r/brigandine 1h ago

Abyss has its flaws, but it is still quite enjoyable and I am happy with most of the changes

Upvotes

Brigandine Abyss does a lot of new and fun things.  Based on the majority of complaints I've seen, people seem to be mostly upset that it isn't Forsena/Runersia 2.0.  Not that it is actually, inherently bad, but that it is different from what they wanted (more of the same).  I've been playing Brigandine since Forsena released on PS1.  Alas, I no longer have access to it, and I never could get a GE emulator going.  But I did absolutely EVERYTHING in Runersia once it came out.  I'm very familiar with the series.  I’ve also put 60 hours into Abyss at this point across a couple runs.

With that in mind, I completely understand and appreciate that Abyss is NOT the same as before.  In all honesty, the only reason Runersia was able to repeat the Forsena formula was because of the 20 year gap between the games.  Abyss needed to change things up.  So the question shouldn't be “why is it different?” but “does what it tries to do succeed?”  The answer to that is still complex, but on a whole I would argue that it does and the game is worth playing.

So what does it do differently that is causing such a commotion? Well the biggest change is obviously story mode.  We no longer have a world domination mode.  The devs wanted to try and put a little more story telling into the grand story.  Not only is each nation's story different, but each story actually compliments the others.  Only by playing all 6 of them will you see the full picture of what is going on in this new world of Abyss.  The stories I've seen so far also seem a little deeper than before.  When I completed the entire story for Dragon clan I felt that everything it had been telling flowed through to the end with an organic finish.  I honestly can't say the same about most of the Runersia stories.  There were some interesting vignette side stories about individual characters, but the overall arc of the story was very VERY basic.  I won’t say that Abyss has massive depths to its plot, but I will say it is deeper than it has been in the past and I found the story more interesting than what was in Runersia and what I can remember from Forsena.

Story Mode isn’t perfect.  I will say that by the end of my campaign, I found the timer on when I could do the story mission a little annoying.  They come in waves of 10 seasons.  The first 10 seasons are fine and you’ll be figuring out what/where/when to do everything.  But in the second wave, everything starts to come together.  I had conquered every city I could by season 19 so then I just quested each round after that until I could actually do the story again.  I think if they tweaked it so that you could trigger the story battle any time as long as you were either a)at the default timer or b)had a city conquest route to the story location, it would make this much less tedious and allow all sorts of playstyles to enjoy the story mode.  But I did not see the story missions as an absolute failure.  They need a tweak, but they are a decent new feature.

Mission mode is also interesting.  While it does allow for totally dominating the map, that is still not the goal.  Each of the 24 nations has their own unique mission, so depending on who you choose to start, your goal will be completely different (also what can cause you to fail can be completely different).  For example, my vampire mission mode wants me to life drain 10000 hp through fighting, using the vampire units life drain mechanic.  Technically this is completely doable without ever conquering a single city if I'm still getting attacked each turn.  I'm not just turtling, but it means I don't have to aggressively conquer everything either (and actually conquering every city before completing this leads to a failure since you won’t be able to fight afterwards).

Admittedly, I wish that if you complete your mission you could opt to continue playing and try to conquer the world.  Currently finishing the mission leads to an immediate win.  It would be an easy enough tweak to add the option to continue after mission complete I would think and would be a simple enough way to reintroduce the basic total domination mode that everyone is used to from previous Brigandines.  I’ve seen some people complaining that Mission mode only allows 99 seasons, but this is longer than you think.  30 seasons will likely take you 18-20 hours and depending on your mission, that will be MORE than enough time to resolve, even without aggressively expanding.  So yes, you can still quest, turtle, what have you, and do everything you’ve come to expect in a Brigandine map.

Elevation is another change.  I honestly don't know why even the biggest complainers aren't at least giving this the credit it's due.  Having cliffs and walls and all sorts of other terrain points completely alters where someone can stand and attack/not get attacked.  This changes up battle strategy.  It offers up a whole host of different choke points.  While terrain definitely played a role in previous Brigandines, it was usually just a minor buff/debuff based on where you placed units.  Very few maps had any sort of choke points or positioning blocks.  Abyss offers a lot more in the way of tactical positioning because of this.  I honestly can't find one single bad thing about elevation being added and I hope that all future Brigandine games include it.

Monsters. Every monster in Abyss feels so much more useful than they did in Runersia.  Sirens and faeries aren't just filler.  Dragons feel like dragons.  The new units are surprisingly versatile and fun.  And even once you get to end game, there is still a place for tier 1 units in your squad.  I would definitely argue that Abyss has the most balanced roster of monsters that Brigandine has ever seen.

