Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Incline Troubleshooter: Abandoned Children - isometric tactical Korean SRPG

Zumbabul

Savant
Joined
Jan 14, 2017
Messages
211
Can't say I'm particularly enjoying the first few hours. Cheesy dialogue and easy chaff enemies (on hard difficultly) that just lead to really long drawn out boring missions.

When can I expect the game to get more difficult, so that the systems actually become important.

Also the stupid training manuals seem to discourage experimentation which frankly (seems to) make no sense

Yes, the begging of the game is kind of meh. It is probably the weakest part of the game. So, if you are still in the beginning, and you don't enjoy it, it is probably the game's fault.

The game becomes interesting approximately in the middle of chapter 2, and really interesting at the end of the chapter 2. The game will become hard in chapter 3, and by the middle of the chapter 3 it will force you to shit bricks. The build porn aspect will come into play by the end of the chapter 3. The game has good and challenging end game, and, in my opinion, the best build porn of all rpgs I have ever played.

I would recommend you to give the game a benefit of the doubt and play it until the end of the chapter 2. If you still not enjoy it, probably this game doesn't suit your taste.
 
Last edited:

DakaSha

Arcane
Joined
Dec 4, 2010
Messages
4,792
I just failed a mission because i chose the wrong dialogue options before fighting even started, and wasted 5 mins of my time.

Alt-f4ed
 
Last edited:

Zed Duke of Banville

Dungeon Master
Patron
Joined
Oct 3, 2015
Messages
11,896
I just failed a mission because i chose the wrong dialogue options before fighting even started, and wasted 5 mins of my time.

Alt-f4ed
9bqglx.jpg
 

Saark

Arcane
Patron
Joined
Jun 16, 2010
Messages
2,234
A Beautifully Desolate Campaign
I usually don't like self-inserts, but in this case it is acceptable.
 

Abu Antar

Turn-based Poster
Patron
Joined
Jan 19, 2014
Messages
13,565
Enjoy the Revolution! Another revolution around the sun that is. Shadorwun: Hong Kong Divinity: Original Sin 2 Pillars of Eternity 2: Deadfire Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
[Notice] Contents Update and System Maintenance Announcement
48bc8c3b8ad653219bbeda0229e8037c1f391743.jpg


Hello everyone, this is the Troubleshooter development team.

We beg to inform you that the game contents update and system maintenance.

  • During the maintenance, players who use the Online mode can't play the game.
  • Please end the game normally before the maintenance begins.
  • During the maintenance, players who use the Offline mode can play the game.

Maintenance Schedule
  • Daylight saving time is not applied.
  • Date: May 3rd, 2022
  • Tuesday 10:00 ~ 12:00 CET
  • Tuesday 17:00 ~ 19:00 JST
  • Tuesday 01:00 ~ 03:00 PST
  • Tuesday 08:00 ~ 10:00 UTC

Update Details:
  • Added a online exclusive mode 'Player' on the Joint Drill.
    - In this mode, you compete with a team consisted of other player's team members that has a win record. The team is controlled by AI.
  • Added additional fields 'Starlight junction' and 'Silver Cloud Market Street' on the Joint Drill.
  • Added an option 'Priority Target for Attack Ability' on the option.
    • Attack abilities prioritize enemies with the highest hit chance when selecting a target by default. You can change the priority target with this option.
    • 'Highest hit chance', 'Closest distance' and 'Lowest HP remaining' are available.
  • Added a button that changes UI from the Module Crafting to Mastery Research.

  • You can acquire items that opponent units equipped in the 'Friendly Joint Drill' or 'Player' mode with a low probability.
    - This doesn't mean that you take opponent's items. It means you can acquire another one.
  • Changed the acquiring masteries and occurring events are triggered even though you can't get related Achivements by using the offline cheat commands.
  • Changed the increase-damage effect of the mastery set 'Investigate Origin' from 1% to 3%.
  • Changed the battle log to show the details of masteries that affect earning EXP.

  • Fixed a bug that the mastery 'Cannibalism' had not been triggered to the ally units.
  • Fixed a bug that the 'Spider Web Shot' was able to be shot for the point where no targets are available.
    Thank you.
 

