Franka
Dec 07, 2015
When we get to more than 10 pages of save slots and press "Next", weird things start happening. The save screen can't display more than the number 10, and a permanently empty text bar shows up on screen.
Wait, now it's starting to happen even after I moved all the saves somewhere else. I'm not sure what's causing it.


http://i.imgur.com/lkjNRz2.png" style="max-width:100%">
(Happened after Mizuki's ascii art scene. I sent a save.)
jack1974
Dec 07, 2015
Hmm here the Sergeant works. I think one time it didn't work, but I am not sure why. Now I tried a lot of times with a cheat, and it always worked!
About the save bug can you send a screenshot? I don't understand what is happening exactly

jack1974
Dec 07, 2015
Found the sergeant bug: when he dies gives a random unit the bonus, INCLUDING HIMSELF AS HE IS ABOUT TO DIE

that's why sometimes (randomly) it seemed to not work! Now I've added checks for it.
jack1974
Dec 07, 2015
I made a ton of bugfixes today, and tomorrow parents/brother comes to visit, so depending if we manage also to solve the flying unit bug I could do another update today, or tomorrow. But I'll do another one before fixing all the battle FX, that will take some time.
My guess is that before Christmas I could have up to mission 25 and all romance CG done, but I'm going to take it a bit easier because of the holidays

Franka
Dec 07, 2015
About the save bug can you send a screenshot? I don't understand what is happening exactly 
Ah, it only happens in a specific save, and might actually not be related to going above 10+ save pages. I'll send that save to you.


http://i.imgur.com/lkjNRz2.png" style="max-width:100%">
It's the same thing that happens here, which you can see if you finish the Mizuki team talk in the save I sent you earlier today. An empty text box that won't go away.
jack1974
Dec 07, 2015
Yes I have solved that one, it might be the same bug then

Franka
Dec 07, 2015
I know what it is, it happens after a Diana team talk. I had saved before noticing the empty text box. Sending another save, so you can see which talk it is.
Franka
Dec 07, 2015
I'm just going to test that the rest of the cards work as intended, then I'll do the evaluation of new cards thing.
jack1974
Dec 07, 2015
OK good so if there's something else will include in the next big update

Franka
Dec 07, 2015


http://i.imgur.com/V0F6keG.png" style="max-width:100%">
I'm not sure how Clear Vision is supposed to work. I mean, I understand your intention, but... In this screenshot, you'd think I could target the Cannon Turret with 8 Health, clearly marked as being above normal, but I can't target anything with the card. (Shouldn't that Cannon Turret be a Silver upgraded card, by the way? I don't know where else that extra Health could come from.)
Also, "default values" implies that you'd heal a card to default Health if it's been damaged.
It's simply very confusing to understand when you can use the card. (I know you intended it to remove buffs from enemies. I haven't actually managed to start a test fight where I could try that.)
Since we can also only target enemies, we lose what could have been a better use of the card: To remove debuffs from our own units.
Now, if everybody understood "buff" and "debuff" those would be the terms to use on the card. You could of course use those as keywords on cards and put that keyword on cards affected by them. So, "wall, robotic, stationary, buffed" would be targetable by Clear Vision. I don't know, I'm not sure there's an elegant solution, unless somebody can make up a really good text for the card that explains exactly what it does.
jack1974
Dec 07, 2015
Sorry I forgot to update the description, works only on organic targets!

