games yahna for sure. ice conferral is awesome with gryphon, bruno or aubin.
On travis imo its a waste. Lucky coin and silken scarf is the best combo on him as that combo gets him to 90+ evade which means most enemies have sub-10 or 20% accuracy to hit him. My evade passive rarely get used and most of the time i have spare PP left if passive steal procs. of course, lapis is an alternative for travis if you're using the lucky coin on someone else like a gryphon or ochlys. never got both so it goes to travis.
This is very helpful. I kind of got the gist of it but this really clarify things up. I wasn’t sure how the second condition works so I always left those blank.
No problem!
So i have multiple character that have passive skill with condition "Activate at the start of battle" but it only activate 1 skill, is it not stackable or perhaps it can only activate 1 per combat ?
Yes most beginning of battle skills are tagged with the word "limited". Only one limited skill can go off at a time. So with the start of battle ones, the character with the highest initiative is the only one who will get to use a start of battle skill.
Thank you so very much. You explained the tactics system perfectly for me to understand it now. I felt prettu dumb before but now I can kick some 🍑. 🙏 🤲 ❤
Glad it helped!
Ok so I was initially confused on how this type of combat works. So im not actually controlling anything in real time during battle? Everything plays out based on what I set for tactics, and I just sit back and watch? The only thing I can do is fast forward the action so battles end quicker?
Yes, but you control your units on the battlefield, attacking enemies, capturing towns, etc. the challenge comes in countering enemy units with the correct unit of your own, managing unit stamina, and so on. I think the best way to explain it is to think of a typical tactical RPG where you command individual characters like in Triangle Strategy for instance. In UO your units are the same as these individual characters in other games. Then you can build the unit however you want, just like you'd equip and upgrade your characters in other games. Sorry for the long winded description but I hope it helps. I was very skeptical of this game too at first for the very reason you mentioned, but now I love it after playing it.
It would be the same as Ogre Battle games, or Advance Wars. You would be the commander who issues the orders and then the units will attack based on your orders.
Do you end up changing these often between battles?
Once I had some solid tactics set up, no, but I do sometimes just go with default tactics on new abilities or characters and see how they do. Then I might change them up in a battle when I see a better way to set up their tactics. Its more about trial and error, changing tactics between battles to refine your strategy until you find something that works most of the time.
I’m thankful for tou explanation but I think it doesn’t cover Buffs ): I haven’t found one that helps me in this matter at least. Like I want to put two buffs on my Front Row but the first goes right and the other goes to another unit 💔 Is there a limit to buffs? I think the game should have implemented a condition to NOT do stuff like Not use Physickal Atk Up on a Mage unit (which is happening to me)
Here are a few things you could try; 1 set the buff to go off specifically on a non caster class. This will prevent it from being used on a mage. 2 set the skill to be used on the front or back row, whichever doesn't have the caster. 3 manipulate the initiative of your characters with items so that a physical attack character will go before the caster.
Remember too that if 2 abilities have "limited" in their descriptions and have the same trigger such as "beginning of the battle" only one will go off. Most results can be achieved through the tactics system, but it may take some very creative brain hurting thinking. At least it did for me lol
Didn’t know this was a thing. 4 hours into the game and you just blew my mind lol.
50hrs for me lol 😅
dev will get it
I am still waiting until I encounter the ingame introduction to maintain a sort of natural game flow.
It does happen, but surprisingly late. By then you could certainly have equiped a weapon with their own active skill that usually gets slotted at the top with no conditions. Which might actually screw with some builds pretty significantly.
Is there a feature that emulates presets for ur play style using each character?
There are no presets, though the game does use some default tactics with certain abilities from time to time like having a heal be used only when someone has taken damage. The good thing is that at lower difficulties I really don't think its necessary to spend too much time with tactics. Even on higher difficulty I find myself only tweaking from time to time, though I could probably get better results from some units if I spent more time fine tuning them. Ultimately, its up to the player I think how much you engage with the tactics system.