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Honestly I wish we could get some neutral lighting presets without glare.
*Feedback intensifies.*
Do experiment with which background lighting you think suits the game the best though. The Tunnel and Downtown presets are also easy on the eyes.
As for the brightness, I'm not sure how to adjust that. I've got the lowest reflection I can put on the models. I'm always learning new things with this system though, and if you come up with better settings, let me know and I'll give it a shot. None of that is set in stone, and I'm always looking for ways to improve it.
Yeah, eventually we'll get the rules spruced up into something more manageable, not to mention we're working on more tutorial videos, and having something more play-by-play will be helpful, I know. Glad you're enjoying it though, and yeah, once the systems are absorbed the gameplay really flies, so we're trying to make getting to that point easier (along with hammering out all the kinks). Thanks again for the feedback, and feel free to hit us up anytime!
SAVES- Yeah, saves are used whenever you would be defeated. Most characters don't have access to saves (Infantry type being the most common, especially here) but, when say an Infantry would defeat a Monster (like a viking beating the Forest Troll) you confer with the chart, rolla d6, and if it's equal to or under that value they aren't defeated and just stary where they are. It's also important to note that they don't count as "tests" so you can't get re-rolls to them or anything (like from the Vala's Fateweaver ability).
Yeah, this is in beta-mode, to be sure. The rules sheet is going to change pretty dramatically, and these are all helpful questions.In the meantime, I'll answet these for you point-by-point.
First off, totally, we'll make some cards for anything that can be destroyed. I'll post those up here soon.
DESTROYING TERRAIN BENEATH SOMEONE- I think if you destroy something someone is standing on then that automatically fall to the lowest level beneath. If the distance that the unit would fall is equal to that which would cause them to be defeated on a failed (1) climbing test, they're defeated.
FAILED CLIMB TESTS- Yeah, that's something we missed in the rules sheet (and have since added for the next release). If you fail a climb test (but not critically) your action immediately ends.
...Which begs the question, what happens if you destroy a bridge square with something standing on it?
Also, I'm not sure what to do on a failed climb test that wasn't a crit fail. Can the unit try again or does it just stop moving?
Additionally, how do saves work and when are they used? As I understand it, it's a free chance at avoiding what would be a capture? The table isn't labeled usefully either.
Lastly, in this TTS mod, the bright lighting/pieces combined with the dark background make for something a bit intense on the eyes.
Despite these knocks, I have to say I like the game. After a bunch of stumbles with fairly information-dense and not-well-laid-out rules, it was pretty fast once it got going.