Lost Technology

Lost Technology

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Gameplay Tutorials For New Players
By jerkyboy7256
More detailed unofficial tutorials to help new players learn how to play the game.
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Starting a New Campaign

In your title screen, press Easy Game button.


press the Prologue button.



Follow the directions and pick a faction you want to play. Press confirm when ready.


I picked Reinald Empire for demonstration. The territories circled in red at the center of your screen are your territories. The panel on your lower right hand corner is sorta control panel for your faction. This is called "Ruler's Panel" in the official tutorial. I'll explain what each button does here.

End - This button ends your turn. Press this button when you are finished playing your turn.

Auto - let AI makes strategic decisions for you this turn. A prompt will come up asking whether you want to allow AI to mobilize and reorganize your armies. AI can really mess up your strategies so press this button only if you are confident of winning whatever battles that may come your way.

Recruit - This button brings up a recruitment panel which allows you to recruit new officers. Check the recruitment panel every turn for new recruitment opportunities.

Dipl - Your diplomatic relations with other factions is controlled by this button. Press this button whenever you have to engage in diplomacy.

Find - This button is used to find hidden dungeons or ruins. It's pretty much useless at the moment. Near the end of Alfheim campaign, you might need to press this button to encounter the final boss. Otherwise, this button isn't worth your attention.

Watch - Let the game play out on its own. You will cede the control of your faction entirely to AI. All you can do is just watch the game while A.I factions fight each other for complete dominance of the continent. Your faction may or may not win the game based on how well A.I governs your faction. You may pause any time you want by pressing and holding Spacebar key. Then you can right click anywhere on the map to bring up Options menu. Click List of Comrades and left click any of the heroes in the list to play as that character.

Set - It brings up Options window. You can customize your game settings or save/load your campaign by pressing this button .

The panel also displays various important info about your faction as well.

Funds - available funds you can use each turn. It can sometimes reach negative numbers if you don't have enough money to pay your officers.

Income - amount of money you earn from collecting taxes from your territories each turn. Conquering more territories increases this value.

Territories - number of territories under your control

Unit Count - number of troops you have at the moment. Default faction unit count limit is 1000.

Upkeep - salaries for your officers and troops. Upkeep is automatically deducted from your Funds each turn.

Earnings - some officers(merchants, evil corrupt politicians, businessmen) can bring in additional income to your faction every turn.

Max Level - maximum level attainable by training your troops. Your troops are trained each turn after being recruited.

Level Up - your troops lvls up by this amount after each turn from training.

Hire Level - it probably has to do with mercenaries. This value is not relevant to your troops or officers.

Additional infos about your faction

Funds calculation: Funds = Income + Earnings - Upkeep. If you conquer new territories you have to pay a small sum of money to your officers as spoils of war. Also recruiting additional officers can cost significant amount of money. So keep that in mind when managing your finances.

Training: your troops will be trained each turn automatically whether they are exhausted or not. Level Up value determines how much lvl your troops will gain each turn. For example if your troop is lvl 7 at Turn 3 and Level Up value is 2. Your troop will be lvl 9 next turn that is Turn 4. Of course, there is a limit to which troops can gain lvl solely by training this way. Max Level determines this limit. If your troop is lvl 18 and Max Level is lvl 18, your troops won't gain any lvl next turn. In fact, your troops will stay lvl 18 until you increase the Max Level limit by some other way.

Max Level calculation: I don't know its exact formula but max Level is dependent on mean lvl of all the officers under your command. So if you have 4 officers and their individual lvls are lvl 7, lvl1, lvl 16, lvl 25. Your mean lvl is 12.25. Your Max Level will be close to your calculated number 12.25. It will most likely be lvl 13 based on my experiments. (it seems any decimal number is rounded up to next large whole number for example 10.3 is rounded up to 11, 7.1 is rounded up to 8 etc.) Anyway, if you want to raise your Max Level value all you need to is to farm as much experience points as you can for your officers. Use special abilities or force your heroes to fight on frontline to net some kills on their own.

On your first turn you cannot invade enemy territories. So recruiting troops or moving your armies around are your only available options. We'll go over troop recruitment and army management next section.
Troop Recruitment and Army Management
To recruit more troops, Left click any of your garrisoned territories to bring up an army management window. For starters, left click your Imperial Capital Ortygia now to inspect the army stationed inside.


