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Incline Troubleshooter: Abandoned Children - isometric tactical Korean SRPG

Sykar

Arcane
Joined
Dec 2, 2014
Messages
11,297
Location
Turn right after Alpha Centauri
Sion is my favorite bro!
latest

9b841478cc6f0f2b4fcf468cfab94bf1cbc305bf.gifv
 

Nutmeg

Arcane
Vatnik Wumao
Joined
Jun 12, 2013
Messages
23,619
Location
Mahou Kingdom
That's around the point when the game starts to really ramp up in challenge, around level 15. However, if that's how you're getting through missions, you've either been grinding a bunch or you're not actually playing on Hard.

Also highly likely troll account.
For an experienced SRPG player, the game is very easy on cruel without any modifiers and without playing challenge mode. I am now playing always challenge mode + cruel + high risk high reward + limits to growth + mind body unity + paranoid + fetter of the past and it's much better. Also self imposed challenge condition of never repeating missions and playing them as soon as they're available.

Strongly recommend these settings to anyone who has played e.g. Fire Emblems for S ranks before.
 

Tse Tse Fly

Savant
Joined
Dec 26, 2017
Messages
710
Itching to restart it from the beginning (156 hours already logged in the current playthrough notwithstanding) since I've spoiled like 65% of the game for myself because of the joke difficulty thanks to overlevelling
 

gurugeorge

Arcane
Patron
Joined
Aug 3, 2019
Messages
7,902
Location
London, UK
Strap Yourselves In
I like that the game is more story and character driven than i expected. If this is a big game, then i need to be invested in the fiction. Excellent mechanics can easily sustain a 50 hour game, but for me, a long game need more than mechanics. But i am satisfied with the writing so far. ( just beat the dogs on the highway. Only sion is in my permanent team) translation isn't the best, but i survived the whole 90s jrpg era so whatever

Yeah the story was a surprise for me. It took a while to get into first time round because it's told so non-linearly, and I was more into the mastery system and the tactical gameplay; but on my recent, second playthrough I really concentrated on the story and it was all making more sense. It's actually quite good as far as games go, and has the full gamut of emotional ups and downs.

You've got a huge amount of fun ahead of you :)
 

Urthor

Prophet
Patron
Joined
Mar 22, 2015
Messages
1,879
Pillars of Eternity 2: Deadfire
Had a nostalgic moment.

Shoutout to this game being one of the best RPGs of the last 5 years. Love it so much.
 

Nutmeg

Arcane
Vatnik Wumao
Joined
Jun 12, 2013
Messages
23,619
Location
Mahou Kingdom
It's getting easy again even with all the difficulty modifiers. Here's my level 15 bloodwalker build for Sion, which has lowered the difficulty of this part of the game tremendously (around the end of chapter 2).

NnAplZH.png


Final resistance in particular synergizes very well with bloodwalker. Will be giving him defensive choice level 17, just to make him even more tanky.
 

gurugeorge

Arcane
Patron
Joined
Aug 3, 2019
Messages
7,902
Location
London, UK
Strap Yourselves In
It's getting easy again even with all the difficulty modifiers. Here's my level 15 bloodwalker build for Sion, which has lowered the difficulty of this part of the game tremendously (around the end of chapter 2).

NnAplZH.png


Final resistance in particular synergizes very well with bloodwalker. Will be giving him defensive choice level 17, just to make him even more tanky.

It'll get harder again as you meet new mob types. And wait till you try the Battle Mage sub-class, once you've ranked the sub-class up and gotten all its sub-class masteries it's like a super-tank - plus not quite as much damage as Black Mage, but good enough.

The Common masteries and mastery sets are pretty good up to about your level, but you'll want to start filling in with some of the Elementalist and specialized Black Mage and Battle Mage masteries and sets soon (the Battle Mage sets are the most synergistic in the game, basically you just slot all Battle Mage specialties you get, plus some of the Elementalist, and you more or less can't go wrong, a whole slew of sets just automagically pop together, though lots of refinements in various directions are still possible). Irene also has a Battle Mage sub-class that works similarly, but is more based around roving/skirmishing than tanking for the team, which Sion eventually does superbly.

As the game progresses, you will find that you adjust your builds slowly as you go - e.g. Albus starts off as kind of your main tank, but he eventually becomes an amazing skirmisher/assassin in either of his sub-classes (though they play very differently).

The Lightning sp masteries and sets for Sion are great too (note what his main Lightning sp mastery does up top left and build in the Lightning masteries around that to start with), but they really only go with the Black Mage to any great extent, the Battle Mage doesn't have much use for them. Generally the sp masteries for all the characters (Lightning, Fire, Wind, etc.) seem unimportant at first, but they start to work their way into builds eventually.

Also note that once you've fully unlocked both sub-classes for a character, the abilities that were formerly specialized unlocks towards the end of levelling up the sub-classes become available to either class, and most builds mix and match abilities from both sub-classes in both builds.
 

Jermu

Arbiter
Patron
Joined
Aug 13, 2017
Messages
1,644
Regular Update
Posted
Mon, December 12
[Notice] Next Update Schedule Announcement
[Notice] Next Update Schedule Announcement

Hello everyone, this is Troubleshooter development team.

First of all, we apologize for the delay in updating due to our lack of ability.

The next update will follow the timetable below:

  • Daylight saving time is not applied.
  • Date: December 23th, 2022
  • Friday 12:00 ~ 14:00 CET
  • Friday 20:00 ~ 22:00 JST
  • Friday 03:00 ~ 05:00 PST
  • Friday 11:00 ~ 13:00 UTC

The update is being delayed, but we will do our best to repay you with pleasant content.

