Regalia: Of Men and Monarchs

Regalia: Of Men and Monarchs

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Stabbey Mar 17, 2017 @ 7:27am
Finished the beta – Thoughts and Suggestions
I admittedly forgot about the beta for a couple of weeks after it started, I was distracted with other things, but I remembered it and beat it in the past couple of days.

I only did the first two “Easy” dungeons, and spent most of the rest of the time boosting my social links, because I didn’t have quite enough time to attempt a third dungeon before the chapter would finish.

My preliminary verdict is a thumbs up.


The Good

The writing and voice acting is great, I’ve laughed quite a few times at the writing, and the voice actors have some great comic chops. The story conceit is simple, but it works well because the characters are likeable enough that there isn’t a compelling need for a save-the-world plot.

The need to prioritize what you spend your time and money on is a simple, yet compelling gameplay mechanic. To improve your town and your units, you need the resources from dungeoneering, but to succeed in dungeoneering, it helps to improve your party members and their equipment, which you get from social links.

The combat is tough, but doable… at least the easy dungeons, and the Authority point mechanic gives you a lot of flexibility on a turn-by-turn basis. The points are frequent enough to encourage you to use them, but rare enough that you can’t waste them. The addition of challenge objectives for bonus XP also keeps combat interesting, although some of the challenge objectives or their combinations need improvement.

I like that XP/level is for the whole party and not individual characters, it saves a lot of the hassle some games have which require you to individually level up each party member, which takes a great deal of grinding. *cough*Disgaea*cough*. It also means you can pick party members based on the situation and not on either who is levelled up or who needs to be leveled up. Of course that is pretty necessary since there is a time limit.


The Bad

The text used in many places in the UI is just way, way too small. It’s pretty much illegible unless you lean into the screen. And I’m sitting at my computer – for those who play on a couch on a big screen, it’ll be impossible to read.

Trinkets from the store seem to be very underwhelming. I realize it’s early on and you’re supposed to have junk, but it seems to be underpowered even for junk. The Iron Chain gives 15 shields per activation. There’s some phial or something which gives you a flat 80 shields to start with. However, even the early enemies in the Easy-difficulty dungeon can easily do over 150 damage EACH. 15 shields per activation is underwhelming at best.

Some of the Challenge objectives or their combinations are pretty ridiculous:
“Only use Signature Moves” and “Don’t lose a single health point” are tough enough on their own, but having them COMBINED is just hopeless. It is hard enough to avoid taking any health damage normally without being ALSO crippled by not having access to your best moves. And Kay doesn’t even have a skill tagged with “Signature move”, unless his shield restoring one counts – but I can’t use his ultimate +60% shields one which would help with keeping health up because that’s not a Signature move. It’s also a bit tedious having to spam the same attack over and over.

“Don’t lose any health” is also a poor move on that map because there are three Ent-things which have two nasty attacks – Root Attack which has a stupid-long range of EIGHT squares (at least), which means that they can basically get free hits on you from well outside your combat range, and they have Entangling Root, which hits you each turn and does not wear off, ever (it seems to be bugged at the moment). Don’t lose any health would fit better against enemies who are less annoying, like the pack of Ratticks at the end of the farmland dungeon.

Another one I’ve seen is “Don’t miss or have an enemy dodge.” That’s pretty much pure RNG and really annoying.

There are a couple more challenges I think I didn't like, I'll post if I remember them or play again and encounter them.


The fishing minigame should be renamed “Mousebreaker”. For some of the instances of the game, you have to tap an insane number of times insanely fast. It’s literally a strenuous workout for my finger, and sometimes it’s too much. At times I’ve had to actually bring another finger over to do the tapping because my mouse finger is too tired and can’t click fast enough. And sometimes even that is not enough. I’ve had to let fish go because my hand is too tired. It’s making me actually avoid fishing because it is unpleasant. I do not want to break my mouse –or any of my body parts *cough carpal tunnel *cough*- with a stupid fishing game. Ease up on the button mashing needed by a lot. It’s far too much.