Demo.Graph

Liturgist
Joined
Jun 17, 2018
Messages
1,008
I haven't read the thread to avoid spoilers.
I've tried this game (up to the mission with Ryu Ryusomething in the docks) and have some mixed feelings. Can anyone enlighten me without going into spoilers that much?
1. IIRC I'm playing on medium / default difficulty. Will the game become more difficult later? So far that Ryu guy is the only somewhat challenging moment. I'll probably have to replay the mission.
2. Will the game become more tacticool later?
So far I've had few possibilities and/or zero incentive to:
- create combos (like water + lightning (no water skills yet) or bleed+debuff (no point); no +time stunlocks were needed or available yet, though mechanics seem to be there);
- play with level geometry - fog grenade walls or traps or something aren't present, choosing positions almost doesn't matter as well, since neither you nor enemies can't move-shoot-hide;
- do any class play - very few characters as of yet, no point to make formations;
- do any respeccing or specializing - I gave everyone counterattack and that's about it, since it alone clears most enemies "for free"; otherwise my meeples have more or less random skills;
- almost no target management is required - since enemy stats don't depend on remained hp, you're killing the hardest hitters as fast as possible and then move to the others. That's it.

Some points trouble me.
- There doesn't seem to be an option for inventory loadout management, since items have Diablo-like random mechanics instead of predetermined stats (x-com, like).
- JRPG-like number bloat is retarded. I don't care whether my peeps have 912 or 925 hp, really. It's one- or two-shot any way. But RPG systems seems pretty weak.
- Money and gear aren't scarce. There's no point saving money for the base (no base to improve) or gear (it's LVL locked). There's no point hoarding crafting materials (item drops from levels are good enough).

3. Will the plot become interesting? So far it looks like pretty generic anime "ordinary schoolboy was a best outcome of some supapower experiment and now the sentient AI/mutated monstrosity of a godmother "aunt" is his only relative" as well as "the Troubleshooter is notClaymore" with lolis and stuff. Only sprinkles of Russian give the world some uniqueness.

tl;dr I've played for about 10-12 hours, I guess. I've expected more tacticool out of this thing. Is it there?
 

Zombra

An iron rock in the river of blood and evil
Patron
Joined
Jan 12, 2004
Messages
11,575
Location
Black Goat Woods !@#*%&^
Make the Codex Great Again! RPG Wokedex Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Serpent in the Staglands Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. I'm very into cock and ball torture I helped put crap in Monomyth
Demo.Graph If you're finding base difficulty dull, why are you continuing to play there for hours on end? Crank it up and start over bro, game is great when you have to try.
 

gurugeorge

Arcane
Patron
Joined
Aug 3, 2019
Messages
7,500
Location
London, UK
Strap Yourselves In
I haven't read the thread to avoid spoilers.
I've tried this game (up to the mission with Ryu Ryusomething in the docks) and have some mixed feelings. Can anyone enlighten me without going into spoilers that much?
1. IIRC I'm playing on medium / default difficulty. Will the game become more difficult later? So far that Ryu guy is the only somewhat challenging moment. I'll probably have to replay the mission.
2. Will the game become more tacticool later?
So far I've had few possibilities and/or zero incentive to:
- create combos (like water + lightning (no water skills yet) or bleed+debuff (no point); no +time stunlocks were needed or available yet, though mechanics seem to be there);
- play with level geometry - fog grenade walls or traps or something aren't present, choosing positions almost doesn't matter as well, since neither you nor enemies can't move-shoot-hide;
- do any class play - very few characters as of yet, no point to make formations;
- do any respeccing or specializing - I gave everyone counterattack and that's about it, since it alone clears most enemies "for free"; otherwise my meeples have more or less random skills;
- almost no target management is required - since enemy stats don't depend on remained hp, you're killing the hardest hitters as fast as possible and then move to the others. That's it.

Some points trouble me.
- There doesn't seem to be an option for inventory loadout management, since items have Diablo-like random mechanics instead of predetermined stats (x-com, like).
- JRPG-like number bloat is retarded. I don't care whether my peeps have 912 or 925 hp, really. It's one- or two-shot any way. But RPG systems seems pretty weak.
- Money and gear aren't scarce. There's no point saving money for the base (no base to improve) or gear (it's LVL locked). There's no point hoarding crafting materials (item drops from levels are good enough).

