Currently playing: Nox Archaist

February 17, 2015

Lords of Xulima - Reflections

I have just completed Lords of Xulima the 17th of February. It has been a long and tough journey on old school veteran difficulty. Without going into spoilers there are several very important items that must be gained by destroying some real tough opponents. My party completed the game at around level 55+ 

I have some general comments about the gaming system and also some tips and hints I thought I could share based on my own gaming experience. I have only played one time with the same party all over so I can only speak of how I have managed my party consisting of one warrior, soldier, thief, mage and priest.
  • Items found are almost always much inferior to those you could buy at any shop. This means exploring and finding items - even very hard to get items - is a disappointing experience. There is room for much improvement. It is a major part of an CRPG to feed the curiosity, exploration and development of the party by rewarding a player with good items from time to time.
  • The game difficulty at the old-school veteran level is very well done and balanced. You have to manage your skill- and attribute development of the party well to be able to be strong enough for the challenges you meet. 
  • When it comes to experience points I find that midgame- to lategame quests give you far less experience points than it should. Good missions give you around 5.000 - 8.000 xp but random encounters often give you at least 2.000 points each. Not very well balanced in my opinion. You should be rewarded more to complete quests. XP for completing quests should give you up to 10 times the XP of random encounters to be worthwhile.
  • The economy in the game works very well. You have a constant shortage of gold but that is mainly due to the fact that you have to spend most of your gold on trainers to buy you skillpoints and not for buying equipment or potions until the later stages of the game where you cannot afford trainers anymore. To be able to defeat the tougher bosses I had to invest tens of thousands of gold into strong mana- and healing potions. The economy works exceptionally well to the bitter end which you cannot say for the majority of RPGs.
  • The game are so very well balanced at old-school veteran difficulty that I had to use all means to complete it. The last fourth of the game I had to buy huge amounts of powerful health and mana potions just to stay alive long enough to defeat the tougher opponents. Many of them could only be killed by slowly draining them - over time - from poison, burning or bleeding. I also had to build up my resistances to endure long enough and visit all the statues and sacrifice the correct item to gain permanent bonuses. Without all of this I would not be able to complete the game.
  • For tougher opponents it could sway the tide of combat by using the blessings offered by the priests in towns.
  • I always used the amulet of golot to give all my party members one skill point each. I think I might have been given up to 10 extra skill points that way. 
  • Always build up your thiefs´shuriken skill to max as soon as you can. My thief has been extremely important for winning tough combats. It not only does great damage, often over 100 but also give dozens of bleeding points each turn.
  • One tactic is to use all draining skills and spells to its full effect and then just use your rounds to stay alive by drinking powerful healing potions. The end battle was won this way. The whole group except my thief was destroyed but she kept drinking a strong healing potions each turn whiel the end boss lost 300 hp/turn.
  • Lockpicking, trap disarming and perception is essential. Almost all chests are locked, traps does huge amounts of damage and perception allows you to discover secret doors (there usually are several at each castle/temple) and occasional treasures in the wilderness.
  • I always prioritzed the learning skill for all my party members before any other skill assignment.
  • I always kept a high stock supply of herbs to be used when I needed them. In the end I never exhausted my supply.
  • I almost never bought more that 3 days of food - the perfect economical balance in my opinion, except for when I had to travel regions with extremely high drainage like the desert or ice.
  • Knowledge of herbs is very useful as well as knowledge of terrain.
  • I never found any special use for mercantilism, object identification, object evaluation, exploring (convenient but not essential).
  • There are several places in the game where you will have to use problem solving of some sort. A few of them could be quite tricky and I admit I had to be given hints for those.
  • Hunting was convenient but not essential. Since money is never ample, hunting could help you decrease your food spending costs.
  • A high Mend bleeding skill is totally essential to survive in the game. I never found any way to stop burning damage though.
  • There are certain skills I would choose anytime again if I had to start over. I thought I would mention them for each class
    • Explorer
      • Envenomed strike made the explorer one of my four front fighters. He also became a pretty proficient warrior having good attack, strength and hitpoint values.
    • Priest
      • Without maximising health regeneration for the party I would never be able to win the game.
      • Also Divine Armour for your whole party is very useful.
      • All types of light ray like Ray of the gods spells (double damage to demons and undead) had also saved me when trying to complete the Vilak region. They could do as much as 1.000 points of damage.
    • Mage
      • Even the low level Icy touch has been used in late game battles with great success. 
      • Inferno affects all creatues and give them lasting burning damage. Very powerful for draining enemies.
      • Lords of the Thunder is powerful when maxed out but not essential.
    • Warrior
      • I maxed out Powerful attack but it does only direct damage. I would prioritise bleeding instead to drain enemies.
    • Barbarian
      • My best fighter with the highest hitpoints. Maximise Rage. The weak part is that my barbarian used mace and never gave any draining damage. The stun effects don´t affect highlevel creatures noticably.
In the end Lords of Xulima was a very good game that lasted to the very end. Sure it did get tedious in the last fourth of the game when I had to grind a lot to increase levels and gain better spells to defeat certain monster. But the good news is that it always pays out to do that. A few extra levels could be all there is between a total failure and success in a combat. 