The Neutral

This stuff I am in a couple minds about. It might be something which would benefit from a change, or maybe I’m just complaining about things which I can handle anyway.


Shields seem so important that it makes playing as Kay boring at times, since I feel compelled to spend most of his turns giving shields to party members, and only rarely does he actually fight himself. Even using the Inspire banner doesn’t happen that often, shields are that important.

On the one hand, the fact that health damage is permanent makes me want to play extra cautiously and spend the first turn or two boosting people with Kay’s shield spell, and it makes me think that it would be better off if all party members started out with 20% of their max shields at the start of the battle – enough to absorb one average hit from a single enemy, but that’s basically all. I think that would speed up the battles. On the other hand – at least in the “easy” dungeons, I have had no trouble surviving even without that and with unimpressive +shield items. BUT I haven’t tried the moderate or difficult ones yet.

Why are there calendar entries for Gwendolyn and Elaine when they only have “days off” without social links, and they don’t have interesting dialogue? Does that change later? Otherwise it doesn’t seem that useful to have them on the calendar if their schedules are not important to know.


Improvements and Suggestions
The Calendar is a very handy thing, but I’m already at the end of Chapter 1, and the list of characters scrolls off the screen. The problem is that the name of the day ALSO scrolls off the screen when you scroll down. That should not be the case, the column titles should stay fixed in place no matter how far you scroll. Additionally, the current day should be highlighted somehow, either the entire column or just highlight the name of the current day in a distinct way.

From the Town page you can see what resources are needed to construct what buildings… but you cannot ACTUALLY construct anything from that page, you need to go to the castle and click the chest. Either allow players to construct buildings right from the Town page (only works if they are in Ascalia obviously), or add a button on the Town page which takes you to the construction screen the same as the castle chest does page (also only works if they are in Ascalia).


I'll add more thoughts later in replies.
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Showing 1-15 of 15 comments
barjed  [developer] Mar 17, 2017 @ 10:10am 
Hey Stabbey, good to see our veteran backer sharing feedback with us :). Many thanks for such detailed thoughts and your reports in the bug forums.

I have one question, if possible, what resolution were you playing on? Thanks!
Stabbey Mar 17, 2017 @ 10:21am 
I tried a couple resolutions, 1024 x 768 and 1152 x 864, both in fullscreen and windowed. I can try some other ones and see if that improves the text size. Illegible might be a slight exaggeration, but it really is very small, and I have to lean in to read some of it.

Some people beta testing Divinity: Original Sin 1 and 2 have complained about the text size in that game, and it's quite a bit bigger than some of the text in Regalia. I haven't had to lean in close to the screen to read text in D:OS.

(I can never remember which set of resolution numbers are widescreen and which set are fullscreen.)

****

Just remembered another suggestion:

During battles, there are sometimes Challenge objectives, and you can pop up a UI element to show them. You should also include some kind of indication on that element to show if you have met the objectives or if you have failed them. Like turn the boxes green or red, or a red X for failure and a green checkmark for success.


Also another thing I'm uncertain about is the XP rewards for completing the challenges. I haven't completed some of the more difficult ones, but the XP reward seems a little small. But that might not matter if it requires only a fixed amount of XP to reach the next level and not an increasing amount of XP (the usual). Maybe tougher challenges give much higher XP, but I haven't been able to complete them.
Last edited by Stabbey; Mar 17, 2017 @ 10:29am
barjed  [developer] Mar 17, 2017 @ 12:27pm 
Thanks, I added your resolutions to the master bug list.

Good suggestion on the Challenges, thanks!

Yup, the XP curve for the leveling is flat. So 100 XP always nets you the same % of progress to the next level.
Stabbey Mar 19, 2017 @ 7:57am 
I'm doing another playthrough now. I've upped the resolution I'm using to 1366 x 768. That might have helped more with the text since my desktop resolution is 1680 x 1050.

