Torn Tales

Torn Tales

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Two Clicks Oct 28, 2016 @ 4:05am
BETA version (28 Oct 2016) Feedback
Please take the following with a pinch of salt. Its only one person's opinion....

Context
A. This generally isnt my sort of game but it reminds me of a combination of Dungeon Siege with a Incr. Adv. of Van Helsing type setting/theme. Both of which Ive played to completion or there abouts! I much prefer the turn-based hex-map micro-management controlling of WHQ.

B. That said I am still in two minds as to whether to recommend the game as is - for me there isnt enough tactical aspects or item farming/configuration. That said the combat in mid to late game is very enjoyable to experience and experimenting with the ability choices is perhaps its strongest draw. However atm I would only recommend to anyone who enjoys casual versions from this genre.


Sessions Played
Campaign: Main Missions 1-10, Side Missions, first from each chapter.
Difficulty: Normal.
Time Taken: 12.5 hrs.

Arena to wave 11.
Time Taken: 2hrs.

Crashes: None.
Stability: On two or three occasions noticable slowdown in game speed.
Settings: 1920x1080; AA x2; High Quality Graphics.


Overall Experience
C. Overall I felt the game has been developed in the right direction but there are a few weaker areas that could be worked on and developed to make the game stronger given that you have the time, money and resources to do so.

Main Game
D. TT has a very good mid and late game campaign. Mainly due to the combination of high abilities/damage combos (and when I finally worked it out) use of unlockable runic variants. The cutscene narration is very good along with the accompanying art. I particularly enjoyed the more complex boss fights with twists or those with the ability to spawn extra enemies. If anything I would not change much from the combat dynamic but perhaps add to it. Maybe add more of those types of bosses throughout the maps. Perhaps even a few "lesser" champions to lead the normal and elite band of enemies. If anything though I would like to see more "ambush" type encounters with the party being attacked from another angle when engaged against a weak foe.

E. I was not that impressed with the early game. It was the same when you originally released the game months ago. There is something lacking for my tastes. It seems a little slow, ponderous even. Furthermore the overly green ground/terrain of the forest levels arent as pleasing to the eye as the later levels. I would suggest mixing up the greens for grass, banks, shubbery and tree canopies. If not addressed some players may get bored and not move on to the 2nd chapter which is where the game "actually" started for me!

F. One other thing you could do to increase the initial draw for players is start with one character so they can learn the basic abilities/skills etc for one level and then at the end of this initial level players meet up another character. And the same at the end of the next level. The character(s) in the party could encounter the others in the middle of a fight. This would give the game a better sense of progression as the party is "formed". Suggest the book pages are locked from being viewed until the corresponding character is met.

G. Another major thing for me that held me back during the mid-game was not understanding one of the key dynamics of the game - the unlockable runic variants. Seems obvious now but maybe a help screen when the first skill reachs lvl 3 needs to be shown before the randomizing selection animation takes place. If its there then I missed it and will check it out on my hardcore playthrough (if shown at that difficulty!)

H. Not understanding how this works caused as many deaths in my game as the misfiring stance controls the AI has on the players. I feel this need more work at the moment. The most pressing matter is how the stances are set themselves - the icons below the character protraits dont seem to tally with the corresponding icon pressed. I.e. Red for attack, Yellow for guarded, Blue for Evading dont seem to show when click on. In fact there is a green icon for the life of me Ive clue what that does.

I. Once/if these are addressed then the next improvement Id like to see is the range the character take up when set to guarded and evading. I.e. In every part of my game I would set Snow to Guarded and Robin to Evade because if I did the opposite (Snow - Evading, Robin Guarded) then Snow was closer to the frontline (where Jekyll fought incoming enemies) than Robin was. Surely shouldnt these be the other way around? Because it seems to me that Snow set to evading should be further back. This was probably the single most cause of careless death for my games.

J. I also feel the weakest aspect of the game so far is the audio/sound. To some extent the game feel empty in places. I quite liked the character voice-over interaction between Van Helsing and Katarina and added another dimenison to those games. Id like to hear Robin, Snow and JH encourage each other, taunt enemies and each other too. Or when they levelup, find a new item, make a kill (vs a boss), vent their rage when a party member dies...etc. Id also like to hear the narrator make an announcement at the start of the level, or when about to fight a mid-stage boss or commence the last fight of the level. Just little things that would add an extra level of immersion.