In my review I did not rate the games music high enough. Since then I have carefully listened to each track of the game and now have several favourites. No one is exceptionally good or strong but they are very atmospheric and fitting for the scenes. I thought I would share a few of them here;



I am already looking forward to a sequel but now Wasteland II awaits my attention.

January 1, 2015

Lords of Xulima - Review

Lords of Xulima is an isometric old school inspired RPG from the spanish developers Numantian Games. I had never heard of the game a month ago when I read about it by chance on CRPG Addicts blog. After some research into the game by reading reviews, checking out gameplay etc I decided to buy it. This game turned out to be a rare game and after 30 hours into it I feel I can give you a pretty clear opinion of it.

The game plays out in a beautiful 2D-isometric perspective where your party is represented by the explorer Gaulen, the main character in the story and the only one with the fixed starting class of explorer. At first glance the game resembles the earlier Heroes of Might & Magic and King´s Bounty where you freely could wander around until certain mainpaths is blocked by monsters. The combat reminds me of Might and Magic X.

The game relies on its own gameworld of history, fauna, bestiary and lore as well as its own implementation of character classes and skills. You are Gaulen, an explorer and you have been chosen by the god Golot to be sent across the world to a the continent Xulima where evil and trouble has taken over. Four princes, all heirs to their good father has turned evil and all temples has been taken over and terrible things are said to be happening there. It is up to you to find out what has happened and why and find a way to relieve the land from this evil. 

Tha mandatory character is the explorer Gaulen and you have to add five more classes to build up a party of six persons to take on the adventure that awaits you. You will not be able to roll or adjust attributes but you are free to select a deity which will boost you in some way or another. Each class has its preselected skills and starting equipment.


The barbarian, my mainfighter

Exploring in the woods

When the game is starting you are standing on the beach just outside the first village. There is a short tutorial that will teach you how to move, fight and gather herbs. After that you are on you own and you will soon find out that this game relies on longtime planning and careful use of your limited gold.

The game is said to be non-linear and that you can go anywhere you like. Well, that is really not the case since all important ways are blocked by encounters far too dangerous for your little party to handle for a long time. This means you have a few different routes to take at a time, slowly leading you to where the game expects you to be led. In really non-linear games like Morrowind you can go wherever you want geographically without having to fight your way through. In the beginning you are so weak so you are very limited in where you could go which means the game is pretty linear but gradually you are given more and more options as your party levels up. But even at level 20 I am still restricted to take one map at a time (the huge gameworlds consists of interconnected gaming maps).
The freedom you have it to choose in what order you will be able to tackle the obstacles the map has.
Should you enter this tower or castle now or should you first clear out the forest ? What might these mighty beasts guard on the trail ahead of me ? And so on...

This is a clear example of Ogres blocking my path. I have no way to bypass them.
So either I feel strong enough or have to wait until I become stronger.
The estimated difficulty of the combat is shown as Troublesome.
There are a few unique touches implemented in this game which I like. Take combat for example.
There are several types of damage you could deal or be dealt like burning, poisoning, bleeding, stunning, sleeping or get silenced. Each of them is unique in that every monster has their own special resistances and different weapons give different types of secondary damage. Swords for example inflicts bleeding which injures the enemy over time so that they loose hitpoints each turn. Maces inflicts stunning that make opponents dizzy and loose a couple of seconds which delays his attack.

Of course certain monsters are also immune to different types of effects caused by weapons. Swords that inflict bleeding are of no help against treemonsters for example. They can´t be bled but they can be poisoned or burned. To counter this I have at least one character specialising in each weapon type.

This system is of course not unique but it is implemented very well and it shows that the developers have studied many systems before designing their own.