3. Will the plot become interesting? So far it looks like pretty generic anime "ordinary schoolboy was a best outcome of some supapower experiment and now the sentient AI/mutated monstrosity of a godmother "aunt" is his only relative" as well as "the Troubleshooter is notClaymore" with lolis and stuff. Only sprinkles of Russian give the world some uniqueness.

tl;dr I've played for about 10-12 hours, I guess. I've expected more tacticool out of this thing. Is it there?

It's somewhat more of a buildfag game (as it progresses) than a tacticool game, but it gets tacticool enough as your build gets better, as you start exploiting synergies between masteries and mastery sets, and have more options, or a more focused build (you can do either). Crank it up too, it's definitely more rewarding, as the enemies don't use all their tricks below a certain level of difficulty (I think it's "challenging" in the main difficulty options? the second highest, at any rate, IIRC, but you might need to check this - the optional super-hard difficulty levels elsewhere in the menus are more for a bit later, when you've got a really solid build).

Remember the balance is "proper" in that the enemies have the same hp/capabilities as you, so what happens is that as the game progresses more dangerous new enemies with new tricks appear, you think "wtf was that?" and then you get those tricks as masteries, and you get masteries to counter those tricks, and you incorporate them into your build.

It does take a wee while to get going, but most people who give it a chance love it. I played it to death for a good few months.

The abilities/powers themselves, what you have to look out for is synergies with masteries (e.g. masteries that cut down the recharge on some of the longer abilities, that kind of thing), and some are more useful in some builds than others. (Make sure you rank up the "Basic" version of the build to the max before you rank up either of the two variant build types, and do rank up both alt build types, as they often have special abilities that you can sometimes use in any build.)

It's worth doing a bit of farming, but you don't need to start that too early - about 2/3 of the way through the game.

The story actually has a bit of depth to it, and it's well told in the form of flashbacks to various things, so you only really start to piece it together after about half-way through the game (asynchronous or nonlinear storytelling, there's a word for it I forget, but this does it). You also start to appreciate the story art - it's not hyper-exaggerated and it's quite nicely done.

(Also note that you can build up masteries from other lower level or junk masteries (and/or ones you don't need right now, like pet masteries) - but a rule of thumb is that if you start finding you have to use other "expensive" masteries or masteries you think you might need later or for other builds, stop and wait till you get more low level masteries to use.)
 
Last edited:

Zumbabul

Savant
Joined
Jan 14, 2017
Messages
211
I haven't read the thread to avoid spoilers.
I've tried this game (up to the mission with Ryu Ryusomething in the docks) and have some mixed feelings. Can anyone enlighten me without going into spoilers that much?
1. IIRC I'm playing on medium / default difficulty. Will the game become more difficult later? So far that Ryu guy is the only somewhat challenging moment. I'll probably have to replay the mission.
2. Will the game become more tacticool later?
So far I've had few possibilities and/or zero incentive to:
- create combos (like water + lightning (no water skills yet) or bleed+debuff (no point); no +time stunlocks were needed or available yet, though mechanics seem to be there);
- play with level geometry - fog grenade walls or traps or something aren't present, choosing positions almost doesn't matter as well, since neither you nor enemies can't move-shoot-hide;
- do any class play - very few characters as of yet, no point to make formations;
- do any respeccing or specializing - I gave everyone counterattack and that's about it, since it alone clears most enemies "for free"; otherwise my meeples have more or less random skills;
- almost no target management is required - since enemy stats don't depend on remained hp, you're killing the hardest hitters as fast as possible and then move to the others. That's it.

Some points trouble me.
- There doesn't seem to be an option for inventory loadout management, since items have Diablo-like random mechanics instead of predetermined stats (x-com, like).
- JRPG-like number bloat is retarded. I don't care whether my peeps have 912 or 925 hp, really. It's one- or two-shot any way. But RPG systems seems pretty weak.
- Money and gear aren't scarce. There's no point saving money for the base (no base to improve) or gear (it's LVL locked). There's no point hoarding crafting materials (item drops from levels are good enough).

3. Will the plot become interesting? So far it looks like pretty generic anime "ordinary schoolboy was a best outcome of some supapower experiment and now the sentient AI/mutated monstrosity of a godmother "aunt" is his only relative" as well as "the Troubleshooter is notClaymore" with lolis and stuff. Only sprinkles of Russian give the world some uniqueness.

tl;dr I've played for about 10-12 hours, I guess. I've expected more tacticool out of this thing. Is it there?
"Today hard is a new normal". Basically, you are playing on easy mode, and complain that the game is easy.

