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Hard West - tactical turn based + wild west setting

LizardWizard

Prophet
Joined
Feb 14, 2014
Messages
1,014
Game was fun finished 90% of it on hard/iron/injuries, though a few of the scenarios were way too linear and the card abilities have a bit too much impact due to their power/spammability. Cards should probably add more passive shit and the actual hand should unlock the goku abilities.

But this really needs a Battlebrothers mode where you can just roam around with a posse and make a name for yourself.
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,843
Game was fun finished 90% of it on hard/iron/injuries, though a few of the scenarios were way too linear and the card abilities have a bit too much impact due to their power/spammability. Cards should probably add more passive shit and the actual hand should unlock the goku abilities.

But this really needs a Battlebrothers mode where you can just roam around with a posse and make a name for yourself.
I think that is their future plan. I actually suggested that on steam forums (well I used Jagged Alliance 2 as example of free roaming) and devs basically replied that they have larger plans for the future.
 

Jimmious

Arcane
Patron
Joined
May 18, 2015
Messages
5,132
Steve gets a Kidney but I don't even get a tag.
I think that is their future plan. I actually suggested that on steam forums (well I used Jagged Alliance 2 as example of free roaming) and devs basically replied that they have larger plans for the future.
:greatjob:
 

veevoir

Klytus, I'm bored
Patron
Joined
Jan 15, 2015
Messages
1,797
Location
Riding the train, high on cocaine
Shadorwun: Hong Kong BattleTech
But how does it work, exactly? Seems a bit random so far
It seems that if they see your dude at the beginning of the round then they can get the reaction shot against him (if he runs into their little private space). I ran into an enemy for whom the active character was unseen at beginning of turn and never triggered an attack. Needs testing hough only happened a few times


Also wow I blew the inquisitor campaign, got 1/3 awards and that 1 is basically for participating. Need to replay it a bit more torquemada style.
 

khavi

Learned
Patron
Joined
Jul 31, 2015
Messages
119
BattleTech
Hard West has been streaming on IGN Plays Live for a bit this afternoon, which has got to be making Kacper Szymczak happy. Good for them getting the publicity.

Decline that every third question is 'when is this coming to [my] consoles?'
 
Self-Ejected

Bubbles

I'm forever blowing
Joined
Aug 7, 2013
Messages
7,817
if Larian and inXile can do it

798kUpx.png
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
100,510
Enjoy the Revolution! Another revolution around the sun that is. Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
http://steamcommunity.com/app/307670/discussions/0/485622866441641275/

Upcoming Patch 1.1 & 1.2 Details
We will update the list as the patch release draws nearer, same for the next patch of the week.

A quick 1.1 patch will be released on Monday, Nov 23rd with the following fixes:
- Fixed AI behavior in evaluating flanking movement and range.
- Adjusted difficulty during the optional Mexican Town fight (As Good As Dead scenario)
- Fixed a glitch in AI movement rules which would bring it into point-blank attack range.
- Fixed credits display issue.
- Adjusting the mining/prospecting mechanic for difficulty and clarity.
- Friday restored.
- First part of UI optimizations for various '4K' resolutions.

We also miscalculated how self-explanatory the features would be. Our experience at shows like PAX and Gamescom now seems to have included a disproportionate number of veterans of the genre. Sorry for that! We're working on a proper manual and will have it out on Monday evening. We'll keep updating it if anything is still unclear after that.

Later next week (the week of Nov 23rd) a more substantial 1.2 patch will be released, we're in the process of gathering notes for it:
- UI optimization for Ultra HD displays.
- stability tweaks
- further difficulty adjustments based on your feedback
 

anus_pounder

Arcane
Joined
Mar 20, 2010
Messages
5,972
Location
Yiffing in Hell
'Friday restored.'

?

EDIT: I'm legitimately curious what part of the game people are having so much trouble with that they need a manual. nuXcom 2 AP system is as pick-up-and-play as TBS' games get. Not saying this for the KKK, I really want to know. Is it Ricochet? (which is surprisingly limited in use)
 

Stompa

Arcane
Joined
Dec 3, 2013
Messages
531
I think Heat and Sight are somewhat ill-defined. Like, naked characters sometimes have more heat than 1 and I mean completely naked, not even loaded with cards. Also, when I actually outfit them with guns, their heat values don't add up to the total heat character gains, usually it's less. Sight is just something I want clarified, I figure the value is in map units, but I'm unsure since that would mean characters can't see past their default movement allowance and I've had them detect people outside of it.
 

HotSnack

Cipher
Joined
Mar 7, 2006
Messages
650
What is heat does anyone know? Is it how likely you'll be targeted by the ai? Or a limit on how much good gear you can equip?
 

anus_pounder

Arcane
Joined
Mar 20, 2010
Messages
5,972
Location
Yiffing in Hell
I think Heat and Sight are somewhat ill-defined. Like, naked characters sometimes have more heat than 1 and I mean completely naked, not even loaded with cards. Also, when I actually outfit them with guns, their heat values don't add up to the total heat character gains, usually it's less. Sight is just something I want clarified, I figure the value is in map units, but I'm unsure since that would mean characters can't see past their default movement allowance and I've had them detect people outside of it.