When you open up the window, you will see that garrisoned troops are neatly arranged in rows and columns. Each row represents a squad. A squad can have 8 members at most and receives various buffs and squad bonuses from its squad leader if the squad leader is an officer. Squad leader is the first unit in the squad starting from left.


For example, at the very top of the window, the squad highlighted in the red circle is Agnes and her squad. Agnes is the leader of her squad and is highlighted in the yellow circle.


Left click Agnes to bring up her info panel then press Recruit button. A new window pops up displaying your troop recruitment options. Agnes can recruit 3 different types of units: Fire Mage, Imperial Foot Soldier Recruit and Imperial Cavalry Recruit. Pick any type you want. Each time you left click one of those 3 options, an appropriate unit will be added to your selected territory.(in this case, Imperial Capital Ortygia) You can keep recruiting troops this way till your Funds reach 0. Keep in mind that you don't need to select Agnes to recruit troops. You can left click any of those officers or even one of those ordinary grunts to start the recruitment process. By the rule of thumbs, if you want to recruit infantries, left click one of the infantry units you already have if you want to recruit cavalries select one of your cavalry units and so on. Not all officers can recruit same type of units so beware of that.


Once you are done recruiting soldiers, you will see that there is a yellow letter E printed over Agnes and each of newly recruited troops. This means that Agnes and her rookie troops are exhausted. Exhausted troops can neither attack nor reinforce neighboring territories. You can still move them around on your turn. But it is impossible to attack enemy territories with exhausted troops. It is ok for troops garrisoning border territories to be exhausted. But troops that are meant to reinforce border territories should be rested preferably to prepare for any possible enemy invasions.

Now that troop recruitment is taken care of. It's time to shuffle your troops around to better defend your territories.



Remember when i said troops can still move among your territories regardless of being exhausted or not? Well I am gonna reinforce Libua province with already exhausted Agnes and a rookie fire mage squad I just recruited. Right click and hold your squad leader to drag the entire squad to Libua province army management window. Since Agnes is the squad leader of her own squad you should right click her then drag her out of Imperial Capital Ortygia. Same thing for the rookie mage squad I mentioned. Right click and drag the first unit from the left to move the entire squad to Libua.


But what can such a highborn royal noble lady like Agnes do without her faithful knight Diethard? We are going to let Diethard accompany Agnes to battle by dragging him out of the capital. You will see that Diethard is rested and fully ready for combat. He has no yellow letter E over his avatar and can be sent out to conquer new territories any time you want. (except at Turn 1) But once he is moved, you will see that



Diethard and his knights are exhausted. Moving exhausted troops is ok. But moving rested troops has its risks. Exhausted troops cannot reinforce other territories. So neighboring territories are more vulnerable to invasions. Keep that in mind when redistributing your forces to defend large number of territories simultaneously.

The red-blue button to the left of your squad leader determines whether the squad is a forwardguard or a rearguard. If you want your squad to be on the frontline press the red button. If you want your squad to stay in the rear and support the frontline troops from distance, press the blue utton.

Once you are done with your turn press End button to end your turn.
Battle UI and Controls
We'll go over Battle UI and controls in this section. On my 2nd turn, I initiated this battle to show how combat works in this game.



This is my army. I brought Horaz, Stig, 3 squads of Imperial Infantries, 3 squads of fire mages and 2 squads of imperial cavalries to conquer Port City Mesogaia.


The window on your upper left hand corner of the screen displays how much time you have left, name of the province the battle is taking place, army strength of armies participating in the battle. When that timer reaches 0, attackers will lose the battle and defenders will win the battle. Based on army strength numbers, my army is supposed to be more than twice as strong as the rebel army I am facing. But don't rely too much on army strength numbers. This is a rough estimate of your strength based on number of troops you have. You can win battles even if your army strength is much lower than that of enemies. You can lose battles even if your army strength is more than 3 times that of your enemies. The outcome of the battle will be determined based on a variety of factors such as tactics, terrains, resistances, use of special abilities, etc.

The panel on the upper right hand corner of the screen shows the status of each unit in your army. This panel is useful if you want to select individual heroes or units to make use of special abilities.