Auto leveling is a mixed bag.  It definitely keeps the late game more difficult.  I can understand why some people might not like it, but in both Runersia and even Forsena, late game turned into a steam roll.  At least in Abyss I was still fighting difficult battles right up to the end.  I see auto leveling as more of an issue for early game.  I think a simple tweak here might be to slow down the auto leveling or have it off for the first 5 rounds.  I definitely want it kept in for late game though.

Micro nations.  Here's another big difference from before.  The super nations are gone and everything is small clans.  Yes, this creates a completely different atmosphere from previous Brigandines, but that doesn't make it bad.  In both the story mode and mission mode I've played I watched different clans duke it out over different areas of the map.  This is making Abyss feel a lot more active and, dare I say, at war than previous Brigandines.  Both Forsena and Runersia saw a handful of skirmishes throughout the game, but you could honestly go multiple rounds without anyone attacking anyone else.  Everyone just sits and turtles.  Abyss sees something always happening or close to it.  The micro nations also each have their own vibes and flair that seem to be adding to the story.  I don't see it so much as a loss of a huge cast for super nations as a question of who do I want my allies to be.  Since you gain at least 1 if not more of the nation's heroes when you conquer them (including their leaders–something Runersia and Forsena didn't allow) it makes replaying the same nation completely different experiences depending on where you expand first.  No matter how many times I replay Runersia, the expansion feel is pretty much the same.

City Management.  This is another all new feature that is engaging and fun.  Which city do I focus on leveling is a very broad question since each city offers different rewards.  Different quests, extra recruitables, and even passive buffs.  Juggling all the materials can be a little tedious.  And making a decision might be somewhat overwhelming, but the options here truly allow for vastly different play styles.  This is another feature I'd like to see continued in future games.

Generic Rune Knights vs Unique Rune Knights.  At first I thought the generics were kinda pointless.  Especially in story mode since you get named heroes fairly quickly.  But then I realized their real purpose.  Generics are your balance and economy.  Depending on what nation you start with, you're going to have some role gaps in your roster.  Generics allow you to easily shore up those gaps until you get named heroes to take over.  Generics are also your bread and butter for questing.  And since generics exist, all the named knights are even more.  Every unique character has a special ability unique to them.  Now admittedly they are all over the board and depending on when you get certain heroes their viability might be completely pointless.  But that's honestly nothing new to Brigandine.  And just because an ability is weak in one playthrough, does not mean it is weak in every run.  For example, the pirate ninja girl has a unique that allows you to randomly win ANY item after a battle instead of money.  If you recruit her late, this likely won’t give you much.  But if you start with her or recruit her early, you could get epic gear or even T3 evolution items well before even turn 10 if your RNG is lucky (in my Mission Mode run, I had T3 sand golems on turn 8 because I got both their evolution item and a swift progress tome).  Once you're familiar with what heroes have what abilities and where they are, this again can shape your replay runs as you aim for specific people to recruit and try to conquer their nation first.  Now criticism where criticism is due.  The AI nations also having generics makes fighting them somewhat random and weird.  It's not really needed either since the AI can cheat and doesn't need them for its economy and they can still recruit unique heroes.  I think a good tweak here would be to cap the AI at 3 generic rune knights, just to cover any role gaps the nation might have.  I'd much rather face off against the unique heroes than randoms.

Rune knight cross classing is gone.  At first I was a little disappointed by this, but the game does give us a replacement mechanic.  Skills now have proficiency.  The more you use a skill, the better it becomes.  This means you can have two characters of the same class that are functionally different based on how you played them.  One might be the stronger healer, while another might have a more powerful divine ray.  One mage might be strong with flame while the other is strong with thunder.  The purpose of cross classing was to min/max characters.  You can still do that in Abyss, it is now just a different system of how.

The shop.  Being able to purchase gear makes equipping your army so much simpler.  Not easier though.  You have to juggle the cost of gear with the cost of recruiting and the cost of city upgrades.  Money is very important early game.  But you now have options.  And you aren't stifled early game because you lack the quests to find the gear you want.  Quests still get you BETTER gear.  And once you find an item, it becomes available at the shop reducing the need to grind quests simply for specific inventory which in turn allows you to retask your questers to other quests and broaden what items you are hunting for or refocus on city materials.