Arenas
K. I also didnt take to how the arenas (or at least the Normal one) are implemented at the moment. It seems like an after-thought when they could be a very central component to the game. For instance rather than having a non-descript group at level 10, using the players existing party where they can try out different abilities/equipment combos would be a great way for players to learn their best combos and against different enemy/boss types. The potential is endless.

L. In addition "other characters" could be introduced and used with "fresh" parties at level 0 to increase longevity. Characters that were hinted at in game such as Jack th Ripper, Rapunzel, Hansel and Gretel etc. Sounds ambitious but I would continue playing the arenas after getting the achievement - which at this time, I would wager is what most players will do. And then move on.

And not so finally....... Thanks for the beta key!

More details to follow.....
Last edited by Two Clicks; Oct 28, 2016 @ 4:06am
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Showing 1-15 of 43 comments
Two Clicks Oct 28, 2016 @ 4:26am 
Achievements

After my initial playthrough these are the state of achievements for the game:

Unlocked
1. Apprentice - Use First Skill.
2. Sweet Sorrow - Resurrect character at a save-point.
3. Elitist - Kill the first pack of Elite enemies.
4. Lone Wolf - Kill a boss with one character standing.
5. Magpie - Have an amulet and 2 rings on the same character.
6. Puppetmaster - Switch characters 50 times.
7. Jeweller - Fill up inventory with rings and amulets.
8. Master - Use first runed skill.
9. Page Turner - Read all Rune and Skill desc.
10. Rainbow - Have 3 different colored orbs on a character.
11. Monster - Slay as Hyde for 1 min consecutively.
12. Mightly Blow - Deal 100,000 damage with 1 hit. (c3m2)
13. Opposites Attract - Use combo that gives attrach/repel from amulets and rings.
---
14. Underdog - Complete wave 10 Arena - Normal mode.
---

Gained after the update (28/10):
15. Spite - Apply all conditions to a single enemy.
16. Looter - Collect loot from 10 from dead ends chests. Cmp, Chpt 4, Side quest 2.
17. Exterminator - Kill 400 rats.

Gained after the mini-update (31/10):
18. Anthology - Reach level 60 for a character.

Looks broken
Librarian - Complete all main and side quests. (did not trigger. All 20 quests have ticks)

Not yet attempted/achieved
Pit Fighter - Complete wave 20 Arena - Hardcore mode.
Gladiator - Complete wave 30 Arena - Hardcore Infinite mode.
Scholar - Complete game on Hardcode mode.


Note: I noticed there is a new version available - if they contain the fixes for the twbroken ones I will test these later when I get some time. AND THERE WERE! :)
Last edited by Two Clicks; Nov 13, 2016 @ 2:33am
Some1xx Oct 28, 2016 @ 4:27am 
H) I'm a bit confused on what you're saying here, What doesn't match up?
Right clicking on them shows the red(attack) yellow (guard) and blue (evade).. selecting them puts the same one under the portrait..
The green icon is the character you have selected, none of the above options matter in the case.


I) I had them both set to guard from the start to the end. IF i set them to avade they did nothing and was 100% useless to have. Guarding kept them as far back as they could whilst attacking, except Robin who would sometimes get caught in melee - this is something I'm not fond off, there's little way of telling him to do one or the other and from time to time get killed because he wouldn't range.
I played with Jekyll as AI wasn't very good with him, easily got killed under AI control plus I was better at using his skills then the other two.
Two Clicks Oct 28, 2016 @ 4:31am 
That makes sense for H. Wish it was explained at the start.

For I - I also played with JH for the most part. I had Snow on Evade (changed to Guarded) to get her far enough away from combat. When set to Evade Snow and Robin would get themselves into combat when I didnt want them to. Thats what I would like to see addressed for the AI. The main part to it would be that I would expect Evade to mean that characters are further away from the melee frontline than when set to guarded.

