![]() ![]() Well worth taking a look into, with a free Demo. So this includes character customization, equipment, inventory and the right amount of tabletop. A mix of sophisticated tactical combat with RPG influences. Hence a game described as “Fantasy XCOM” for Linux, Mac and Windows PC. That's what I figured, just wanted to put it out there.Right now in gaming news, Fort Triumph tactical RPG has made a crowdfunding debut on Kickstarter. If it's just "no cover, because you're on the other side," I don't know that I'd even call it "Flanking", since in the context of a strategy game it usually confers some kind of special effect.ħ. I'd need to go replay the tutorial to see the exact phrasing, but I feel like it implied Flanking is a special status with some kind of bonus, similar to how it works in D&D, X-Com, Panzer Corps etc. Some abilities (attacks) don't seem to care, but others (goblin explosions) do.Ħ. For "small" objects (mushrooms IIRC as an example) you can sometimes stand on top. I'd prefer, and I feel like it's pretty standard, to have a list somewhere of all the abilities and what they do, for reference convenience if nothing else.ĥ. ![]() At the very least it'd nice to be able to estimate things like "this character an probably kick a rock 3 or 4 spaces, this one 4 or 5."Ĥ. I assume there has to be some formula somewhere, and even if its too convoluted to easily be figured out by the player, it'd still be nice to see it. ![]() The fact that you can go all the way through to the building placement screen without any kind of a "you're out of slots" message makes it "feel" (to me anyway) like a swap is possible, I probably spent two or three minutes trying to click in different combinations to find the swap/delete button.ģ. Example, build the Beet building early on to power econ, then swap in one of the expensive combat bonus buildings later. I figured that, but I was unsure if buildings could be replaced later on. Otherwise it feels like a noob trap, someone could spend their beets, then go to clear a story mission and be frustrated that they wasted them.Ģ. Is fair, but I think it'd be nice to more clearly note (maybe when you hover over buying it on the guild screen) that you can't go above 4 for story missions. I’ve kicked a stone a few times only for it to stop before the enemy. It would definitely be cool if the distance something would be kicked was somehow knowable. This was fixed internally will be updated in the next patch. So it's difficult to quantify, but it has a lot of effect.Ĥ) You can see the status effects on the tooltip of the ability that applies it, or on units cards, when they are affected by it.ĥ) What do you mean by 'how terrain levels work'?Ħ) Flanking indicates that the cover bonus of the enemy is ignored - it does not confer any extra hit chance.ħ) The two items you mentioned are items that were changed, and it seems that we've only updated the texts on the artifacts and not on the abilities they supply. We are working on a manual, but here are a couple of issues I can address:ġ) The second party size upgrade (in Campaign you get the first one for free) is more useful in Skirmish, though it can still be useful in non-story battles in the campaign.Ģ) There are more buildings you can build than plot lands, so we thought it would be apparent that you cannot build them all.ģ) The physics stat specifies how much force the unit applies with its physics abilities (how far the target will be pushed depends on its weight and also if there are any modifiers to its friction such as the Rain or Soap abilities). I think there's supposed to be an indicator, but I can't find it.Ī lot of this could just as easily be communicated through improved tooltips, or a more robust tutorial, I was mostly just wondering if the manual existed and I just hadn't found it. The tutorial mentions flanking, but it's not very clear exactly how it works. I can figure out that the brown shield is less cover than the full shield, but it'd be nice to have a more concrete explanation/solid numbers. I'm still not clear on how terrain levels work. Is there a "weight" score or something somewhere that it gets checked against?Ĭertain areas being inaccessible until you complete story missions (trying to do the fort before the story mission.) There's basically no instruction at all for the strategic layer, at a minimum, a warning that buildings are permanent/you can't build them all would be nice.Ĭharacters have a physics stat, but I have no idea what a 220 or whatever actually means. Similarly, it isn't immediately apparent that you can't run more than 4 characters on the story missions, making the party size upgrade pretty questionable. Only the characters you bring is only mentioned in one easily missed line. Items not moving between acts isn't mentioned at all. ![]()
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