jack1974
May 29, 2019
Haha no I just used the defaults. Also I just remembered that for those wanting a higher challenge they can choose dynamic levels so the random encounters (or even ALL the fights) will match your party level. If you do that, even your cheating skills won't be able to prevail!

Franka
May 29, 2019
Wow. That experiment proved one thing: Will is utterly pointless. Pump your HP high and morale barely drops. The Speed difference is notable though, but generally speaking, it looks like putting all your stats into HP/PP makes the game easier.
Haha no I just used the defaults. Also I just remembered that for those wanting a higher challenge they can choose dynamic levels so the random encounters (or even ALL the fights) will match your party level. If you do that, even your cheating skills won't be able to prevail! 
Uhm, I've had very few fights where the enemies were lower level than me, most of them were in fact higher.
DunKalar
May 29, 2019
Nice game so far. I like the new aspects that you added.
Apart from some Typos's I found the following things:
- Shock Lvl 1 and Shock Lvl 2 have the same description in the level-up-menu
- If you save and reload, I always get the same results for a skill-check. Dunno if this is intended.
- Reloading rifles and some enemy attacks cause a very high pitched sound on head-phones which is quite painful to be honest. Maybe you can change the sound-file.
- The Superior Medium Helmet is highlighted "green" in comparison to the Precious Medium Helmet Normal suggesting a higher efficiency, although it has only negative modifiers in comparison
- The Precious Medium Armor is highlighted "green" in comparison to the Precious Strong Medium Armor suggesting a higher efficiency, although it has only negative modifiers in comparison
So far from me, doing more testing ;D
jack1974
May 29, 2019
Wow. That experiment proved one thing: Will is utterly pointless. Pump your HP high and morale barely drops. The Speed difference is notable though, but generally speaking, it looks like putting all your stats into HP/PP makes the game easier.
Cool that's interesting

I will need to make Will more important then. Or maybe not, in many RPG there's a stat that is not essential
Uhm, I've had very few fights where the enemies were lower level than me, most of them were in fact higher.
OK, I guess mainly depends also on the equipment and other factors. Would be interesting to see if replaying the same identical battle in Hard or Nightmare makes it significantly harder though. I mean after all "normal" difficulty shouldn't be super hard...
- If you save and reload, I always get the same results for a skill-check. Dunno if this is intended.
Yes it was done on purpose to avoid save-scumming! I think I even put that in some help text in the game but there's so much to read that's easy to miss

Will take a look about the other issues. For comparing, the game mostly considers the key stat of each item, which are:
- weapons => damage
- armor => defense
- helmet => resilience (but also HP/PP regen)
Franka
May 29, 2019
I just did a so called "Impossible" batle (enemy lv9 vs party lv7) on Nightmare difficulty. It wasn't even hard... So yeah, pumping 2/1 into Constitution and Mind (1/1 for Healer Rumi), and leaving everything else at 0 is super duper easy mode.

DunKalar
May 29, 2019
Will take a look about the other issues. For comparing, the game mostly considers the key stat of each item, which are:
- weapons => damage
- armor => defense
- helmet => resilience (but also HP/PP regen)
I get the impression that the comparison of items is rated on level alone and not on stats. At least it seems to me this way when I compare those items.
If an item has only equal or worse stats, it would be illogic to assume that it has better defense or damage

That's at least what math suggests ^^
DunKalar
May 29, 2019
Found another bug:
The transition from Day 11 to Day 12 replays the cutscene where you report your Mission Success back to Prince "Golden Boy" and Shiler.
jack1974
May 29, 2019
I just did a so called "Impossible" batle (enemy lv9 vs party lv7) on Nightmare difficulty. It wasn't even hard... So yeah, pumping 2/1 into Constitution and Mind (1/1 for Healer Rumi), and leaving everything else at 0 is super duper easy mode. 
Lol OK. Maybe time to introduce some caps or something then!
I get the impression that the comparison of items is rated on level alone and not on stats. At least it seems to me this way when I compare those items.
If an item has only equal or worse stats, it would be illogic to assume that it has better defense or damage
That's at least what math suggests ^^
I'll take a look
Found another bug:
The transition from Day 11 to Day 12 replays the cutscene where you report your Mission Success back to Prince "Golden Boy" and Shiler.
This was fixed in the last update I think, 0.6.13 ? Did you play with that version?
jack1974
May 30, 2019
I updated the game adding a lot of nerfs lol. I think now is much more balanced though. I tested Franka's battle and I was still able to win, but was much more difficult than before. For now I'll keep it as it is. Until someone finds a new trick/way to cheat

