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Wasteland 2 |OT| Explode 'em like a Blood Sausage

Sendero

Member
around 100 in 9mm for my medics FFS Benetto, which has made her a total beast.
I want some of your 9mm. My main has been using energy weapons only, since her Benneto is almost out of ammo now.

And yes, the moment you purchase the M16 rifles, you tear apart almost anything for a good amount of time. Same with those 5 AP sniper rifles. Easy mode activated.

Still haven't found a worthy blunt weapon, though.
 
It's such a shame the game isn't better balanced, with dump stats, dump skills (lol barter), dump NPCs, and even dump weapons and ammo. I'd love to see a careful pass of all these things and more to make a range of builds viable and more options worth pursuing. If not by inXile, then through fan mods.

I think to some extent there always has to be a dump-something. They can be made less dumpy, definitely, but the community will always arrive at some conclusion like "oh, since they massively buffed luck and charisma, don't worry about coordination now, you can easily make up for it on other better stats and by investing in a weapon skill." Or whatever.

I think I like there being dump stuff. It feels good to choose to optimize yourself and avoid things you don't need, or otherwise decide that you're going to go that route anyway and enjoy whatever benefits they give you despite their dumpiness. It's part of this type of game and it's fun.
 
I agree there should be non-optimal builds, bad choices, and plenty of chances for players to make dumb mistakes. It's fun to take along a terrible NPC if they offer something in roleplaying or writing terms. And then there's
Ralphy.

The balance of combat just isn't anywhere near as thoughtful (and fun) as it could be—with assault rifles outpacing everything and fairly cheesy approaches working best—and character creation and leveling up doesn't force you to make hard, interesting choices because the optimal routes are so obvious.

Right now you have to make major concessions to your party's viability in the game to roleplay interesting characters. It'd be great if the two dovetailed better and the game let you express yourself in a wide variety of ways that are also widely useful.
 

slayn

needs to show more effort.
I'm about 8 hours in on ranger difficulty and like the game for the most part. It would be nice to be able to correct some skill choices now that I better understand the game. I'm not asking for a full respec but I made some terrible choices on skills because I didn't understand the mechanics at the time.

For example, I didn't realize you could switch mid-conversation if you needed a particular social skill so I had my leader putting points into all 3 social things even if a companion that joins me had high ranks in hard ass.

I also didn't understand during creation that I wouldn't be bumping up attributes ever so one of my characters is rather shitty at combat because they just don't have enough AP to move somewhere useful and fire their SMG. But whatever, the difficulty seems balanced around players fucking all this up because despite these terrible choices I'm cruising through with ease on ranger difficulty.

The writing has been good and the quest design solid. The first major choice in the game was really interesting with good consequences. I'm hoping to see more of that as I get later into the game.

By far the thing that pisses me off the most is 'out of control.' My leader even has high charisma (7) and this still happens all the time. And the AI is so dumb. One of my companions switches back and forth between an assault rifle and blunt weapons depending on the situation. And the AI doesn't understanding switching weapons so any time I use up her AP with a blunt attack, I risk the chance that she will go out of control and just use her entire next turn sprinting, across several visible land mines, into the middle of all the enemies.

I feel like out of control is so bad, that you are crippling yourself by ever having a companion use a melee weapon. Because they will do everything wrong that they possibly can. I would rather they just sat their ass down and missed their turn than be AI controlled.
 

Carroway

Member
By far the thing that pisses me off the most is 'out of control.' My leader even has high charisma (7) and this still happens all the time. And the AI is *so dumb* a lot of the times. One of my companions switches back and forth between an assault rifle and blunt weapons depending on situation. And the AI doesn't understanding switching weapons so any time I use up her AP with a blunt attack, I risk the chance that she will go out of control and just use her entire next turn sprinting into the middle of all the enemies.

.

High Charisma doesn't prevent NPC's from going Rogue, you need to have a high Leadership, for that.. Some NPC are more prone to going Rogue than others.
 

Metroidvania

People called Romanes they go the house?
By far the thing that pisses me off the most is 'out of control.' My leader even has high charisma (7) and this still happens all the time. And the AI is *so dumb* a lot of the times. One of my companions switching back and forth between an assault rifle and blunt weapons depending on situation. And the AI doesn't understanding switching weapons so any time I use up her AP with a blunt attack, I risk the chance that she will go out of control and just use her entire next turn sprinting into the middle of all the enemies.