It also makes sense to control JH because I had three heal abiltities/items on him and could also control when the cane cyclone was used and when to keep his bloodicity up.
Last edited by Two Clicks; Oct 28, 2016 @ 4:35am
76561198323041158 Oct 28, 2016 @ 6:47am 
Hey Two Clicks,

Thanks for your feedback. We will certainly look at making some of the rune tutorial stuff clearer it sounds like and will make more adjustments to the AI behaviour. Evade is very difficult to get right it seems. There is a lot of bug fixes in the latest build now which should address a couple of your issues, esp. with achievements.
Last edited by Sage Matt; Oct 28, 2016 @ 6:48am
Some1xx Oct 28, 2016 @ 6:57am 
Any chance of a sticky for latest updates?
Two Clicks Oct 28, 2016 @ 7:51am 
Originally posted by Sage Matt:
Hey Two Clicks,

Thanks for your feedback. We will certainly look at making some of the rune tutorial stuff clearer it sounds like and will make more adjustments to the AI behaviour. Evade is very difficult to get right it seems. There is a lot of bug fixes in the latest build now which should address a couple of your issues, esp. with achievements.

Welcome. Sure. Running through it now. I got the spite achievement though I dont know how! Just sort of happened. However I did take screenshots of my setup at the time and will post the info in a while.


Originally posted by Some1xx:
Any chance of a sticky for latest updates?
Yes so we can check against your fixes/changes devs! :)
Some1xx Oct 28, 2016 @ 8:01am 
Mmhmm I got Spite too, fairly sure it didn't have all 9 on at once, maybe all 9 at least once but not at the same time.
76561198323041158 Oct 28, 2016 @ 8:03am 
Ah yeah, that might not be quite right! =/ As for the sticky notes, someone should be posting that soon, I have requested it....
AyLeeUn  [developer] Oct 28, 2016 @ 8:51am 
Last edited by AyLeeUn; Oct 28, 2016 @ 8:51am
Two Clicks Oct 28, 2016 @ 2:59pm 
Two more achievements unlocked for me with this new update - Spite which was probably incorrectly triggered and Looter which took 10 chests loots to collect.

As for the kill 400 rats... since the update I ve killed 15 or so packs of rats so if there is 20 per pack I still need to kill 5 more. Though I would have though it would have counted those from the previous sessions it is afterall teh same savegame. So if it doesnt trigger after another 5-7 packs then Id suggest this gets looked at.
Some1xx Oct 28, 2016 @ 3:03pm 
From the patch notes: "Fix for achievement data not being saved properly."

My guess is that the achievement wasn't broken itself but rather the amount you've killed was being lost.. I didn't exit the game for long periods of time, I had my game running whilst I was away/asleep and such, hence why it unlocked for me eventually, I killed all 400 in one session where you may have quit the game and been reset to 0, anything before the update wouldn't be counted so you'll be doing the 400 again but if the fix works then you should be safe to quit the game and carry on at any point.

That is if they are refering to the Exterminator achievment with that one.
Two Clicks Oct 29, 2016 @ 6:49am 
Originally posted by Some1xx:
From the patch notes: "Fix for achievement data not being saved properly."

My guess is that the achievement wasn't broken itself but rather the amount you've killed was being lost.. I didn't exit the game for long periods of time, I had my game running whilst I was away/asleep and such, hence why it unlocked for me eventually, I killed all 400 in one session where you may have quit the game and been reset to 0, anything before the update wouldn't be counted so you'll be doing the 400 again but if the fix works then you should be safe to quit the game and carry on at any point.

That is if they are refering to the Exterminator achievment with that one.

Hasnt triggered yet but Ive only just restarted playing the first chapter again.

On another note:
Unfortunately on completing the 20th quest the Librarian achievement didnt unlock. Im going to see if playing further triggers it but it didnt work on a verify of the game cache. Still unlocked.