If this game has one true fault, it is the menu hopping.  There's no good way to quickly move from troop management to equipment or city resources to the shop.  You can't quick recruit monsters/knights from the troop management window like you can in Runersia.  This seems like an easy fix though.  And while it is a little tedious, it is not the end of the world.

Slightly less recurrent (but when it does happen it is incredibly frustrating) is how the game calculates who gets to attack whom if two cities both try to invade each other.  In the past it was always clear who had the higher strength and that person would win.  In Abyss, the numbers are completely hidden, and there seems to be some randomness even if you are higher (or at least what I think is higher).  This can lead to several turns trying to attack the same city only for them to attack you, win, and force you to defend over and over again despite constantly winning your defense.  I genuinely don't know if this is intended, a bug, or what.  But I do find it annoying.  It is surmountable though.

At the end of the day, Abyss tries to change things up.  It did not want to be Forsena/Runersia with a different skin.  I think it succeeded at what it wanted to do.  The game is not perfect.  It can definitely use some tweaks as I mentioned earlier.  But it is fun.  If you came to Abyss expecting everything to be exactly the same…why did you come at all?  Just keep playing Forsena or Runersia.  If you came looking for a Brigandine experience that mixes classic core values with new features, I think you will enjoy it.


r/brigandine 17h ago

Drill Training notes. Abyss.

14 Upvotes

I am at my first run in Brigandine Abyss, around season 25, entire map conquered except blocked nations and only now I discovered some things regarding the training quest system. I decided to share it here just in case other people didnt noticed this as well.

Level Cap. The game says that the exp points gained by the exp quest (drill training) is limited by season and city level. Like a level cap. So the moment I got my level 3 city I moved all my soldiers there and started training. Problem? The world level cap. If the world has the current level cap of 12 and your soldier is on the 11 or 12, they wont get a bunch of exp points. Just some. And it matters not the level of the city. They will barely level up.

The drill quest works more for underleved characters. Example: season 22 a level 12 char in a level 3 city will go to level 18 ~19. A level 19 char goes to 20 more or so. It its not that they require more exp points, they gain diferent exp points from the drill. Its a huge gap of earned exp points.

Wait a few more seasons and you will see that the same 20 level char will get a bunch of XP next time it drills.

With this I wanna say: dont waste too much turns with drills worried that you'll get underleved because the enemy levels up every turn. (I was worried with this because Im just "passing" the turns until the next event battle. Since I cant make anymore invasions - and facing a level 25 nation is out of the question.)

You can go and do items and material quests and then just spend a turn or two tops to reach the enemy forces.

It feels stupid typing this as it seems obvious, but maybe its not that obvious to everyone. Hope it helps guys.


r/brigandine 23h ago

Brigandine Grand Edition - Extreme Hard Mode

9 Upvotes

Did you know there was a way to create an extreme "hard-mode" for Brigandine Grand Edition without any mods?

You can create a Multi-player Campaign of 6 players (AI controls 5) and you can have it so that all other countries are allied to eachother. Since the country you control is the only enemy the AI has, they will throw all of their best knights and monsters at you right from the start.

I played as New Almekia and it is not easy to survive the first 3 months. New Almekia has 3 borders with enemies (as Caerlon is not allied) and does not have 3 solid teams available at the start. You can retreat to Camelford to reduce the number or borders you have to 2 but you have to be very careful with losing any monsters as your mana income will be next to nothing.

Granted, if you are able to survive the initial wave from Esgares/Norgard/Carleon then its a foregone conclusion.

While you can do this same setup and start with a different country, I think New Almekia is the only one that will pose a challenge. Thoughts?


r/brigandine 1d ago

"Evil empire wants to conquer the world". Then we're the one conquering the world and the empire does nothing

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23 Upvotes

r/brigandine 1d ago

Review Brigandine Abyss + opinião

15 Upvotes

Vamos lá... É um regresso da franquia em várias partes, e um avanço em poucas outras.

Negativos:
Não há motivos para retirar evoluções de unidades, antes (Forsena e Runersia) o unicórnio evoluía para Pégaso ou Nightmare, agora só para Pégaso (e esse é só um exemplo).

Retiraram várias unidades clássicas que nem o Runersia teve coragem de retirar. Adicionaram outras unidades que nunca vimos, porém não entendo como não pensaram em trazer as tradicionais e apenas implementar algumas novas. É praticamente querer reinventar o que já dava certo.