The panel on your lower left hand corner of the screen is used to control formation of your armies. This panel is called "War Panel" in the official tutorial. Special abilities can be activated or deactivated by accessing this panel. I'll explain functions of each button on this panel below.

Auto - selected units/squads/armies will be controlled by AI. They will attack/retreat on their own. No user input is necessary.

Back - selected units/squads/armies will avoid engagement and fall back from the battle. They will not leave the battlefield but they will always be near the edges of the map ready to retreat any time. Not really practical in battle.

Manual - selected units/squads/armies are under your control. They will follow orders and move as you wish. But they will actively attack any nearby enemies automatically. Ranged troops will automatically move back and forth to avoid melee engagement. (It's not flawless.Kiting should be done manually to be effective in battle) In most cases, this will be your default control option.

Hold - selected units/squads/armies are under your control. They will follow orders and move as you wish. They will NOT actively engage nearby enemies.Whatever enters their firing range will be attacked automatically but they will not move an inch to chase after enemies. Melee troops , especially, will not budge even when they are under attack. This option is really useful if you want to avoid melee combat entirely. But since units won't move from their assigned positions, you have to give orders constantly if you want to kite enemies effectively.

Line - put your selected units/squads/armies in standard line formation. They will be arranged into an about 3 - 5 ranks deep thin line formation. This formation great for your ranged troops. The problem is that you cannot adjust ranks and files of each army formation. Most of the time, the line will be so long that some of your units/squads won't be able to engage enemy troops.


how line formation looks like

Group - put your selected units/squads/armies in group formation. They will be as close together as possible. This formation is useful when sending your units to man the walls. It occupies as little space as possible. So units won't have to deal with much pathfinding issues when climbing up narrow stairs leading to the walls. Since they are all clustered together, healing is more effective for troops in group formation. However, they are extremely vulnerable to AOE spells. So avoid this formation until you are certain that enemies don't have any AOE spells left to use.


how group formation looks like

Square - put your selected units/squads/armies in square formation. This isn't like the hollowed out square formation used in Napoleonic Wars. They are arranged in square shaped formation where number of ranks are roughly equal to number of files. If line formation is too elongated to be effective, square formation can be used instead to maintain respectable fighting strength. It is mostly used when controlling a huge army.


how square formation looks like

Forms - As far as I know this button isn't that useful. Its official description is "Switch to registered formations.Only units included will move.$1. Select units you wish to include.$2. Right-click and drag the unit to point in the formation.$3. While dragging, pressing "1" will register the formation and direction." It can mildly modify your existing formation by rotation. But ya i don't find this really useful.



slightly modified custom line formation

Fight - default fighting preset. Your selected units/squads/armies will not favor any particular fighting style. They will use ranged attacks against distant targets and melee attacks against melee opponents.

Tech - your special abilities are used automatically. This is like the big red button you are never ever supposed to press. This method wastes all your special abilities with just a press of the button. I never use this button and never will.

Stop - your selected units/squads/armies immediately stop what they are doing. Fighting is disabled. This preset is useful for pulling your troops away from battle. For example, if you wanna lure your enemies to a certain location. It is better to select this preset and move your troops away as soon as your enemies start marching toward you. With the fighting preset on, your ranged troops will be distracted by approaching enemies while running away from them. But with stop preset activated, your ranged troops will ignore enemies entirely and run to their destination right away.

CR - your selected units/squads/armies will only use melee attacks. Ranged attacks will not be used.

LR - your selected units/squads/armies will only use ranged attacks. Melee attacks will not be used.

Ma - your selected units/squads/armies will only use magic attacks. Physical attacks will not be used.

He - your selected units/squads/armies will focus on healing friendly units.

Re - your selected units/squads/armies will use status recovery abilities only.

Up - your selected units/squads/armies will use buffing skills only.

Su - your selected units/squads/armies will use summoning skills only.

Below those presets, you should find various skills and special abilities your selcted units/squads/armies can use. Read their descriptions carefully before using them in battle.

The panel below the "War Panel" is called "Unit Selection Panel" in the official game tutorial. This panel allows you to select individual squad more quickly. Red button stands for "Forwardguards" while Blue button stands for "Rearguards". Forwardguards and Rearguards mechanics should've been covered in the official tutorial, so I will skip this part.
Unit Stats
Left click any of your unit in the world map to bring up a character info window.


