Site Notice: KB and Near Future

So first of all: in the past few months the King's Bounty posts have been updated to be more completely accurate, all the way through to Dark Side. This particularly impacts Warriors of the North and Dark Side's posts, as they were always much less complete than the posts for the first two entries, but even all the way back to The Legend there's more accurate statements about how eg attacks that do multiple damage types work (It often doesn't work the way you'd guess), more accurate descriptions of mechanics, and of course new explanations of bugs. In a notable number of cases this basically resulted in me reversing statements on some topics, because some fiddly mechanics point or nigh-invisible bug meant my original conclusion was not actually accurate.

Some notable highlights include...

-In spite of what the games tell you, ranged units that do poorly in melee only rarely have their melee damage exactly half their ranged damage; the posts now include the true melee damage of ranged units as a separate damage entry.

-By a similar token, with units that have multiple displayed damage types, the game only rarely actually divides the damage evenly between them, such as by using different damage types for different attacks. (eg Archmages doing Physical in melee and Magic at range) Notably, Unicorns and Black Unicorns do pure Physical damage except against Undead and Demons, where they add a modest amount of Magic damage, making their damage display in-game particularly misleading. Posts are much more consistent about displaying such information completely and accurately now.

-In spite of the series trying to be pretty thorough about communicating essential information, there's still quite a few cases where the game simply fails to mention important qualities that don't necessarily come up in any given usage; Ogre Rage on Ogres, for example, clears Weakness from them, which is not alluded to by the game itself and is really easy to miss. Posts have a lot more such hidden qualities included.

In the coming months I'll be making another pass over the posts to straighten out any lingering inconsistencies that almost certainly resulted, too. (By which I mean I've already started this process, but can't say how long it will take to finish)

Second: the next FTL post is the last one I'm doing. After that I'll be taking a break for a month before moving on to the next big project of XCOM: Chimera Squad, though I'll probably put up at least one post during this break for stuff I'm not going to do a big series on.

See you around.





many hidden limitations/abilities/otherwise unmentioned qualities

Comments

  1. Since you are or have been doing a big King's Bounty overhaul: Do you think you could cover "instant animations" somewhere in there as well?
    It doesn't directly fit in with the sort of content you normally post, but it's done wonders for replaying the game for me and it's not well documented anywhere else.

    If you're not familiar: the game has an extra fast "animation speed"-setting that is not available through the in-game menu. It requires you to edit a single number in the game.ini file (specifically "setf ~r_anim_speed 2", 0 and 1 are the standard settings). This makes animations practically instant speed, to the point that it's a bit hard to tell what the enemy units did on their turns, but it also means that you can rush through the grindy parts of the game more or less instantly. Unfortunately, there are some crash-to-desktop bugs associated with this setting - they are rare enough that I'm okay with it and I'm pretty sure there is some pattern to what triggers them - someone else might know more.

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    1. I'm honestly not sure where I'd fit a reference to such naturalistically, and honestly I've only once raised the battle animation speed to the normal limit and hated the result, so an even faster animation speed modification isn't something I'd want to recommend. Most of the tedium that could use cutting is focused on overworld travel, like when a Quest has the player traveling back and forth across a large area of probably-cleared terrain where they're spending 4 minutes just watching their Hero ride from Point A to Point B and back. (But you can't actually step away from the game and let them handle it theirself, since you can't give really long-range order queuing. At least, not that I'm aware)

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    2. I'm very surprised to hear you play with normal animation speed. It doesn't matter that much in tricky fights where you want to think a lot, but having to wait while doing some mindless Repair Droid kiting is incredibly frustrating.

      However, playing more with anim_speed 2, it has a very annoying tendency to crash systematically in certain fights, forcing you to reload, turn the animation speed down and re-edit the ini and reboot the game, so I can't quite recommend it either.

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    3. I've played the KB series as much as I have in no small part because they're good games for relaxing when I'm sick, tired, etc, and can be played entirely one-handed with no real loss in functionality. (Medical crap means that for the past several years I've regularly spent time unable to use both hands when gaming, or at least reluctant to do so) If I were speedrunning them or otherwise doing challenge run stuff and playing the games when I was at my best (Whereby tedious-but-optimal play might become necessary more regularly), I might find the regular animation speed too slow (There are absolutely turn-based games where I've turned up animation speed, sometimes feeling even the top speed is still too slow), but that's simply never been how I've related to them.

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  2. I think they made some fascinating choices with the narrative and gameplay in Chimera Squad. I'm looking forward to reading your thoughts on the game; for your eloquence speaking on both of those aspects, as well as your perspective as a long-time enjoyer of the franchise.

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    1. Ditto. I've found the XCOM post series so far (both EU/EW and XCOM 2) very helpful and looking forward to Chimera Squad.

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