To Battle!: Hell's Crusade

To Battle!: Hell's Crusade

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FilthyPeasantNick  [developer] Jul 24, 2019 @ 6:11pm
Version 1.0 Feedback!
Hey guys. We're gonna be pushing out an update next week. If you have any feedback or find any bugs let us know!
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Showing 1-15 of 78 comments
Via Jul 25, 2019 @ 1:32pm 
The game looks like an awesome polished and thinking-focused gem. The visual is a breathtaking work of art. (I'm impressed with roughly placed hex tile!)

But before pleasure from the bottom of my heart, I have a really necessary thing: camera pan by mouse control at the screen edge (and its on/off option). Plus, the game seems not to have a shortcut key to turn end. Would you please add them?

Also, I'll put together a bug report here.
If you meet the victory and failure conditions at the same turn, the victory event will proceed with showing the failure dialog and even the dead person can talk. I think this case should be judged as a failure.
FilthyPeasantNick  [developer] Jul 25, 2019 @ 1:35pm 
Originally posted by Via:
But before pleasure from the bottom of my heart, I have a really necessary thing: camera pan by mouse control at the screen edge (and its on/off option). Plus, the game seems not to have a shortcut key to turn end. Would you please add them?

Great suggestions. I'm adding both to the todo list, as well as the bug report.
Captain_Guile Jul 27, 2019 @ 12:33am 
Hello Alex & Nick,

Maybe I'm wrong about it (or just a bad player for your game haha), but I have the feeling your game is a bit hard.

The gold economy looks to be grindy ? (or maybe that's just me who's bad at your game (for the moment)).
I only had 20 gold from first mission and lost all my peasants (so only the archer was still alive with no possibility to buy another troup...so... I'm dead right already at second mission ?).

Other than that...maybe that would be nice if we have possibility to put different portraits (and change their names ?) for our fellow troup one day ? (or maybe just a workshop mode for the future ?).

Oh and maybe...a color mode to change (at least) just their shirts/pants/helmets etc ? (that's also easier to recognize your troups from top, when your troups are from the same colors)

That was just my silly thoughts (again)...and I can understand some things may need some time to be done (if that's possible for you, of course).

Lastly...(maybe that's just my computer only), your game is demanding a lot on my PC (my CG gone crazy when I start a mission).
Or maybe that's just a problem with V-synch and such (my screen is also 144hz and on the options it said it capped to 99hz ?)

I tried to check or not check the box for V-synch, but it didn't change anything about it...
And sorry for all the explanations...
Last edited by Captain_Guile; Jul 27, 2019 @ 12:52am
FilthyPeasantNick  [developer] Jul 27, 2019 @ 7:08am 
Hey Cap!
I wouldn't call the game 'grindy' as you don't even have the option of grinding. Maybe we are a little stingy though :steamhappy:

We're going to be adding some difficulty settings shortly that will allow you to modify various sources of difficulty to suit your personal preferences (including gold rewards, damage, etc). Right now the game is a bit too heavily geared toward tryhard mode, and we want to give people the options to gear up or down the challenge levels to what they want.

Thanks for the ideas (and I'll look into high refresh rate soon).
awg Jul 27, 2019 @ 9:48am 
I clicked on Tutorial button and now I have something to say about it :D

I see it linked to a video named "To Battle! Hell's Crusade Tutorial: Movement and Terrain". That doesn't seem right, in my opinion.

First, Tutorial should indicates that it will redirect player to official Filthy Peasant Games YouTube channel. A little youtube icon on Tutorial button would be good, I think.

And second, it would be better if the link would redirect player to whole list of tutorial videos rather then just one. Something like this:
https://www.youtube.com/playlist?list=PLtyqo56q9cSRjFPmh72XUz_H3SVtRhMsC
Via Jul 27, 2019 @ 10:59am 
Thank you for the screen edge scroll and turn end shortcut! These are very smooth and good for me. Sorry for feedback centering on UI as I'm very satisfied with the game that is full of 'Oh I was bad!' rather than 'Why did I lose?'.

- For example, how does the game calculate the numbers displayed when an attack? While the movement value of each class is shown in muster screen, there is no way to see it in battle or deployment phase. I'd like to have hover descriptions or in-game manual like Civilopedia, but manual PDF would be also good as another feedback said.

- Night map has a great atmosphere, but it's a little too dark. Each unit and movement range become very hard to find. I think making it slightly brighter doesn't harm the visual because it should look like a TV show or diorama, which is the taste of the game.

- To be honest, Q and E are felt like the reverse for me. Aside from the need for re-mapping, I'd like to have reverse option.

Bug (probably)
- The appearance of load dialog seems to be broken in muster screen. The function works correctly.
https://imgur.com/WAc8w1b

- Although I can't identify the exact conditions, sometimes the game doesn't allow to do rest or upgrade despite enough resource. It's fixed once re-load the progress, so I guess it's a glitch.
FilthyPeasantNick  [developer] Jul 27, 2019 @ 11:10am 
Thanks for the bug report!

The combat calculation essentially compares your attack value to the enemy's defense value (and then in reverse for his retaliation). It includes perks, defensive bonuses, etc, for each attack (so for example it will include charge and melee for cavalry attacks).