I'd like to at least partly rescind my complaint about the "Don't miss or have an enemy dodge" challenge. I was so focused on using Kay for shields that I forgot about the other part of his Command effect, the thing which forces hits. Some of my issues might be more "needing to get better" and less actual problems. (But not the fishing thing.)

I'm also trying to play more efficiently now that I'm more comfortable with the mechanics, such as being more willing to take health damage if there is a camp node or a return to town coming up. And apparently not acting in a turn also generates shields, which I was unaware of.

I've managed to defeat Signy without her managing to deal any damage, and I was one hit away from succeeding at the "Defeat all enemies in 5 turns" objective on the "Survive for 5 turns" map. I might have made it with a better-timed use of an AoE ability or better cooldown management.
Last edited by Stabbey; Mar 19, 2017 @ 7:58am
barjed  [developer] Mar 20, 2017 @ 3:02am 
The fishing difficulty was indeed overtuned slightly. We will be addressing that for the release.

To expand a little bit on the hitting thing, there are skills in the game tagged with the "Always hits" badge - Levant is especially proficient with them. They help quite a bit with that challenge also :)
Stabbey Mar 27, 2017 @ 2:10pm 
I'm halfway through Falgarwood on my second playthrough. I have another collection of thoughts.


1) Question: You need to complete a certain number of Kingdom quests to complete a chapter. You can however complete more than the minimum needed. In fact, I think it’s actually impossible to finish Chapter 1 WITHOUT completing several more than the minimum 3 quests. Will extra quests you complete in Chapter 1 count towards your quota in Chapter 2?


2)Will backstabbing or facing direction be important? I haven’t seen that so far in the beta, but if that will matter later on, it might be a good idea to allow you to rotate your character’s facing angle. (And admittedly, a little of the OCD inside me wants to rotate my people just because even if it has no gameplay effect.)


3) Maybe add the red diamond icon for the Authority points somewhere to the Authority Points indicator in the upper left. An LP’er didn’t associate the red diamonds in the skill tooltip with the number at the top left. See this video at 10:50: https://youtu.be/mIOfQ08GfME?t=646
He’s got some other ideas and thoughts as well.


4) You might want to add a thing to the help tips which makes it clear that once your Relationship Points are at 100% with someone, you’ll need to spend a free day with them to unlock the next level, it doesn’t happen automatically at 100%.


5) After Aliss joins, you can talk to Gwen in town. She asks you long you intend to keep that “tattooed, drill-haired” woman around. Aliss doesn’t have drill-hair, and while I can understand Gwen not liking Aliss because they’re more alike in temperament than she wants to admit, I can’t see her using “drill-haired”.


6) I finally managed to complete the Falgarwood Node 1 “Win without losing a single health point” challenge. I was actually surprised I managed to do that one. I didn’t bother with “Only use Signature Attacks”. I got 15 XP for it, which was frankly unimpressive given that challenge is inherently more difficult than most other challenges. I feel it should be 25 or 30 if you can pull that one off. But that one is actually possible even with the Balefolks in their current state. It’s just not possible when you’re trying to complete it with only signature attacks. Either challenge would be fine on their own.


7) I summoned Aliss’s Ultimate ability fire guy, and the next turn I had Aliss use Firefly on him, but it didn’t seem to increase his lifespan like I was expecting it to, as he still despawned after his next turn. I'm sure I hit him with the Firefly spell, and I'm sure that should have worked.


8)The Green Elemite Warriors have two different “Mana Discharges” – one as a skill, and one as an effect. Maybe change the name of one of them to make it a little less confusing. And none of the Green Elemites have icons for their skills yet, which I’m sure is on your list.


EDIT: I'll be spending some time attempting the other dungeons now that I have Levant.

Last edited by Stabbey; Mar 27, 2017 @ 10:26pm
barjed  [developer] Mar 28, 2017 @ 1:24am 
Good questions!

1. Yes, they do. This is the design idea behind them. Any additional kingdom quests completed in a chapter will carry over towards the next one. Also, we'll be increasing the requirements sliiightly in the release version of the game (probably 4 instead of 3).

