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Post by Cory Trese on Apr 9, 2013 1:09:10 GMT -5
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Post by slayernz on Apr 9, 2013 2:20:04 GMT -5
Not there yet (admittedly only checked 5 minutes after your post) ... just anxious for the awesome fixes
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Post by Cory Trese on Apr 9, 2013 2:25:50 GMT -5
Sock puppets found a nasty bug in the previous release -- this should fix all the broken levels.
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bobsoup
Exemplar
[ Elite Supporter ]
Posts: 453
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Post by bobsoup on Apr 9, 2013 11:19:11 GMT -5
I can confirm oblivion cruiser is working again.
Thank you!
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Post by fallen on Apr 9, 2013 11:53:53 GMT -5
bobsoup - thanks for the feedback! This must have fixed about 20 of the most complicated levels in the game that were all broken by this bug! Aperio Caliga, Extermination, etc.
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Post by crimso on Apr 9, 2013 14:35:08 GMT -5
Still not seeing the update on Amazon.
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Post by crimso on Apr 9, 2013 14:42:02 GMT -5
There is one for TA, but not TA Elite.
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Post by fallen on Apr 9, 2013 17:47:17 GMT -5
Can confirm -- Amazon has released TA Free but is still reviewing TA Elite. Sorry!
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Post by xdesperado on Apr 10, 2013 0:41:15 GMT -5
Completed tutorial on Normal difficulty. Still think it's a bit rough for a new players first exposure to the game. Captain still needs 4-5 swings with his sword to destroy eggs and the Xeno's still take way to many shots on average to kill. You can still easily lose Templars, even if you save the last 2 AP of your turn for defensive actions, simply because you can't kill the Xeno's fast enough.
Brutal is truly brutal with the massive hordes that are spawned and your difficulty in actually being able to kill them. Having to shoot 5 or more times just to kill one Xeno is ridiculous regardless of difficulty level. Whats worse is if you've already spent some AP trying to advance and then burn the rest of your AP trying to kill a Xeno that refuses to die. You can easily get bogged down as the Xeno pile up 3-4 deep preventing you from easily advancing and leaving you exposed to multiple attacks from the Xenos.
Finally think you need to look at your coding for the walls, not just in the tutorial but for the whole game. Currently they only seem to block movement and line of site for attacks. They don't seem to block the range for determining enemy spawning which means you can end up triggering a large number of enemy spawns in an area you don't have direct access to. Also Hydra attacks can cause fire to appear in squares on the far side of walls when there is no way they could reach that area.
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Post by fallen on Apr 10, 2013 18:28:35 GMT -5
TA Elite is now available on Amazon!
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Post by slayernz on Apr 10, 2013 18:30:33 GMT -5
Newbies should definitely not try the game at Brutal level . ... and if they do, they'll get a short sharp shock and then retry at Easy or Normal. Andrew is looking to change the end of the last mission to just destroying the eggs. Once that is done, mission succeeds. That certainly helps you get through the level.
I agree with the spawn triggers though - I got the impression that it wasn't so much proximity - the Xeno's spawned regardless of whether you were close or far away.
Walls have always been a challenge - sometimes you can shoot and hit targets, sometimes not. It's improved significantly in recent times though - firing arc is much much better.
I have stopped using the Hydra because i find it just that ineffective as a weapon, so haven't noticed it burning in the wrong areas. If you can screenshot an example, that would be useful to see.
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Post by fallen on Apr 10, 2013 18:40:41 GMT -5
1. definitely still planning on fixing the last level to be easier. 2. Brutal will stay Brutal 3. Spawning is randomized, not by proximity. 4. The firing arc is far improved, if you have examples of it not working as expected we'd love screenshots! 5. slayernz - you should definitely try the Hydra again! In my recent TA craze, I have found it very effective. Thanks for all the feedback!
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Post by xdesperado on Apr 10, 2013 19:30:55 GMT -5
fallen think you need to look at the games code for enemy spawning. If it was truly a randomized event then you would see enemies showing up from the far reaches of the map on larger more involved levels. Instead the enemies only spawn at the closest spawn points. Take the first level of the Moons of Nachot-ugo for example. The Xeno will only spawn from the 2 or 3 spawn points closest to your Templars. If like me you run your unit into the east edge of the map only the 2 eastern most spawn points will generate new Xenos. You'll never get any showing up from other map areas. Other levels of that campaign and other campaigns show the same dynamic. If your far enough away Xeno's almost never spawn in those areas. If they did then you could expect at the least to encounter heavier concentrations in new areas you move into instead of enemies just starting to spawn once you got to a certain range of them. There are some campaigns/levels that show a better distribution of enemy spawns but many levels do seem to have some sort of proximity trigger built in. For a skirmish campaign the "tutorial" would be a great "hard-extreme" challenge with a modified 1st level. I still maintain that even on lower difficulties, like normal, it's a bit too hard for most brand new players. Just my own opinion obviously but interested in what other players think. The changes already made are a big Iimprovement over the initial release, so thinking it's more of a fine tuning issue than massive overhaul.
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Post by fallen on Apr 10, 2013 19:43:01 GMT -5
xdesperado - I have checked the spawning code I helped write the spawning code! There is no proximity trigger. I do love these moments, ... the pure evil of randomness convinces players that the Trese Brothers are doing truly nefarious things with our code. A similar claim was made in the last few months that in Star Traders, whenever you took a contract to a world, we spawned a bad Conflict occur against that faction to mess you up. The code has no proximity trigger, but we will consider adding one someday. We will keep looking at the tutorial to see how to balance it out. I agree any players turned away because its "too hard" is a bad experience. But, players bored cause its 5 levels of "too easy" isn't up my alley either! Thanks for continuing to give feedback. Would love to hear from other players!
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Post by contributor on Apr 10, 2013 21:58:47 GMT -5
Just got the update from Amazon. Second level briefing says there are two primary objectives but three are marked on the map. Attachments:
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