Start over on Cruel difficulty. Enable challenge mode and all the additional difficulty settings (including 'Limit to growth' and 'High risk, high reward'). With these settings, your ass should be kicked even in chapter 1.
 

Saark

Arcane
Patron
Joined
Jun 16, 2010
Messages
2,234
A Beautifully Desolate Campaign
Will the game become more difficult later?
Yes, you're currently playing on Games Journalist difficulty.
Will the game become more tacticool later?
Yes. Positioning, elevation, cover etc. will matter a lot more later on. So will the usage of consumables and grenades/knockbacks and control abilities.
create combos (like water + lightning (no water skills yet) or bleed+debuff (no point); no +time stunlocks were needed or available yet, though mechanics seem to be there);
A lot of these combos rely on mastery sets or other characters that can provide a debuff that another character can benefit from. These combinations are somewhat required at higher difficulties, as enemies make use of them just as you would (or should) and can quickly kill a few of your characters if they're slightly out of position.
play with level geometry - fog grenade walls or traps or something aren't present, choosing positions almost doesn't matter as well, since neither you nor enemies can't move-shoot-hide
It will matter more later on. A lot more. Using suppressive fire to delay enemy turns, throwing down Smoke Grenades against enemy snipers or to cover your own melee brawl, utilizing knockback effects to push enemies into walls so they get stunned and lose their turn etc.
- do any class play - very few characters as of yet, no point to make formations;
Once your Squad becomes a bit bigger and you can pick some of the other classes, you will want to develop your team in whatever direction you want them to. Irene can be a Lone Wolf clearing out the flanks, or you can have her in the middle of the brawl. Albus can be your tank that soaks up most of the damage with high mitigation and dodge, or he can become an absolute monster that attacks multiple times per turn. On higher difficulties you will require a well balanced team, as a random assortment of abilities and builds might not be enough depending on the mission.
do any respeccing or specializing - I gave everyone counterattack and that's about it, since it alone clears most enemies "for free"; otherwise my meeples have more or less random skills;
You will do so soon enough. Once you unlock more masteries, you will naturally want to try out new ones, discover mastery sets, change builds after almost or entirely failing a mission or simply because you got a new character that fills the same role as an existing one so you wanna play around with some stuff.
- almost no target management is required - since enemy stats don't depend on remained hp, you're killing the hardest hitters as fast as possible and then move to the others. That's it.
This will also change on higher difficulties and once you get further into the game. Right now few enemies are truly threatening. Later on you will want to take out Snipers and Mages as quickly as you can, as they have an easy time killing your troops or characters. Turn order will play a bigger role once enemies have a bunch of abilities and passives themselves, and you will likely want to take care of specific melee enemies first that could otherwise run to your backline and slice up your hard hitters.

Honestly, most of your issues stem from the fact that you're playing on a difficulty that is designed for people who need a machine to breathe. Turn up the difficulty and you'll quickly realize that most of the stuff you didn't need to do just yet, is due to you killing enemies too fast. That won't really be the case later on or on a higher difficulty, as enemies gain passives that allow them to avoid getting killed in a single attack, and they also come at you in bigger numbers.
 

Demo.Graph

Liturgist
Joined
Jun 17, 2018
Messages
1,008
Demo.Graph If you're finding base difficulty dull, why are you continuing to play there for hours on end? Crank it up and start over bro, game is great when you have to try.
Partly because I've been playing for about half an hour a day, at a time when I was already tired due to job and family life. So I did that on autopilot for some time.

"Today hard is a new normal". Basically, you are playing on easy mode, and complain that the game is easy.

Start over on Cruel difficulty. Enable challenge mode and all the additional difficulty settings (including 'Limit to growth' and 'High risk, high reward'). With these settings, your ass should be kicked even in chapter 1.
I'm not that concerned about difficulty, but rather about tacticoolness of the engine.
E.g. I've tried to max up the difficulty yesterday and ran two missions. Enemies got more HP and somewhat more damage (e.g. they one-shot loli healer now), but so far it only forced me to place units in cover more often and try to concentrate damage. AOE abilities (from the lightning blonde guy mostly) became generally useless (no point spreading damage among several enemies). OTOH I think that with that much enemy HP bloat it might be worthwhile to dump common damage mods and spec into criticals.
In the process I've recalled why I've decided to run on normal difficulty in the first place. Higher difficulties looked like they bloated enemy HP and that's it. The bloat forces player to budget HP better... but the game doesn't become "tacticooler" or "more strategic" because of that. It becomes micro-heavy and "fiddly".