Regarding buffs/debuffs is not really possible: differently from SOTW/Loren there's no track of what has been cast on the cards (would be crazy). So yes, it can only restore the card to default values, which could be a good or bad thing.
I can have it target even allied units though, that is possible.
Franka
Dec 07, 2015
Sorry I forgot to update the description, works only on organic targets! 
Regarding buffs/debuffs is not really possible: differently from SOTW/Loren there's no track of what has been cast on the cards (would be crazy). So yes, it can only restore the card to default values, which could be a good or bad thing.
I can have it target even allied units though, that is possible.
Well, if it restores Health to full, then it's too strong to be played on our own units. If it just restores Attack to normal value and can be played on both enemies and our own units, it might be good.
Another bug: The Breach you get from Covert Operations doesn't work.
Franka
Dec 07, 2015
All right, I think I've checked all the new and the changed cards. We're taking a look at balance and use then.
Riot: A good first turn card, because that's when the AI usually plonks down 4-5 cards. After that, it becomes a comeback card if you're getting beat, which is good, this is something the game has really needed. I think the cost is probably about right.
Volunteers: Fairly unexciting. They call non-upgraded versions of themselves, which plain sucks (and I would consider it a bug).
Robo-Replicator: We've already covered its bugs earlier (summons a bad organic copy). I find that its stats are over the top, 4/6 when upgraded is too much. Starting stats 3/3 or 3/2 would be reasonable.
Electrocute: Probably overpriced right now, but AoE damage is good early in fights.
Collapse Ground: A bit tricky to use, best when you kill all the small units first. Relying on luck is a loser's game. I'm not sure about the cost, under the right circumstances it would be fine, but the random bit makes me think it should be a little cheaper.
Apex-Rahn Berserker: Pff, now we have to hope for Walls to really abuse this guy, though Steroids still make him interesting. He's now one of the few good units against Palidrayans and their 10 Health Walls.
Observer: Growing units are fun to abuse, this one is slow though, and only gets silly when we play Unoptimal Balance after several turns. It's still good at 3 Attack and Breach though.
Snipe: I'm thinking it's overpriced right now. Also not sure this should work on Walls.
Agent Zero: I like this guy for his versatility, while Invisible isn't very useful, it does mean the AI can't take him out before summoning sickness is over.
Barrage: A basic AoE damage card. Should probably be cheaper than Electrocute and Psionic Blast.
Sergeant: I like him, he’s interesting, good by himself, but also good if he should die (once the targeting bug is fixed).
Domesticated Avian: The only difference between Flying and Breach is what cards affect them, which is currently none for the player, so it's like a 3/4 Breach unit, which is ok, I guess, but compared to, say, Agent Zero, not very good. I think it needs a buff, an additional ability.
Critical Hit: Not highly useful right now, and rather expensive, but it does round down in our favor, so you can go from 7 to 3, or 1 to 0. Should this work on Walls though?
Spiked Wall: I'd pretty much always use Cannon Turret before this. Very unexciting, but of course somewhat abusable with Rebuild. Probably strong against Matrick, who are mostly melee units with little Wall hate.
Suppress Fire: This is interesting, because we have very few ways to mess with enemy Attack stat. It's expensive, but guessing it will be useful later. Rounds down in our favor, which is good.
Mobile Factory: It makes Robotic units open for abuse, but with the change to Discount (doesn't discount Credit costs), I think it works. It's a little too tough, probably 1/5 before upgrades would be more reasonable, or better yet 0/5. It feels a bit much like another Cannon Turret at 2/7 upgraded.
Grenade: Too expensive right now, but a useful small AoE card, notable for being able to splash Invisible units on the sides.
Psionic Blast: Like Electrocute, a little too costly, I think.
Robo-Ant Protector: Strong, high stats, targeted Force Shield. Stats are too high, I think, 2/3 would be better maybe?
Alien Scavenger: Finally it's become useful! I like having this guy sitting around now, pumping up my units. I'm not sure these should work on Walls though, they make Mine Field pretty strong.
Bounty: I've tested it a lot, and I think it's ok now. Playable, but not amazing since we do pay resources we also need to summon that Credit expensive unit we want. The Renegade Sniper is also weak enough that it's the right card for this. I often have to get rid of it quickly, because it takes up space I could use for something better.
Snap Shot: Expensive. Might be more useful later, right now it kills almost anything. Shouldn't work on Walls though.
Outpost Ninja: We've already gotten this guy nerfed some. He's still hot cakes, but it's about time Galina got a proper attack unit, so I think it's fair.
Troyen
Dec 07, 2015
I kinda wish walls had some sort of visual indicator. Didn't realize the mine field was one until turn two. Same for units that grant credits on death, but that's a lot to pack in.
There's a space on top of the small card border, I could try to put some small icons there, but need to check if is not too much info on screen at once.
If it comes down to it, I'd rather have the credit indicator than the wall indicator. Walls you can sort of figure out by using the card details. Credits aren't shown at all.
Also, would be nice if the "end selection" button lit up to remind you to click it. Or the "end turn" button if you have no more cards to play.
I need to ask Anima if is possible to do a check for the player not having any more cards to play, but otherwise is a good idea.
I think you already have this in that cards dim when you don't have the resources for them. It just would be nice for the button to end your turn to light up because it's on the far side of the screen and doesn't stand out so it can take me a while to find it. (I'm spoiled by the bright green button from Hearthstone.)
I almost want to see the victory conditions before the battle starts, but I don't know if that would get annoying. Maybe Franka or someone who has played all the way through can comment.
Basically after the tutorial battles (first 10), all the battles have all the same 4 victory conditions:
1) All enemy units destroyed
2) Reduce the opponent's HP to zero
3) Captain Nelson must survive
4) Enemy must not kill all player units
so after a while you get used to those. In the few missions where there's a special condition, I do a "cutscene" (the character coming in from the right with a short text) which will explain the extra condition.
I *think* (but need to double-check) that the character popping in with special condition information keeps showing up on Turn 2, after I've already begun down the wrong strategy on my first turn. Would be nice if they did their spiel at the start of the battle.
Random annoyance: anyone else keep bringing up the save screen by trying to right-click cards during a battle?
jack1974
Dec 07, 2015
Franka: thanks for the reports, will check them all tomorrow and reply in detail