I hope you all have a healthy and happy end of the year.

Thank you.
 

Rafidur

Learned
Joined
Sep 12, 2019
Messages
411
Wow the game suddenly got much more difficult when the white tiger started showing up. Good thing at least, it was too easy before.
There's a violent case where you face all of their bosses at once in a giant fuckpile. Very tough at appropriate levels.
 

HoboForEternity

LIBERAL PROPAGANDIST
Patron
Joined
Mar 27, 2016
Messages
9,419
Location
liberal utopia in progress
Steve gets a Kidney but I don't even get a tag.
My current build is so focused on offense because the previous enemies barely hits any damage, so i am struggling when the snipers started coming and hits hard. Might need to make new mastery board. level 27 ish rn.

Albus focus on countering, with retaliation and bleeding.
Sion is a a aoe magic damage dealer
Irene is a speedy counter with the distance mastery set for rescuing/looting chests.
Anne is all purpose support/damage dealer witch since her attacks are surprisingly good.
Heixing is a glass canon AOE sweeper.
 

Lhynn

Arcane
Joined
Aug 28, 2013
Messages
9,957
Best thing to do against snipers is just carrying a whole bunch of smoke grenades, they become your bread and butter and make your melees job much, much easier.
 

Nutmeg

Arcane
Vatnik Wumao
Joined
Jun 12, 2013
Messages
23,619
Location
Mahou Kingdom
Don't really know how snipers work quite yet but I just played "Strength competition" and they posed very little threat. In fact, I'd say they made the mission easier. They need 2 turns to shoot, and this is disruptable.
 
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Nutmeg

Arcane
Vatnik Wumao
Joined
Jun 12, 2013
Messages
23,619
Location
Mahou Kingdom
Played through some pretty retarded story missions jn ngl. Such as rescue all the civilians, but you can do it in 4 moves, or defeat all the animals in the park, but white tiger gang defeats all of them for you, and finally, fight mobs, but they're tiny and confined to walled spaces where they can't alert anyone. Well at least that last one had a cool twist with the berserk robot.

Also did a couple of violent cases. Now those were great. Having an active Javert quest adds a good twist, as he'll alert 2 or 3 mobs when you get close so you have to fight a fat wave of mooks. Didn't manage to catch him in the last one.
 
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Nutmeg

Arcane
Vatnik Wumao
Joined
Jun 12, 2013
Messages
23,619
Location
Mahou Kingdom
I've probably sunk over 100 hours into this game at this point and am gonna take a break. I'll write up my full thoughts when I finish the game - right now I'm up to S29, so about 60% through the non-DLC content. For now, a smaller review in the form of pros and cons.

Pros:

Even with the incredible set of tools at disposal, at the highest difficulty with all extra difficulty modifiers turned on, I have not managed to break the game outright (although for certain, mostly story, missions, my builds happened to be very OP) on a blind play through. In fact, a few missions, especially early on, but later also the violent cases, I needed to replay around 5 times before coming up with a winning strategy.

The character building system through mastery boards, classes and abilities goes well beyond just "numbers go up" (although, sadly, many are just "numbers go up", although the fundamentals of economization here aren't broken when playing with limits to growth), and actually greatly affect your tactical options in a meaningful way, at least when playing on the greatest possible difficulty (not so much below).

A very high decision to (single character, the game works like FFT) turn ratio i.e. good fundamental moment to moment tactical play, at least during the missions where your builds alone don't carry you across the line (there is a primitive satisfaction in those too, that doesn't wear thin because at least in my experience, I only achieved it a few times).

The writing is OK, and you can skip through everything anyway. I even got used to some of the initially very confusing explanatory text and now it just kind of makes sense to me? Did it break my brain? I don't know.

Cons

The art is very amateur from a purely technical stand point (as I have some knowledge of visual art, I can also tell the artists' (I suspect there's been a few artists involved, one is quite good, the others are quite bad) lack of ability is influencing their designs), and the art direction, while not entirely soulless, is sophist, at least to my tastes.

I find all the monster hunting stuff to be particularly distasteful, mobage, MMO cringe.

With the exception of maybe one or two tracks, the music has 0 personality. It's not something I'd listen to outside of playing the game.

The extremely tedious Diablo (or other Western ARPG or MMO) style loot system. You'd think if you played it with the challenge run rules I play with (never replay missions once you beat them, play new missions as soon as you get them from lowest level to highest, so as not to over level), it wouldn't get in the way. But it does. Oh it does.

In fact this last one is my greatest complaint, and it betrays the main problem with the game design overall which is that while the game presents a solid non deterministic tactics engine, and a good character building system to go along with it (i.e. nailing the fundamentals of an SRPG) it is sprayed with MMO mobage skinner box fecal matter (loot boxes, "drop rates", obvious affordances to "farming" and "hunting", among other garbage) and then painted over with a few well thought out difficulty options (although you still need to self impose a no replaying missions restriction, as there is no such modifier (pussy devs didn't want to upset 100% losers, I guess)) namely "limits to growth", and surprisingly all the HP bloat in challenge mode, cruel and high risk high reward being a good thing for once (as it averages out the RNG hell, making it so risk mitigation through modifying various probabilities with your builds is beyond simple gambling due to the number of dice rolls you'll be doing).

Conclusion

If you like tight, clean, thoughtful design, avoid. Or, actually, don't, because really, just a little tolerance goes a long way. For as horrible as the "outer loop" of the game design is, the core is quite good, and only a few self imposed restrictions are necessary on top of all the ones the devs gave you options for. In fact, even less than in some more tightly designed games.
 

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