I think I'll return to normal difficulty and rush through the game until interesting situations would begin to appear. I'll ramp up the difficulty then.
 

Zumbabul

Savant
Joined
Jan 14, 2017
Messages
211
Partly because I've been playing for about half an hour a day, at a time when I was already tired due to job and family life. So I did that on autopilot for some time.
An excuse like a hole in the ass, everybody has it.
In the process I've recalled why I've decided to run on normal difficulty in the first place. Higher difficulties looked like they bloated enemy HP and that's it. The bloat forces player to budget HP better... but the game doesn't become "tacticooler" or "more strategic" because of that. It becomes micro-heavy and "fiddly".

I think I'll return to normal difficulty and rush through the game until interesting situations would begin to appear. I'll ramp up the difficulty then.
On a serious note. The main issue with the difficulty of the game is overleveling. If you overlevel the recommended level of the mission, it will be significantly less challenging. Challenge mode address this, but only partially. The option 'Limit to growth' prevents you to level above the recommended level of the mission. In my opinion, the game should be played with this option.

Another issue is that some enemies don't appear below 'Hard' difficulty. For example, I think Pink Horn will not appear in v15, if the difficulty is below hard.

So, if you want the game to be hard, but not too hard. Pick at least hard and enable 'Limit to growth'. Everything else is up to you.
 

Tse Tse Fly

Savant
Joined
Dec 26, 2017
Messages
636
Is the main story complete at this point? I see they introduce new high-level cases/scenarios/missions from time to time, are these connected to the main story or it's optional side content?
 

Zumbabul

Savant
Joined
Jan 14, 2017
Messages
211
Is the main story complete at this point? I see they introduce new high-level cases/scenarios/missions from time to time, are these connected to the main story or it's optional side content?
The main story (main game + the free dlc) is complete. Right now, the changes in the updates are minor. They fix balance and change items or skills a little bit. Basically, current changes are mostly about gameplay. You can safely start to play.

We expect that the devs will start to release the next dlc this year. They told us that this will be a small dlc. This means that the story will be extended, but not very much. So, again, you can safely start to play.

Another issue is that the current game is a prequel for their next game. They want to continue the story in the next game. I wouldn't recommend to wait for the next game, even if you want to experience a totally complete story.
 

Taka-Haradin puolipeikko

Filthy Kalinite
Patron
Joined
Apr 24, 2015
Messages
19,258
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
https://store.steampowered.com/news/app/470310/view/3389540590516237298
[Notice] Temporary disability of development work
Hello everyone, this is the Troubleshooter development team.

Since yesterday, there has been a record downpour in Seoul, Korea.

As a result, the basement of the building where the development team is located has been flooded and the building has been blacked out since yesterday evening.

The building management office is working on electricity recovery, but it's a difficult situation to solve in a day or two.

Although the development team has switched to telecommuting, it can be difficult to respond quickly to some tasks.

We ask for your understanding, and we will quickly return as soon as the development environment is normalized and prepare for the next update.

Thank you.
 

Luka-boy

Arcane
Joined
Sep 24, 2014
Messages
1,641
Location
Asspain
Has anyone played this on Linux with Steam/Proton? How's the performance?
I did. Performance was good and I only had one crash in over eighty hours.

My only issue was some weird glitch with the music for some time that caused static to play in the background, but after I formatted my PC for a clean install of KDE it went away. Later I realized it was probably a manual change I made to my OS's audio settings months before buying Troubleshooter but I'll never know for sure.
 

Yosharian

Arcane
Joined
May 28, 2018
Messages
9,504
Location
Grand Chien
Has the translation been improved since Dec 2020? That's when I played it and I found the game's translation to be so bad that I refunded it. I might be willing to give it another go if they've improved it.
 

vibehunter

Learned
Joined
Feb 1, 2021
Messages
264
Has the translation been improved since Dec 2020? That's when I played it and I found the game's translation to be so bad that I refunded it. I might be willing to give it another go if they've improved it.

I just started playing it and am about 12 hours in. It is not good at all, though at least you can get the gist of what the characters are saying. Still, it is jarring and noticeable.

I have no idea whether it improves later in the game.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom