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Messages - Sythion

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Telepath Tactics / Re: Some suggestions for Liberated Edition
« on: November 17, 2021, 12:34:42 PM »
Thanks for the suggestions!

By "display dropped items," do you mean "display the items a character can drop as part of their mouseover tooltip"? (I actually implemented that for item sacks!)

The fruit tree graphics actually haven't changed since the original game--if they're harder to spot, it's probably just because there are more kinds of trees around in the Out of Food Battle now.

I just want to see this be as good as possible! Having played many SRPGs, certain features from others seem like they could be good QoL here.

Exactly what I meant with items. Although UI clutter may become an issue especially on smaller displays. Will say, being able to see what's inside a sack with only a mouseover is great already!

I misremembered about the trees, Steam screenshots even show as much. They're not easy to tell apart without looking closely, nearly missed my free apples in Hills of Coria! For accessibility, would making the difference more noticeable be possible down the line?

EDIT: Wanted to add, I love there's promotion options now. Adds to replayability! Hopefully balance wont be an issue.

Telepath Tactics / Re: Some suggestions for Liberated Edition
« on: November 17, 2021, 07:31:22 AM »
Wanted to also mention fruit trees look very similar to normal ones with new graphics, in the older version it was very clear at a glance what kind they were.

Telepath Tactics / Some suggestions for Liberated Edition
« on: November 16, 2021, 01:21:40 AM »
1) By default, have player characters avoid pathing into dangerous terrain if they can go around for same move distance. Examples being a player-laid snare or a campfire.

2) Status duration. For example a unit pushed down from high up gets stunned for 2 turns but at a glance no way to know. Even worse if player had to leave and come back. Shield buffs too.
EDIT: Very important for Blind too, to know if unit is still harmless the following turn or not.

3) A way to cycle through all visible foes on the map so player can more easily look at their stats/equipment.

4) Minimap. On bigger maps it can be tedious to keep track of, let alone notice all foes/chests initial locations.

5) Option to always display hp bars so player can tell at a glance status of a unit, allied or foe.

6) A way to display enemy "damage" from the mouse-over that currently shows movement and the like. Maybe something like "12-15" to account for different skill damages and/or distance penalty on ranged skills. This would be to let player know what threats to keep an eye out for with just a mouseover instead of having to open the full info.

7) Telegraph incoming enemy spawns. In defend the camp mission there were several cases of foe spawning and attacking an exposed unit without any means of counterplay.

8) to avoid going into the full info, display dropped items in the mouse-over info could be nice.

9) Most missions have a time limit, could be nice if there was a toggle to allow a more casual player to take their time with more of them.

10) Not sure if this would work with current AI, but it occurred to me height manipulation could be a fun tool to add to current options. Something such as being able to turn a tree into a 2-tall ladder or a bridge via non-engineer units, or letting an engineer "dig" dirt to either raise or lower terrain by 1. The former to make a ranged unit platform or a ramp and the latter to force foes through a poor position or ramp.

General Discussion / Re: Ask the developer a question!
« on: April 17, 2021, 02:58:05 AM »
Got the forums fixed! :D

I actually didn't recognize the site at first. What made it take so long if I can ask?

Together in Battle / Re: Together in Battle Dev Log
« on: September 21, 2020, 11:25:16 PM »
I'm glad to hear you're ok! Remember, personal well being matters more than this.

Together in Battle / Re: Free demo!
« on: June 20, 2020, 06:39:08 AM »
Played through it twice and here are my thoughts:
1) The main menu, backgrounds, and equips art are nice. However the portraits feel a little uncanny or just bland.
EDIT: Since it might not be clear, I do like the sprites.
2) Music is solid as usual!
3) Still same good old gameplay I enjoy. Kind of wish some of the new skills and unit classes were readily available to test though as a means of showing off new things for fans of your work.
4) My complaint from TT Special Edition still stands although maybe it will be adressed by full release. 

 Camera zooms in whenever a character uses a skill. I can understand the reasoning for this but would like an option to disable it ,or have it match the current zoom level instead of getting close. This just slows things down.

