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Unicorn Overlord - Tactical RPG by Vanillaware

wolfbane

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Apr 9, 2021
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43
I mean are those really “issues”? It’s pretty fun, also enemy units get the same skills you do, aside from Alain’s special skill. Doom Knights still are tough to kill even at endgame, and there are tons of them in the last few maps lol. Also I think Galerius would be pretty tough without all of the stuff we’ve been talking about. He still took like 5 or 6 strikes to take down for me. That map was infinitely harder than the True Ending map, which is ok I think, the True Ending map is more of a celebration of the game than a real challenge I think. Same applies for the bonus map unlocked after the True Ending. It’s kind of like the piggy sequence in BOTW or the dragon sequence in TOTK, more of a spectacle than a challenge.
 

Saark

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A Beautifully Desolate Campaign
There's no real evidence to suggest that bringing the game to PC would increase profits? I think you have brain damage.
Increasing revenue doesn't necessarily mean increasing profits if the cost of making it happen in the first place or a delay in future releases offsets the gains from selling on steam. It's inarguable that the game would be selling decently well on steam, it's a matter of resource allocation, training/tech and how much it would delay future releases. I can't say that that's a guaranteed win over not doing a PC port, not with confidence anyway.

That doesn't even go into the issue of whether it might impact quality of the final product if they end up sticking some poor schmuck to do the pc porting instead of working on the game itself, which would definitely have an effect. Clearly the devs don't particularly care for PC gaming either way, so even just agreeing to an outsourced PC version of the game might have detrimental effects on the current staff, if they feel that the company "is going downhill" by going on the PC. It's stupid, but you never know with creative people, they're weird that way.

I'd personally be happy with a PC port, but I kinda get why a studio of their size doesn't give a shit about it. They don't care about the money, and they seem to be happy just working from one release to another. They're basically a japanese Iron Tower only they didn't have to throw in the towel after the second game, but have been operating in this way for almost two decades. I don't know where I read it, but I seem to recall someone mentioning that Vanillaware also develops on incredibly archaic tech, which might have something to do with the lack of PC port too.
Making a Xbox version and not a PC version for a Japanese game is just pure stupidity.
From what I gather, quite a few JP devs are hesitant to do PC specifically due to fear of piracy (they're still going after people uploading ROMs of games from 25 years ago) and their work being messed with, which is a lot more difficult to do on console. In some cases there's also issues with licensing when it comes to music or voice actors. It's retarded, but the entire situation with Takuya Kimura's agency essentially blocking a PC version of another game in the Judgement franchise, should have given everybody some sense over how ridiculously silly japanese are when it comes to PC gaming. If some of the JP voice actor agencies, for example, would keep you from making a PC port, that'd be a serious issue to be considered as you'd essentially have to chose between more sales via PC, but less star-power by not having access to the "best" voice actors. I don't know the market well enough to understand whether this is a common issue, but there are at least a few examples of studios not wanting to work with VAs that are unionized or music licence issues (we've seen that in GTA, for example).

Having your game on PC means there will be a lot of derivative work and random media using your game's assets, whether that's actual models or character designs, not to mention people could very easily make porn with it or do a plethora of other things the devs didn't intend. Devs, talent agencies or individual personalities in the JP video-game scene simply dom't wanna deal with all of that, and they think that not releasing games on PC has a significant enough impact on reducing the amount of headaches. As far as the japs are concerned, a lot of the cultural decline has come alongside the growth of pc-gaming and the internet in particular, and they wouldn't exactly be wrong either. With Kamitani being an oldschool artist, it's not too far fetched to imagine that this is a core reason behind Vanillaware not doing PC games.
 
