- Jan 21, 2018
- 195
- 454
Yeah there are some bugs, but most should be visual. Combat system is my next priority. I haven't really balanced the combat at all. Still have no idea which classes are actually good. An idea would be to have a text file that tracks which classes win fights and let people send that file to me, but I would need at least a few hundred playthroughs for that to get meaningful statistical data.So, I played some more and can say that popup is actually not much of an issue after some time.
But not knowing what unit on which group is a real pain, I have to initiate combat and then rollback to check it.
HUGE problem which was there from the day one that you cannot see which skill has which point threshold. 5-point Block is extremely OP since with rollback you can infinitely reroll dices and effectively cast it each turn. 20+ point skill are rather useless, weaker enemies die before you have chance to initiate it.
Team composition screen desperately needs popups with unit names, armor names (takes time to learn that grey=heavy), skill descriptions and ESPECIALLY traits. The latter seems not to be working, at least my poly-something units don't get that -1 to their point threshold.
If they would work, Steadfast swordsman should would give almost permanent -50% dmg and would be insanely OP.
I am perfectly OK with a tiny bit of OP. I.e. people are finding some sick combinations of very rare modifiers. But yeah. I will look at balance. The overall idea is anyway that mercenaries level up and can be specialized.