Damn, this game makes for one hell of a first impression. Gorgeous both visually and aurally and the combat has some very clever mechanics.
*dives back in*
Well Broken Age still isn't avaliable, it's just a pre order.
Also going by my friends list everyone backed Broken Age so they don't need to buy it now
Thanks, I'll probably just buy it now.
The conversation/decision-making is pure King of Dragon Pass
Also, the supplies mechanic really makes traveling such a nail-biter. I love it!
Any word on console release date?
It probably doesn't take a particularly high spec PC to run.
For those who finished the game already, I'm stuck at a part
Waiting for Juno at the sunken town. Should I just leave, or can I rest until she comes? I've already lost people because of resting in the town for a few days.
I'm gagging for this but the price tag puts me off.
I'm gagging for this but the price tag puts me off.
Steam isn't syncing my save from my desktop so that I can play on my laptop. Is there any way to force it to do so?
Found the save directory
C:\Users\ Username \AppData\Roaming\TheBannerSaga\Local Store\save\saga1
It seems the game doesn't have cloud save syncing implemented. Find the save file on its directory on your desktop:
And manually copy it to the same folder/directory on your laptop. It seems you have a .png file (the save thumbnail) and the save file proper a .json file. Copy both just for good measure.
25$ is too much for a beautiful and good 12h game ?
$25 is a steal for this game and this is coming from a person who very very rarely pays full price for a title.
Guess I'll ask a few people I trust about the game and see what floats
The game is 25% off over at gamefly if you use the voucher code on their frontpage.
Is there any news on the next Chapter? Also I think they're trying to fix certain issues like subtitles and other settings in the options.
And manually copy it to the same folder/directory on your laptop. It seems you have a .png file (the save thumbnail) and the save file proper a .json file. Copy both just for good measure.
Any word on console release date?
Still going on my no deaths run. Think I lost a vral character or two during events though, hard to keep track of their names.
A bit early for that isn't it? A new chapter would basically be 'The Banner Saga 2' as I understand. Hopefully there's an expansion before that though.
Wait, this is coming to console? Or is your post just wishful thinking?
Pure wishful thinking
A bit early for that isn't it? A new chapter would basically be 'The Banner Saga 2' as I understand. Hopefully there's an expansion before that though.
Is there any way to show the movement grid for enemy units at the start of the battle (when you are placing your units) like in most srpgs?
Yeah, if you click on them it will give you the information. This game continues to be lovely.You have to click each unit individually I think. The tab key shows the armor/strength stats of every unit during combat.
The game was originally conceived as a trilogy. I believe that higher backer tiers included all three games if/when they're released. Has any of that changed?
Originally conceived of as a single title, but split early on into three titles, all of which would be received by backers, as I understand it.
FOR OUR NEW BACKERS: Early on in the campaign we changed the prizes so that anyone who pledges $50 and up will receive all three parts of the trilogy: the full game! It's our thanks for helping us achieve our goal so quickly.
I do worry a bit about Hero-U, but that'll probably still turn out OK given it just barely met its goals rather than grossly exceeded them.How long until we can make a thread about kickstarter crow eating?
Basically all of the more prominent ones turned out good.
The outcome of that particular random questline can differ a lot depending on how you deal with the drunk guy.- I liked the "random" things that came up where you'd have to choose what to do with an unruly guy, though a few of the situations ended up unsatisfyingdrunk causing trouble in the caravan ends up crying wolf then just laughs about it and runs off forever. hrm okay.
This is already how it's done. When you mouse over a tile you can move to, it highlights every enemy in range after that move with potential health damage. Without that, I'd have trouble positioning my archers.[*]Moving would highlight characters you can attack, and show a preview of possible damage done (in this case in terms of armor/health damage). if you don't think that will work out, just go back and move/attack something else instead.
It's a very simple system. Damage on Strength/Health is Strength - Armour + 1 for each willpower spent (the little stars). Armour damage output is not calculated like that but inherent to each character (bottom stat in the heroes screen). The enemy has the same tactical opportunities you do, which makes the combat more interesting.- combat is interesting because of the armor/health mechanics, but it is also kind of...haphazard? or inconsistent in terms of looking what is going to happen. When I move a character, and the enemy comes to attack me, I literally have no idea what is going to happen between those two. Is he going to attack me for defense or health? how much damage is it going to do? Once I had the same defense but got hit for 1, while a different enemy with the same values hit me for 5. What?