Once it knows what the attack/defense ratio is, it multiplies it by the percentage of the unit's current strength (health or healthy troops). Although the exact calculation is a bit more complex:

The damage estimate is basically: (attack / defense) * percentHP * 5

There is a 25% chance to do 1 point more damage and a 25% chance to do 1 point less damage. The hint will not include archer supporting fire, so be careful of adjacent archers!
Via Jul 27, 2019 @ 11:58am 
Originally posted by FilthyPeasantNick:
The combat calculation essentially compares your attack value to the enemy's defense value (and then in reverse for his retaliation). It includes perks, defensive bonuses, etc, for each attack (so for example it will include charge and melee for cavalry attacks).

Once it knows what the attack/defense ratio is, it multiplies it by the percentage of the unit's current strength (health or healthy troops). Although the exact calculation is a bit more complex:

The damage estimate is basically: (attack / defense) * percentHP * 5

There is a 25% chance to do 1 point more damage and a 25% chance to do 1 point less damage. The hint will not include archer supporting fire, so be careful of adjacent archers!
Oh thank you for the information! That's reasonable and neat. I love the depth came from the design that attacker's health affects damage.
Eventually I (and probably we) need to know everything of the game except for intentional secrets, but anyway I'm glad to exactly know the hinge of the game mechanism for now.
Giraffeguin Jul 27, 2019 @ 1:43pm 
Haha I actually managed to lose the first battle because I sent my scout way ahead of the rest of the group so the Crusader got ganged up on with me having no way to rescue him with just the Scout. Learned my lesson and although may send the scouts first, still keep the group together :)

So far I'm enjoying it though very hesitant to buy any new guys or upgrade my peasants to archer/scout since not really coming across much gold. Are there more optional objectives as you progress? My main source of supplies so far has been moving into town spots which doesn't seem there's always such a spot each new battle. I'm on the 4th mission now after about 50 minutes in.

This was the Adventure campaign.
Captain_Guile Jul 27, 2019 @ 2:09pm 
Originally posted by FilthyPeasantNick:
Hey Cap!
I wouldn't call the game 'grindy' as you don't even have the option of grinding. Maybe we are a little stingy though :steamhappy:

We're going to be adding some difficulty settings shortly that will allow you to modify various sources of difficulty to suit your personal preferences (including gold rewards, damage, etc). Right now the game is a bit too heavily geared toward tryhard mode, and we want to give people the options to gear up or down the challenge levels to what they want.

Thanks for the ideas (and I'll look into high refresh rate soon).
Thank you so much Nick ! (and Alex)

For sure I didn't play your game for a long time yet (30 minutes about)...I'm waiting for achievements haha
Last edited by Captain_Guile; Jul 27, 2019 @ 2:10pm
FilthyPeasantNick  [developer] Jul 27, 2019 @ 2:16pm 
Originally posted by Giraffeguin:
So far I'm enjoying it though very hesitant to buy any new guys or upgrade my peasants to archer/scout since not really coming across much gold. Are there more optional objectives as you progress? My main source of supplies so far has been moving into town spots which doesn't seem there's always such a spot each new battle. I'm on the 4th mission now after about 50 minutes in.

The adventure campaign has a variety of optional objectives. Some will need to be uncovered, others will be shown to you on the mission start.

Don't hesitate to upgrade your men or buy more, just make sure you save a few for resting!



Originally posted by Captain_Guile:
Originally posted by FilthyPeasantNick:
Hey Cap!
I wouldn't call the game 'grindy' as you don't even have the option of grinding. Maybe we are a little stingy though :steamhappy:

We're going to be adding some difficulty settings shortly that will allow you to modify various sources of difficulty to suit your personal preferences (including gold rewards, damage, etc). Right now the game is a bit too heavily geared toward tryhard mode, and we want to give people the options to gear up or down the challenge levels to what they want.

Thanks for the ideas (and I'll look into high refresh rate soon).
For sure I didn't play your game for a long time yet (30 minutes about)...I'm waiting for achievements haha

I'm working on them as we speak :steamhappy:
Captain_Guile Jul 27, 2019 @ 2:23pm 
Originally posted by FilthyPeasantNick:
Originally posted by Giraffeguin:
So far I'm enjoying it though very hesitant to buy any new guys or upgrade my peasants to archer/scout since not really coming across much gold. Are there more optional objectives as you progress? My main source of supplies so far has been moving into town spots which doesn't seem there's always such a spot each new battle. I'm on the 4th mission now after about 50 minutes in.

The adventure campaign has a variety of optional objectives. Some will need to be uncovered, others will be shown to you on the mission start.

Don't hesitate to upgrade your men or buy more, just make sure you save a few for resting!



Originally posted by Captain_Guile:
For sure I didn't play your game for a long time yet (30 minutes about)...I'm waiting for achievements haha

I'm working on them as we speak :steamhappy:
Can't wait to read them :D (and unlock them of course...if I'm not to bad at your game)
Last edited by Captain_Guile; Jul 27, 2019 @ 2:27pm
yoshirules Jul 28, 2019 @ 12:23am 
Is there a way to manually save in a battle?
awg Jul 28, 2019 @ 12:30am 
Originally posted by yoshirules:
Is there a way to manually save in a battle?
No, as far as i concern. And I think it was made for challenging purpose.
yoshirules Jul 28, 2019 @ 12:37am 
Originally posted by awg:
Originally posted by yoshirules:
Is there a way to manually save in a battle?
No, as far as i concern. And I think it was made for challenging purpose.
Ok thank you :)
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