DunKalar
May 30, 2019
Found another bug:
The transition from Day 11 to Day 12 replays the cutscene where you report your Mission Success back to Prince "Golden Boy" and Shiler.
This was fixed in the last update I think, 0.6.13 ? Did you play with that version?
Yea, I updated yesterday evening before playing

jack1974
May 30, 2019
Strange do you have a save where that happens? I just tried but that scene triggers only once

DunKalar
May 30, 2019
I think I overwrote it tonight

jack1974
May 30, 2019
Ah OK nevermind then. Maybe someone else will find it

Franka
May 30, 2019
Those quests worked fine for me.
There's a lot more content in chapter 2, huh? Even though I cleared everything on the second day (had to pass a day to reset my attribute points again), I've had things to do, with camp talks and new quests, so much better pacing than chapter 1.
Anyway, I can't think of new ways to break the game right now, so I settled for 25 Constitution, some Mind, and the rest in Dexterity. Not exactly challenging fights, but not as OP as it was before either.
One problem I'm seeing is that I have no chance of keeping up with equipment. I am constantly broke/out of metal scraps. I can't even keep my 4 main characters equipped to their level (also because you level SUPER fast in chapter 2), and all the peeps I never use are stuck with level 5 or less equips. There's always a flashing WARNING in the base that my gear is low level, but I have no way of outfitting everyone.
This means that when I am forced to use my non-mains for story fights, they're absolutely hopeless. I was barely able to get past the fight where I had to split into groups of 2s (I actually had to restart it because I only had non-mains left for the final fight, and it was impossible). I know you reduced money for some reason, but I really, really need it if I'm supposed to be equipped with more than 2-3 pieces of gear at my level.
DunKalar
May 30, 2019
Hm I did not have problems with that. I realized soon in Act 1 that you need to rotate your mates often to have everyone ready. I am more struggling with area damage though. It is shredding the teams independently of the set-up. Area Damage and Quick Hands feels a bit OP in Act 2 at the moment.
Jaeger
May 30, 2019
I don't see the point of morale at the moment other than annoying the player with random debuffs. I felt the points in Will is wasted when other stats that help in enduring damage and/or kill enemies faster. It's already a slippery-slope situation when your character is taking a lot of damage due to deteriorating defense. Also, I think the Defend command could repair defense in small amounts, while Repair Armor could add a little more on top of it.
Kind of a nitpick here, but Burst and Fully Automatic Shot should be reversed. Burst fire is when a weapon is set to fire certain number of bullets once the trigger is pulled. Full auto implies that the weapon will continue to fire as long as the trigger is held down.
I think that exp should be shared with the entire party rather tied to individual characters. It's easy for characters to fall behind in exp when enemy encounters are finite. In situations where you are forced to use specific characters, the ones you don't normally use, can become dead weight.
jack1974
May 31, 2019
There's a lot more content in chapter 2, huh? Even though I cleared everything on the second day (had to pass a day to reset my attribute points again), I've had things to do, with camp talks and new quests, so much better pacing than chapter 1.
Actually I think it's more or less the same, but with shorter deadlines at least in the beginning so you can't stray too much
One problem I'm seeing is that I have no chance of keeping up with equipment. I am constantly broke/out of metal scraps. I can't even keep my 4 main characters equipped to their level (also because you level SUPER fast in chapter 2), and all the peeps I never use are stuck with level 5 or less equips. There's always a flashing WARNING in the base that my gear is low level, but I have no way of outfitting everyone.
This means that when I am forced to use my non-mains for story fights, they're absolutely hopeless. I was barely able to get past the fight where I had to split into groups of 2s (I actually had to restart it because I only had non-mains left for the final fight, and it was impossible). I know you reduced money for some reason, but I really, really need it if I'm supposed to be equipped with more than 2-3 pieces of gear at my level.
OK, another user said the same thing so I'm going to put back the money as was before. One thing is that as the game goes on you don't necessarily need equipment of same level. For example in my playthrough I had level 9 characters with level 5-6 weapons and was fine. Might be because you're playing with Pistols only? That could be an issue because of low base damage. But Heavy weapons or Sniper Rifle are effective even if they're 2-3 levels below your character.
As usual if you have saves will be good. But I need to understand if you're struggling because you're obsessing in using Pistols only in your team
Hm I did not have problems with that. I realized soon in Act 1 that you need to rotate your mates often to have everyone ready. I am more struggling with area damage though. It is shredding the teams independently of the set-up. Area Damage and Quick Hands feels a bit OP in Act 2 at the moment.
I'm going to reduce AOE attacks by enemies in next update, not remove completely though. But depending on enemy, it might be worse since some have very powerful attacks hitting a single player so I'm not sure
I don't see the point of morale at the moment other than annoying the player with random debuffs. I felt the points in Will is wasted when it could have stats that help in enduring damage and/or kill enemies faster. It's already a slippery-slope situation when your character is taking a lot of damage due to deteriorating defense. Also, I think the Defend command could repair defense in small amounts, while Repair Armor could add a little more on top of it.
Well there are already stats that help reducing damage (Evasion) or kill enemy faster (Accuracy). It's a bit like XCOM. As for Defend yes I can allow 1 defense regain for everyone and add Repair Armor value to it, that should change things a lot already.
Kind of a nitpick here, but Burst and Fully Automatic Shot should be reversed. Burst fire is when a weapon is set to fire certain number of bullets once the trigger is pulled. Full auto implies that the weapon will continue to fire as long as the trigger is held down.
Ah OK didn't know, will see if I can change just the description then
I think that exp should be shared with the entire party rather tied to individual characters. It's easy for characters to fall behind in exp when enemy encounters are finite. In situations where you are forced to use specific characters, the ones you don't normally use, can become dead weight.
The quests XP is always shared, and it's the biggest source of XP. That said if you NEVER use a character especially in the beginning, yes it can happen. I'm not sure how to fix and if to fix this, I'd like to hear more opinions. While playing I was rotating them anyway to avoid returning to the base too soon because I didn't have enough HP to keep fighting