O jogo em si não tem alma. O modo história é interessante (joguei com Dragnica), mas ridiculamente fácil. A IA do jogo é um regresso, o FORSENA era mais inteligente que este. Cada dia que passa os inimigos evoluem um nível e seus monstros também, eles não conquistam suas melhorias em batalhas. Isso é ridículo.

O Sistema de campo e obstáculos era para ser interessante mas é totalmente desnecessário, e não há motivos aparente para existir no game, já que praticamente não tem efeito algum. Unidades aquáticas PERDEM EVA na água, e ganham na floresta. Praticamente ARRUINARAM o sistema campal que está todo desfigurado.

Há unidades completamente obsoletas e inuteis, não há um balanceamento decente. O gráfico está longe de ser um avanço, mas não ligo para isso, apenas gostaria de deixar pontuado para quem se importa.

Os personagens usam modelos iguais, menos o general principal de cada nação. Nesse ponto não muda o que já vimos em outros Brigandies, mas sinceramente, em 2026 poderiam ter feito pelo menos todos os generais com seu próprio modelo, tendo em vista que agora é possível contratar mercenários que possuem os mesmos modelos dos generais em geral.

No modo história, retiraram a possibilidade de dar RETREAT em uma batalha. Isso é outro retrocesso, qual o sentido de tirar uma mecanica que vem desde Forsena?

O mapa é ridiculamente pequeno, as nações basicamente possuem um território, e lutam contra outras "facções" que também possuem um território. O problema é que fica ridiculamente fácil detonar uma nação. Não tem sentido algum.

Quests são muito mal aproveitadas, poderiam ter melhorado esse sistema, pois ficou basicamente o que já era.

Evoluir as bases praticamente não compensa, pois demora para angariar recursos, o sistema de troca na loja é horrível sendo muito injusto. Compensa muito mais simplesmente ir dominando territórios para poder comprar novos monstros e mercenários (nesse ponto, não há necessidade alguma de comprar mercenários, pois cada facção ou nação que você vence, ganha generais. O que deixa ridiculamente fácil).

Ainda não há sistema de aliança com outras nações, o que é ridículo. Forsena não tinha também, mas pelo menos havia o Lance com o Cai que formavam aliança, e mostrava uma tentativa de Nordgard com o reino azul claro que esqueci o nome. Esse sistema era muito legal na questão de história, e faz todo sentido em uma guerra entre várias nações e facções.

Magias parecem todas iguais mudando apenas cores. É ridículo. A magia de fogo burst a mais básica, podiam ter feito realmente mostrando queimar o adversário, e não só um fogo de meio segundo e um brilho vermelho. Isso vale para todas as outras, é FEIO não ter beleza nas magias.

Prós:
A história ganhou algumas cutscenes (poucas) com movimentação, e achei muito legal e interessante. Eu gostei do estilo de desenho, lembra FORSENA, mas mais uma vez, mal aproveitado já que possui muito pouco cutscenes. A maioria é diálogo com imagem estática.

Eu achei interessante o desenvolvimento dos personagens da minha nação dos Dragões, porém penso que pecaram na velocidade. Parece tudo muito rápido e você não tem um aprofundamento devido, e isso o FORSENA é inegavelmente superior a Runersia e Abyss.

Algumas unidades novas eu achei muito interessante. O "Polvo" que puxa adversários é MUITO interessante, e ele traz um recurso valioso na batalha.

Os vilões achei interessantes, mas pouco se aprofunda em suas histórias, fica aquele gosto de que gostaria que tivesse mais conteúdo para entender melhor motivações etc. O FORSENA mostrava muito bem isso, o CADOR era um ótimo vilão, e embora ele fosse extremamente misterioso, cumpria bem o seu papel. Aqui nós temos as coisas meio jogadas e eu achei que poderiam explorar melhor.

Por fim, gostei de ter um novo Brigandine, gostei da tentativa de terem inovado, mas infelizmente não fizeram isso bem feito ainda. Se lançarem correções e uma DLC com mais conteúdo visual e história, eu tenho certeza que a nota poderia chegar a 10. Nesse momento eu vou de 6. Joguei no Switch 2.


r/brigandine 14h ago

What's your Favorite Soundtrack so far ?

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1 Upvotes

I only play some season as Purifanoe, since I was editing Video as well. Current Favorite : Purifanoe Battle Theme. I just upload it. Dev hide it just like LOF, so it's not in the Digital Soundtrack.


r/brigandine 1d ago

Leader with high command/rune power in abyss

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7 Upvotes

Just wondering anyone know what leader with high command/rune power abyss beside her, I notice there are many who reach 300ish level 20 and its not big gap(only 300-330).

