We are too negative for their tastes, or rather too honest.Potential buyers will read this thread and quickly realize its not as good as it shoud be.Where's the mention of Codex list of incline?
We are too negative for their tastes, or rather too honest.Potential buyers will read this thread and quickly realize its not as good as it shoud be.Where's the mention of Codex list of incline?
The original Blackguards was like a wax apple. I saw it sitting there in the fruitbowl of the internet – shiny, red and tempting – but when I plunged my pegs into it and tore off a mouthful I made a face like Stan Laurel chewing a wasp.
[...]
And that, at least partly, is where the old problems persist. Given the right amount of devotion, Blackguards 2 may well be a rewarding game but I don’t find the majority of decisions meaningful enough to keep my interest. Cassia’s free-form development didn’t feel it was planting me at a crossroads and allowing me to choose a direction – it felt like I’d been dropped in the ocean and left to flounder.
The tactical battle maps, attractive and replayable as they are, still retain some of the original game’s sticky points as well. They’re packed with interactive elements but I feel like I’m supposed to find precisely the right moment to use those elements rather than integrating them into a flexible plan. There’s also an element of unwanted surprise when certain objects are activated. They don’t always behave as I’d expect them to and even in the couple of hours I’ve been playing, I’ve ended up clobbering my companions a couple of times, without fully understanding why. It’s as if I’ve selected a toaster expecting to make some toast and my character has inexplicably decided to jam a fork into the workings instead.
Despite all of that, I want to play more of Blackguards 2 and I hope I’ll manage to ignore the wrinkles after a while. It may not be wax but I’d like it to have ripened a little more before harvesting.
Completely different genre?
Yes.
The game might be good but it stinks of quick buck right now.
Except that's not a stink, it's a sweet smell. Engine reuse to create sequels with better, deeper writing, scenarios and mechanics has given us some of the best RPGs in history. I'm all for it.
I stand by what I said there. "Quick buck shill jobs" (aka slamdunks) can be good. Quick buck shill jobs that are also streamlined, instead of building on the achievements of their predecessors, are bad.
Except that's not a stink, it's a sweet smell.
+ Melee weapon talents are no longer overpowered. Two-handed bashing weapons are no longer the clear kings of all melee weapons.
+ There are some genuinely nice encounters.
+ Loot acquisition is generally improved. Most major encounters give you something you can at least imagine being useful. Even belts are interesting now!
I agree, a quick follow-up that's mostly more of the same but with some improvements where it makes sense can be perfectly fine (once upon a time they were called "expansions", though).
But if you streamline too much and/or your content isn't up to par with the first game you're in trouble, obviously.
Setting aside the fact that your prediction seemed to be based solely on 'my left pinky finger is telling me this is gonna be bad', your prediction actually turned out to be incorrect. You claimed the game was going to suck because it looked like it was reusing too much from the original, when the disappointment is about it being too much of a departure from the original (from what I gather at least, I haven't played it myself).Can I just say that I called out this game for being a quick buck shill job?
Despite Infinitron's fanboy defense of the game..
This game turned out to be crap.
http://www.rpgcodex.net/forums/inde...w-features-video-part-one.95189/#post-3582702
Setting aside the fact that your prediction seemed to be based solely on 'my left pinky finger is telling me this is gonna be bad', your prediction actually turned out to be incorrect. You claimed the game was going to suck because it looked like it was reusing too much from the original, when the disappointment is about it being too much of a departure from the original (from what I gather at least, I haven't played it myself).Can I just say that I called out this game for being a quick buck shill job?
Despite Infinitron's fanboy defense of the game..
This game turned out to be crap.
http://www.rpgcodex.net/forums/inde...w-features-video-part-one.95189/#post-3582702
Completely different genre?
It's the same exact game with some city capturing mechanics slapped in and the entire plot and depth of the first game ripped out.. You still travel to generic cities, have combat scenarios, collect loot then move on to the next city. The only difference is now your cities that have been captured can be attacked and create new scenarios.
Same Mechanics, Same Combat, Same characters. The reason your companions make a come back is because they have the models all fully rigged and animated, another saved dollar on dev time.
The game might be good but it stinks of quick buck right now.
So you are mostly upset with the fact that they tried to cash in so quickly and quality of the outcome is actually secondary to you?
I stand by what I said there. "Quick buck shill jobs" (aka slamdunks) can be good. Quick buck shill jobs that are also streamlined, instead of building on the achievements of their predecessors, are bad.
In the first one there was no stamina bar. You could spam hammer blow/triple shot every turn with no problems (other than accuracy).
Did he disable his dead-pan sarcasm unit?CODEX REVIEW - Bubbles does Blackguards 2: http://www.rpgcodex.net/forums/index.php?threads/rpg-codex-review-blackguards-2.97567/
Did he disable his dead-pan sarcasm unit?CODEX REVIEW - Bubbles does Blackguards 2: http://www.rpgcodex.net/forums/index.php?threads/rpg-codex-review-blackguards-2.97567/
In the first one there was no stamina bar. You could spam hammer blow/triple shot every turn with no problems (other than accuracy).
Yes,
1) missing half of hammer blows
AND
2) getting destroyed by retaliation strikes, because special moves (inc. hammer blow) lowered your defend values for turn
I wonder what "fixed an issue with difficulty levels are not being applied correctly" was about.Patch 3.0 Changelog (English)
Hi folks,
we’re sorry for all of you who experienced problems while playing Blackguards 2 in the
past and therefor we’re happy and proud to say that we’re releasing patch 3.0 for
Blackguards 2 right now.