2. No. We do have a system that recognizes the facing of the attacker relative to the facing of the defender but in the end, there's already a lot of stuff happening in battles and yet another system overlayed on top of everything could be a little hard to bear. In addition with such a large variety of range types and aoe types we believe facings could be quite unintuitive.

3. That's a good suggestion. Either that or an icon that would match the authority bg.

4. Another good suggestion! We already implemented this on our end :) We've also added another message when a quest is blocking your progress.

5. It's about the shape of her bangs, they are indeed "drill-like". Perhaps I am misunderstanding something here?

6,7,8. Noted.
Last edited by barjed; Mar 28, 2017 @ 1:44am
Stabbey Mar 29, 2017 @ 8:43am 
1. Sounds good. I almost included a part where I suggested upping the amount to 5, but that would have made it impossible to complete using only dungeons alone. 4 sounds fine, and I was able to complete 4 dungeons and still accomplish two other objectives.

2. Fair enough.

5. Maybe it's a cultural thing, because whenever I've heard hair described as drill-shaped, it means fancy spirals, which somewhat resembles a drill bit with its spiraling grooves. I would describe Gwen as having drill-hair, but not Aliss.

6. 30 XP for not taking any HP damage might be much, but 20 or 25 would probably be good.


***

NEW feedback:

7. Under certain circumstances, it can be a little tricky to target enemies with Griffith's Crescent Strike. I'll do a little diagram.

xBx
AGC

A,B,C = enemies
G = Griffith
x = empty square
When using Griffith’s Crescent Strike, it can be difficult to target enemy B for Crescent Strike because enemies C or A are kinda in the way. I think though that this is an error on my part, I might be trying to click on the enemy in B instead of the square B is standing on. When I try and click the square of B instead of the enemy, that works better.



8. Challenge Philosophy / "Only Use Signature Skills"

Maybe I do not understand the philosophy behind some of the challenges. I might be approaching them with an unintended mindset. Maybe I shouldn’t be thinking of them as something which it should be possible to do both of, and instead see them as something which you should pick one to go for, but not both.

For example, Lake Valtyr – “The Heart of Winter” which has the challenges “only use signature skills and “defeat all enemies in one turn”. That map has the parrying skeleton warriors, the piercing shot skeleton arbalists, and the Ice Incarnate. The warriors can make themselves immune to a single attack, the arbalists can shoot you from across the map to your deploy location, and the Incarnate has a lot of HP. I am not at all sure that it is possible to both defeat all enemies in one turn AND only use signature skills.

My attempt at that (using everyone except Kay because he technically has no signature skill) got my entire party easily killed by the enemy long before I even landed a single hit on the Ice Incarnate, much less got close to whittling everyone down to the point where a one-turn rout was possible. I don’t think it would have gone any better if I Kay in and using his signature skill.

Lake Valtyr - "The Reference Strikes Out" – defeat a troll… with only signature moves… with two combatants. … NO. Didn’t even bother attempting this. Full party, full moveset. Trolls hit hard.

Mirkland - "Soggy Woods" - “Only use Signature Attacks” and "Defeat all enemies with one character". On a map with seven enemies, six of which have 15% or higher evasion and only one character has an always-hits signature (not counting Kay's which I can't even use because of the bug).

I have talked about Falgarwood – Shadewater Crossing‘s “Only use Signature Attacks” and “Take no health damage” at length already.

The problem is pretty easy to understand. Challenges are optional, which means the difficulty of the combat is tuned to be challenging even if you are using a full skill set. When you have to only use one move of your skill set, it is a disadvantage which is nearly hopeless to overcome against any decent opponent.

I have not seen any instance where “Only use Signature Attacks” has ever been a practical option when combined with any other challenge. It just cripples your power level and options way too much to make completing the second challenge feasible.

