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Trickyboo

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Jul 21, 2023
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I don't think you are supposed to brainwash the Fencer girl during Chapter 14?

I used Dark gift and on their turn, she attacks herself to 0 hp and converted.
 
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Trickyboo

Member
Jul 21, 2023
136
40
1707170304812.png
Also if Fionne stands on that house and you trigger the stage event, this happens where Fionne and Chloe overlap (easily avoidable if I just don't stand on the house.)
 

GratuitousLove

Member
Game Developer
Nov 17, 2022
336
295
I don't think you are supposed to brainwash the Fencer girl during Chapter 14?

I used Dark gift and on their turn, she attacks herself to 0 hp and converted.
Well played I don't even know how you managed to do that. I'll take a look at it.

View attachment 3329488
Also if Fionne stands on that house and you trigger the stage event, this happens where Fionne and Chloe overlap (easily avoidable if I just don't stand on the house.)
This one should be easy to fix it'll be fixed next update for sure.
 
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Trickyboo

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Jul 21, 2023
136
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Also I recorded clearing chapter 14 Hard. Showcasing the glitch too at 2:42
 

GratuitousLove

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Game Developer
Nov 17, 2022
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Maybe i should rephrase what I said, she attacked into my unit while Dark gift was active and converted
Yeah I now how it happened, but i'm not sure I can do something about it because of how SRPG's ID and event work.
In SRPG you can only trigger an event once, the problem, well if you have an infinite amount of unit "ex reinforcement" or if the unit is attacked several time by an unit that have dark gift, then you need to trigger the event several time.
There is a way to refresh the event but the problem is it doesn't work for unit event, and "battle" event have to be unit event.
The only solution I had was to copy paste 50 time the same event like a retard. The problem there isn't a way to prevent an event to trigger once the unit is converted, which is fine anyway because the event only trigger when you have dark gift, and converting unit with dark gift is what you want anyway...Except if you decide to make an exception and don't want to convert a particular unit. Saki has no convert event but enemy unit you convert keep theirs and use it to convert Saki.
I don't know if i'll manage to fix this one, but I'll try.
 
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Trickyboo

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Jul 21, 2023
136
40
Oh also I want to say that chapter 14 Hard mode was well made.

As you have fewer units, there is less room for error and you have to make most of your early turns count.

The special win condition allows it to not drag on too long, which is what usually happens when you get the upper hand and slowly but inevitably take over the enemy that tend to drag on as they keep building new units to delay the inevitable.

It's like chess/advance wars pvp if your advantage is too severe that the enemy realize they can't win, they resign to save both players time.

Also, that extends to the other maps that had alternate win conditions when the enemy can build units. If you can get the alternate win condition, you usually are in a winning position, so it saves time than to rout all enemies as they keep building new units.
 
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GratuitousLove

Member
Game Developer
Nov 17, 2022
336
295
Looks like I found a fun solution at least for this level, instead od trying to prevent the problem, I just convert her back everytime.
Here are a couple capture, I feel like I converted a bug to an easter egg.
1707236943330.png 1707236964194.png
 

GratuitousLove

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Nov 17, 2022
336
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Oh also I want to say that chapter 14 Hard mode was well made.

As you have fewer units, there is less room for error and you have to make most of your early turns count.

The special win condition allows it to not drag on too long, which is what usually happens when you get the upper hand and slowly but inevitably take over the enemy that tend to drag on as they keep building new units to delay the inevitable.

It's like chess/advance wars pvp if your advantage is too severe that the enemy realize they can't win, they resign to save both players time.