Hmm...good points. I'm almost certain that the 'naked' heat values are suppose to represent the character, like an Inquisitor would likely have some heat by default. As for weapon heat, I'll have to test but I'm half-certain only the largest heat value from the two equipped weapons is used.
 

HotSnack

Cipher
Joined
Mar 7, 2006
Messages
650
For those wondering: it seems you can tell an enemy is under overwatch when you hover your cursor over them and a red circle is displayed. Stepping into that circle will trigger their overwatch. Of course, you won't be able to see this if the enemy is completely hidden from you.
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,843
For those wondering: it seems you can tell an enemy is under overwatch when you hover your cursor over them and a red circle is displayed. Stepping into that circle will trigger their overwatch. Of course, you won't be able to see this if the enemy is completely hidden from you.
Overwatch does not work if enemy does not see you and you don't see them.
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,843
http://steamcommunity.com/app/307670/discussions/0/485622866441641275/

Upcoming Patch 1.1 & 1.2 Details
We will update the list as the patch release draws nearer, same for the next patch of the week.

A quick 1.1 patch will be released on Monday, Nov 23rd with the following fixes:
- Fixed AI behavior in evaluating flanking movement and range.
- Adjusted difficulty during the optional Mexican Town fight (As Good As Dead scenario)
- Fixed a glitch in AI movement rules which would bring it into point-blank attack range.
- Fixed credits display issue.
- Adjusting the mining/prospecting mechanic for difficulty and clarity.
- Friday restored.
- First part of UI optimizations for various '4K' resolutions.

We also miscalculated how self-explanatory the features would be. Our experience at shows like PAX and Gamescom now seems to have included a disproportionate number of veterans of the genre. Sorry for that! We're working on a proper manual and will have it out on Monday evening. We'll keep updating it if anything is still unclear after that.

Later next week (the week of Nov 23rd) a more substantial 1.2 patch will be released, we're in the process of gathering notes for it:
- UI optimization for Ultra HD displays.
- stability tweaks
- further difficulty adjustments based on your feedback
Hmm the Monday patch makes me want to stop playing and wait for it. I am playing on Hard and it is not that Hard. The AI improvements could make a change in how it plays and I would prefer to play with it and not before it.
 
Joined
Dec 12, 2013
Messages
4,364
http://steamcommunity.com/app/307670/discussions/0/485622866441641275/

Upcoming Patch 1.1 & 1.2 Details
We will update the list as the patch release draws nearer, same for the next patch of the week.

A quick 1.1 patch will be released on Monday, Nov 23rd with the following fixes:
- Fixed AI behavior in evaluating flanking movement and range.
- Adjusted difficulty during the optional Mexican Town fight (As Good As Dead scenario)
- Fixed a glitch in AI movement rules which would bring it into point-blank attack range.
- Fixed credits display issue.
- Adjusting the mining/prospecting mechanic for difficulty and clarity.
- Friday restored.
- First part of UI optimizations for various '4K' resolutions.

We also miscalculated how self-explanatory the features would be. Our experience at shows like PAX and Gamescom now seems to have included a disproportionate number of veterans of the genre. Sorry for that! We're working on a proper manual and will have it out on Monday evening. We'll keep updating it if anything is still unclear after that.

Later next week (the week of Nov 23rd) a more substantial 1.2 patch will be released, we're in the process of gathering notes for it:
- UI optimization for Ultra HD displays.
- stability tweaks
- further difficulty adjustments based on your feedback

AI adjustment is good, but I am afraid that adjusting optional Mexican Town map difficulty will mean lowering it. This map with 2 main characters was really challenging, loved it :(
 

Lucky

Arcane
Joined
Apr 28, 2015
Messages
672
I don't buy at launch for games without an extensive demo, but this game is definitely on my list for when when the patches and possible expansions are out.

One thing in that changelog has me worried, though. Question to Kacper Szymczak: who are you looking to for feedback on the difficulty? From what I'm reading, encounter design is one of the strengths of this game, so I'm worried that you'll listen to that Eurogamer reviewer that seems to think that enemies not getting a free turn and diving behind cover is somehow a design flaw, or the typical Steam-gamer, and change things that don't need changing.
 

HotSnack

Cipher
Joined
Mar 7, 2006
Messages
650
Hah, if the devs are reading this thread, then they need only look at blackguards 2 for a cautionary tale on changing a game too severly based on feedback.
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,843
Steamspy says around 10000 people are owners on Steam. Game's KS has 4800 backers. I hope most of those decided to get GoG version. Seems the first days of sales were not that great for this game. The lack of money for marketing + 1 week after Fo4 does this to you.
Also couple of bigger review sites shit on the game way more than it deserved.
 

Dr Skeleton

Arcane
Joined
Nov 9, 2014
Messages
869
Steve gets a Kidney but I don't even get a tag.
People on Steam whining about the difficulty and no save during missions actually pushed me into buying it, so there's that. I'm waiting for the patches, but what little I've played seemed good.
 

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