You could make the bonus for managing to complete "Only use Signature Attacks" something high, like 50 XP (15 is not worth bothering for), but I think a better move would be to just outright eliminate "Only use Signature Attacks" from the challenges, because pretty much no one is going to manage accomplishing it anyway.


8A. I have completed one challenge which was “Never use Signature skills”, though, and also got the second bonus "Win in 6 turns". (Of course, I was exploiting the bug with Kay’s Signature skill which wasn't considered a signature). I tried that one again without using Kay and only barely managed to survive the 8 turns.



9. Festerlands – “The Mound” Challenge is impossible
Challenge: Win without moving from your deployment positions”… versus a Mirkfrog who can hit you from across the screen without moving from ITS starting position ignoring line of sight, obstacles, maybe Levant’s shield wall, and it’s got a large radius and can hit people who are spread out.

Come on now, be sensible with the challenges. I have no characters who can hit anything all the way across the screen and I don't think I'm likely to have any. Ranged enemies and Challenges to not move from your starting location do not work together. That challenge is literally impossible.


10. Enemies sometimes target dead characters.
I’ve seen this in a youtube video, but I’ve also seen it in my own game, a character has died, and enemies keep attacking the spot where they died. Video: https://youtu.be/j8sOZMUg1zU?t=1004


11. I spent the last three days in Chapter 1 spending my hard-earned cash to upgrade buildings: Pathfinder study level 1, Placeholder Inn Level 2, Town Square level 1. After which I returned to the castle screen and discovered that the timer had rolled over to 56 days and I had a new Story quest “Archive Panic”! However, trying to Venture Forth did at least trigger the story cutscene, so I couldn’t actually attempt to go beyond the bounds of Chapter 1.


12. More feedback from someone else:

https://youtu.be/j8sOZMUg1zU?t=704

Combat Log does not make it clear that a character was killed by the Explode ability of a bug.


https://youtu.be/j8sOZMUg1zU?t=895

BUG: Kay glitched out, he targeted Griffith with Command, but it somehow didn't hit him and it left Kay in a state where he was unable to move or act.



Non-complaints/issues

Ha ha ha! I got both the bonuses in Lake Valtyr – Jackfall! Those were “Land all finishing blows with one character” and “Win the battle in 8 turns”. There were explosive beetles, so I left the fragile Signy on the bench. I picked Aliss as the designated kill-stealer. It took 6 turns to finish off the first wave, then there was the second wave of 3 Alfheimr. I killed one quickly with Griffith’s Ultimate and Aliss, then used Levant to knock the second one back, then followed it up with Inferno and Fire Wall to finish it. The third one I moved Kay up to Rend and Griffith to Pinpoint Strike.

Then: Crisis loomed on Turn 8! I had boxed the Alfheimer in completely between my party and a large rock. I could not get an angle on it from Aliss no matter what! I delayed her turn and moved Levant in hopes that he was the one blocking the shot. I also used shield bash to whittle him into one-shot range for Aliss. No luck! Until… I read the description of Firefly again. “Bounces from the target to nearby enemies.” … Nothing in that said that the initial target had to be an enemy… So I bounced the Firefly off of Kay onto the Alfheimer which fell. BOOM, 8 turn bonus DONE, all enemies finished by one character, DONE.


Lake Valtyr – Showtime – I got all the trivia questions right on my first try. Go me! Admittedly the last one was mostly a guess.

Last edited by Stabbey; Mar 29, 2017 @ 9:40am
barjed  [developer] Mar 29, 2017 @ 10:56am 
Let's get the big issue outta the way first - challenges. I copied all your feedback and gave it to our combat designer, he will go through it one by one. Some of the challenge placement was indeed placeholder, so I am not surprised we have some stinkers there. Anyway, thanks to your great feedback we'll rebalance them and it should feel much better in the release.

Initially we thought that an average player will target one challenge per battle at maximum, hence sometimes the two can negate each other. However now I can see that it can be an annoying approach for a completionist so we'll try to avoid that.

