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Post by Cory Trese on Feb 22, 2014 4:10:10 GMT -5
There are some player-friendly new features coming in EP2 to assist with the use of Stealth talents. Stay tuned
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Post by vdx on Feb 22, 2014 4:24:06 GMT -5
While we wait eagerly, there's that sinking feeling that a lot of EP1 builds will have issues in EP2... "wait you didn't invest any points in lockpicking? I guess you can't have these chests hidden by that secret wall you spent the last hour looking for.... "
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Post by beuns on Feb 22, 2014 7:18:08 GMT -5
I have to say that I don't see that big of a problem with the LoS stuff and beginning combat. The message we get at the beginning of combat is "Did you hear that?" Selen is leading the party and being all sneaky and hears the enemy up ahead. Not necessarily seeing them means you have to make some decisions. Send Vraes in to scout knowing he can take some hits? Use a spell (remember the mages could also develop this skill if you don't want to use Selen's AP/SP). It very rarely takes more than one. Or just find a choke point and get your team in good formation for what's coming. More choices are good. Maybe if we can have a small visual hint on where the party leader has heard something ? (I know that fallen and Cory Trese prefer not to visualy cluster the screen but a small icon like a "?" where the sound is heard like in X-COM would be an aid and not an absolute unbalancing item...)
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Swami
Templar
[ Heroes of Steel Supporter ]
Lost
Posts: 1,002
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Post by Swami on Feb 22, 2014 8:13:18 GMT -5
Makes Andrew mad too I actually wasn't mad, just ignorant.
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Post by fallen on Feb 22, 2014 8:59:58 GMT -5
Tried a bit of sword and dagger with Vraes. Almost as bad as dual swords for AP burn. Plus if you want decent accuracy with dagger you need to raise Dex while the sword is looking for Str raises. Trying to keep him fairly focused so fewer stats I need to spend points on the better. Just a note on Dual Wielding - you use the attribute for the weapon in the primary slot. So if you are carrying a sword + dagger, you just need Strength. Even if you are getting the high accuracy bonus from the dagger.
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Post by algesan on Feb 22, 2014 9:52:56 GMT -5
In a nut shell: be cautious and sometimes let the enemy come to you. Several times they will NOT come at you, instead cowering with soiled clothing, just leaving you hanging in combat mode. contributor - I'm referring to when you are just walking around. vdx - Yep, I'm expecting good Conquered Keep builds to be sucking wind after the next content release. Although, based on what has been posted about the game system, I don't expect impossible tasks to pop up. Instead you will have to try try again more. Fortunately, combat should become easier relatively speaking in the early part.
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Post by tenbsmith on Feb 22, 2014 10:06:26 GMT -5
I have Tamlin leading the party in group travel mode. When switched to fight mode, I generally send out Vraes first to reveal more of the map for two reasons: 1) I want him at the front as a meat shield, he can take it. 2) I want to save the AP of party members with ranged attacks to use on the enemies revealed.
I may use 4 or 5 of Vraes AP to reveal map, but always save a few so he can move back into optimal shielding location. I'll use Kyera similarly to reveal more of the map if needed, but be more conservative with use of her action points to ensure she returns to a semi-sheltered position.
Edit: In my experience playing Episode 1 on Hard, it seems most monsters target the closest or furthest-advanced party member. By furthest advanced, i mean the member whose gone furthest into enemy territory. Apparently this will change in E2.
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Post by fallen on Feb 22, 2014 10:24:52 GMT -5
While we wait eagerly, there's that sinking feeling that a lot of EP1 builds will have issues in EP2... "wait you didn't invest any points in lockpicking? I guess you can't have these chests hidden by that secret wall you spent the last hour looking for.... " Give us some credit We have not introduced challenges in E2 that will make your E1 builds irrelevant. There are many new challenges in many forms that will force you to take on different enemy groups differently, new types of map challenges, etc. I can't think of a single "if you didn't invest, you lose" decision that we would introduce. That doesn't sound fun at all.
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Post by beuns on Feb 22, 2014 11:06:48 GMT -5
I gladly give you credit. I think this sort of thought is more a reflex due to bad experience with mainstream video game (s) were developers force you to redo parts or entire game to make you feel it's longer... We all know that TB is not that kind of dev
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Post by vdx on Feb 22, 2014 14:53:36 GMT -5
Depends on the definition of "fun"." :-) There's nothing like having a minimal score chest to motivated players to treat a thief as a thief and not an archer. The chest/security topic has been discussed before (somewhere) but to summaries it. In EP1, starting security, level 1 lock pick and level 1 trap disarm work on every lock and every chest. Will there be locks and traps that CAN"T BE OPENED without upgrading those skills or does upgrading simply decrease the change og springing the trap?
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Post by fallen on Feb 22, 2014 17:29:31 GMT -5
vdx - it is on our list to work on.
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Post by Cory Trese on Feb 22, 2014 17:45:02 GMT -5
In a nut shell: be cautious and sometimes let the enemy come to you. Several times they will NOT come at you, instead cowering with soiled clothing, just leaving you hanging in combat mode. So very rare now!
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Post by xdesperado on Feb 22, 2014 19:15:10 GMT -5
Several times they will NOT come at you, instead cowering with soiled clothing, just leaving you hanging in combat mode. So very rare now! My last 3 encounters I've had to figure out where the enemy was then move to them as they refused to advance on my position. May just be the ratkin mentality of individual cowardice and mindless hoard attacks, don't know. But if there are only a handful they seem very reluctant to leave their starting location even with a shaman present. Also the reluctance to move can needlessly prolong battles as one or two holdouts may stay hidden just beyond the edge of the visible battlefield not moving or attacking. Forces you to waste time after the major fight is over trying to locate the holdouts so you can move on.
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Post by fallen on Feb 22, 2014 19:42:52 GMT -5
Thanks for the feedback, the AI is - as with all parts of our games - an on-going project.
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Post by algesan on Feb 22, 2014 22:04:28 GMT -5
Several times they will NOT come at you, instead cowering with soiled clothing, just leaving you hanging in combat mode. So very rare now! I'll check that as soon as you release a new toon for us. Playing a new party through for hours just to check & see if glitches are fixed /= fun at all.
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