Sensuki
Arcane
Same, lol. I just skip the dialogue and play the battles.
Agree absolutely, both on the premise being good and the execution being lacking. There's a lack of competing resources to balance - hell, all they had to do was rip off the mechanics of the Battlestar boardgame. Here's an encounter, you more or less have to expend some of these resources or those, if you run out of any, game over, good luck keeping them balanced. The 'best' choice for a wounded character could be different for a hale and hearty one too. There's some of that, food vs morale/healing, food vs renown, levels vs items, but these are badly phrased, and there could have been more - those text encounters are super cheap to do, and they just cry out for tons of contextual stuff, and instead it just feels random. kinda makes you wonder what the writer was doing while the artist was producing all that art!
No, roshan. For c&c to work in a game you need to be able to make informed (or at least partially informed) decisions, not just guess randomly which option designers marked as the right one this time. Also, the mere existence of objectively best option at every point means the c&c aspect is flawed at the very least.
Yeah but if things happen basically random, it may be cool (or not) but it's not real C&C, as mico said. A consequence as a gameplay mechanic needs to be a result of the player's choice and indeed something always needs to be gained for something to be lost, even if what's gained is only a storyfag decision or an impulse to be greedy, brutal, or mean. Gain and loss don't have to (and shouldn't usually) be equal, but when something eventually happens the player should be immediately aware how this was a consequence to his choice and it should make sense.
True, but would it have killed them to have more than one conversation for most NPCs, for instance? Or have more/any weight to those town conversations?Agree absolutely, both on the premise being good and the execution being lacking. There's a lack of competing resources to balance - hell, all they had to do was rip off the mechanics of the Battlestar boardgame. Here's an encounter, you more or less have to expend some of these resources or those, if you run out of any, game over, good luck keeping them balanced. The 'best' choice for a wounded character could be different for a hale and hearty one too. There's some of that, food vs morale/healing, food vs renown, levels vs items, but these are badly phrased, and there could have been more - those text encounters are super cheap to do, and they just cry out for tons of contextual stuff, and instead it just feels random. kinda makes you wonder what the writer was doing while the artist was producing all that art!
It's not just a matter of writing but also of design, and making all those more complex travel mechanics feed into the combat and other things without imbalancing anything. With the limited budget this game had, I can see why they felt they had to be very careful to avoid going out of scope with that stuff.
Not chapter 2 - official announcemnt coming in the AM.
Short of it = Updating Windows Version (bug fixes) as well as adding a few other features. Your save games *should* not be affected. We had to get the update on Steam today in order for something to happen tomorrow morning in conjunction with Valve.
Howdy Folks!
We're aware of the issues with Linux and SteamOS and we're working with Valve to get that sorted!
Apologies folks - we'll get this corrected instead of waiting until the AM to post info. Expect the full notes + updates + special stuff coming soon.
Version 2.16.41 now Avaiilable!
We're happy to announce that we're updating to Version 2.16.41!
Major Changes
• Fixed Linux graphical issues related to Intel / Nouveau video drivers
• Fix issue with Hakon's being at rank 6 for some players, causing errors in the Heroes GUI
- Videos do not play and a purple screen appears
- Fonts in the game not rendering properly
- Tutorial popup window backgrounds not appearing
- Text disappears when hovering cursor over saved games in Load Games menu
- Game stops responding on loading screen when using nouveau driver
• Fix issue where the battle horn was unusable for some save older save games
• Add commandline option textscale=2 to increase text size globally
Bugfixes and Improvements
• Fixed gamepad icons not being positioned properly on Help Overlay messages
• Make damage indicator numbers vanish as soon as an affected unit dies
• Fix Puncture bonus not being reflected in damage indicators
• Dredge Fire Slinger no longer causes ability confirmation GUI to appear on its target tiles
• Improve mouse hitbox sensitivity around the enemy damage popup
• Fix missing text for Alette's Heroes description after she puts her hood up
• Fix Alette's stats being reset after donning her hood
• Fixed issue where player is unable to confirm a selection on the Heraldry menu when using a gamepad
• Added gamepad configuration for type of Xbox360 wired controller on Mac OSX
• Hovering cursor over units now display stat banners like it used to
• Fix issue with stat info banners piling up at origin of battle board on the beginning of second wave of war
• Fixed issue where player may open action menu without a pending move order being canceled
• Reduce a performance hitch when the battle resolution banner appears (victory/defeat)
• Preload match resolution texture and optimize some iso rendering hitches
Some additional notes:
- Able to dismiss the auto-detected Gamepad Configuration menu now to return to mouse/keyboard controls
Details about the Linux rendering fixes:
There was an incompatibility between the free Intel / Nouveau video drivers and the version of Mesa that The Banner Saga was using for OpenGL. The previous workaround, involving the export of the MESA_GL_VERSION_OVERRIDE environment variable, is no longer necessary and should be disabled if you were previously using it.
Damn it! You just ruined the game for me. I wish I hadn't opened this thread.It's a game without failure state whatsoever. You simply can not die no matter what. There is no game over until the very end boss fight. If you lose a fight you just go on. The Caravan mechanism is a number on the top of the screen with no impact at all on anything. I camped 1 year straight on the same spot just for fun. The entire caravan and warriors were dead from starvation. Nothing happened and I could go on. The battles would scale to this by pitting me against an army of 1 opponents. No one would even mention that I slept for one whole year right next to the chasing Dredge army or that I had lost a thousand men in the process.