As grotesque as it is now, it is an infinitely better system that it's predecessor of 'attack and both parties lose 1 health'.
I don't necessarily agree. Losing minions in the first wave means that your ability to survive the battle at all is grossly reduced, and thereby makes the alpha strike incredibly important. In S2, getting hit once neither reduced your capacity to fight back nor locked you in place (unless they were blocking off the only escape route out of that location). Yes, it was a very simplistic "one hit = one damage", but that made such battles more of a deterrent and harassment than a fight to the death, except under certain circumstances (getting cornered, suddenly bringing in unsuspected agents to help gang up and deal the finishing blow). It was still possible to outright kill enemy agents, and it was entirely possible to lose your own if you didn't run them away effectively, but it wasn't the straight up warfare and attrition seen in Forbidden.
And even getting hit first didn't necessarily mean you'd lose the engagement, thanks to how resupplying worked for your agents contra the enemy.
Also the way you wrote that made it seem like the attacking party in S2 also lost a hitpoint when making an attack, which isn't the case.
Laying low by design is not a sensible move. The player should be encouraged to do things, though there will be challenges to reduce profile and menace at a later stage.
That's what I'm referring to; the challenge "Lay Low". Complexity 15, requires a city, reduces profile and menace by 10 each when completed. ...except it doesn't, because the gap between current and minimum for those values is rarely a whole 10, and it can't reduce below minimum. And since it's a base rate challenge that cannot be enhanced by stats, it will
always be afflicted by some sort of issue partway through that either puts the progress back by several turns or cause some other sort of nastiness (such as increasing your profile/menace... Which is exactly the thing you were trying to reduce).
Unless you mean to say that the challenge itself is by design not a sensible move, which... Well I won't disagree that it's probably not the best use of your agent's time, but I doubt the developer would implement an intentionally bad option.
Infiltration is pretty quick, if the right agent is used for the job and the surrounding area is in a mess.
I think we may just disagree on what constitutes "pretty quick", if a single infiltration mission can take 13 turns (with 0 security) when using an intrigue-based agent archetype, and you need 3-4 such completed challenges in order to 100% a larger city. Upwards of 30 turns if it's not in complete and utter disarray. The infiltration power is an absolute godsend (hah), but sadly can't be used on a work-in-progress city, so if you start the process before using the power you've cost yourself quite a few turns before completion.
But, to be fair, that
is two turns shorter than getting three sellswords to protect your agent. So I guess that counts as quick.
Sure, one could argue that "the right agent for the job" is a practiced veteran with +3 intrigue on top of an already decent score... But chances are, that individual has accrued quite a bit of heat during their storied career, and may need the extra speed in order to just get out of there in time to avoid his hunters.
I just ran another match while writing this in order to check my statements. I rushed towards doing everything I could think of to destabilize a basic (as in, not a capitol with its +3 security) city to the point where I could efficiently infiltrate it for sneaky goodness.
Managed to get it mostly done in reasonably short order! Which is to say, under 100 turns. Only half of the demo timer, and 1/5th of the "you lose by this point" date which the dev decided to put in by default for some reason!
Of course, by that point the entire countryside was absolutely ravaged and in riotous chaos. Oops. Not particularly subtle.
And I got away with it all because the combat mechanics meant I could just play whack-a-mole with the various agents coming in, and so long as I struck first there was little to no attrition. I suppose if you want to play Wargame: Beefcombat then yeah, this is a nice change. Personally, I prefer staying behind the scenes as much as possible.
Also I still can't figure out how to get the baroness to spawn. *shrug*
I think Shadows 2 is complete, I am sad it is not getting more features, but I will buy the third because the dev has really good ideas and works on them.
For me the game is great for trying to be thematic—it doesn’t always work—the winter apocalypse is bloody hard to get working, and mist won’t win the game on its own, but they create interesting works and themes and moods that the mechanics support, sometimes really well, sometimes poorly.
I'd call it a beta, honestly... It may be feature-complete, but it's so buggy and janky that I can't shake the feeling that it's just not
finished. Which bugs me, because I really do like it for the exact same reasons, and I'd
like to like it above and beyond that.
Also, talking shop... So far as I could garner, the trick to Winter's Scythe is 1): Prepping everything so that you can do a bunch of cooling in one lump sum, rather than trying to gradually shift the temperatures over time, and 2): Every ability BUT Death of the Sun.
Sure, Death of the Sun is the primary, central power to the name, but it's... Really not very powerful. The amount of cooling it causes, versus the cooldown requiring a colossal multi-front war to use effectively (which isn't sustainable in the slightest)...Yeah. It's free, so use it when you've got it, but you can't rely on it. It's the icing (hah) on the cake.
Instead, set up several broken nobles, preferably from rather populous (landed!) houses, and once they're all lined up start knocking them down one after the other with Ice in the Blood. The power you can cast on single battlegrounds can potentially also be very potent, but it relies on having a lot of neighboring locations. With just 1-2 land connections, it's kinda a whiff. If you've got 4-6 connections, it can crank a couple percentage points of cooling all by itself.
And the game's pretty much in the bag once you've got Runaway Catastrophe. But yeah, getting to the point where you're already at 12% cooling can be a pain.
All-names mode is, frankly, one of the best learning tools the game doesn't point you towards. It lets you work out not only what everything does, but also what powers synergize well. Without having to restart again and again with new name combos.