It will show various stats of the selected unit. I'll go over each stat one by one.

Move - your unit's favorite terrains. Plains units can move really fast when traversing plains terrain type, while Desert units can move faster in desert terrain type. Put your pointer over this value to see more detailed explanation of which terrain type is favorable or unfavorable to the selected unit.

HP - your unit's health pool. When this reaches 0 your unit dies.

MP - your unit's mana pool. This is used up whenever your unit casts spells. You cannot cast any spells if this reaches 0. But usually MP is recovered over time.

ATK - your unit's physical attack value. This stat is used to calculate your unit's physical dps.

DEF - your unit's physical defense value. This stat is used to calculate your unit's ability to resist physical damage.

MAG - your unit's magical attack value. This stat is used to calculate the potency of your spells.

RES - your unit's base resistances. Higher this value more resistant your unit is to various elemental damage. If your unit have any bonus resistances to physical damage type, it will be much more durable than those who don't. (For example, dwarves and lizardmen)

SPD - I am not sure what this is for. I think SPD stands for speed. But it is not related to your unit's movement speed. Maybe this represents your unit's attack speed? Can't say for sure. I used Google translate to translate its official japanese script. It says it means "Agility". Waiting for devs' explanation in the future.

SKI - SKI stands for Skill. This value along with ATK is used to calculate your overall physical dps. Usually, melee attack damage is heavily dependent on ATK while ranged attack damage tends to be more dependent on SKI.

HP Rec - HP recovery rate. Some units can recover their hp over time naturally. Some demihumans such as Lizardmen or Therianthropes are particularly resilient due to having high HP recovery rate.

MP Rec - MP recovery rate. Most spellcasting units have this value. This determines the rate at which your MP is recovered.

Movement - This determines your unit's base movement speed. Units with high Movement value can move really quickly across the battlefield. But terrains play very important role in determining your unit's actual movement speed.

Summon - number of magical creatures you can summon with your summoning spells.

Value - your unit can add this amount of money to your faction Funds each turn.

To the right half of the character info window, you will see a list of special abilities, spells and buffs your unit can use. Your unit's bonus resistances are also listed there as well. Study this list before each battle to make full use of your unit's potential.

Also, I should briefly explain how buffs work in this game before moving on.

Leader Skill type buffs are applied only to your squad members. Yourself or members of other squads don't receive this bonus.

Squad Skill type buffs are applied to yourself and your squad members.

For example, let's take a look at one of Diethard's squad members.


This unit's HP is displayed as 1260/900. This means its base HP is 900. But its HP was buffed 1260 by its squad leader(Diethard in this case). Its other stats such as ATK, DEF, Mag, etc. are also buffed as well and they are highlighted in lightgreen. It also received additional resistance bonuses such as fire resistance, cold resistance, ranged resistance, confusion resistance, etc. In battle, the unit's base stats are irrelevant. When breaking through enemy lines, it is better to use troops buffed by officers as frontline vanguards while other unbuffed troops provide fire support from behind.

Some officers can grant his/her squad members special abilities they cannot use otherwise. Lars (Musket faction leader) is one such example.



This is a Lvl 1 Laborer standard Musket melee infantry.


This is a member of Lars's squad. Other than the fact that the unit is buffed, you can see this weird musket icon highlighted in a slashed light green box.


If you place your mouse pointer over it, you'll see its description to the upper left corner of your screen. This is a special skill granted by Lars. Normally, laborers are melee troops that cannot attack distant targets. However, members of Lars's squad can fire muskets despite being melee troops. Unlike ordinary musketeers, Lars's squad members can self heal and hold their ground against melee assaults because they are originally designed to be melee specialists. Such versatility wouldn't have been possible if Lars's squad were composed of musketeers. There are other officers like Lars that can grant their squad members special abilities or skills. So keep an eye out for them.
Officer/Wanderer Mode
When selecting a faction to play(Starting a New Campaign section, after pressing the prologue button). You can press anywhere on the world map(except territories) to activate Officer/Wanderer/Vassal mode(or whatever you wanna call it).