EDIT: I feel silly now for missing the option. Bugfartboy's post helped me realize it exists!

Together in Battle / Re: New Steam page!
« on: April 13, 2020, 11:53:28 PM »
Woo, Wishlisted!

General Discussion / Re: Ask the developer a question!
« on: March 06, 2020, 12:10:48 AM »
Is there a tentative release date for TiB? And just wanted to say, the teaser trailer looks great, and music a solid 10/10!

General Discussion / Re: Ask the developer a question!
« on: February 22, 2020, 11:25:23 PM »
With Together in Battle now revealed, is the Telepath Tactics remaster on the backburner now?

Although, since they have the same engine I could imagine the dev log is *also* for the remaster.

Telepath Tactics Bugs / Re: Special edition demo feedback and bugs.
« on: January 22, 2020, 11:21:35 AM »
Good to know the minimap simply isn't in rather than being broken. Me being me I decided to grind a bit (left an archer alive and walled him in, managed to lose my mentalist and crossbowman prior sadly).

Upon reaching level 20 however, I wasn't able to select the option to advance in class; Champion. I could "force close" it by using the Shift + E shortcut to end the turn. This however leaves my unit at level 20, gaining exp, and the game fully freezes upon hitting 21.

EDIT: From what I recall one could mark a unit as "Done" in the original, but that's not present in the demo.
Would it be possible to have an option to enable a grid? Ideally with an opacity slide.

Telepath Tactics Bugs / Re: Special edition demo feedback and bugs.
« on: January 21, 2020, 11:18:05 PM »
Good to know! I can't picture myself messing around with the campaign editor much as that's less my style but I'll see if I can figure it out. I am somewhat tempted to port Drogon somehow. From what I recall of previous discussions he would need to have a 10 or so tile range limit. It's very satisfying to see reported bugs get fixed in your progress log! :)

Played a bit more, still busy so not expecting to finish the demo for at least a few more days.

1) Didn't manage to log it but the archer on Adelbrae Battle at least twice had used "bow" without anything happening. It then proceed to walk a few tiles as pierce attacks don't end turn. Reloading and trying again things were normal.
2) At least for the Caravan Battle, Madeleine isn't centered in her.. err, circle thing?
3) Minimap isn't working. I know Doors, Levers and the like haven't been coded yet but the notes say nothing about this as far as I know.

I presume some of the features in the progress log such as random recruits is meant to be for user campaign support, and the next project? Which is to say, not hype myself about them for the remaster ?

Telepath Tactics Bugs / Re: Special edition demo feedback and bugs.
« on: January 20, 2020, 02:38:59 PM »
About to go to bed but 2 quick things:

1) This was actually in the original game, I just remembered it now when encountering again: Sound level is not "Saved".  I have the ingame music set to 10, but upon loading, the intro/title screen will be playing at 100. The menu displays 10 properly as I left it but only corrects itself if I do a + or -
2) In regards to bug fixes/updates do I download latest version from same link, or are those only going to be implemented in the final release?

Telepath Tactics Bugs / Special edition demo feedback and bugs.
« on: January 20, 2020, 01:02:48 AM »
Using "Pull " when there was nowhere to move (was against a wall) rendered the state unable to proceed. I got the proper "Path blocked!" message, but menus never returned. Panning still works, as does zooming but I can't hit esc to open the menu so can only close the game with X, alt f4, ect.

Didn't get a screenshot first time, but was able to reproduce this bug, just that the log and image won't match.

Only played a little so far, feedback currently consists of:
1) As bugfartboy pointed out, zoom is inconsistent and not far enough.
2) Camera zooms in whenever a character uses a skill. I can understand the reasoning for this but would like an option to disable it ,or have it match the current zoom level instead of getting close.

Together in Battle / Re: A new engine!
« on: January 04, 2020, 11:03:17 PM »
I forgot all about the Kickstarter, nice to hear backers aren't being left behind! With this, Hype has risen to 10/10 levels yay!

General Discussion / Re: Ask the developer a question!
« on: November 06, 2019, 10:41:15 AM »
Any plans on doing another "This year in indie rpgs" for your website?

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