Also, that extends to the other maps that had alternate win conditions when the enemy can build units. If you can get the alternate win condition, you usually are in a winning position, so it saves time than to rout all enemies as they keep building new units.
Thank, I'm quite happy with the hard mode, the normal mode on the other hand was a bit too hard, but thank to the magic of feedback I was able to fix it by adding a knight.
I do my best to get at least decent difficulty in hard mode, but sometimes it's a bit had because story is more important to me than balanced difficulty. If you fail to balance a single level it's fine, but if the enemy somehow has an army that makes no sense then the immersion is broken for more than a single level besides I don't want to end up in the situation you describe "I know I won but I have to play 20 turn".
I made a couple mistakes in the design of the game early which kinda backfired later, basically level really are too big, I'm reducing their size, but it would feel strange to reduce their size too drastically, this is something I should have done from the start.
Idk about chapter 15 yet, but I'll put extra effort on 16's balance, because it's a mission that'll be especialy fun if well balanced (I don't want to spoil too much though).
Idealy this game would have a multiplayer, and while this is theorically possible, I'll never have enough funds to code long enough for that. But that's something I'd really like to make.
I think I'll come back to it if I manage to get the required funds someday, for now I'll focus on completing the campaign and other projects.
 
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Tanagashima

Member
May 4, 2017
104
29
So is there permadeath in this game? The game seems ridiculously hard so far at the start as I'm always heavily outnumbered without even having the advantage of terrain or positioning and I'd rather not use sacrifice tactics if my named characters actually die if they lose their health. That said I do enjoy the story and characters so far but I'm only like chapter 5 or something. Just got two named archers this chapter.
 

GratuitousLove

Member
Game Developer
Nov 17, 2022
336
295
When a named character dies, they die forever.
The game is a bit hard but on first missions you should be able to win if you take your time, ensure your units are out of enemy range as much as possible to have first hit when it's possible (also note you can save your game at the begining of the turn as long as you didn't move a unit..
At some point I added a difficulty setting to limit how hard the game becomes, if you think it's still too hard, please tell me which mission you didn't manage to complete and I'll take a look at it.
 

Rosen King

Engaged Member
May 29, 2019
2,258
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So is there permadeath in this game? The game seems ridiculously hard so far at the start as I'm always heavily outnumbered without even having the advantage of terrain or positioning and I'd rather not use sacrifice tactics if my named characters actually die if they lose their health. That said I do enjoy the story and characters so far but I'm only like chapter 5 or something. Just got two named archers this chapter.
There's one particular instance of permadeath that leads to an alternate scene, namely with a character who I believe is named Alice and can be either alive or dead by the time you reach a certain point in the story. I'm not sure if that happens with any other characters, though, as most of the named characters just give you a game over if they die. I think the Alice thing was just an experiment.
 

GratuitousLove

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Nov 17, 2022
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There's one particular instance of permadeath that leads to an alternate scene, namely with a character who I believe is named Alice and can be either alive or dead by the time you reach a certain point in the story. I'm not sure if that happens with any other characters, though, as most of the named characters just give you a game over if they die. I think the Alice thing was just an experiment.
It's a bit more than an experiment, but most of the content that depends on characters death will come into play later. There aren't that many that can die though as create "path" is usualy a huge amount of work as you have to adapt all dialog affected by the event.
But there will be a few difference depending who died, or how you completed certain levels etc.
 

Tanagashima

Member
May 4, 2017
104
29
Ok I'll have to retry the map cause both archers died since I got swarmed by like 5 scouts and o ly started with farmers besides the named characters
 

GratuitousLove

Member
Game Developer
Nov 17, 2022
336
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Ok I'll have to retry the map cause both archers died since I got swarmed by like 5 scouts and o ly started with farmers besides the named characters
If you manage to ensure you have first hit with CHloe + FIonne for instance, not only you often don't loose a single hp, but you also brainwash an ennemy and then you can use them to tank and brainwahs the next ones an build an army.
If you're not used in this kind of game it can be a bit long, because you don't know how much you can go in without risking dying, but if you play it slow you should win in the end.
-Play slow
-check enemy range before moving
-saving at the begining of your turn from time to time.
Those rule are usualy enough to win most level on normal difficulty, sometimes there are some mission that forces you to take initiative, but I try to get those a bit easier on "non hard" difficulties.
 