Technically, charisma only increase the square 'range' of your 'aura' buffs. The actual 'prevention' of the AI going stupid is from the Leadership skill (also increases allied chance to hit).

But yeah, AI movement overall is pretty odd.

Honestly, the only real dump stat is Barter (and maybe outdoorsman depending how sick of combat you get). Everything else is viable, depending on which weapons RNG is granting you, and if you're using weaponsmithing a lot to get mods.

Edit: Perception also, depending on how meticulous you are in searching/testing for everything, though I think perception equates to how easy you find caches/oasis/shrines on the world map (i.e. your radius gets bigger there also)

I'm still curious as to what the 'greyed out', terminator-skull-graphic skill is. I assume it has something to do with
Joining up with Matthias
 

Enduin

No bald cap? Lies!
It's such a shame the game isn't better balanced, with dump stats, dump skills (lol barter), dump NPCs, and even dump weapons and ammo. I'd love to see a careful pass of all these things and more to make a range of builds viable and more options worth pursuing. If not by inXile, then through fan mods.

I would love it if there was an RPG Maker style program whose template was just a modernized version of the FO2 engine. There are some indie games coming out in the same vein like Underrail, but they just don't hit the mark for me. Really what I want the most is a PoE style FO game. The formula and mechanics in FO1/2 were just so perfect, even the graphical style and world, that I just want a prettier version with a big sprawling world for the modern age.
 

slayn

needs to show more effort.
Honestly, the only real dump stat is Barter (and maybe outdoorsman depending how sick of combat you get). Everything else is viable, depending on which weapons RNG is granting you, and if you're using weaponsmithing a lot to get mods.
My poor decisions aren't really about viability but overlap. Like having two characters with hardass 3 gives you nothing over having only 1 party member with that skill. But I have that overlap because for the first few hours I thought only the person who initiated conversation had access to their skills.

Also poor choices in attributes because starting out I had no concept how much AP it would take to do things. And so my 'leader' character has only 7AP with skill points in SMGs. But 7AP turned out to be crippling in terms of what you can do with a short range weapon. And investing in a longer range weapon isn't really feasible gaining only 3 skill points/level.

And also knowing what I know now, I would have given every single character high int. But oh well. Snipers/Assault Riflemen are so insanely powerful that having a couple crippled combat characters hasn't really had that much of an impact.
 
I agree there should be non-optimal builds, bad choices, and plenty of chances for players to make dumb mistakes. It's fun to take along a terrible NPC if they offer something in roleplaying or writing terms. And then there's
Ralphy.

Ralphy is awesome. I will not hear a word spoken against him.

You get him early enough that you can mold him into anything you like, unlike those characters later on who have put all their points into mechanical repair and computer science and barter, or have seemingly spent their level 10 attribute point on getting intelligence up to 5 for some moronic reason (Pizepi).

Ralphy's a dedicated toaster repairman, and has only invested in brawling as a weapon, which is a great secondary later on in the game, so you can give him whatever gun type you like. Heck, I might take him to the end of the game.

I'm still curious as to what the 'greyed out', terminator-skull-graphic skill is. I assume it has something to do with
Joining up with Matthias

I may have found a thread about it at inXile's forums.

"It seems Combat Shooting increases the critical chance by 11% per level starting from lv2 (lv1 does nothing, probably because lv1 only means you just "unlock/learn" the skill). So lv10 means +99% critical chance = all hits are critical. Guess that's why it can only be learned in later stage of the game."
 

RinSatori

Banned
Added a bit of Touhou to Wasteland 2

This is my Rangers

PKbXBhA.png
 

Metroidvania

People called Romanes they go the house?
I may have found a thread about it at inXile's forums.

"It seems Combat Shooting increases the critical chance by 11% per level starting from lv2 (lv1 does nothing, probably because lv1 only means you just "unlock/learn" the skill). So lv10 means +99% critical chance = all hits are critical. Guess that's why it can only be learned in later stage of the game."

If that's true.....then all I have to say is 'wut'. I wonder how you unlock that....

And also knowing what I know now, I would have given every single character high int. But oh well. Snipers/Assault Riflemen are so insanely powerful that having a couple crippled combat characters hasn't really had that much of an impact.

Yah, some system knowledge or a 'test' first party to learn the systems is pretty much required if you want to be optimal about things.

The dialogue skills should be explained better, somehow.

edit: Oh, and has anyone found any actual use for the kickstarter back skill, Southwest Knowledge or whatever it's called? Unless I'm missing it, it's not highlighted in making itself known during dialogues.
 