Point 7. seems correct. We went with clicking on cells because it should (at least in theory) make selecting stuff easier, especially for the smaller, agile enemies (like Totaca).

I added bugs from points 10. and 11. to the master list.

Oh and would it be possible for you to tell me what was the situation for enemies attacking dead friendlies? Do you remember what character it was and who or what killed it? It's possible that it happens in a very specific combination of factors.

Also, I am glad that you used the Firefly in a sly way to a great success :). Our internal tester likes to bounce the Firefly of friendlies quite a lot!

Last edited by barjed; Mar 29, 2017 @ 10:58am
Stabbey Mar 29, 2017 @ 4:36pm 
Initially we thought that an average player will target one challenge per battle at maximum, hence sometimes the two can negate each other.

Okay, I was wondering if that was the case.


Oh and would it be possible for you to tell me what was the situation for enemies attacking dead friendlies? Do you remember what character it was and who or what killed it? It's possible that it happens in a very specific combination of factors.

I'm afraid that I don't remember exactly where I encountered the bug of enemies attacking dead party members the first time, but I do remember it was either in Lake Valtyr, Hjorvird, or the Festerlands. I'll try to remember or re-create it. I can verify that it does happen with the Bolefolk in Hjorvidr - "Gyhlag Snowfield", they used Root Attack to target a dead Aliss. I think it might be related to the Bolefolk, I could have seen it on Hjorvidr - Lost and Found.


Question: You have a maximum party size of 6, but you can only deploy 4 in maps. Is the deployment amount fixed at 4 for the entire game, or is it something which changes through upgrades, story progress, or is map-dependent?

***

Some feedback for Dungeon Hjorvidr:

Hjorvidr – The Biting Path:
"Forced deployment: All your deployed combatants must occupy pink cells." This seems to be inaccurate, as there are only two pink cells, but once they are filled it switches to Standard deployment, and you can deploy two more people in the blue zones. So it’s more like “All pink cells must have a combatant”.

Hjorvidr – The Biting Path: Challenge: Win the battle without ever moving closer than the maximum movement range allowed.” – I don’t think I understand what this means. Does this mean that if your character can move 5 squares at maximum, you can only move 4 on your turn? Does this mean that you can only ever move 4 squares once in the entire battle?


Hjorvidr – Lost and Found
Falling for the trap is -35 RP with Signy but loot, Leaving it is +35 with Signy and -35 with Levant. Why didn't I get +35 with Levant for falling for the trap? If I have to lose 35 RP with someone, it seems like falling for the trap is the better option since you get more XP (I think) and loot.


Hjorvidr – Bluesong Cavern
Challenge: Only use Signature attacks
Challenge: Win without missing or having your opponent dodge once.

Oh, I found another one of the "Only use Signature Attacks" challenges, and this time it's on a map with lots of exploding beetles which get reinforcements every couple of turns. I just flat out ignore "Only use Signature Attacks" at this point.

But maybe it's not so bad and I wasn't paying attention to the main objective. I think it might have been to kill one or both of the BIG Blue Elemites because I nailed them both and won even though I still had one small one remaining. Maybe that would have worked better.


Hjorvidr – Ghylag Snowfield
Main Objective: “Defeat Two Bolefolks”
Challenge: Win without moving from your starting position.
Challenge: Win without spending any authority points.

*smacks head* Bolefolk are those guys with the 8 tile range basic attack and their AI does not like to engage in melee. That kinda makes it impossible to complete the "win without moving" challenge, so there's no point in it existing.

Oh and as I'm sure you know, "Defeat Two Bolefolks" is actually the DEFEAT condition. There is no Victory condition.

Stabbey Mar 29, 2017 @ 6:44pm 
I've also seen an Ice Incarnate attack a dead teammate, who I think died to beetle explosions. Either that or the friendly fire from Inferno. It was the bonus map Cahleride Point.
barjed  [developer] Mar 30, 2017 @ 1:50am 
That helps a lot Stabbey! It tells me that it probably happens when a combatant is killed during his turn - we'll investigate.