Last edited:

Reinhardt

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Sep 4, 2015
Messages
30,120
I mean are those really “issues”? It’s pretty fun, also enemy units get the same skills you do, aside from Alain’s special skill. Doom Knights still are tough to kill even at endgame, and there are tons of them in the last few maps lol. Also I think Galerius would be pretty tough without all of the stuff we’ve been talking about. He still took like 5 or 6 strikes to take down for me. That map was infinitely harder than the True Ending map, which is ok I think, the True Ending map is more of a celebration of the game than a real challenge I think. Same applies for the bonus map unlocked after the True Ending. It’s kind of like the piggy sequence in BOTW or the dragon sequence in TOTK, more of a spectacle than a challenge.
lots of advanced classes are actually annoying to fight. like full werebear frontline with supports, for example. or even gladiators or hoplites. or pretty much anything on last continent with almost everyone being airborne. it's fine for your doomstack, but weaker squads will struggle.
 

wolfbane

Novice
Joined
Apr 9, 2021
Messages
43
lots of advanced classes are actually annoying to fight. like full werebear frontline with supports, for example. or even gladiators or hoplites. or pretty much anything on last continent with almost everyone being airborne. it's fine for your doomstack, but weaker squads will struggle.
Oh yeah the owl supports are annoying as fuck lol. Werebears aren’t as bad as the Angel Armor units imo
 

Reinhardt

Arcane
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Messages
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lots of advanced classes are actually annoying to fight. like full werebear frontline with supports, for example. or even gladiators or hoplites. or pretty much anything on last continent with almost everyone being airborne. it's fine for your doomstack, but weaker squads will struggle.
Oh yeah the owl supports are annoying as fuck lol. Werebears aren’t as bad as the Angel Armor units imo
i played ng+ with only girls and losing knights and their ability to decimate infantry was really noticeable at late stages.
 

wolfbane

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Apr 9, 2021
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Yeah the Soldier class (?) the one with a lance, is pretty powerful even late game, and a pain to deal with lol
 

Reinhardt

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Messages
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knights and their ability to decimate infantry
Gryphon Knights should be able to fill that slot pretty handily with their row kill skill, right?
they can but there are only 2 named + i had one generic which carried me early game until i started getting better recruits. also they are very squsihy against anything that can hit them. losing one of the girls late game was not uncommon.
 

wolfbane

Novice
Joined
Apr 9, 2021
Messages
43
yes. mostly for her equip and arena reward.
Sadly I didn’t use her much, I got her too late to make much of a difference in my army. She couldn’t really replace Berengaria, and I didn’t have another slot for a shield bearing frontliner. She made a decent catapult bot though lol, since enemies would have a tough time taking her down, especially paired with a wearbear
 

Yosharian

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May 28, 2018
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Location
Grand Chien
Lmao right piracy is a real problem with PC games, its not like you can pirate the Switch version and play i... oh wait
 

wolfbane

Novice
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Apr 9, 2021
Messages
43
I would wager that modding is a bigger “concern” to the devs tbh. Mods can “ruin” the vision of a game. I mean it is true that CEMU allows mods, as well as Citra. Idk if the switch emus allow them. I know little of switch emu in general, as I have little use for it personally
 

Saark

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A Beautifully Desolate Campaign
Lmao right piracy is a real problem with PC games
It's not, but many many people in charge of making decisions in the games industry still think so.

Besides, Sega, Sony and Nintendo are still actively fighting emulation and piracy for consoles, even ancient ones, which is a much smaller and "easier" to handle situation.
I would wager that modding is a bigger “concern” to the devs tbh. Mods can “ruin” the vision of a game.
It's definitely a part of it, even more so for a company like Vanillaware due to the company's director also being their main artist/designer.
 

wolfbane

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Messages
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It's definitely a part of it, even more so for a company like Vanillaware due to the company's director also being their main artist/designer.
Not to mention that the art is a major part of the appeal of their games, I can definitely see them being averse to some PC modders messing with that
 

Jaedar

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Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
just "hmm, why does this fight go completely differently if I move my backliner to a different backtile?"
like moving it from the tile it could be targeted by column attack? truly a mystery.
Don't be silly, if it was that I would notice it. It's not exactly rocket science.
Partly it's just rng, crits can change a lot.
Crits aren’t RNG though?
Err, yes they are? If you have 30% chance to crit, it's rng whether or not you crit.
 

