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Ein Übersetzungsproblem melden
I'm definitely nit picky about how much storage I'm taking up on people's computers, so no worries I'll keep it top of mind! I don't like dead saves just sitting there, even if they might be good for backups.
Fair point. I tried to balance some characters so they would make good "off tanks". DEF is just one of those stats that can really break the game which is why very few units (defenders mainly) have a high growth in it. But for example (Chapter 7 spoiler) Benjen has 40% growth, and enemies can't double him, making him a pretty good off tank in most situation. With DEF ring he is at 60 and becomes quite the beast. Only problem is he comes in probably at too low a level, will need to look at him and Rho's recruitment levels again.
Could you just re-organize the levels of the prologue fundamentally to allow them to curve out better once they're back in the game?
I would like to second this comment as well. I normally enjoy games like XCom and Battle Brothers with permadeath, as it definitely makes the game feel more realistic and the stakes seem much higher.
However, in a story based game losing access to future quests, stories, and rewards really sucks and can be crippling, especially because you can't replace them on your own timetable, you have to wait until the game gives you the next character of that type.
I just lost starting the archer girl (Abigail?) on level 5. It's definitely my fault, I didn't realize the enemy archers would do so much damage. But I have no ability to replace her, and no idea when the next archer might come along. And apparently it seems like replacements will be under-leveled as well? In a game where there is no ability to grind to raise the levels of new recruits, it all adds up to basically requiring a restart whenever I lose a character, in which case I should have played with Permadeath off.
I would appreciate the ability to turn Permadeath off so I don't have to start from scratch in order to do so. I also think it would be really nice if we had the ability to recruit new units and to level-grind them. Not sure how feasible that is from a design/time/development standpoint, but the combination of story-based characters + permadeath + no control over recruitment + no ability to level new characters + needing to start over to turn off permadeath is adding up to not be an enjoyable combination for me. I already started over once to switch from variable to fixed level ups; starting over again just to turn off permadeath is making me conclude that it's better to just set this game aside for a while until some QOL updates work themselves out, especially given the apparently huge difficulty spike in Ch. 7.
I do think you are awesome in your responsiveness and the game itself is generally fun and entertaining, so I look forward to seeing what QOL updates you come up with and how the game evolves in the near future!
Let me know if that makes sense, or you can send me the save and I can edit it for you!
Local save location: C:\Users\{your_username}\AppData\LocalLow\eBrothers LLC\Those Who Rule\thoseWhoRuleSaveFinalV1_{X}.es3 (Where 'X' is the save slot, 0 if it's a mid-battle "continue save").
I am thinking of introducing an item that gives 50% EXP when allies gain XP within 2 tiles to a unit if they are underleveled. I'd probably put it in the base from the start, and make it pretty cheap so you can easily have your underleveled units catch back up just by hanging around your other units, and they can chip in where they can until they are on level. Let me know what you think of that idea!
Please do. Also, what about special skills for the "essential" characters to distinguish them further for role-play purposes?