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Incline The Valkyria Chronicles Thread

WhiskeyWolf

RPG Codex Polish Car Thief
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Goddamn this engine has potential.
 

Haba

Harbinger of Decline
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Codex 2012 MCA Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2
I dunno how anyone could say that mission 7 is hard. Didn't even read spoilers or anything, just did the sensible thing.

I killed all the enemy troops during turn 1, then retreated with the tank while firing at the turrets. By the time I was done with it, it only had the rear turret left.

I left a few troops behind, hiding behind walls, had the tank up at the temple to meet Selveria. I only lost my sniper, who had been retreated all the way to the temple... right into the spawn range of Selveria. Oh well.
 

Luka-boy

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I finished it an hour ago. I forgot how every single character (if they're still alive in the case of your recruits) gets an epilogue :love:
 
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Yeah, mission 7 is really easy. Only way it could be hard is if you think you are supposed to rush the tank and ignore the troops, but the tank is basically scripted to only be vulnerable on certain turns and doesn't hurt you at all so long as you stay in trenches. And even then you can pretty much disable the tank and take out all troops by turn 3, at which point you spend most of your time waiting around next to what is essentially a giant piece of cover.

Selveria's group can probably catch you off guard if she pins the wrong soldiers in the wrong places, but by chance in my first game I had my shocktrooper positioned to murder her whole group with 2-for-1s (Shocktrooper was who killed the initial troops and retreated away from the fire of the tank, inadvertently standing directly behind where Selveria's group spawned).
 

Cyberarmy

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Divinity: Original Sin 2
This is a great game but I really don't like the rating system after battles. It only awards for being quick, not skillfully clearing everything without loosing any soldier. This only leads to ignoring some soldiers and run like hell to objectives in most fights.

Flamethrower is pretty cool. Love BBQ ing multiple imps behind sand bags :salute:
 

abnaxus

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I think getting royal weapons later in the game might be influenced by not losing any allies/killing all enemy leaders.
 

34scell

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For some reason enemies never finished off my incapacitated units (which I only learned they can do from looking up why permadeath is such a problem for everyone).
 

Jick Magger

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PC RPG Website of the Year, 2015 Serpent in the Staglands Shadorwun: Hong Kong Divinity: Original Sin 2 Bubbles In Memoria
For some reason enemies never finished off my incapacitated units (which I only learned they can do from looking up why permadeath is such a problem for everyone).
Even in the PS3 release they didn't do it often. I had maybe one character KIA in my original playthrough, and that was because he was incapacitated for more than three turns and I lost him in a kill-zone that'd just get my other guys killed if I tried to bail him out.
 

SCO

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In My Safe Space
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Shadorwun: Hong Kong
That only happened to me once... in VC2... where they just get wounded for 3 missions or so. Generally if someone's down you're going to want to get there and kill the fucker who shot yours, so you might as well 'pick them up'.
 
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SuicideBunny

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Serpent in the Staglands Dead State Torment: Tides of Numenera
:hmmm:
I think getting royal weapons later in the game might be influenced by not losing any allies/killing all enemy leaders.
royal weapons are random, the pool from which they are drawn is determined by chapter, the amount is determined by the rank you got in the mission.

it's very possible to miss one or two in the first playthrough, since you can only replay story battles in ng+
 

Luka-boy

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A new patch is out. It addresses some issues I've seen people mention:

Patch Update 21/11/2014
• Fixed issues with tank movement at high frame rates.
• Increased mouse sensitivity.
• Fixed issues with audio balance in stereo/5.1.
• Fixed rare crashes relating to memory allocation (e.g. when viewing unit stats in battle and exiting the HQ in book mode).
 

Cyberarmy

Love fool
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Divinity: Original Sin 2
Dunno, maybe it felt like that because VC was one of the first games I played on PS3, I was so bad with controllers back then (still not good with them fuckers though..)
 

