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Old 03-04-2019, 11:29 PM
Ghoul King Ghoul King is offline
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Join Date: Sep 2017
Posts: 5
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I've been enjoying the mod, though tbh the current difficulty tuning feels like everything is two difficulty levels ahead of the base game -Normal feels morel like the base game's Impossible.

That said, some issues:

-A random-but-consistent bug I've run across is where a specific battlegroup will end up always crashing the game upon the completion of a specific enemy stack's turn. My first run is unable to get past the first three islands, for example, because the Unicorn Hero guarding the next Sea Chart always causes this crash on the first turn, but a Mage and Paladin that I've started since then don't get this crash on this particular Hero. Conversely, the Mage has one Item where the keeper fight always crashes the game on the second-to-last enemy's move, so I'm probably not going to be able to upgrade the Item until I'm much more overwhelmingly powerful, if ever. So it's 'random' in the sense that different files end up with different battlegroups causing the crash, but it's consistent in that if a given battlegroup causes the crash it will ALWAYS cause the crash.

-The Paladin's Prayer Talent doesn't do anything. Clicking it goes into a targeting mode, and occasionally I've triggered a visual effect on Undead, but it never does anything mechanical (No damage, no fleeing), and it doesn't even end the Paladin's turn.

-In my Mage run, attempting to assemble the pet dragon's four Items into their combo form gave me an Ordinary Helmet with no way to get back the original four Items. I was able to reload, mind, but still.

On a more design-y note, while I've overall been impressed on the tuning of the game so far, I'm a bit uncomfortable with how some specific elements of randomization lean heavily toward a quality-not-variety approach. For example, with the third island my first run had to bait enemies away from the Castle to be able to access it, my second run had no enemies there at all, and my third run had an enemy battlegroup there but can reach the castle without the battlegroup noticing them. This is a particularly memorable example, but it's a recurring thing that some important locations (eg lootables) might be guarded or might not be, and particularly in the very beginning of the game this can easily mean the difference between a run being stonewalled/forced to accept massive casualties vs leveling up/looting Talent Runes/gaining access to a shop with key units and suddenly being able to effortlessly solve a series of previously-problematic fights. Even if the crash weren't blockading my first run, I'd probably never get back to it regardless just because it's struggled so much from worldgen punishing it in this sort of way so consistently.
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