As promised you will find below the recent patchnotes 3.0 for Blackguards 2.
With your thankfully support we were able to find more bugs and we were able to identify, catch and kill them.
All this bug-fixes and improvements will now hopefully allow you to experience a lot smoother gameplay in Blackguards 2.
And last but not least and - because of we can’t say it out lot often enough –
Thank you for your support and feedback! You guys are awesome!
Please find the detailed change-log below. If you should experience further problems
while playing Blackguards 2 please contact us here or our technical support team via
support@daedalic.de so we can work on fixing the issue.
Your Team Daedalic
Changelog Blackguards 2, Patch 3.0
MAJOR
- fixed a potential script freeze during Battle of El'Halem
- fixed game breaks if renaming savegames during battles
- fixed faulty win condition in Benivilla Forest recapture scenario
- corrected win condition issue in Niobes Estate
- fixed game breaks if spawning entities die
- fixed a potential error source in Shinna preparation battle win conditions
- fixed problem that Faramud's dialog was deactivated when whole map was conquered
- fixed a problem with with Cassia-Dialog that hindered the game to progress
- fixed carnage training fight that wasn't triggered correctly
- fixed freeze on some maps when using the LoS tool
BALANCING
- reduced critical hit chance of bounty hunters to zero
- destructible Crystals can now be destroyed with a single melee hit of any damage type
- lowered damage threshold to interrupt Great Petrifier's eternal petrification power
- made Zurbaran's Seduction of Niobe more likely to be successful
- added additional belts to lorfas merchant's supply
- hammerblow maneuver now causes triple damage
- more aup damage and exp costs for feint maneuver
- more damage and exp costs for aimedthrust maneuver
- additional wound and increased aup costs for sniper
- reduction of the offhand bonus of dualwield 1 and dualwield 2
- increased exp costs of dualwield 1 and dualwield 2
- adjusted difficulty levels "easy" and "hard" to increase the difference (easy is easier, hard is harder)
- increased the wound penalties
MINOR
- corrected Great Petrifier's collision for Line-Of-Sight calculations
- corrected Great Petrifier's dodge animation
- adjusted size of deployment zones in several maps
- improved camera start locations in several defend and recap scenarios
- increased camera scroll speed on Adamant Map
- fixed a few missing sounds on interactive environment
- reduced resistances of insect warrior in Lorfas
- optimized functionality of arsonist objectives in Dujar Looting and Cuoris Sabotage fights
- fixed a problem in battle of mengbilla battle-script that hindered catapult impacts if cassia was very good or very evil
- added hint for treasure chests
- fixed minor issues with barrel towers in a couple of maps
- added more cheering to arena battle
- made traps and interactive objects trigger if entities spawn on them
- fixed a potential dialog bug in the goblin mine
- set Leaper's jump attack effects to -forced- to avoid victims to sometimes remain unaffected
- fixed an issue with 3d models not disappearing in escape zones
- fixed dialog after losing preparation battle for first chimerologist
- fixed Nasrin's stats, items and portrait
- removed spider webs' spike damage resistance
- corrected win conditions timing issues in several defend and recap scenarios
- fixed an AI problem in Marwan Strikes Back scenario
- reduced enemy spawn in goblin mine defend scenario
- fixed berserk elixir
- removed two potential error sources in archer AI scripts
- Tykates now vanishes correctly from his cage when released or executed
- repaired missing texture link in Jester Wood gore
- corrected hex cell height levels in a few maps
- improved AI script interaction with Ecliptifactus entities
- added hint boxes for chimera conversions with the Hell Organ
- fixed a problem with partial success in El Halem preparation battle
- fixed swamphole script so it properly reacts to knocked back entities
- fixed dialog timing in Adamant battle
- repaired Morfu sounds
- fixed problem that Takate and Zurbaran were set inactive when their dialogs are done.
- fixed broken narrator-screen prior to ElHalem.
- fixed some Problems with Riz' dialogs
- fixed dialog option about saving Mirai in Marwan's throneroom
- fixed problem that bits of dialog may repeat in Niobe/Zurbaran-Dialogs and in Takate's dialog in the camp
- fixed some minor dialog-problems
- fixed problem with achievements "The Saint" and "The Monster"
- fixed Knockback so it no longer pushes victims through Fortifex walls
- fixed the Screen of "four years later" just displaying "4" in Japanese
- corpofrigo lvl4 no longer breaks if cast on a neutral object
- fixed an issue with difficulty levels are not being applied correctly
- added tooltip for difficulty level option
- added path-dots on worldmap that were missing when re-entering from the camp
- opening the tutorial in battle no longer breaks the interface
- improved font rendering on high resolutions
- fixed some resolutions not working correctly
- ecliptifactus clone can no longer use the 'guard' action
- fixed issue with traps not working after un-/selecting them multiple times
- added multiple small GUI and loading time improvements
- fixed poison effects that were not shown correctly on some weapons
- fixed camera sometimes behaving strangely on worldmap
- fixed battlelog not showing correct number of wounds
- fixed multiple errors in the comparison of item effects
- fixed auto-sequence not stopping speech if skipped
- removed need to click right mouse button after using a free action (e.g. throwing a weapon)
- converted creatures no longer trigger attacks of opportunity from the own team
- multiple small visual fixes
- solved a few issues with text not scaling properly
- fixed a problem where two different items with the same localized name in the description box
- enabled the battle shortcut buttons during the enemies' turn
- character story progress buffs are now correctly displayed on the character sheet