Also remember that Cursed Lands XP bonus for lower level character is still enabled. So if you bring a much lower level character into a battle and you win it, that character will get a big XP bonus compared to others.
jack1974
May 31, 2019


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Just updated the game, I think with this change the less-used characters shouldn't be an issue anymore. I did a few test fights and if you bring a low-level character in your team he/she will get a good XP bonus. With just 2-3 random encounters I was able to level up a level 6 character to level 8 using a team with max level 10

(the boost is due to the fact that now doesn't calculate the team average anymore)
With this change I think this problem is solved for good. Unless you NEVER use a character in 50 fights, then obviously won't work

Franka
May 31, 2019
OK, another user said the same thing so I'm going to put back the money as was before. One thing is that as the game goes on you don't necessarily need equipment of same level. For example in my playthrough I had level 9 characters with level 5-6 weapons and was fine. Might be because you're playing with Pistols only? That could be an issue because of low base damage. But Heavy weapons or Sniper Rifle are effective even if they're 2-3 levels below your character.
As usual if you have saves will be good. But I need to understand if you're struggling because you're obsessing in using Pistols only in your team
The "problem" is that I am only able to level 2-3 guns to my current level, and one armor. That seems like very few items, considering my entire team of 10(?) people has 1-2 weapons, 1 armor and 1 helmet. I quickly learned to just level the 1 pistol and leave the off hand pistol at a lower level. As a consequence I have 2 characters dealing decent damage and 2 that just snipe and hope for crits.
In any case, the numbers above indicate that you will always be behind the curve, but let's see if I catch up a little better once I manage to finish chapter 2 (no time right now).
jack1974
May 31, 2019
Ah that definitely is not my experience, in my playthrough I was able to level up a full team with almost up-to-level equipment (legendary/epic/rare) and the others with items of their level, everyone had a rare weapon of about their level or max 2-3 levels below it. You aren't only upgrading existing items, right? you should be getting a lot of random drops of around your level. Even a quality armor 10 is better than epic level 5