Turn order is absolutely key! You position your tanks and armour breakers first and finish them off with the finishers (those with high strength stats) last. Otherwise you end up with a bad first round where your high strength finishers can't do enough damage (yet) and you'd wish your armour breakers got in there first. Additionally, there's a support class later that allows you to modify your turn order mid-battle.- turn order doesn't actually have to do with who moves more often, it has to do with who goes first in the queue. I find so far it's completely meaningless unless there are things later which allow you to jump forward in the queue in order to say help a character or whatever who's likely to die.
Yup, exactly the same as in Fire Emblem, positioning your weaker units to get the deathblow is key for leveling them up.- experience is only given on kills, so whoever gets the deathblow gets counted. This isn't an issue at first, until everyone is level 3-5 and you have this one level 1 dude you're trying to level up but he gets smooshed by all the monsters if they even get close, or targeted if they're ranged.
I agree, a text log would be nice.- No log of text. There are multiple situations where I've read something, only for the next screen to say something confusing, and I wished I could have gone back to reread what was said to regain context for the second screen.
It's fine to dislike this, but I really like how it's done here. It drives home the impression that you are not in control of everything, you are a person swept up in events far bigger than you, trying your best and making the best possible decision with the information that's available to you. Things won't always go as you imagined/hoped, and that's an important lesson to learn in the world of the Banner Saga - for Rook as a character, and you as a player.- Characters (in this case characters you use) can randomly die without any sort of foreshadowing or warning out of combat. I find this unacceptable, but I realize it's part of the CYOA design. Which is fine, do your thing. But give me manual saves so I can go back and say no fuck you, I like that guy and want him to stay in my party. I would also have less of an issue if it didn't seem so random, or maybe the characters were developed more so that when an issue with that character did come up I know "this person is a pyromaniac, don't let her do anything with fire"
How is this a con? That is how dialogue trees work.- when in the "big" conversations where it wasn't just a big popup, there doesn't seem to be any reason to not pick every conversation line available.
Tying in with the aforementioned lack of control, this fits perfectly well with that theme. Wishing that you could say something else is a failure on the part of the writers, though I personally felt that they usually did a good job presenting a wide spectrum of possible options.- speaking of conversations, in the "random" popups requiring you to pick an option, there really isn't much leadup or afterthought of what your choice ends up doing. I'd frequently go "man, that's not quite what I wanted" or "I wish there was another option here to say something else".
Moving would highlight characters you can attack, and show a preview of possible damage done (in this case in terms of armor/health damage). if you don't think that will work out, just go back and move/attack something else instead.
- combat is interesting because of the armor/health mechanics, but it is also kind of...haphazard? or inconsistent in terms of looking what is going to happen. When I move a character, and the enemy comes to attack me, I literally have no idea what is going to happen between those two. Is he going to attack me for defense or health? how much damage is it going to do? Once I had the same defense but got hit for 1, while a different enemy with the same values hit me for 5. What?
- turn order doesn't actually have to do with who moves more often, it has to do with who goes first in the queue. I find so far it's completely meaningless unless there are things later which allow you to jump forward in the queue in order to say help a character or whatever who's likely to die.
- experience is only given on kills, so whoever gets the deathblow gets counted. This isn't an issue at first, until everyone is level 3-5 and you have this one level 1 dude you're trying to level up but he gets smooshed by all the monsters if they even get close, or targeted if they're ranged.
- No manual saves. This bugs me the most. Most of these later complaints could be rectified if there was manual saves.
- Characters (in this case characters you use) can randomly die without any sort of foreshadowing or warning out of combat. I find this unacceptable, but I realize it's part of the CYOA design. Which is fine, do your thing. But give me manual saves so I can go back and say no fuck you, I like that guy and want him to stay in my party. I would also have less of an issue if it didn't seem so random, or maybe the characters were developed more so that when an issue with that character did come up I know "this person is a pyromaniac, don't let her do anything with fire"
- map screen doesn't really show anything like which direction you're traveling in unless you opened it up semi-frequently to see path progress, so I found it hard to go "should I invest in supplies? do we have enough to reach.....where are we going again?" because I'd frequently forget the weird swedish sounding names for things until one of the characters mentioned it later or I'd later notice we're sort of kind of going in the direction of a city so it was probably that.