Moving on. You always deploy up to 4 combatants (there are exceptions to that). You can take up to 6 in your active party though and this is mainly to act as a buffer when your combatants are defeated during or to have some tactical flexibility in your deployment setups.

"Forced deployment: All your deployed combatants must occupy pink cells." This seems to be inaccurate, as there are only two pink cells, but once they are filled it switches to Standard deployment, and you can deploy two more people in the blue zones. So it’s more like “All pink cells must have a combatant”.

This is a bit difficult to phrase. The idea if there is a pink cell available and you are deploying a combatant, they must take the pink cell. Your suggestion would be a bit misleading because there are situations (Festerlands) when there are more pink cells than 4. As long as all of your dudes and dudettes are deployed on pink cells, it doesn't matter if there are still pink cells remaining.

Hjorvidr – The Biting Path: Challenge: Win the battle without ever moving closer than the maximum movement range allowed.” – I don’t think I understand what this means. Does this mean that if your character can move 5 squares at maximum, you can only move 4 on your turn? Does this mean that you can only ever move 4 squares once in the entire battle?

The idea is in order to complete it you cannot ever move less than your maximum move range allows. You also cannot separate this into smaller movements. If you character can move 5 cells, you will always need to move 5 on your turn.


Oh and as I'm sure you know, "Defeat Two Bolefolks" is actually the DEFEAT condition. There is no Victory condition.

I am not sure I understand. The victory condition is to defeat two bolefolks - you nail them both, you win. Perhaps I am missing something here :D

Feedback on the challenges goes to the combat designer again, we'll be investigating. Thanks!




Last edited by barjed; Mar 30, 2017 @ 1:51am
Stabbey Mar 30, 2017 @ 3:43am 
Originally posted by barjed:
That helps a lot Stabbey! It tells me that it probably happens when a combatant is killed during his turn - we'll investigate.

In this case, Griffith was killed during Aliss's turn, but that's similar, I guess.


"Forced deployment: All your deployed combatants must occupy pink cells." This seems to be inaccurate, as there are only two pink cells, but once they are filled it switches to Standard deployment, and you can deploy two more people in the blue zones. So it’s more like “All pink cells must have a combatant”.

This is a bit difficult to phrase. The idea if there is a pink cell available and you are deploying a combatant, they must take the pink cell. Your suggestion would be a bit misleading because there are situations (Festerlands) when there are more pink cells than 4. As long as all of your dudes and dudettes are deployed on pink cells, it doesn't matter if there are still pink cells remaining.

Yes, usually there are 4 or more pink squares, but in that specific map, though (Hjorvidr - The Wilden Path), there were only two pink squares, and after they were filled, then it changed to standard deployment. Removing people from the pink cells made the battle screen complain and insist that the pink squares were filled. I was talking about that specific map, not all forced deployments.


The idea is in order to complete it you cannot ever move less than your maximum move range allows. You also cannot separate this into smaller movements. If you character can move 5 cells, you will always need to move 5 on your turn.

Okay, now I think I understand this better.


I am not sure I understand. The victory condition is to defeat two bolefolks - you nail them both, you win. Perhaps I am missing something here :D

Feedback on the challenges goes to the combat designer again, we'll be investigating. Thanks!

I'm referring to this bug which you've apparently already fixed:
http://steamcommunity.com/app/464150/discussions/1/135510669599446957/

Stabbey Mar 30, 2017 @ 8:05pm 
Didn't have time to play today, but I remembered one other thing I noted.

When crafting weapons, every single weapon cost the same amount. I assume that they are supposed to be different tiers and that price balance is something which will be coming in the full release.
Stabbey Apr 2, 2017 @ 6:58pm 
Oh and one last bit of information to pass along. I've complained about turning the text to automatically playing skipping over the next line? Well that ONLY happens if you use the mouse to click the play button. If you press A, the autoplay works correctly.
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Date Posted: Mar 17, 2017 @ 7:27am
Posts: 15