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 on: May 14, 2015, 10:35:50 PM 
Started by Eldiran - Last post by Eldiran
In peaceful mode while infiltrating the fortress, I got 'stuck' in a state where I couldn't control my character immediately after opening the door to the barracks.

I entered the fortress:
  • picked up the bag on the 2nd floor
  • walked to Fera to talk to her (said the minimum possible to Fera then left)
  • came back and entered the barracks
  • went back out to grab the sword from the rack
  • went back in & talked to most people in the barracks
  • exited the barracks
  • talked to the 3 guards outside the barracks
  • then became stuck when I reopened the door to go in the barracks

(At some point, either on the way up to Fera on the way back, I may have talked to one of the guards. I'm not 100% sure. I'd try to replicate but my game has autosaved past the start of the infiltration.)

After opening the door, I was able to open the main menu but not do anything else.

If I opened the menu & closed it, it started showing movement arrows again. If I clicked to move, she didn't move and the arrow went away. But if I pulled the menu out again, the movement arrows then started from the place I had clicked (see screenshot).

Thankfully the bug isn't a big deal. The game plays fine once I quit and reload.

 on: May 14, 2015, 10:20:25 PM 
Started by Roccandil - Last post by Eldiran
Can confirm that this problem still occurs in 1.3, though it might take longer to happen than it used to. It's hard to say.

Most recently it happened to me in the "Rescue the Spriggan" level.

EDIT : just played the fortress escape mission (the one in the rain), can confirm it now takes a good deal longer than it used to for the slowdown to occur.

 on: May 14, 2015, 06:19:13 PM 
Started by Tyson - Last post by eyhung
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. 

 on: May 14, 2015, 03:36:13 PM 
Started by Kletian999 - Last post by Thaecrasis
To be honest, I've had my engineer in maybe 4 or 5 battles now, and I don't think she's even been hit once, and yet was always a crucial part of the game. My plan with Teresa Dayo, is always to either plant a charge on one bridge (then back off 1 or 2 tiles) and immediately shoot it with an explosive bolt, or to use the 3x1 barrier ability to cordon off sections of the map to allow me to have strategic advantage, while she simply stays back after barriers are in place. The only time an engineer should even think about being near an enemy is if you are in total control of the battle and have no fear of them getting hit.

While assassins do have to get into the thick of battle, they can use Awareness to negate backstabs, and with their superior mobility, they can get into many situations where they have the upper hand. I tend not to use Tremolo very often though, since I rather try to stick with a more defensive formation in my strategies, rather than rushing forward.

 on: May 14, 2015, 01:29:55 PM 
Started by ikbenrichard - Last post by Kletian999
Maybe in the future it'll be programmed so both work?

 on: May 14, 2015, 01:28:55 PM 
Started by Kletian999 - Last post by Kletian999
Now the great thing about this game is I can change the below if I really don't like it; but I thought I'd bring up a discussion anyway:

Bandits- Axe wielding Heavy Melee, cannot wear Helmets or Chain Mail, just Leather Armor.
Crossbowers- can wear helmets and leather armor- more than Bowman (buy design) who can wear Leather armor but no helmet.
Psychic mages- can wear leather armor, no helmets
Assassins and Engineers- cannot wear any armor.

Let's just say I'm surprised Bandits and Assassins don't get more defense being so in the thick of things, and am surprised Engineers are sitting ducks defense wise compared to "everyone".  You'd think they'd at least wear some Kevler-like vests versus arrows. 

 on: May 14, 2015, 12:55:19 PM 
Started by Tyson - Last post by Kletian999
He's already nerfed repeatable actions so each invidual action can only XP once per round.  A bit of a bummer for bridge building engineer.

 on: May 14, 2015, 12:28:08 PM 
Started by CraigStern - Last post by CraigStern
Posted an article giving press folks extra reasons to pay attention to Telepath Tactics.

 on: May 14, 2015, 12:26:58 PM 
Started by RaijinKnight - Last post by CraigStern
Correct--you have to use one Leap to get onto the boulder, and a second Leap to jump to dry land.

 on: May 14, 2015, 11:44:21 AM 
Started by Tyson - Last post by LightningLord2
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.

How about making the skills yield less XP the more often they are used?

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