Exterminator (400 dead rats) fired on replaying the first quest again.
Last edited by Two Clicks; Oct 29, 2016 @ 7:35am
Some1xx Oct 29, 2016 @ 7:33am 
All of that was about Exterminator.
I didn't see anything written in the update about Librarian, I had 100% before the update and it didn't unlock either before or after the update.
Two Clicks Oct 30, 2016 @ 8:55am 
More detailed feedback from my sessions. Some are suggestions. Others are bugs/issues. All for discussion:


AESTHETICS

1. SLOW SCREEN DRAW: Currently only the areas/terrain that have been visited are fully loaded on screen and are seen properly. There is alot of "yellowish" area to the edges of the screen that are clouded in "fog-of-war." I appreciate that this may be working as intended to give a storybook/fable kind of feel but my screen update is very slow to colourise when entering new area! I have a modern SSD and 4GB nvidia card. Should it be occuring like this? The delayed updating of terrain is non-existent when revisiting areas already visited.

2. DARK MODELS: Sometimes on some maps when zoomed out to max. the character model graphics appear dark (Nvidia.) I would suggest these could be brightened up so detail is not obscured so much. It maybe something really trivial like a setting or something because it doesnt happen all the time.

3. SMALL MODELS: The models look too small in max. zoomed mode (1920x1080.) Can these be made larger and those used in late game with items increase slightly. Maybe by 15%?

4. CUTSCENES & NARRATION: I really liked the cutscenes and narration between missions/chapters. This really adds to the immersion. The narrators voice may not be everyones cup of tea but, for me it captured the ambience perfectly. The drawings were mostly great! Nothing to change/add.

5. ADDING FOOTPRINTS: Generally speaking the character animations are fine. However the characters seem to be gliding when moving across the map. Since as much time is spent on movement as is combat when playing I would suggest adding footsteps behind them that imprint in the snow, grass, mud etc when they are running. These can be done every few 100 or so pixels (on screen) for short amount of steps so that the impression is there that they are trending on something physical. Your call of cause.

6. TAKING DAMAGE/THREAT AUDIO: Audio needs alot of work imo. Ofc its probably coming but I would like to ensure that warning snds for characters taking damage are added. It doesnt have to be for every hit but say at the initial damage and every 25% of damage taken to health from 100%. Additionally when damage taken is continuous or one large blast, I would like to a large howl of pain so I can tell the difference. I.e. when Jekyll was on wall of fire. If this is too complicated then whenever damage is down that is significant would be a good start. Especially though there should a lound audio warning when [Ai controlled/all] characters are close to death.

7. LINGERING DEAD MODELS: At the end of some encounters when all enemies where killed one or two models for the associated enemy types remained upright as if alive. No interaction with them could be attempted. They would de-materialize after maybe 5-10 seconds. Maybe ensure that all models are switched to their associated death pose!? Once example was the final doppelganger in the boss battle (was not killed in the actual fight) remained visible on screen standing up.

8. INCREASED AUDIO: Related to 6. Everything needs more and better audio. The damaging orbs whirling around. Or when using or cast spells/use abilities. Some have them. Others dont. I suspect that these will be coming. Also to that I would ask you look to add sounds to when characters are running. Can low and intermittent and muted when engaged in combat or some other activity occurs.

9. INGAME NARRATION: I would like to hear some very minor narrated exposition setting the tone when each quest starts, an end-boss is about to be faced or an epic item is recoved.

10. AUDIBLE CHARACTER INTERACTION: Related to 9. I would also like to hear interaction between the characters as they travel and fight. Or when they encounter difficult. When characters equip a item that was worse they could denigrate the character that equipped it. Or complain there is a better item in the inventory. Likewise if they equip a better item they could sound really chuffed. I know - but small details add to the immersion and experience. Just my imo.

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11. Bad LIGHTING EFFECT: As you can see from the screen below in the Ice Caverns at various points on those maps where there is an azure light effect (possibly from below the level of the tredable terrain) you get this sort of effect depending on where the camera is positioned or where you move it to.

http://s000.tinyupload.com/index.php?file_id=08031475713045526738


INTERFACE

100. MODEL SIZE: Enemy bases are currently too small to click on. Especially in max. zoomed out mode. Its difficult to click onto to attack esp. when the party and/or the enemy groups in play are moving. The viper base/aura is a perfect size (due to its model length.) I would like to see large coloured bases for the enemies even if the solidity is less. As long as they can be seen and cleared upon more clearly.

101. VISIBLE EFFECT RANGES: Ability/artifact effect ranges arent shown. Perhaps consider adding one for each ability or ring effect that is color coded and only shown when the player is in control of a specific character. The radius could shown by perforated outline or only when moused over on the interface. Add a tickbox to disable this in options.

