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This changes Alette's Overwatch to be capable of missing like a normal strength attack.
I also added a section the save game file, labelled "survival_record". This section is a JSON object that describes the stats and outcomes of each survival battle. You can share these sections to other players to allow a detailed description of your party strategy. Since it is well formed JSON, it would be possible to create a JavaScript renderer for it.
Good thing you changed it. It sounded tacky the way it was earlier
Boards are in the same order. Enemies are somewhat randomized, drawn from "buckets" that are specified for each board. This means that you'll get similar mixes, with slightly different ranks and spawning positions.
I just have one gripe though: Eyeless being able to teleport anywhere he likes and one shot my squishies. While the teleport is annoying in itself, the fact that he starts off the board and out of range of anyone who can reduce his STR prior to the teleport is really cheap. In story mode, I can just restart the battle, but in Survival Mode where death is permanent and the reloads are limited, it's just not fun.
Please consider revising the way Eyeless functions in Survival Mode. Until then, I'll have to park Banner Saga 2 and play XCOM 2 instead. Great work on an awesome game otherwise.
Trying to check turn-order of enemies and how far they can move so I don't put anyone too close takes more time because of the way the interface is designed. I don't mind the interface's slight clunkiness but with a turn timer, it can be very frustrating, as finding the tactical information you're seeking takes a bit of blind navigation.
This means that if you eliminate an enemy, the next enemy in line does not move up the turn order, and instead 2 of your units will take turns in a row. So instead of leaving weak enemies on the field, you really really want to just finish enemies off as fast as possible. This makes units like Warhawks even better because you don't have to worry about your tempests killing weak enemies. It also increases the value of abilities that waste enemy turns (like Pin, and the arrow that can waste the enemy turn), since the enemy will get fewer and fewer turns as they lose numbers.
That is actually intentional for survival mode if you check the notes for this new mode (pillage mode from the getgo). I personally find it refreshing and like it a lot because it makes certain useless abilities now useful even though some other abilities become worse.
The defacto maiming strategy in the main story is somewhat counterintuitive, but it's arguable which turn order mode is a better experience. Honestly, I'd like for there to be an option in the main story to set whether you want battles to be pillage mode from the onset because I find pillage mode more enjoyable. At least on hard mode anyway. You're right on normal mode, tempest combined with forge ahead just wreck everything so it's a bit unbalanced in that regard.