Currently, I am doing follow-up content development. So there is no update this week. And I would like to share something about this game.
Build is a important part in strategy rogue-like game. I think it's an interesting topic, and I would like to talk something about it.
At first, the build of Fountain was decided to make arround unit types, such as pure cavalry or mixed infantry archer team. Later, new elements were added into it, captain ability, equipment, relic and so on.
Among them, captain ability is a light build guide. Hero Yokai, as an example, his ability is giving all team members Charge I ability. Then the team should be mainly composed by cavalry, so that it can make the Charge ability work by mobility. It can also be combined with infantry, but it's not as effective as cavalry. Archers basicly can not make use of Charge. So when choosing Yokai as captain, the team usually consists of cavalry as main force and followed by infantry.

After determining the captain and units, the next step is to select equipments. It can be equipped with various charge equipments to enhance cavalries' offensive power. As for whether it is normal charge, straight charge or extreme charge, it depends on your preference and probability.



There are some practical equipment combinations, such as straight charge + accelerate, extreme charge + first aid/advance trumpet.




Some friends have complained about the poor survivability of cavalry. It can be equipped with an equipment of survivability. However, cavalry does not have good defensive equipment currently. I'm considering to add some new equipments to solve it.
If there are infantries in the team, they can be equipped with some protection equipment, such as defense aura, rush to rescue, in order to protect the main attackers, cavalries.


In addition, some team members can also be equipped with some functional equipments, such as increasing view range, carry, etc., which will have miraculous effects in specific levels.


In terms of relics, continuing to use Yokai as an example, the first choice is Ker's Stone: after attack with Burst, gain Power+2. All attack with Charge is also with Burst. So it's easy to stack up ATK. But we must protect the units with high stacked ATK, otherwise it will be a waste. Other choices come down to personal preference. If you like something more stable, choose some relics with recovery ability. If you like something more aggressive, choose one with offensive ability.

As for the choice of heroes, priorty must be given to cavalry heroes: Bell, Fred.
When it comes to hero equipment selection, take Yokai as an example. His extra ability is Straight Charge, so I like to equip him with another Straight Charge equipment. The superimposed effect is very significant.
Then I like to coupled it with a cloak with Accelerate ability. After the mobility is increased, it's easy to ouput tons of damage. Of course, we need to pay attention to positioning. Except for keeping a proper distance from enemies, we should try to be in the same straight line with enemy. And it's best to have a path with road landscape. Then the Straight Charge ability can have the maxium effect.
For the third piece of equipment, we can choose one with survivability, such as +HP/DEF. Although it may not surely save cavalry's life, it's worth it to increase 1 or 2 attack opportunities.



As a cavalry regiment, Yokai's team needs to pay attention to the factors the besides the build. We should try to choose landscape with less obstacles to play the role of mobility+Charge. The combat strategy is giving priority to focus fire to form an effective kill. Then the enemy's damage output capability will be reduced next turn.
Moreover, some friends said the level with crowded archers is difficult. One solution of Yokai's build is bringing one or two infantries with Taunt and defensive abilities to force archers to attack them. Then let cavalries wipe out archers that are easy to focus fire. In level with pursuers or other levels with time pressure, infantries are not easy to get to front line in time. One or two cavalries with Carry ability can be miraculous.
At last, let me preview the subsequent updates: the final boss level has been redesigned, and an ending plot has been added. Then Fountain will become more complete since its first release in March. In the future, we will continuously add new game modes, units, heroes, equipments, relic, levels, etc. Of course, it is also important to continue to optimize bad experiences and fix bugs.
That’s all. Wish you have a good game.