Another thing I like greatly is that the effects of combat stays only while at combat. As soon as the combat is over any remaining poisioning, bleeding, stunning or whatever is removed. The only thing that remains after combat are sickness or curses. This means you won´t survive a combat and then die by the result of it a few minutes later. The same goes for food. If you run out of food, that only means you have no means of resting and are heavily penalised in combat, not that you begin to starve and loose hitpoints.

Food

Food is the key in this game. You need food all the time and it gets gradually more expensive the more days of food you buy and the more experienced your group is. I normally buy 3 days of food. I find that cost to be the perfect balance between cost and the range it allows me to travel before having to get back to town to restock. Food is constantly depleted when you are moving around. Some terrains requires more food than others and could be handled better by improving certain skills.

If you invest skillpoints in hunting you could get some hours worth of food
after certain combats or manage to find food in nature.

The only way to restore hitpoints or mana (except for using healing/mana potions) is to rest. Resting 8 hours heals you completely and restores any light wounds. Resting 24 hours revives any dead and restore fatal wounds. Wounds affects your combat capabilities very negatively.

In the first five levels or so my group was constantly hunting for food and almost all money was spent on food. Then gradually I got more money and it allowed me to start buying better equipment. Now at level 20+ food is expensive but don´t seriosly threat my economy anymore. I have let my explorer Gaulen to specialise in the skill hunting which gives me some food after fighting animals and allows me to find more food in the wilderness.

Items and Equipment

Each village has one shop that replenishes itself after a few days. This is very good since there is a reason to look through if there are any new interesting items to buy. I find the prices in the game to be relatively cheap. It was only during my first five levels or so I had trouble buying what I wanted. After level 10 I always had enough money to buy what I wanted. That requires that you save gold though and not spend everything on food or buying skillpoints from trainers. The only problem is that the shop never holds any highlevel items that are extremely expensive. So even if you have a lot of gold you could not buy exceptionally good items.  Also most of the unidentified things you find when you are out adventuring is not better than what you could buy in the shop. These two things are my only complaints. Other than that I think the system works very well.  

You could compare equppeditems with shop items easily

Random encounters

I also really like the way random encounters are handled in this game. Each map is filled with fixed encounters and random ones. The random ones seems to trigger after a certain amount of time (time only moves when you are moving). You always get the chance to try to disengage from a random encounter but if you fail you will be ambushed. The explorer class has a certain skill called camouflage which allows him to use his few powerpoints (like mana) to automatically succeed in avoiding combat. That is a powerful skill since it always allows you to avoid at least one encounter if you have power points enough and could give you time to get back to safety. I have never found myself in a situation in where I cannot return back to safety (or rather, you could always reload if you fail to flee an encounter). 

Opponents have two ranks just as yourself and the farther rank must use ranged weapons or spells

While this might seem to make the game easy that is really not the case. You can never escape an ongoing combat for example. Each map has a fixed set of random encounters. When you have killed them all you receive a bonus in XP and will not be bothered by them anymore. This system is very well implemented. Each encounter is random from a fixed set of encounters.

I remember the torture and terrible frequency of random encounters in Dragon Wars, Bard´s Tale III or Curse of the Azure Bonds. It is not fun to grind forever and with no way of returning back to safety. Here you can do that by using the camouflage skill, try to avoid the encounter and if all that fails and you are trapped somewhere, you might have bought some teleporter stones back to your starting village (I don´t know if you can use them in combat though).


The trees are taking burning damage every round


There are much to like about this game. Other seemingly small but not unimportant things are a great user interface, good font and message handling. With message handling I mean the small area in the upper right of the screen that displays XP earned, any level up increases, items found etc. I like to watch this part of the screen every time after a combat to see if any one of my party is eligible to level up.

The graphics are well drawn in 2D and very colorful without being cartoonish (something I hate). Monsters in combat are very well made with their own voices or natural sounds. There is always beautiful music played in the background but it never takes over and it never really catches on. The leadtime is well done but never makes an impact like in Legend of Grimrock II or Might & Magic X.

Despite having played for over 30 hours the gameplay is still very enjoyable. The huge world is divided into maps filled with villages, caves, towers, castles, huts and whatever you could wish for. You will travel through huge forests, snowy landscapes, deserts, beaches and all kind of terrain you could think of.


You must use torches or magical lights in the dark

Typical dialogue with the trainer in my second village

I haven´t found any technical bugs in the game. Loading times is great and everything works smooth and quick.