GratuitousLove

Member
Game Developer
Nov 17, 2022
336
295
Ok I'll have to retry the map cause both archers died since I got swarmed by like 5 scouts and o ly started with farmers besides the named characters
Note that if you struggle too much, 0.6a (only available for patron for now sorry, I'll post it here in a couple weeks) have an easy mode in most level.
I should probably have done it earlier but I guess I understimated how important it was since I'm a huge fan of strategy game it's not as obvious to me how hard it is for player that aren't as experienced as I am in the genre.

So thank you for your feedback, I think it helped me to make the game a bit better.
 

Trickyboo

Member
Jul 21, 2023
136
40
Note that if you struggle too much, 0.6a (only available for patron for now sorry, I'll post it here in a couple weeks) have an easy mode in most level.
I should probably have done it earlier but I guess I understimated how important it was since I'm a huge fan of strategy game it's not as obvious to me how hard it is for player that aren't as experienced as I am in the genre.

So thank you for your feedback, I think it helped me to make the game a bit better.
I think a strategy game like this is very snowbally, where the first few turns are the most crucial to succes.
Not mind controlling the best enemy target each turn puts you at a much weaker position the next turn compared to players that do the most optimal opening.

In the later Hard mode maps, I look at how enemy behaves and look for openings, plan out what I want to mind control for the first few turns. If I can find the optimal opening, the rest of the map becomes trivial once you start building an insurmountable opening advantage like that.

If we get overwhelmed by the enemy, it usually meant the opening wasn't strong enough to capitalize on their options and the enemy start to build up their own insurmountable advantage that can get out of hand.

Chapter 14 Hard, I had to really think how to build the best possible opening as your immediately get attacked by 2 knights + 1 Fencer very early and they start to build more and more knights each turn. You must kill/mind control more knights than the enemy produce each turn or there will be more and more knights than you can handle over time.

Not sure what the best way is to make maps easier, you could lower the enemy income/bases for example to lower how much the enemy snowballs. If a player overcome the first 3ish turns with the same map layout as normal/hard mode, but their own army is in shambles afterwards, it should ease the pressure as the enemy can't build up their reinforcements as fast to capitalize on the player's much weaker army than players using the best possible opening moves on that map.
 

GratuitousLove

Member
Game Developer
Nov 17, 2022
336
295
I think a strategy game like this is very snowbally, where the first few turns are the most crucial to succes.
Not mind controlling the best enemy target each turn puts you at a much weaker position the next turn compared to players that do the most optimal opening.

In the later Hard mode maps, I look at how enemy behaves and look for openings, plan out what I want to mind control for the first few turns. If I can find the optimal opening, the rest of the map becomes trivial once you start building an insurmountable opening advantage like that.

If we get overwhelmed by the enemy, it usually meant the opening wasn't strong enough to capitalize on their options and the enemy start to build up their own insurmountable advantage that can get out of hand.

Chapter 14 Hard, I had to really think how to build the best possible opening as your immediately get attacked by 2 knights + 1 Fencer very early and they start to build more and more knights each turn. You must kill/mind control more knights than the enemy produce each turn or there will be more and more knights than you can handle over time.

Not sure what the best way is to make maps easier, you could lower the enemy income/bases for example to lower how much the enemy snowballs. If a player overcome the first 3ish turns with the same map layout as normal/hard mode, but their own army is in shambles afterwards, it should ease the pressure as the enemy can't build up their reinforcements as fast to capitalize on the player's much weaker army than players using the best possible opening moves on that map.
Reducing map size reduce the impact of the snowball (if the map is small the good thing is, when you reach the snowball point, you've kinda almost win so you don't have to spend 10-15 turn to finish things)
Reducing enemy income is probably a good idea sometimes, or maybe, having more space between enemy bases, so when you managed to capture the first one, the enemy ability to flood you is hindered so you spend more time fighting waves on enemy when you know you already won.
 
4.70 star(s) 3 Votes