34scell

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I use numpad instead of the mouse for moving the tank, since any slight shake can waste AP.
 

Luka-boy

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The new mouse sentitivity is more than welcome, and I did notice some kind of echo when wearing my headphones before this patch that is now fixed, so :thumbsup:

By the way, can anyone check if they feel the game runs more smoothly in general now after this patch? I think things like menu transitions, text boxes and enemy turns are a little bit faster now but that might just be my mind playing tricks.
 

Perkel

Arcane
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Mar 28, 2014
Messages
16,392
Actually PC version is better one in therms of gameplay. There is bug that causes interception fire more damage.

Also remember when i was talking about shift between VC1 and VC2 in art and how they gone from "serious" to "anime" ? Here is comparison in full glory:

jVrhFDU.jpg

QKZBKKH.png
 

Jick Magger

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PC RPG Website of the Year, 2015 Serpent in the Staglands Shadorwun: Hong Kong Divinity: Original Sin 2 Bubbles In Memoria
I forgot how retarded this game's plot can get.

Also found that a majority of tank customization (the ones that you put in blocks) is overall pretty useless. Only ones you should really bother with are the ones which increase your accuracy. Increased payload is only usefull in early game when your mortar can reliable one-hit most infantry, but by mid-to late game you'll pretty much be using it exclusively to blow up cover and hopefully soften up infantry enough for your shocktroopers/scouts to finish them off. Radiator stuff is completely useless seeing as enemy shocktroopers/scouts will never aim for your radiator, and tanks/lancers will always one hit kill you if they hit it regardless of how much plating you put on it. Not to mention the fact that you're pretty much fucked if you get yourself in a situation where the enemy can get a shot in at your radiator anyways.
 

Athelas

Arcane
Joined
Jun 24, 2013
Messages
4,502
Ugh, the UI in this game is terrible. That is, for the bits in between combat. Especially the way you have to constantly select different tabs for basic functions... Having to use a combination of keyboard and mouse clicks actually makes it worse to navigate than if it was restricted to just keyboard or gamepad.

Combat is pretty entertaining. It has one of the best implementation of attacks of opportunity in a turn-based game. So far I've found scouts (dat movement range + grenades) and snipers (1-shotting from a safe distance) to be the most consistently useful units. And the tank, of course.
Only being able to use sandbags as cover sticks out like a sore thumb considering the maps are littered with stuff like boxes. Also noticed some peculiarities with the A.I. like characters trying to shoot a moving target through a tank. I still think the 3rd person shooter perspective is superfluous/silly (since everything from movement to accuracy is stat-based), and always having to enter aiming mode/end your turn as quickly as possible is just tedious, but it certainly makes the game more engaging to play, I guess.

The fact that you have to watch like 5 badly written cutscenes before you get to a battle really messes up the game's pacing, though.
 

Grinolf

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Mar 6, 2013
Messages
1,297
Also found that a majority of tank customization (the ones that you put in blocks) is overall pretty useless. Only ones you should really bother with are the ones which increase your accuracy. Increased payload is only usefull in early game when your mortar can reliable one-hit most infantry, but by mid-to late game you'll pretty much be using it exclusively to blow up cover and hopefully soften up infantry enough for your shocktroopers/scouts to finish them off. Radiator stuff is completely useless seeing as enemy shocktroopers/scouts will never aim for your radiator, and tanks/lancers will always one hit kill you if they hit it regardless of how much plating you put on it. Not to mention the fact that you're pretty much fucked if you get yourself in a situation where the enemy can get a shot in at your radiator anyways.

WEapon customization isn't better. Like guns with the status effect. It's annoying when enemies using them, but for player the point is to kill enemies with 1-2 CP and not weaken them. It could be potentionally usefull for rushing with scouts through enemies... if their upgrade lowered damage or aim but not defence. Or for the machine guns the only important stat to look at is a range, as it already kills almost everyone with one attack, but their movement speed suck.
 

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