As in all RPGs, combat and completed missions gives you experience points. Every class has its own level requirements but as soon as you are ready to level up you can click on the character and select the upgrade icon anytime. While in the levelup process you are given two points to spend on attribute upgrades like strength, constitution, speed, agility and energy and a certain amount of skillpoints depending on your choosen class. You will also be given a few hitponts and powerpoints depending on your class. You may only increase your skills one step at each level upgrade. Any unspent skill points there will be saved to your next level advance.

At certain levelthresholds you will be given new skills to choose from so there is always something to look forward to. You even get hints at the previous level which new skill will be available in the next. A perfect system and very well implemented.

At some points in the game you must solve puzzles

Indoor environments are filled with hidden doors, traps and buttons.

I don´t wan´t to know in advance all skills or spells that will be available for my class progression so for me a level upgrade is very exciting. Your skill points will never be enough to let you learn all new skills or improve all existing ones. Far from it. You have to carefully take your picks and not spread them out. As in all true CRPGS, specialization is a must to survive. I love those compromises that has to be done all the time. That also mean that if you are not used to this you might find yourself stuck after having played for several hours due to bad character planning and specialisation. This is not an easy game (at least not on veteran mode which this game is meant to be played on).

Gold is so far a scarce commodity even at level 15. Sure, I have enough gold for food but that´s about it. Most of my gold has gone to pay trainers for giving me one skill point extra for every party member. The price is gradually increasing for every new training you ask for which means you have to get more and more gold in total if you are to use trainers. Another way to get skill points is to gather herbs. There are herbs to improve all character attributes and resistances as well as giving extra skill points. Naturally they are hard to come by and you will have to prioritize who should get them and also develop your herbal skills to get more herbs.


Here I complete a sidequest

Finally, the balance in the game is very well made. I am playing on veteran mode. The difficulty setting this game was meant to be played on. It is quite hard and tough and I have died many, many times and wandered around to look for ways out since most ways are too hard to tackle. For example, even at level 20 I thought I was stuck because the only way I could go was to the desert but it was guarded by stonegolems that I had tried to tackle a few levels ago withouth having a chance against them. Now I made a new attempt and barely managed to survive with two members. This success did open up a whole new map and village for me but I was afraid I was stuck.

All this challenge is also very rewarding when you manage to overcome them.

Yes the game is very combat oriented but the good thing is that if you are tired of random combats you could use the explorer skills camouflage to avoid them or trying to flee. I use this a lot if I am returning back to town without any supplies left and are more interested in levelup and check the new inventory in the shops rather than stay and fight several more combats.

Small features of note

  • Opponents such as thieves, burglars or bandits can steal gold and items from your inventory and run of with them during combat if you are not careful. That makes them quite nasty and you should take them out as quickly as possible as to not let them run away. 
  • If your group is particularly powerful against a random encounter the opponents might try to flee instead of attacking you, you are then giving the opportunity to hunt them down.
  • There are teleporters on nearly all maps which has to be activated. That means you can travel faster between the regions.
  • Monsters drops different kind of loots. Animal could drop eggs or fangs which helps you by stop bleeding, treat poisioning or whatever. Certain monsters like trees give you different herbs but most items are found in chests or when you loot indoor environments.
  • There are quite many traps in the game and I recommend that you train your disarm traps skill since they do quite much damage. The same goes for lockpicking.
  • There is an automap that automatically points out locations of interests and fill your journal with entries. You could also make your own notes.
The Beholder is always a pleasant surprise

For being an indie game this game really did impress me. If I could wish for some improvements it would be to have more npcs and dialogues, more descriptions of environments and events. The story is also very linear and there are not much variety in the sidequests given. I would also like better stock of items. Let them be much more expensive but available. Finally the documentation of ingame spells is lacking. Fireball for example is said to target one enemy, yet it damage the adjacent ones as well. This is not stated in its description which allows you to make mistakes in choosen spells for your mage.

After 30 hours the game starts to become a little bit repetitive. You come to a new village, get new quests, have the same kind of shops and start over in that particular region. But I am still enjoying it a lot.

My final rating is a solid 4 out of 5 in gameplay and together with its CRPG value it puts it just under Might & Magic X and Legend of Grimrock II.


Section
Rating
Gameworld & Story
2
Economy
4
NPC & Interactions
2
Monsters, tactics & combat system
4
Magic system
3.5
Character generation & development
4
Map design
4
Manual
3
Graphics, Sound and Interface
4
Summary CRPG value
30.5


Gameplay
4


The title theme is very well done and can be listened to here