102. EXCHANGING AMULETS IN COOLDOWN: Why are we unable to change amulets in inventory if the amulets ability is in cooldown mode. Consider changing this so amulets can be exchanged on the fly but the cooldown to use the amulet is separate and remains intact for the duration.

103. BETTER CHEST MAP ICONS: When a chest has been opened and its contents left in play maybe have the corresponding minimap icon changed to an open box too!? So players can see and know any chests they may have already examined. Useful when recovering from party wipe or reloading after an amount of time away from the game.

104. DISAPPEARING TOOLTIPS: For some reason tooltip info on the even arranged abilties on the interface centre bottom do not show for me. (Thats every 2nd one) Unless I bring up the book/ledger screen. Then they show for a while.
FIXED (Seems to be fixed in update 28/10.)

105. CHARACTER MODEL BASE COLOURS: Only the currently selected characters have a coloured base (green) when selected. Now when the party is clicked to go to a certain location there are three coloured cursors (green, blue and red.) Wouldnt it make sense to have each of the characters have a permanent coloured base which corresponds to the target cursor colour? So players can see where the corresponding character will end up? (Green for Robin, Blue for Snow and Red JH)

106. NO MANUAL AIM FOR TARGETING ABILITIES: I would like to see a change to how players use offensive abilities (such as cyclone shot, arrows and sling shot.) Rather than point and aim these abilities I would rather see the range of available targets highlighted and the ability used when players click the enemy to be targeted. Manual targetting is too hap-hazard for an real-time game and can easily miss or just disappear before they get anywhere near its target. (I suspect terrain may be the issue in those cases. Unless of course this is working as intended.

107. OUT OF BOUNDS NOTIFICATION: It is hard to see the out-of-bounds mouse cursor sometimes. I would ask that you consider adding very audible sound on mouse-click when attempting to move to a part of the map that is out-of-bounds so that the player can tell without needing to see the red barred cursor. While youre at it make the cursor somewhat bigger and the colour bolder please.

108. OUT OF RANGE: Previous to (28/10) update - Getting out of range issues with both Robin and Snow for certain abilities but its not clear for which exactly. I would see out of range displayed but not told for which buff abiltiies. Could you at least point that out so that we can either chance stance so a character is nearer to its targets or change the ability it currently has equipped?

109. ENHANCED STAT INFO: I would like to see stats as shown on the character inventory page, have the additional bonuses/penalties (and other effects) conferred by items in parenthes. In another colour, preferrably with the items/amulet(s) that confer them in a tooltip. So I know what I will be losing when changing items.

110. SPECIAL ABILITY BUTTONS: I could be wrong about this but I never saw my AI characters (Snow and Robin mainly) ever use a specially ability (i.e. Sniper Shot or Ice Storm.) If its the case that AI controlled characters do not perform signature abilities then there should be a button on the screen at all times for players to use at their discretion. Could smaller in size and be located above and either side of the central button (bottom centre of interface).

111. VISIBLE RANGE MARKERS: I would like to see the range (diameter, radius) for every item/ability currently equipped by every party member. These would be colour-coded and could be made temporarily visible by a particular key toggle. When off these circles/lines would be invisible.

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112. INDENTICAL KEY BINDS: It seems you can bind and save shortcuts to the same key in the ledger/book.
I.e.
Snow to 4
Jekyll to 4
Cycle characters to 4

Only the first bind actually works though.

113. CURRENT QUEST INFO: There doesnt seem anywhere that states what quest you are in - ingame. Id like to see it perhaps written in one of the top corners with the difficulty level under it.
Last edited by Two Clicks; Nov 2, 2016 @ 12:37pm
Two Clicks Oct 30, 2016 @ 8:56am 
COMBAT/ENEMIES

201. OP - ELITE BAT FLOCKS: Elite bats are OP when they file up and attack the party in line/column formation. It basically resembles a blast from an automatic rifle with armor piercing bullets that hits a character in less than 2 seconds. I would suggest they do not do this for the complete formation of bats. Currently because of the issues with AI behaviour those characters die within seconds of the encounter starting. If JekyllHyde doesnt use his Cane Cyclone then most of the time the party dies. It was the joint most cause of party wipe or character death for me.