For demonstration, I am gonna pick Adelina since she is a fast aggressive infantry leader that I like.
(I also like her cynical apathetic voice. She sounds like a famous Japanese voice actress Rina Satou but i might be wrong.)



So the game begins. My Adelina is a wanderer at the moment. She needs to get hired soon to earn money and gain battle experiences. I don't like Reinald Empire because I hate lowlives like Horaz or Gereon. I don't wanna serve Knights of Cunitz because they have plenty of Enlistee type infantries already. So I decided to get Adelina hired by Muskets. To get hired by Muskets, just right click one of Musket territories to send her there instantly. Then end a turn there to receive a job offer from Lars.


Once you are hired, take a look at your Ruler's panel.(lower right hand corner of your screen) Your rank at the moment is Civillian. And you've been given 300 golds for your personal funds. When you are a civillian, you can only follow orders and you cannot move on your own in the world map. But the most frustrating thing is that you cannot customize your own squad. Until you get promoted to Retainer rank, all you can do is to rack up as many kills as you can in the battlefield to gain exp points and merits. Make sure Adelina fight on the frontline to score kills on her own but do not let her die. If she dies, she loses 75% of exp points gained toward next lvl. At low levels such as lvl 1 or lvl 5, death isn't that much of a big deal. But once your level is over 10, you really need to start taking care of your officer seriously.

Once your officer reaches the rank of Retainer, you can start replacing those talentless grunts in your squad with other useful Officers. You can also move among your employer's territories freely now. If you are occupying an empty border territory or a territory where there is no officer outranking you(such as generals or original faction retainers), you'll be named a viceroy. As a viceroy you can attack enemy territories on your own. You won't receive any reinforcements from your employer but you can help your AI lord expand his territories.


Conclusion
That will be all for the unofficial tutorial. I hope this guide helps attract new players so devs can earn more money and release newly translated DLCs ASAP. If you have any questions, put those in the comments section. I'll reply as quickly as I can.
7 Comments
MADCARD 17 Mar, 2021 @ 8:31pm 
thanks for the guide
gundamlit 24 Jul, 2018 @ 3:14am 
Thanks for the hint! I will try it :HappyMask:
jerkyboy7256  [author] 20 Jul, 2018 @ 11:03pm 
you can use your left mouse button to fire at a specific location on the ground instead of randomly targeting closest units or walls BTW. You can use this function to bombard inside the castle instead of wasting your attacks on enemy castle gates.
jerkyboy7256  [author] 20 Jul, 2018 @ 10:52pm 
crime capital can be captured by relying on squads of your most experienced and powerful heroes. All Dragon Knights must be put in the same squad to maximize stats and allow easy control and maneuvering. You can bring at least 2 more squads entirely composed of heroes led specifically by Miisa and Celeste.

The rest of your elite troops who can neither fly nor hover must be left behind this large moat of black tar and serve as either meat shield or ranged support. (they can't enter anyway)

Otherwise I don't think this map involves any complicated strategies or tactics. I just use my dragon knights as my siege weapons and bombard the inside of the castle from afar until there is nothing left inside. But if that tactic is too cheesy for you, you can bombard only until there is no regular enemy units inside and charge in with your squads of heroes to finish up weakened enemy heroes inside the castle.
gundamlit 8 Jul, 2018 @ 8:57am 
Very good a tutorial, though it seems never have DLCs after a year of release...

And could it be possible to provide us a solution to storm the capital of the devils? It seems hopeless for me at the moment, only one hero I found can grant his team the ability to float, but it is far from enough to breach into the castle. It is indeed frustrating...
jerkyboy7256  [author] 29 Oct, 2017 @ 9:08pm 
I am glad to hear that the tutorial was helpful to some extent.

Most, if not all, Kingdom of Gug enlistee type soldiers and officers can jump forward a significant distance automatically. This ability is named "Frog Jump" and it is displayed in your "War Panel" on your lower left corner of your screen while in your battle mode. "Frog Jump" is enabld by default so if this ability bothers you, you can turn it off any time you want by right clicking the ability icon once.
Hirakhos 26 Oct, 2017 @ 7:49am 
This was really really helpful, thank you.
Now I'm just trying to understand which Frog ability makes them all jump forward, but I actually understand the basics finally.