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Thanks! Let me know how you get on.
I've also started a discussion in the Shimmersea Workshop asking people to let me know what level their characters are when they finish Chapter 1. If you enjoy the campaign I'd appreciate it if you could post there once you finish. It will help me balance Chapter 2 if I know what character levels different people are finishing on.
-- It's great to see you make such extensive use of cut scenes! I would suggest breaking up some of the narration text into different frames, however, as a gigantic wall of text can be a bit intimidating for players to read. (Also, it tends to run up against the Click to Continue prompt.)
-- When ending a cut scene with the characters walking off, I'd recommend using Wait and then EndConvImmediately so the player isn't forced to click through an empty dialogue branch.
-- So far the maps seem well-made, with good incentives to keep moving!
-- On the battlements map, are there ambush spawns coming from the right? Maybe it was me being unobservant, but my Cat ended up getting backstabbed almost immediately. It was a tense map, but doable--definitely harder than the ones which follow, though. On an aesthetic level, I suspect the leftmost stairs need to be placed one additional elevation level lower to make the tops of the stairs flush with the floor. (You can consult Bandit Fortress Entrance in The Vengeance of Emma Strider to see how I set that up.)
-- On the chapel map, I'd suggest placing a TreatAsArmy,0 tag onto the Steel Door once the switch is thrown so the AI knows to target it. (Without that, there are a lot of enemy turns wasted on very, very slowly chipping down the surrounding walls.) You might consider giving the reinforcing crossbowmen Powder Bolt for good measure.
-- On the tunnel map, those scouts are nasty! Giving them Stab this early in the game, and in fog of war, basically means an instant reset if the player doesn't religiously keep Kaitlyn and Mr. Trueblade locked to 2-width choke points as they progress. I'm not sure if that was your intention, but it quite effectively forces the player to use choke points and think about guarding against backstabs. :)
-- my Cat is an absolute beast; at level 6, her Psy growth has turned her into a walking mind cannon. I find myself relying almost exclusively on Mind Blast and Kinetic Constriction, though, and I'm not sure if that was your intention. There are lots of environmental hazards and terrain elevation differences in the maps, though, so I suspect that you do want the player to use Kinetic Gust and Kinetic Pull. If that's the case, I have suggestions!
Because Cat escaping is the victory condition, it seldom makes sense for her to use Kinetic Gust or Kinetic Pull on allies for a movement boost: her own movement is far more important! As for using these on the enemies, I haven't run into too many opportunities where it would be a great idea to do so, for a few reasons: (1) the positioning required to position for KG/KPing an enemy often requires putting Cat in range of enemies with Slash attacks (which she is quite weak to), and there aren't enough front-line allies to shield her from those attacks; (2) there aren't any traps available to snare enemies at key spots on the maps (at least, not yet), meaning that opportunities to do this are largely down to the AI; and (3) Cat is the victory condition. Every turn she spends setting up to KG/KP is a turn she's not bee-lining for the exit, and that's another turn closer to losing the map.
-- Kaitlyn not getting Shove until level 6 definitely hurts positional flexibility in the very early game; I'd consider giving that to the player earlier, if only because it will provide a little more leeway to do fun stuff with Cat without totally throwing the fights. :)
Re Wait and EndConvImmediately in Cut Scenes - yeah, in those early Cut Scenes I learning as I went along. I am much prouder of the later Cut Scenes (both the written dialogue and the technical implementation). I will revisit those older Cut Scenes and try and eliminate things like blank text boxes.
Re the battlement stairs - this was a tricky one for me. I would sink the elevation for the stairs and it would appear correct in the Campaign Editor, but when I play the battle the stairs pop back up again. I'll look at your Bandit Fortress Entrance map and see what I'm doing wrong.
Good advice re how to have the enemy army target the closed door in the chapel. I'll do that and test what impact it has.
Re the Escape Tunnels - yeah, it is my intention that the players have to move methodically and make use of choke points. After having back-to-back missions where speed was of the essence, I wanted to hit players with a completely different challenge. The purpose of those first Scouts is to surprise the player and make it clear that they can't just rush the level. That said, I agree that having 2 Scouts able to get into the heart of the party so early is probably overkill. I will move one of them further left so it can't reach the back of the party on turn 1.
Re Cat being a beast at Level 6. It is a tricky one because in most run-throughs she came out pretty balanced, but I did have a couple where the level up points always seemed to land in Psy (which made her very strong). I'll definitely revisit her growth rates and see what tweaks I can make. I don't want her to be over powerful too early.
Re Cat's Kinetic Gust/Pull - You are right that my original intention was for Kinetic Gust/Pull to be bigger staples for Cat. The reason all of that water exists in Battle 1 is to encourage players to use those skills (in fact the battle is much easier if you do use those skills). The problem is I ran into a snag with the fact that, for narrative reasons, I then have a series of "Flee" missions. The reason Cat is the person who must reach the exit is because of her flat base movement (Garit is too fast and Kailyn can Sprint). As you say, using Kinetic Gust/Pull then becomes something you don't really want to do. For Battle 5 and 6 (the next two battles after the escape tunnels) those skills become more important again. That will continue in future battles, both because of the battle environments and because "Cat must always flee" missions will no longer serve the plot. Let me know what you think after the next couple of battles.
Re Kailyn and Shove - Thanks. I'll have a look at that. I don't foresee any harm in giving it to Kailyn earlier. The main thing is that she has it by the time Battle 5 rolls around.
Thanks again for all of the feedback. I hope that you enjoy the rest of the campaign. You still have a ways to go.
If you were holding off playing, now is probably the best time to give the campaign a go. I will now start working on Chapter 2.
Cool! I appreciate that.
No rush, though. You have a lot of fun battles still to go in the Emma Strider campaign.
Sorry, I used to tutor students in English. Anyways! Time to chew on this campaign and see if I can do anything that is unintended by the developer. :D
Beyond that, in the previous mission, I was able to overcome the seven or eight Pyrokineticists you set for me. :P
Hi! Would you do me a quick favour. Open Shimmersea in the campaign editor and check if there are 22 Cut Scenes/Battles appearing for you. There has been a weird Steam bug recently where sometimes not all of the campaign files are downloading on the first (or second) download attempt. Sinister Design has reported this to Steam.
Hmmm.... I wonder if you have an older version of the campaign. There should be 22, not 23. Is one of the scenes named Post Arena Fight 1? If so that is a really old version. I would unsubscribe and then resubscribe in the Workshop to make sure the latest version is downloaded. If you have installed Telepath Tactics Liberated on a secondary hard drive, Workshop campaigns will not automatically download to the correct location to be played. Let me know if you need help fixing this.