Mutant Year Zero: Road to Eden

Mutant Year Zero: Road to Eden

View Stats:
Sai Kyouji Jan 27, 2019 @ 1:43am
After battle revival: Oversight or Feature?
Isnt it kinda strange that Very Hard mode let everyone evive for free after battle even after 2 team mates has 'died' (not even fainted like in Final Fantasy) when we dont even regen 1 point of hp after battle normally lol?

It's kinda funny because sometimes it seems more beneficial to DIE then use a medpack after battle than use any during it or even when there is still hp left

Is this intended or an oversight from the programming?
Last edited by Sai Kyouji; Jan 27, 2019 @ 1:45am
< >
Showing 1-7 of 7 comments
Terroriza Jan 29, 2019 @ 8:27pm 
it makes sense because the battle ended, why would you still have get to someone within x turns? I think your issue would be resolved if they simply gave the game a choice to make. When battle ends if someone is down then use medpack to revive them, if no medpack exist then unit dies. This is beyond easy to implement.
Sai Kyouji Jan 30, 2019 @ 5:05am 
Originally posted by Terroriza:
it makes sense because the battle ended, why would you still have get to someone within x turns? I think your issue would be resolved if they simply gave the game a choice to make. When battle ends if someone is down then use medpack to revive them, if no medpack exist then unit dies. This is beyond easy to implement.
As is, after battle revival doesnt use up a medpack.
Unit simply CANT die permanently.
That's why I wonder if it's an oversight
Last edited by Sai Kyouji; Jan 30, 2019 @ 5:09am
It's not an oversight. If all die during combat - game over. Other games did that as well (revive after combat)
Terroriza Jan 30, 2019 @ 1:01pm 
Originally posted by Sai Kyouji:
Originally posted by Terroriza:
it makes sense because the battle ended, why would you still have get to someone within x turns? I think your issue would be resolved if they simply gave the game a choice to make. When battle ends if someone is down then use medpack to revive them, if no medpack exist then unit dies. This is beyond easy to implement.
As is, after battle revival doesnt use up a medpack.
Unit simply CANT die permanently.
That's why I wonder if it's an oversight

Right, what i'm saying is imagine if at that difficulty the unit would just die if there was no medpack to use. The units won't come back to life afterwards unless you have a medpack and then it will auto use the medpack. If you have 2 units dead, finish fight, but only 1 medpack, you have to pick which unit lives and the other will die.. This is why the game needs mod support. Something like this for a higher difficulty would have already been added to the game.
Sai Kyouji Feb 2, 2019 @ 5:46am 
Originally posted by Robko:
It's not an oversight. If all die during combat - game over. Other games did that as well (revive after combat)
Those games dont feature death-save turn count down tho.

Auto-revive and death-save turns never went hand in hand before as far as I remember
Zanfalke Feb 7, 2019 @ 12:08pm 
I can imagine the simplest reason for this is that the story line and events that follow it are contingent upon the characters always being alive. If they were to allow permadeath for units they would have to either rework quite a bit involving banter and plot beats or introduce an entirely new mode that was devoid of plot elements.
Sai Kyouji Feb 8, 2019 @ 10:25pm 
Originally posted by Zanfalke:
I can imagine the simplest reason for this is that the story line and events that follow it are contingent upon the characters always being alive. If they were to allow permadeath for units they would have to either rework quite a bit involving banter and plot beats or introduce an entirely new mode that was devoid of plot elements.
Can always just go Gameover for vital characters lol if they die with no med packs in inv
< >
Showing 1-7 of 7 comments
Per page: 1530 50

Date Posted: Jan 27, 2019 @ 1:43am
Posts: 7