MRY
Wormwood Studios
At some point the game started restoring my party to full HP after fights, too. I assume that was a bug, but it made things even easier.
solution:You can't takedown the frogs, because human player doesn't know where to strike to kill frog!
It could be as well a simple reverse-psychology trick for other steamtards to fall.Never thought I'd see the day VD got old and got tired of people complaining that the game is too hard.
It's a temporaty solution before they implement medical supplies to carry around.At some point the game started restoring my party to full HP after fights, too. I assume that was a bug, but it made things even easier.
I thought that was the explanation for the $50 healing from the doctor? This was just like popamole-style, fight ends, all HP restored.It's a temporaty solution before they implement medical supplies to carry around.At some point the game started restoring my party to full HP after fights, too. I assume that was a bug, but it made things even easier.
For both, apparantely. In any case, auto-heal will be disabled 100%I thought that was the explanation for the $50 healing from the doctor? This was just like popamole-style, fight ends, all HP restored.
Or buy medkits and use them after fights.yea!
walk back to doctor, pay 50$!
engaging!
I hope nobody thinks that the difficulty and balance of a game just released on Early Access is anywhere close to final.It's much easier than AoD or DR too, I'd wager they intentionally undertuned the combat the try and avoid this, unsuccessfully.
that health regen appear random actually.I thought that was the explanation for the $50 healing from the doctor? This was just like popamole-style, fight ends, all HP restored.It's a temporaty solution before they implement medical supplies to carry around.At some point the game started restoring my party to full HP after fights, too. I assume that was a bug, but it made things even easier.
I posted similar warnings for AoD and DR, so it's not something new.The Iron Tower response seems rather knee-jerk to me, but maybe VD is just being in-character. I mean, the game is 87% positive on Steam at 200 reviews.
Makes sense being knee-jerk: colony ship-->we wuz colony n shiet-->FloydThe Iron Tower response seems rather knee-jerk to me, but maybe VD is just being in-character. I mean, the game is 87% positive on Steam at 200 reviews.
We're working on it already, Fallout style:Vault Dweller I haven't taken EAthe demofor a spin yet, so apologies if this is implemented or planned, but your steam note re: difficulty and how your described "story mode" gave me an idea. Pre-made characters for users to select from, and if (planned?) tutorial prompts are enabled, when you you toggle to a new character a pop-up indicating the relative challenge of playing said character.
If only we could.Or buy medkits and use them after fights.yea!
walk back to doctor, pay 50$!
engaging!
That's the 'coming soon' part, why we used placeholder healing until they're in the game.If only we could.Or buy medkits and use them after fights.yea!
walk back to doctor, pay 50$!
engaging!
And any plans for tutorial mission? This gives a small lore opportunity and could show 1-2 jobs done with the guy who gives you the macguffin.We're working on it already, Fallout style:
That's the 'coming soon' part, why we used placeholder healing until they're in the game.If only we could.Or buy medkits and use them after fights.yea!
walk back to doctor, pay 50$!
engaging!
that health regen appear random actually.I thought that was the explanation for the $50 healing from the doctor? This was just like popamole-style, fight ends, all HP restored.It's a temporaty solution before they implement medical supplies to carry around.At some point the game started restoring my party to full HP after fights, too. I assume that was a bug, but it made things even easier.
I find combat quite tiring and slow. Add speed up button, reduce everyone AP and HP(it would benefit high DR builds but still, I feel like something should be done)
That's awesome, exactly what I had in mind. And if you're doing some skuomorphic, that's even better than a stupid pop-up.We're working on it already, Fallout style
When you include this, please do not go the old school route of having the premade characters poorly designed. It always struck me as an outrageous design decision, since the players most likely to use a premade character are those least likely to excel at the game. Obviously, they shouldn't be crazy minmax munchkins, but they should be ideal versions of core archetypes.We're working on it already, Fallout style:Vault Dweller I haven't taken EAthe demofor a spin yet, so apologies if this is implemented or planned, but your steam note re: difficulty and how your described "story mode" gave me an idea. Pre-made characters for users to select from, and if (planned?) tutorial prompts are enabled, when you you toggle to a new character a pop-up indicating the relative challenge of playing said character.
Our top priority is sticking to the update schedule. If we delay locations, telling players that we added a tutorial instead (something 87% doesn't need) won't be well received, I think. We'd like to add it but it's a low priority item.And any plans for tutorial mission? This gives a small lore opportunity and could show 1-2 jobs done with the guy who gives you the macguffin.
If we can improve it, we will, so post your suggestions. By we I mean Mazin (same artist who did most AoD/DR art including the interface) as that's his area.Along those lines, how useful is feedback about UI aesthetics? It's very flat right now, and I expect that once I dive into EA I will end up an advocate for a more Fallout-ish UI, with depth and physicality. I think it could be done with the general style of UI already in place, just with a bit of tweaking to add depth and personality.
Coming up with better builds than provided by devs shoud be a part of the game. Besides, builds are just builds, new players will need to learn how to play first anyway and after diving into mechanics they'd probably want to start over with something better adjusted for their personal preferences/style.When you include this, please do not go the old school route of having the premade characters poorly designed. It always struck me as an outrageous design decision, since the players most likely to use a premade character are those least likely to excel at the game. Obviously, they shouldn't be crazy minmax munchkins, but they should be ideal versions of core archetypes.
We'll just have to disagree on this.Coming up with better builds than provided by devs shoud be a part of the game. Besides, builds are just builds, new players will need to learn how to play first anyway and after diving into mechanics they'd probably want to start over with something better adjusted for their personal preferences/style.When you include this, please do not go the old school route of having the premade characters poorly designed. It always struck me as an outrageous design decision, since the players most likely to use a premade character are those least likely to excel at the game. Obviously, they shouldn't be crazy minmax munchkins, but they should be ideal versions of core archetypes.
By the way, I don't think Fallout's premade chars were that poorly designed, they were poorly min-maxed, that's for sure but they were playable and carried an archetype well enough. And badly min-maxed characters even better help understand why exactly is that. Same as, say playing bad cards in a CCG help understand why bad cards are actually bad.