That's not how it went for me.- I liked the "random" things that came up where you'd have to choose what to do with an unruly guy, though a few of the situations ended up unsatisfyingdrunk causing trouble in the caravan ends up crying wolf then just laughs about it and runs off forever. hrm okay.
Yup, exactly the same as in Fire Emblem, positioning your weaker units to get the deathblow is key for leveling them up.
How is this a con? That is how dialogue trees work.
I can tell that you're the kind of min/maxing player who really likes to go for the optimal outcome and a perfect playthrough (and there's nothing wrong with that), but that just means that this is up to personal preference. I get a kick out of letting my decisions stand and living with the consequences and wouldn't have it any other way. I think the designers intended the Banner Saga to be that kind of game.
Player movement does highlight which enemy will be in attack range. Damage to armor is always indicated either through your special ability or your regular armor attack, the latter changing based on whether or not you add willpower to it. Damage to health is simply your strength (plus potential willpower) minus their armor, with both values constantly visible (and visible on every character in the fight if you hit the TAB key).
If you armor is high, the enemy is very likely to hit that first. If your health becomes vulnerable, they will go after that. They also focus on getting deathblows on your weaker people.
As far as how much damage the attack against you will do, you can see the hit to armor by checking the enemy's abilities, or if they're hitting your health by simply subtracting your armor from their strength, again.
It's not really meaningless. It's a good idea to put your tanks and general armor-breaking powerhouses in the front of the queue so that they can potentially take the brunt of the initial enemy attack and whittle them down for the kill. The game even tells you as much.
Enemies with low strength also have very little attack power. Send your lower-leveled people after those.
Manual saves inhibit precisely this save scumming on story decisions unless you want to lose an hour or more of progress. I had a character die almost immediately, having used him in only one fight before he was unceremoniously killed. Adapt and move on.
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I don't feel many of your criticisms especially on combat have much merit. The one thing it's truly missing is the ability to keep enemy movement squares highlighted while you move your own character.
I find most of the time it's not clear at all. It's just kind of out there with no lead up in some situations.Paying attention to what the characters actually say will let you know where you're headed.
I mean like this:
You see this kind of information and go "okay good idea to do that" *presses accept/continue*
As it stands now, yes you can get an overview of what everyone's health/armor is (and when they're all clumped up with no way to rotate or properly discern who is who without scrutinization) but you don't have any way to judge movement, attack range, and ability range unless it's done mentally. I find that too...not complicated but unnecessary and lacking in part of the designer. Oversight maybe?
Never once saw that. Maybe it was mentioned once and never again, which would make sense.
No. I would rather lose an hour of progress to save a character because I picked a vague dialogue choice than to "deal with it"
I guess you've never played Fire emblem, but that is information presented in the move phase. You select a place to move, and then also attack a creature with that character. It shows you all that information in one go. You don't like it? press B and move/attack somewhere else. This could be easily implemented and it would help out a lot.I'm not really sure what information you want that isn't already being clearly provided. When you're on the attack, the game tells you exactly how much damage you're about to do to enemy armor or health. If you have, say, a strength of 9 and the enemy has an armor of 8, your attack will read as "1" if you have no other bonuses (like the archer's puncture ability) or added willpower. If you do have those bonuses, the attack value will change accordingly.
If an enemy has a strength of 4 and armor of 7, and you have someone about to attack with a strength of 11, you know pretty intuitively that it will be a deathblow. You're not really having to do mental gymnastics there.
Attack range is easily gauged by hovering over a square prior to finalizing movement; it will highlight every enemy you're able to attack from that position.
Clicking on your character will tell you which squares his ability impacts on the info portion at the bottom (such as adjacent squares), and clicking once on the ability will highlight in purple every square it can hit so you can have clear confirmation. With abilities that can impact further squares after the initial hit (like the battering ram which sends an enemy back four squares), you'll get an arrow that shows you how far it'll go. Clicking on an enemy will show you how many squares they can move, along with giving you the same amount of information for each of them as you have for your own people.