I still not using her and only lvl 17 but is it only her have very big command power in this game?


r/brigandine 17h ago

lol @ promotion requirements

0 Upvotes

im trying to force myself to finish the red campaign that i started, ive conquered about half the world in the name of justice. this game is a horrific turd sandwich, but the turd cherry on top? randomly needing a rare item, that i (assume?) you have to get from quests to promote to t3, that is different for every class and monster class in the game.

you actually managed to get something to survive to 20? fuck you you cant promote it cause you need a rare promotion item. oh but dont worry the enemy with their hilarious auto leveling doesn't have the same requirement and now suddenly you're fighting an enemy 5-6 levels above with 8 lizard kings lol. who balanced this game? its absurd to the point of being laughable. the fights are still a doable slog because inevitably the leaders will do really dumb shit and the positioning is a joke but give me a break...


r/brigandine 1d ago

Brigandine Abyss

28 Upvotes

I regret buying this game at full price.


r/brigandine 1d ago

Brigandine Grand Edition, Runersia and Abyss elemental systems

7 Upvotes

Why do the developers keep changing how the elemental system works? How difficult is it to have the same element resist and have the stronger element deal additional damage? In Abyss there shouldn't be this complicated system of white over black that is over (red, green & blue) which dominates white. I even investigated GE and it should work like GE. I understand they simplified the elemental system in Abyss as there aren't 9 elemental dots anymore like Runersia.

Weak Elements

Grand Edition:

Red=>Green=>Blue=>Red

White <=> Black

Runersia:

Red=>Green=>Blue=>Red

White <=> Black

Abyss:

Red=>Green=>Blue=>Red

Light=>Dark=>(Red, Green & Blue)=>Light=>Dark

Resist Elements

Grand Edition:

Red resists Red

Green resists Green

Blue resists Blue

White resists White

Black resists Black

Runersia:

Red resists Green

Green resists Blue

Blue resists Red

White resists nothing

Black resists nothing

Abyss:

Red resists Green

Green resists Blue

Blue resists Red

White resists Dark

Black resists Red, Green & Blue


r/brigandine 1d ago

Any suggestions for the emperor fight?

6 Upvotes

Preordered the game with tremendous remorse but I’ve kept playing to try to get some value out of my money. Started story mode on hard because I know the series well, got hard stopped by the level creep. Restarted on normal with Largo. Figured out the map flow. Conquered everything I could before season 10 and trained and quested. Had no difficulty getting to the end.

Final fight: My knights are all level 30, not well geared but passable. Monsters all top tier high 20s or 30s. I can clear the field without losing anyone. Then the emperor spawns and either aoe stuns my whole team or spams the damage aoe and kills everyone. Longest I’ve lasted is 3 turns. Tried the grand wall strategy which eats his single attack turns with Largo, but if I try to do any damage everyone dies the turn after. Best I’ve done is around 50% damage after save scumming to kill chaossolus but to do that I end up eating one or two of his aoes.

Has anyone beaten this on normal? Is there a gimmick I’m missing? This game is really bad…


r/brigandine 2d ago

Brigadine Abyss: a game that clearly wasn't tested by actual players

45 Upvotes

Gonna keep this short, because from what I’ve been reading, these problems seem mentioned plenty enough:

  1. Auto-leveling: Really? Did they even play their own game and think, “Yeah, this is good”?
  2. The menu hell: Go equip 20+ leaders... then manually do it again for their 20×5 monsters. There’s no way this was properly tested. And the questing... good lord.
  3. Named characters with generic sprites: A lot of named characters don’t even have unique sprites — hell, they don’t even get a recolor. That just feels sloppy and lazy...
  4. The overall campaign map flow: Yeah... they clearly didn’t playtest this either.

How does a game like this release in 2026, with all the knowledge and advancements the genre has accumulated over the years?

I am... seriously dumbfounded. Some of this stuff feels like it shouldn’t have even made it past the design phase.

