I have made some progress in my run, so it might be time for to write my wall of text on 1.1.0 (~turn 110, normal difficulty) :
Overall :
I think it's a clear improvement from 1.0.2, which I enjoyed a lot. I will be discussing a few things here, but I want to be clear on that : I enjoy the 1.1.0 a lot.
Lumine :
There have been a lot of discussion on her and I will agree on one thing : the new version of lumine is too strong for what she is presented to be.
Capturing her is MUCH harder than anything else I have encountered so far (but still doable turn 100). She has the level of difficulty I would have expected from either one of the final boss of normal difficulty, or from a boss in hard or even hellichrul difficulty.
Is that kind of difficulty bad ? I don't think so : it is VERY satisfying to finally beat her. But for an enemy that attacks every 20 turn from the beginning of the game, in normal difficulty, it may be a little too much.
How to fix that (it it needs to be) is a much harder problem : she can't become too weak (since she is the protagonist), and her being a recurring enemy is a good thing. Doing her appearance related to threat seems a good idea. Perhaps giving a way to avoid the fight, but at a cost ? (As a completely random idea, I could think of her attacking another of your base with lots of units at random, or a settlement instead of the main base if the cost is paid. it would be still a big problem, but it would be a fight you can afford to lose without instant game over).
My final thought : nice, satisfying to beat, but maybe a little too hard for an early/mid-game boss in normal difficulty. Beating her requires very specifically tailored solutions.
Units spawning and scaling :
First, the good :
More units spawning is a big plus for me : it really felle like fighting far from the bases if harder, and territory barely conquered is harder to fully stabilize. It makes colony very important to supply troupes and gives a real feeling of what is my territory, and what is contested territory. I love it !
Another really great point is the diversity of enemy units : even with the same base units, one feels a great difference with the presence/absence of support units, and which support units there are. It gives a greater precision in the scaling of ennemies, which is great !
On to the less good : it seems the enemies benefit from my training (at least for HP, I'm not sure for the other stats). I would prefer if they didn't (by they could have training of their own). As for the unit stats scaling with threat, I didn't really notice it, but I think the variation in units support and number of supporter is a much more interesting direction to scale the ennemy strength. If there are some stats modifier applied to enemies, I think it would be nice to have a way to see it (written on the treat gauge, or in the enemy stat.
My final thought : great improvement, great new diversity with the new options of supports for enemy units !
Abyss power and main base:
Overall, huge improvement ! !
The new system for abyss power is slower to increase, but I think that's a good thing : it makes breaking the statues of the seven a more important thing, and keeps the abyss power value relevant (in 1.0.2, by turn 80, it was so high that it didn't matter anymore). The two downside I feel are :
- planting the first abyss branch in the field is a little intimidation, because is says "Threat UP", and we don't know if it's going to jump and sen a boss your way, or just go a little every turn.
- The nycto elemental value tends to stay very low, because capturing new heroines lowers it quit a lot. I still can't breed anything bigger than nycto archers, and I have shamans for pretty much every other elements....
For the base, I love the fields system (lots of choice and control on what I get, and so many pore option), the cooking is nice but not game changing and the potion... I have mixed feeling with them : On one hand the effect are useful, on the other hand, I would like to know a little more about what it does (potions seems to have fixed duration, then 1 turn when you pay its cost for no benefit, but it doesn't say the duration. Also, having a number for the effect of a potion would help with the choice, especially with Lisa's potion, which after corruption have two potencies, and which is more efficient is heavily dependent on the actual value of the abyss consumption reduction it gives).
Finally, the base looks really nice. And that's... well... really nice.
My final thought : Huge improvement over the (already very good) 1.0.2 ! I love it !
New colony system:
To me an improvement on every front for this one. So much more that can be done. So much more control on what to get. It actually fells like building the colony. It's great.
Minore comments :
- It would be nice to be able to click on every building of the colony right from the beginning to have an idea of what later building will bring.
- It would also be nice to have a way to know what the colony produced, like for the field in the main base.
My final thought : Great !
Capturable heroines:
No noticeable change from 1.0.2.
I just wanted to mention some thoughts I had :
- I fell like most healer are kind of useless. For example, Barabara heals 25/attack and 125 on her burst, will usually do only 1 attack against an enemy that move a little bit... and rather quickly, every enemy deals at least 200-300 per attack. For that lever of healing, she is only useful in applying her element. Maybe having the heal scale with some stats (such as her HP) could keep the heal somewhat relevant ?
- Some heroine also very quickly become overshadowed by pretty much everything else (like Fischl or Mona). Since they are quite limited in what units they can bring, can't bring a significantly higher number of units than anyone else, cost a lot to deploy and keep on the field, if they can't do more than a regular unit, they are just not worth all that investment.
For that, maybe a way to train a heroine to make her better (take more units, take more types of units, of make their skill/burst/burst charge better) would be nice. I know I would enjoy it (but I know it could be hard to implement and balance, so it's just wishful thinking).
- Finally, regarding torture... the minigame is nice, but I don't really know what is gained from it : by the time you get the second torture device (which is required to trigger loops and corrupt a heroine), you generate enough abyss power to corrupt her normally almost as fast. And a lot of heroine can't trigger the infinite loop necessary to corrupt them with just theses two elements. Finally, it gives the exact same result than a normally corrupted heroine, as far as I can see. Did I miss something ?
My final thought : This was random thoughts anyway. It is the same that 1.0.2, and I love it.
And that's it for my wall of text.
Thank you for this really great game.
I hope I didn't go overboard with this comment...
And I'm really looking forward to the next update!