202. MOVEABLE BONE PILES: Is the bone pile supposed to be an immoveable object? Ive seen it move across the map when a group of hunting skeleton group where pursuing my fleeing band.

203. SPONGY BONE PILES: Bone piles @lvl 25/26 seem a little too damage spongy. The freq. of enemy release is fine. Maybe make them less spongy but have them spit out a few more instead?

204. STATIONARY ATTACKED GARGOYLES: Gargoyles remain stationary when attacked by ranged weapon (Robin) that doesnt cause any damage. Should they come alive if attacked even by blows that they are immune to? Is this working as intended?

205. TOADS IN OUT OF BOUNDS: Toads were able to move through terrain that is barred to players on at least two occasion I can remember. If movement across certain terrain is barred for characters it should be so for all enemies other than those that are ethereal or flying. (Chapter 5.)

206. SLOW SNIPER SHOT: Robins Sniper shot is way to slow to materialize. Everytime its used against a fast moving boss it misses by a mile. And I do mean everytime as those enemies fidget more than a 3yo!

207. NO XP TOOLTIP: Is this intentional? Should there be? Showing XP earned / XP required for next level. In addition when I bring up the ledger book, there is no tooltip for the characters primary skill (fury, mana, bloodicity,) yet there are for the abiltiies and items.

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208. SUMMONED ALLIES - XP NOT GAINED: I cant be 100% sure as there is no tooltip info for XP but it doesnt look like any of the characters gains XP from kills made by summoned allies. In this case Snow had a amulet to summon 3 elite wolves and maybe the kills are happening too fast but I could see any noticeable rise in the XP gauge for any of the characters.

209: INFINITE SUMMONED ALLIES: Currently gone through chpts 1 and up to quest 3 of chpt 2. Ive noticed that unless the allies die they never disappear. This makes the item quite powerful - though as I never used it in the first playthrough (probably towards the end chpt(s)) I cant tell if it will be OP as it is now. Basically when the wolves eventually die so much time has passed that the cooldown is non-existent and the animals are summon immediately. To me that seems a bit OP!

210: UNEQUAL XP GAIN: Ive noticed something since I stopped using summoned creatures. XP gain seems disproportional towards whichever characters is controlled to the player. The purple orbs seem to mostly go to the character that is being controlled on screen.

It "must of" happened during the original playthrough as I almost exclusively controlled JH. But now Ive assigned him to melee and am controlling Snow. @ End game I was Robin and Snow @ 46 and JH was at 52. Snow was behind in terms of XP progress but is now way ahead of the other two!


AI BEHAVIOUR

301. TWEAK TO LUNGE ABILITY: When Robin is AI controlled and has the Lunge ability equipped it sometimes lands on no specific target. I would hope that firstly if set to attack he would lunge at the biggest or nearest threat, no matter how many enemies are nearby. If guarded it would launch on the nearest mid-threat target perhaps one that is slightly to medium wounded. If on Evade I dont think it should use the ability at all. In any case if the character doesnt have 50-75% health this ability should not be used by AI as it will get Robin in trouble. Happened a few times.

302. FIXING EVADE STATE: The Evade AI state seems worst after this update 28/10. I now see Robin and Snow start at Jekyl/Hyde's position (controlled by the player) when combat is intitated. They proceed to move backwards towards the rear of the confrontation and mostly disappear off-screen depending on the camera angle and zoom level. Then a few seconds after they are gone from the screen, they seem to teleport back onto Jekyll position and do the same again. Sometimes continously if not stopped by some abberation. This needs to be sorted as a priority.

303. LOSS OF FOCUS - EVADE: Maybe related to 302. AI controlled characters when set on Evade seems to lose focus on who they are supposed to be attacking. Generally Robin and Snow. Ive seen this in almost every encounter after the update (28/10).

304. LOSS OF FOCUS/NO LOS - GUARDED: Related to 304. When AI controlled characters (usually Snow and Robin) are set to Guarded they can sometimes move to a point on the terrain where they loses Ling-of-Sight and stop doing anything; any attacks or use of abilities. They do not reposition themselves so he can shoot or whatever. It has become more noticeable in this last update (28/10).