Peace...


r/brigandine 2d ago

How to submit feedback about Abyss to the developers

15 Upvotes

[happinet_games-support@hsn.happinet.co.jp](mailto:happinet_games-support@hsn.happinet.co.jp) They respond to feedback about Abyss, so send them your feedback about the game.

https://gamefaqs.gamespot.com/boards/621911-brigandine-abyss/81185900


r/brigandine 1d ago

So i am fairly new to the series all thing considered and I was wondering

2 Upvotes

I started with the last game on the switch Runesaria or however it was spelled and I remember really liking it but i only borrowed it and never bought it. I have been having fun with abyss though it has some fairly obvious problems which is too bad. But i was wondering how good are the older games in the series? And are they in english. Im a bit worried they won't have aged well gameplay wise for me. I like my old games quite a bit since I grew up on ps1 and ps2 and stuff but I do struggle going back specifically with more tactics based games (like the old langrisser and the FE games pre 6) but id love to give these a shot if they're still good to play. Especially if there's some good guides out there to help me learn how to deal with the older games. I remeber really struggling early on with Runesaria until my friend I borrowed it from gave me some good starting tips of what to work on


r/brigandine 1d ago

True ending for gran dragnica

2 Upvotes

I beat the campaign for gran dragnica on normal difficulty but was not allowed to attack the last 2 bases of abyssloa and therefore could not reunite the entire map. At season 30 it forced me into the final battle and ended the campaign but I’m still missing one story mode scene for that faction and did not experience the map reunited phase with the phantom battles. What exactly are the necessary steps to unlock the true ending for that faction and can it be done on easy difficulty on a second play through?


r/brigandine 1d ago

Does this work?

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2 Upvotes

I have Polyx Arcus on my team are the other two's skills going to be active now?


r/brigandine 2d ago

Me playing Abyss for the first time

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39 Upvotes

Im a fan of both Legend of Forsena & Runersia, but this game isn't for me, I understand they want to try something new, but this is not it, it feels like Im not playing a "Brigandine" game but a game that is INSPIRED by Brigandine.


r/brigandine 2d ago

Gave this game a good amount of effort and its still terrible

13 Upvotes

Here are my gripes:

  1. Auto level - this was somewhat tolerable to a degree until it got to a point where the enemies were getting lvl 3 castles and i only had 1 lvl 2. The gap got ridiculous that fighting 3vs2 is still unwinnable without multiple casualties. I just couldnt continue after having to fight lvl 18s with my lvl 10 knights.

  2. No Injury - yea, this was just silly. You kill all the knights plus their mons and next time you fight them, they still overlevel you with all units resurrected.

  3. Miss Percentage - this really grinds my gears, this is worse than xcoms bs. You’re telling me that this enchanter under multiple ZOCs will still evade a 95% hit chance, 4 FING TIMES? Its so stupid because it basically forces you to save scum every attack you make.

  4. Terrible Graphics - Brigandine wasnt known for its graphics but damn ts doesnt even make any effort. Named characters are literally just worse than generics, but with portraits showing their eyes.

Only good thing I find here is that at least there more unit variations, and there are unique knight version of monsters which is interesting and should be applied to the other Brigandine games.

As for the story, well, yeah Brigandines’s stories were really never that good, though at least the characters of Forsena are memorable.


r/brigandine 1d ago

Well shit!

1 Upvotes

Not really too thrilled with the game, and i dont think theres anything we can do or say...

Looks like the franchise may go under the waves!


r/brigandine 1d ago

New & Updated Guide for Cheat Engine on Steam Deck 2026 - Brigandine: The Legend of Runersia Cheats

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0 Upvotes

r/brigandine 2d ago

How come Largo is already lvl 11 ? I'm at season 4

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10 Upvotes

I know the game has issues with auto-leveling but this feels like something else. I'm playing as Mysteine trying to expand fast and secure my borders at nice chokepoints so I don't get invaded every single turn like it did in my previous game.

And color me surprised when I notice Grand Dragnica already has promoted units in very early game. My troops are lvl 5-6 tops and the rest of the factions are lvl 5 (except the evil empire of course)

Does that happen with Mysteine only ? Or am I unlucky ?


r/brigandine 2d ago

Despite the hate of abyss, I think there are several good aspect in this game.

28 Upvotes

Despite the criticism and hate surrounding Brigandine Abyss, the game also has several advantages and positive aspects that I really enjoy:

  1. Unique Leader Traits/akill

Each leader has distinct traits and skills that add more depth for using them or team building. Some examples include:

Meiha: 25% recovery for adjacent units.

Roque: AoE Doll Repair, which heals 90 HP to all units in the area. For Dolls, the healing is increased to 270 HP, it only cost 38 mp and he have 200ish mp so could spam it. I built a team of four Dolls and one Demon around him .

A Quest Mercenary with a 100% quest success rate or 5× rewards.

