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
[Notice] Contents Update and System Maintenance Announcement
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.
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.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?
Yes, you're currently playing on Games Journalist difficulty.Will the game become more difficult 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.Will the game become more tacticool later?
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.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);
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.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
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 class play - very few characters as of yet, no point to make formations;
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.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;
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.- 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.
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.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.
I'm not that concerned about difficulty, but rather about tacticoolness of the engine."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.
An excuse like a hole in the ass, everybody has it.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.
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.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.
New update.
I suppose it will have to do for now.We beg to inform you that the game contents update and system maintenance.
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.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?
[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.
I did. Performance was good and I only had one crash in over eighty hours.Has anyone played this on Linux with Steam/Proton? How's the performance?
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.
They definitely improved it quite a bit thanks to community suggestions pointing out the worst offenders to the devs and them taking note of them, though you can still tell English isn't their native language because some sentences every now and then can still be a little weird.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.
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.