305. LOSS OF FOCUS JEKYLL TO HYDE (and viceversa): When Jeykell/Hyde uses an attacking/offensive ability (CC and CS) they stop attacking previously targeted melee opponents. This happens everytime now since the update. They are attacking in hand-to-hand combat, as soon as you select the ability it is used and they stop as if paralysed. It takes player interaction to restart the melee attacks.

306. CHARACTER IN UNDRAWN AREAS: Related to 303 & 304 to some degree. Characters set to Evade and Guarded were able to move into an area clouded by the Fog of War and only their outline could be seen (previous to 28/10.) Should look at repositioning them solely on areas of the map that are visible or defining the out-of-bounds area better. I can only remember it occuring at area with the self-assembling golem boss. Though it could have been more.

307. AI POSITIONING: Related to 306. AI controlled character-positioning needs some more attention. Too many times they would move off screen off screen when camera zoomed right in. Notably Robin and Snow when set to Evade or Guarded.

308. USE OF BURNING NOVA: The AIs ability to use this effect doesnt seem to work that well. Usually its triggered when the first enemy gets into range (i.e. Snow is set to Guarded and is behind JH.) It triggers and maybe doesnt
Not so good spell/abl effects: Buring Nova (amulet)

309. INCORRECT STANCE POSITIONING: Why is Robin (Guarded) at the very back and Snow in the mid range (Evasive) behind Hyde? Shouldnt Robin and Snow be the other way around? This is yet another aspect of the AI & stance behaviour that imo needs addressing.

310. FLEEING IS POOR: Related to 304/305. I have noticed that AI controlled characters set to guarded or evade are terrible at fleeing when attacked. They almost always die very quickly and for me at least Im terrible at keeping tabs on them (esp. w/o any audio or visual prompts!)

311. USE OF SKILLS WHEN FLEEING: On at least two occasions when this ability was chosen (player controlled JH), I was running away from enemies. I would switch character and the AI would use this but because JH was running away from the enemy the CC was wasted. I would suggest that AI only uses offensive skills when one character is engaged in offence, maybe even just the player controlled one. Otherwise if the AI uses these skills there is a good chance they will be ineffective.

312. TERRAIN BOTTLENECKS: Mostly seen in chapter 5. When there is alot of terrain furinture around the party and they are engaged in combat the AI behaviour is greated constrained. All I have talked about given lack of LOS, focus and in addition, positioning when set in stances is affected. It often leads to AI controlled characters getting "stuck," and dying if attacked by a strong opponent.

313. UNCOORDINATED ATTACKS: Ive seen this particularly against stationary gargoyles, Robin/Snow (Evade) attacking a prone gargoyle when Jekyll is already engaged with another. Its worse with the summoned creatures. They seem to focus on the nearest enemy inc. those that arent attacking. I would expect summoned creatures to augment attacks on targeted enemies rather than go towards enemies that arent even attacking.

314. HAYWIRED MADNESS: I never used Jekylls Madness ability before the last update (28/10) but on a v. few occasions when it did, it would go past enemy groups it was engaged with and lead the other two into a new group of enemies result in a fatal mess that I couldnt contain.

315. SUMMONED CREATURE MALAISE: There seems another focus problem with the summoned creatures from amulets. A short time after they are summoned they maybe follow the party and make a few attack but then a number of them will just apparently lose focus and remain where they are. Even if the party moves off screen. A one or two of the animals will follow however. Tried with elite wolves and rats from two different amulets.

316. PARTY MARCH ORDER: It seems generally a little confused. Robin outruns, Jekyll and Snow even if set to Evade. I would rather see them run in-line that is horizontally together or led by whoever the melee character is; usually Jekyll/Hyde, unless player controlled character is Robin then he should lead with Jekyll after.

I cant see Snow ever being set to melee so if they are to travel in column or wedge formation she should be at the flank behind the lead or right at back. Maybe have them conversely lined up if fleeing.... Even so I think having them more or less horizontally lined up when running in either direction would solve this.


ANIMATIONS

401. FIX INTERRUPTED BEHAVIOUR: While running away after commiting to a cane cyclone, Jekyll/Hyde seems to slide as Snow used to do... on a cancelled action, rather than show the run animation. The glowing red cane swirl also remains. What should happen is that the cane cyclone is interrupted the red swirl (CC animation) should stop and the character model should stop twirling for an instance. It should then show the running annimation.

402. Related to 401. On an interrupted Sniper Shot (Robin), clicking party to move away from threat has his gliding for 2-3 seconds before normal movement animation is resumed.


GENERAL GAMEPLAY

501. ADD. SAVEPOINTS: I think the savepoint character resurrect works well when one is nearby. Still think a resurrection spell/ability at cost would have been preferable. In particular the final sidequests seem to possess a lack of conveinent savepoints.

502. TWEAK CHEST POSITION: At the moment item chests dropped when a group of elites are killed do not appear at the location where the last enemy of the group was killed. They appear elsewhere close by, probably where the first enemy was killed. Personally I think it should appear at the position the last one was killed.

503. AS ABOVE: Related to 503, chests can be created on screen where terrain furniture can be found. I.e. Chapter 5 - right in the middle of a pillar. Its very rare but I suspect the more "built-up" an area is the greater chance of this happening.

504. ADD. ARENA MAPS: There are not enough arena maps as it stands right now. There should be some variance imo. At least one maps for each chapter in terms of terrain type: Forest, Snow, Desert, etc.

505. SIDEQUEST BOSSES: Why no bosses on sidequests? Surely should be a few encounters? Given that its entirely possible that most players will not achieve level 60 for all their characters all but the last two sidequests (last for Chpt 4 and Chpt 5) were a "breeze" to get through. It made add an extra level of challenge! At least consider one or two (for later chapters) mini-bosses. Even if these are a clone of ones experienced in main quests.

506. NEW GAME+: Going through the very first mission on completing the game with level 48/48/52 characters is no challenge what-so-ever! The bosses take 1 hit and die as to most of the other creature groups. It doesnt take more than a few seconds to smash through any opposition. So perhaps you should look to scale up postgame quests. Even make it a bon-a-fide NEW GAME+ mode?

507. Related to 506: If not then perhaps the possibility of extending the level limit to 75 and allowing the party to be taken into a hardcore campaign from the start!?!

508. LACK OF ITEMS: I appreciate that the design for only a few items is core to this game. However I cant escape the feeling that there is just too little, esp. for those packrats that like grinding for such things in these sort of games. Perhaps adding an selection of clothing/armour sets and a primary weapon (bow, cane & wand) so that these elements can be updated also. They would be similar to how current items are employed with add. benefits to certain stats or provide a unique ability too. Something to think about if more ppl agree.

509. SAVE ARENA SETUPS: As it stands now I would prefer an option to save my last starting character skill setups. Ideally Id like to save multiple ones and recall them from a list but for now saving the last setup should be a minimum with the option of rewriting that at the end of a new game's skill setup.

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510: In additional.... I actually had a chest spawn underneath a summoned wolf and couldnt see it properly until I moved the party away.

511. NO ENEMIES GUARDING SIDE CHESTS: On 2nd playthrough. Consistently for most of the sessions (to chapter 4, apart from chapter 1 IIRC) there were no enemy groups guarding the side areas where chests were located. Very odd.


ACHIEVEMENTS

1001. BROKEN SPITE ACH: Spite achievement triggered unintentionally. Didnt see exact conditions but Im pretty sure I didnt have the right comination of items and abilities equipped to unlock it. Wont be able to test this now - unless a message is printed on screen when it is supposed to be triggered, when its fixed in a future build.

1002. IN-GAME ACH. PAGE: I would personally like to see achievements tracked in game on its own page. In the ledger perhaps. But if this is not possible then they should be displayed when unlocked (like the out of range messages in red.)

1003. BROKEN LIBRARIAN ACH: Did not trigger when all quests (main and side) where completed. Savegame prior to event can be sent on request.

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1004. Anthology - Achievement description says "Level up a characters to level 60." However the achievement triggers for the first one. So I guess either remove the character (s) or change the a for 'all.' OR remove the 'to' as suggested by Some1xx.
Last edited by Two Clicks; Nov 1, 2016 @ 8:26am
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