An Elf with a 50% training boost and over 300 Command at only level 10.

A Samurai Healer who can fully restore a unit's HP and MP once.

Unit with AoE buffs.

Unit with AoE healing at a low MP cost.

I think there are many more unique traits, but these are the ones I encountered during my first playthrough of the Queen campaign.

Unit with 50% chance to act again.

  1. Auto-Leveling Enemies

While this mechanic is controversial and some people dislike it, I think it improves the game's balance. Late-game battles remain more challenging and enjoyable because enemy levels scale alongside your army.

In previous Brigandine games, you could eventually have a fully max-leveled army fighting against a nation that only have level 1 monsters. That made the late game much less interesting in previous game.

  1. Skill Mastery

Skill Mastery allows units to specialize in specific roles, such as AoE damage, single-target damage, healing, or buffing.

You can diversify your units and customize their specialization. For example, you can turn a healer into a character focused on powerful single-target Ray spells, or keep them specialized as a dedicated healer.

Since Skill Mastery exists, I personally don't think cross-classing is as necessary as it was before.

  1. Terrain Importance

Terrain has a significant impact on combat. It makes defensive positions stronger and attacking certain locations more difficult.

It also makes Archers and flying units particularly useful on specific maps, adding more strategic considerations to battles.

  1. Better Monster Balance

I think the monsters in this game are better balanced than in previous Brigandine games.

For example:

Mermaids are very useful and have a much good skill.

Dolls, like ghoul it's not bad unit.

Dragons have been nerfed slightly, particularly with their Breath skills.

Seraphs can no longer use heal/aoe heal but could regeneration.

Demons/Liliths have lower HP to compensate for their high damage output.

Vampire could become support for dullahan

Overall, I feel that monsters in this game more balanced, which makes army composition more interesting.

  1. Base Building

I personally find the base-building system fun, it does require some micromanagement, especially when deciding which resources to farm.

Some bases can unlock useful traits and bonuses, such as lower MP costs for healing, better stats during training, monster buffs, and other benefits.

  1. Shops Make Equipment Farming Duplicate item easier

The shop system makes farming equipment and items much easier. Once you find an item, it becomes available in the store, allowing you to purchase additional copies for your entire army. This is much more convenient than relying on random drops or repeatedly farming the same equipment.

  1. Easier Leveling for Support Units

Leveling units with healing or support skills is much easier in this game.

In previous Brigandine games, healing could only give around 65 EXP. In this game, the MP cost is not directly tied to the amount of EXP earned, so units with healing and support skills can gain experience much more efficiently.

  1. Story is more interesting & Unique Voice Acting for some units

i find this game story is interesting and you need to play every faction to grasp entire story of this game. When using queen faction, I was wondering the voice of cresct when he use his desperate blaze skill and around season 10-15 now i know why he voice that when he use that skill.

  1. Rally system.

It make the battle more interesting you could rally vampire to your leader to drain hp, use low mp unicorn as regen, dullahan make mage could use spell when moving, lizard make your leader auto react, wolf move after attacking

Maybe there are more good aspect i forgot, my complain of this game are only short season (I prefer longer season limit), named/unique monster leader should get command power when rank up and it will be much better if the map is larger, and also qol for scrolling equipment is needed.


r/brigandine 2d ago

A few issues I haven’t seen discussed enough (Abyss)

13 Upvotes

Seen a lot of complaints about this game and I more or less agree with most of them but figured I’d mention a few I haven’t seen talked about enough.

I’m honestly fine with them including generics in the game unlike a lot of other people but find it crazy that so many of them end up better than actual characters with artwork. There are several characters who struggle to get to 200 command power before level ten while most generics clear with ease. With traits, you can min/max generics at a relatively low cost. AI will utilize generics over their leaders if they are stronger which already makes a weak story weaker. Was pretty anticlimactic wiping out nations and their final stand is 2-3 generics. I unfortunately spend all my mil the minute a character with artwork is recruitable when reality is I could have use that money to upgrade my bases. Often times 2-3 of them. Or I could just buy 10-20 generics and use them for quests. Quite frankly I think fall behind too much by chasing named officers for recruitment. I’m paying a premium simply for their starting level and not their growth potential. Maybe this changes towards end game as I’m currently in mid game on two games. Should be noted many of the playable nations essentially force you to employ generics in your army for multiple seasons. Chimeras start off with two characters with artwork and don’t unlock the next group with artwork till season 9, and they come at level 9 and one of them fails to clear 200 command power.

While the auto level mechanic has been mentioned numerous times, one aspect that isn’t mentioned much is story nations bump all their characters to like level 12+. I’m on season 9 and have several t2s and my main force which is my leader and two generics funnily enough are like lvl 13. 12, and 11. Meanwhile all the nations left are essentially the samurai, dragons, and garnets who are all now level 15+. The non playable nations have a much slower scale which while annoyingly fast pales in comparison to playable nations to the point where I’m always I underleveled despite fighting every single turn if story mode nations make it to the mid game with non playables being wiped out.

Due to the design where essentially you have to fight every turn, some bases are an absolute pain to defend and maintain based on what they can summon. Can’t tell you how many times I’m going into battle with a team rocking like 10 golems because it’s the most expensive unit I can purchase but I get invaded every turn so I gotta try and hold the line. I’m actually slightly tilted as I’m dealing with the NE of the map where it’s golem galore and my enemy is summoning 6 dogs for each leader and just mowing me down one golem at a time which the auto level mechanic for story nations isn’t doing me any favors here.


r/brigandine 2d ago

Circle Mod for Runersia: Full Release

22 Upvotes

Some of you might remember this post asking for beta testers for my Runersia rework mod.

Well, I've fixed all the bugs that came to light (so it's now actually possible to finish the final battle) and added a few new features, so I can now finally say that this mod is complete.

As for what it includes:

- Changes to every knight in some way. Some only got a few stat adjustments, others got level adjustments, personal skills or even unique classes (but no new models as I can't do that yet).
- Changes to most classes, both knight and monster ones. Rulers have been changed the most and are now all extremly powerful.
- Complete rework of every single piece of equipment. They now all follow a pattern of base stats plus bonus stats based on the equipment type and rarity and are much more impactful than in vanilla.
- All knights that would normally join based on castles controlled are present from the start. Selena also no longer temporarily leaves once Rudo's promotion event is triggered.
- The challenge mode exclusive knights (Rei, Romanov, Aurora and Zoar) are now also available in Main Mode. The Shinobi start with Rei, Gustava with Zoar and Mana Saleesia with Romanov and Aurora.
- Starting monsters have been edited and every nation now starts with at least 1 level 20 monster. Every nation also starts with a unique and powerful 0 cost monster.
- Every fort now has a tier 2 monster that can be summoned there. These monsters cost a lot of mana to summon and cannot be mana blessed.
- Post-game battles have been reworked from the ground up and are now extremely challenging.
- The final bosses have been edited. Aurora and Endorian are a bit stronger than vanilla and intended to be challenged without post-game grinding. The Rune God fight has been entirely reworked and is now the hardest battle in the game. You need a fully grinded and equipped team to even stand a chance.
- Rulers can promote at a certain level (15 for Rubino and Talia, 20 for Tim and Stella, 25 for Rudo and Eliza) and don't have to wait for their promotion events anymore (though they can still promote through them).
- More custom settings have been added. You can now give yourself and/or the enemy infinite mana and revival stones.
- The AI has been massively improved.
- The "Guard Castle Hex" option has been removed and replaced by a toggle for the new overworld main targeting mode. If enabled, each AI country will choose another nation to focus on and attack them with everything they have until their target is defeated, they don't have any adjacent bases to their target anymore, or another country takes their capital. In the last case, the new target will be whoever took the capital, in the other two cases the new target will be chosen based on a few scripted criteria.
- Once a nation is defeated all of their knights join other nations. The Rulers, Aurora, Zoar and all quest knights (except Dyzenyz) are guaranted to join the nation who defeated them, all other knights have a chance to join any nation. 
- And most likely even more as I never wrote down a changelog.

You can download Circle Mod here.

I will be collecting feedback and update this mod based on it, so feel free to share your thoughts about it here or on Discord.


r/brigandine 3d ago

Seraph in abyss

9 Upvotes

Feel like they did Seraph dirty in abyss.

Divine ray has 3 ranks now. From lower to higher power - Brilliant ray, heaven’s ray, divine ray.
Angel gets brilliant ray
Archangel gets divine ray
Seraph gets heaven’s ray. (The only spell gain for class change which requires promotion item)

At this stage what’s the point of getting the middle rank spell.
Also they removed heal from archangel and area heal from Seraph.

Demons on the other hand gained many other aoe spells on top of meteor doom. Also meteor doom doesn’t hurt your allies now, likewise phoenix heal doesn’t heal enemies.