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Post by fallen on Jun 4, 2015 13:13:24 GMT -5
Alpha Team! It is a new day, and Phase 2 has arrived! We’ve pushed the update out to Android devices and we are loading up the other platforms as quickly as we can. The first phase of the alpha has been amazing -- from receiving waves of amazing feedback and balancing ideas, to seeing the extremely low crash rates, and getting a chance to deploy the game onto a wide spectrum of devices -- all this has helped us fortify our position and prepare for the next onslaught. And now it is time! We’ve taken our time getting to Phase 2 because we wanted to close the majority of the reported bugs with Phase 1 as well as implementing some of the RFEs and enhancements we already had on our list. Phase 2 Focus - Game Balance & Open WarfareIn Phase 2, we take a departure from the polished levels of the tutorial into open warfare. We have decided not to leak the game’s story during the alpha as a “spoiler” of sorts. Instead, we have prepared two short campaigns on which for you to sharpen your teeth. These campaigns are lean on dialogs and objectives - enough to get you to the next objective and the next level. These campaigns are not representative of the final campaign pacing for Templar Battleforce - they are each big, throw-down-and-knock-out levels that will let you test out your big squads, specialists and open warfare. The second phase of the alpha is focused on game balance feedback. Specifically, the balance of the Requisition Tree, Talents, Weapons, Armors, War Gear, and Ordnance. In Phase 2, you’ll be given the opportunity to play squads for long stints, try every specialist trooper, gain many levels and spend many Requisition points. We are very excited to hear your feedback about the balance of all the myriad elements of the game. To try P2, start one of your pre-existing squads that has beaten the tutorial. To get a really fast start, start a new battleforce, and from the map’s list, pick Boost In. Both options will take you to the Desert Nexus where you can pick which campaign to play. Please post any and all feedback onto our user forum. For Phase 2 feedback, start the thread title with the tag “P2” as you can see in this thread. Vae Victus, Templar! The Trese Brothers
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Post by Brutus Aurelius on Jun 4, 2015 14:16:24 GMT -5
I love it so far! I'm playing the Tutorial 2.0, and it seems that the cinematic is too large for my Kindle.
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Post by fallen on Jun 4, 2015 14:23:32 GMT -5
@brutusaurlius - thanks of the feedback. That won't be the finished cinematic, but taken a note about it.
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Post by ntsheep on Jun 4, 2015 15:47:57 GMT -5
Since you locked the OW thread fallen I couldn't thank you there. Your explanation of why some Xeno's can run though made perfect sense. In the process of downloading the new updates right now. Gonna kick some Xeno butt
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Post by fallen on Jun 4, 2015 17:16:54 GMT -5
ntsheep - absolutely! Sorry, just trying to help Cory and I by moving conversation on the P2 rules into threads marked as "P2". If a lot of P2 talk is going on among P1 talk, then it will be hard to follow.
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Post by ntsheep on Jun 4, 2015 18:53:25 GMT -5
When Cory posted Phase 1 by the numbers, I was surprised at how many post had been done. It didn't seem like it was that many. P2 threads make good sense.
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Post by jknut on Jun 4, 2015 18:57:30 GMT -5
Deployed 1st Sentry Turret... feels good....
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Post by fallen on Jun 4, 2015 19:24:08 GMT -5
jknut - nice looking squad
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Post by dayan on Jun 4, 2015 19:43:00 GMT -5
Well, there goes my work on page 8 tonight XD
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Post by johndramey on Jun 5, 2015 1:12:33 GMT -5
I love the changes that have been made to the tutorial. The tiling changes and such make the levels feel so much more alive. I never really thought about it until seeing your adjusted designs, but P2 has a lot more character. I know this was discussed earlier, but I'd like to bring it up for clarification and/or adjustment. When counterattacking, xenos are able to take two concurrent swings on either the attacker or any adjacent Templars. I can understand the idea behind it, but maybe some adjustment might be needed. Would it be possible to adjust the system so: a)If the first counterattack lands, the xeno doesn't get a follow up? b)The xeno can only counterattack the attacker? Both of these, but especially b), put heavily melee focused teams at a clear disadvantage. Sorry if this has been talked to death already, I know it's been brought up before but can't seem to find the discussion
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Post by fallen on Jun 5, 2015 9:46:57 GMT -5
johndramey - thanks for the feedback! Martin will be please that you like his new beautiful levels. His eye for detail is pretty amazing. Thanks for the counter-attack feedback. It is on our watch list, so it's good to keep hearing about it. Xenos spend a certain number of AP during your turn in counter-attacks. If they get 2, that is their AP count. They can't counter-attack the next Templar who decides to swing at them. Just sharing. Thanks!
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Post by lixxx235 on Jun 5, 2015 17:12:05 GMT -5
I feel so bad... I haven't been able to play TB much at all yet, I've been incredibly busy :/
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Post by johndramey on Jun 5, 2015 20:05:13 GMT -5
johndramey - thanks for the feedback! Martin will be please that you like his new beautiful levels. His eye for detail is pretty amazing. Thanks for the counter-attack feedback. It is on our watch list, so it's good to keep hearing about it. Xenos spend a certain number of AP during your turn in counter-attacks. If they get 2, that is their AP count. They can't counter-attack the next Templar who decides to swing at them. Just sharing. Thanks! No worries, just trying to help out. Martin's artwork is amazing, for sure! I understand the idea behind the dual counterattack, however I feel it puts an undue hardship on melee classes. If everytime I swing a weapon I'm opening myself up to a potentially devestating counterattack, since even skitterings have the ability to score massive damage with x2, there is no logical reason to use melee troops. Toning the system down a bit so they can have 2 attacks but only if the first misses would make the risk seem lesser. Having the xeno able to counterattack Templars adjacent to them is just counter-intuitive, though. The xeno should only be able to counterattack the Templar that attacked it by very definition.
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Post by fallen on Jun 5, 2015 21:46:42 GMT -5
I feel so bad... I haven't been able to play TB much at all yet, I've been incredibly busy :/ The alpha will run for a few more weeks, so we'll be waiting for you!
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