Saark

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A Beautifully Desolate Campaign
Don't be silly, if it was that I would notice it. It's not exactly rocket science.
Yeah, RNG just rerolls entirely when you change anything, whether that is the position of any of the characters, or just activating or deactivating assist attacks. One of the most annoying parts of the game is that more often than not, you deal less damage with assist attacks active, than disabling them. Either way, the meta-gaming way to win most fights is to have 1-3 assist-units within range so you can reroll the RNG in your favor by simply activating and deactivating them one by one. It's dumb.
 

wolfbane

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43
more often than not, you deal less damage with assist attacks active
Not that assist attacks are super useful in general (outside of bow assist on any flying unit), but that’s probably because many of the late game units have Doom Knights or something similar that gains boons to defense on any HP reduction.
 

Saark

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Not that assist attacks are super useful in general (outside of bow assist on any flying unit), but that’s probably because many of the late game units have Doom Knights or something similar that gains boons to defense on any HP reduction.
I'm pretty sure something is scuffed with assists, or you're supposed to set up units differently to make them more meaningful. I'm not sure where I heard it, but apparently assist attacks get more powerful if you have multiple units of that type in the squad? Not sure if it's true or not, but that would certainly contribute to most magick and archer assists being dogshit, because those squads only had one such unit in it. Maybe it averages the phys/mag stats of that squad before calculating damage? Who the fuck knows.

Healing assists are great though, and ultimately the value of assists comes from rerolling the dice, not the actual damage.
 

Jaedar

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Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
I'm pretty sure something is scuffed with assists, or you're supposed to set up units differently to make them more meaningful. I'm not sure where I heard it, but apparently assist attacks get more powerful if you have multiple units of that type in the squad? Not sure if it's true or not, but that would certainly contribute to most magick and archer assists being dogshit, because those squads only had one such unit in it. Maybe it averages the phys/mag stats of that squad before calculating damage? Who the fuck knows.
I eventually set up a squad with 3 archers, didn't really notice any difference compared to 1. Maybe because I used 3 different archer types?
But they still would usually deal like 1-3 damage, which is basically nothing.
 

Saark

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A Beautifully Desolate Campaign
I eventually set up a squad with 3 archers, didn't really notice any difference compared to 1. Maybe because I used 3 different archer types?
It might just not be a thing then, I wouldn't be surprised if its a feature that's not fully fleshed out or working correctly. It's a shame, because especially early into the game, assist attacks make or break many fights, so maybe it's just an issue with increasing attack and defense stats on enemies. They still do get annoying when you have to fight enemies that are getting supported by 3-4 assists, and the availability of the wind chime to disable them when engaging an enemy are pretty limited. But overall I consider assist attacks to be a pretty forgettable feature of the game.
 

Grunker

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Err, yes they are? If you have 30% chance to crit, it's rng whether or not you crit.

Odd. I watched like 5 reviews and multiple of them specifically named crit as something you set up units to do deterministically.
 

Saark

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A Beautifully Desolate Campaign
Odd. I watched like 5 reviews and multiple of them specifically named crit as something you set up units to do deterministically.
Well, there's some units where you can reach 100% crit-rate due to their skills having an innate crit-rate buff. But evasion and crit are still working the same as in any other game (beyond guaranteed crits/evades), where you simply roll the dice with your accuracy vs their evasion, and each characters crit-chance. That's how most fights end up being very swingy, sometimes you hit and sometimes you don't, and with how high damage gets on inaccurate units like gryphon or wyvern knights, or berserkers, that can make a major difference. You can actually see the hit chances when hovering over enemies in the bottom right, iirc.

The RNG on these is somewhat deterministic, meaning if you save the game, engage a fight, lose it and then load, the result ends up being the same unless you change a variable that re-calculates the fight results. That can be a change in positioning of one of the characters, using any consumable, or using assist-attacks. It basically rolls a new seed, if that makes sense, and that new seed could be more beneficial or a worse outcome for you, depending on how much luckier it is than the previous one on crits, evades and hits.
 

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