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Messages - eyhung

#1
I have also encountered the same problem.  It's easy to reproduce, just swap characters in deployment. 
#2
Personally, I'd hold off on updating until the inventory system is sorted out.  The latest patches seem far more unplayable than earlier versions.
#3
After buying stuff at Merchant 5, I moved some items around and saved the game in a different slot.  Now when I load either game, none of the items I bought at Merchant 5 appear.  The inventories are identical to before the store, as if I had bought nothing.  I imagine this bug is going to be present for all merchants.
#4
Character icons are also gone in stores/modify inventory, and while modifying inventory in a store, it's possible to get stuck ... when you close the inventory, the store doesn't reappear and the game thinks it's in a "battle", with ability to end turn and recharge energy.  (This only occurs after lots of item shifting and equipping, and it's possible to be unable to equip items that should be equippable.)
#5
I have two copies of the game, one v1.03 and one v1.034.   After loading a v1.03 savegame, I observe no difference in energy cost for the Puppetmaster's mind control or the Shadowling's Shadowport in these two versions.  I thought the promotion energy discount bug was fixed?
#6
I've downloaded the update from steam (1.034) and while icons now appear, right-clicking on characters doesn't show their picture anymore.  Sarn Gamina is still un-right-clickable. Also, if you shuffle people around a lot, characters get the wrong icon -- I have two Lord Dakarais appearing in deployment now.  Right now Louise looks like Lord Dakarai, and Teresa looks like Louise.  Clicking on the green checkmark to start the scenario makes the proper character show up, though. 
#7
Telepath Tactics (2015) / Re: Autosaves
June 05, 2015, 03:45:26 PM
I think this is a reasonable request.  Why not designate save slot #0 as the autosave and only autosave there?  The user expects manual saves not to be automatically overwritten; violating that paradigm doesn't improve the user experience. 
#8
Also, right-clicking on Sarn Kamina doesn't work.  This is probably due to the fix you just made to her class.

I realize that fast updates are desirable, but you may want to have some basic regression tests in place before you push changes.
#9
This is v1.033.  When loading a old savegame file before any battle past the first one, character sprites simply don't appear in the deployment window, but they do appear in the reserve window. 
#10
Telepath Tactics Bugs / Re: Duplicated ally drops
June 04, 2015, 05:28:23 PM
When's 1.033 coming out?  1.032 is pretty much broken for me at this point.
#11
I'm also seeing this for Louise, Harynx, and the Photokineticist.  You may want to check all cost reductions. 
#12
I agree with this sentiment.  With the exception of Stunning (which usually wears off in 1 turn) status attacks feel a little overpowered at the moment, especially freezing and blinding. 
#13
Nerfing the amount of XP gained would help somewhat, but optimal play shouldn't be boring and riskless.

Near the end of most untimed scenarios, the assassin can simply activate the levitator for 1 energy, turn on awareness for 1 energy, and sit to regain 5 energy.   Similarly, the bronze golem can self-heal for 3, increase speed for 1, and sit to regain energy.  Fighters can pull an ally into a wall(cost: 0, XP: 20), and Sabrina can drop an iron jaw trap for 5 and sit to regain the energy.

What's really odd is that the Mentalist levitate skill doesn't seem to give XP, but using the levitator item does.  Having the golem increase speed gives XP, but sprinting doesn't.  These seem inconsistent. 


#14
I also saw this issue with v1.28.  I just got around it by switching a different character. 
#15
It feels in general that turning energy into XP with repeatable actions is a little broken.  At the end of a scenario, characters might as well spend turns buffing and using spells to gain significant free XP. 

Tying XP just to damage and healing might fix this, since damage is more bounded -- once you inflict enough damage, the scenario ends.