Troyen: I've already implemented many of your suggestions (credits displayed, end of turn hilight) but I wanted to wait before doing an update again. Will probably do it tomorrow or wednesday with a lot of fixes!
I could enable right click on battle but since the card zoom is displayed on mouse-over I thought it was enough (originally there was no autozoom but was too inconvenient, people would be always right clicking on all cards).
Troyen
Dec 07, 2015
I don't really want right-click on battle, I'm just doing it reflexively because of the deck screen. :p
Troyen
Dec 07, 2015
Mission with the robobrains (8? 9?)
You suggest I should use Mizuki's hacker unit and unoptimal balance on Turn 2. Not only have I burnt my resources at this point on other cards, but I didn't even put some of these into my deck, so it's a little late.

jack1974
Dec 08, 2015
Well is a suggestion but it's not like you can't win in other ways too

Also is common in RPG to start battles with other setup, in this case I made it quite simple to retry, since I auto-save before every hard choice and before each battle.
Troyen
Dec 08, 2015
I think they'd be a lot more helpful before/on the deck screen though, so you can actually plan around the new cards. Having it pop up when I have none of them in my hand is a little unhelpful. :/
jack1974
Dec 08, 2015
Well, if it restores Health to full, then it's too strong to be played on our own units. If it just restores Attack to normal value and can be played on both enemies and our own units, it might be good.
Yes perhaps restoring health is too much. I'll try just with restoring attack on next update and see how it is.
Another bug: The Breach you get from Covert Operations doesn't work.
Fixed it
Volunteers: Fairly unexciting. They call non-upgraded versions of themselves, which plain sucks (and I would consider it a bug).
Now they are upgraded. With the upgrade I think are good, because can be used in combination with buffing cards
Robo-Replicator: We've already covered its bugs earlier (summons a bad organic copy). I find that its stats are over the top, 4/6 when upgraded is too much. Starting stats 3/3 or 3/2 would be reasonable.
I fixed the "bad organic copy", and changed starting value to 3/2. The summoned copy will keep the upgrade as well even in this case.
Snipe: I'm thinking it's overpriced right now. Also not sure this should work on Walls.
Well dealing 4 damage is not bad since you can kill most units with it, but I could tweak it. Disabled it on Walls!
Barrage: A basic AoE damage card. Should probably be cheaper than Electrocute and Psionic Blast.
Originally I wanted it to deal 2 dmg, but then I thought could have been a bit too much

I can make it cheaper though.
Domesticated Avian: The only difference between Flying and Breach is what cards affect them, which is currently none for the player, so it's like a 3/4 Breach unit, which is ok, I guess, but compared to, say, Agent Zero, not very good. I think it needs a buff, an additional ability.
Haha I just created the best ability ever!!!

"On Summon: optionally eat any organic unit (friend or foe) and gain +1 attack / +2 hit points."
Critical Hit: Not highly useful right now, and rather expensive, but it does round down in our favor, so you can go from 7 to 3, or 1 to 0. Should this work on Walls though?
Nope, not work on Wall, fixed.
Mobile Factory: It makes Robotic units open for abuse, but with the change to Discount (doesn't discount Credit costs), I think it works. It's a little too tough, probably 1/5 before upgrades would be more reasonable, or better yet 0/5. It feels a bit much like another Cannon Turret at 2/7 upgraded.
Yes I made 0/5 now.
Robo-Ant Protector: Strong, high stats, targeted Force Shield. Stats are too high, I think, 2/3 would be better maybe?
Yes, also because Graciela has other powerful cards. So better 2/3.
Alien Scavenger: Finally it's become useful! I like having this guy sitting around now, pumping up my units. I'm not sure these should work on Walls though, they make Mine Field pretty strong.
Ah no, it wasn't supposed to work on Walls. I always forget about it
Snap Shot: Expensive. Might be more useful later, right now it kills almost anything. Shouldn't work on Walls though.
Indeed, another one I forgot to set!
Outpost Ninja: We've already gotten this guy nerfed some. He's still hot cakes, but it's about time Galina got a proper attack unit, so I think it's fair.
Yes, I need also to consider the overall cards for a hero, and this is the first real attacking unit Galina gets, so is OK
Phew! I think will do an update in a few hours. The changelog is starting to be several pages long!!