Dr.Acula

Banned
edit: Oh, and has anyone found any actual use for the kickstarter back skill, Southwest Knowledge or whatever it's called? Unless I'm missing it, it's not highlighted in making itself known during dialogues.

I'm pretty sure it's the blue text that appears on your printer every now and then. It's just little throwaway lore comments.
 

Sanctuary

Member
Was cruising along. Then I met the Slicer Dicers. Welp.

I was considering posting about them last night, but no one mentioned them yet so I didn't bother. If your group is at least level 10, you can beat them. Probably doable at lower levels too.

When you first meet them in the
abondoned railway
there are two ways to approach that fight. The first way is viable, but seems like it would rely on a lot of luck, possibly higher levels and a lot more explosives than what I had.

On the west side of the map
where the toaster is, you can actually sneak your entire group in that area for some dodge bonuses and to prevent the slicers from actually fitting in, so they have to stay on the outside. Only one of them can use the buzzsaw attack on any character, but they can all shoot their area of effect attacks through it, although those are their weakest attacks. I managed to kill two of them and get one really low this way before getting overwhelmed due to my surgeon dying.

The other way is
to setup your entire party in the starting area where the three smaller robots are, spread out behind cover and have Angela run solo and tag one at max distance. Then, on every turn have her simply run as far back towards the group as she can. Once she gets near, put everyone on ambush mode each turn until the first slicer is there. Your group should be setup in such a way that only two people at most get hit with any area of effect abilities if possible. There's more than enough cover for them to spread out like this too. I did have four grenades on me when I did this, but they were always hitting single target.

I spent about thirty minutes trying it the first way with partial success, but decided there had to be an easier way, so I tried the second and got it first go. If you can manage to do this sooner, rather than later it's worth it because they give
150 xp each
. I just wish I knew what
Vax
was for. Makes me think this is a quest related area that you're supposed to go to a bit later on in the game.

I still haven't found any M16s though I have found some better assault rifles which has helped turn fights into more manageable messes. I have a heavy weapons character and, if I were starting over again, I wouldn't go that route. As you said, you just chew through the ammo and those bullets are better served in an assault rifle.

How far are you? You can buy one pretty early in the game. Right after you have access to the Citadel.
 
If that's true.....then all I have to say is 'wut'. I wonder how you unlock that....

I'm still not even out of Arizona, I feel like I've done barely anything with the main plot, but I assume you are tempted to join the robots/cyborgs with this power and for doing so and getting on the path toward an "evil" ending you get this OP skill.
 

ixix

Exists in a perpetual state of Quantum Crotch Uncertainty.
It's such a shame the game isn't better balanced, with dump stats, dump skills (lol barter), dump NPCs, and even dump weapons and ammo. I'd love to see a careful pass of all these things and more to make a range of builds viable and more options worth pursuing. If not by inXile, then through fan mods.

They actually significantly buffed the available NPCs from beta to release, funnily enough. Like
Takayuki
in the beta split points across Bladed, Blunt, and Brawling even though taking more than one of those is pretty much pointless. In the final game he focuses entirely on Bladed and is much improved for it. And beta
Vulture's Cry
was a bit of a joke, with 2 Intelligence and 1 or 2 points spread across like 7 different skills, whereas the final version has 8 Intelligence and an actually useful skill distribution. Even
Ralphy
was a lot worse, and had a nasty case of the "spread too thin" syndrome that plagued most of the recruitable NPCs once upon a time. The toaster-loving scamp of the final version is way more desirable as a party member.

Ralphy is awesome. I will not hear a word spoken against him.

You get him early enough that you can mold him into anything you like, unlike those characters later on who have put all their points into mechanical repair and computer science and barter, or have seemingly spent their level 10 attribute point on getting intelligence up to 5 for some moronic reason (Pizepi).

Ralphy's a dedicated toaster repairman, and has only invested in brawling as a weapon, which is a great secondary later on in the game, so you can give him whatever gun type you like. Heck, I might take him to the end of the game.

Don't forget his super low base chance of going rogue.

Added a bit of Touhou to Wasteland 2

This is my Rangers

PKbXBhA.png

So, like, how close to the portraits did you manage to get the in-game models?
 
I guess
Ralphy
is useful if you jot down the locations of
toasters
(oh for a proper mapping system) and revisit them with him as a dedicated specialist later. But he's really not cut out for Brawling, so you'd have to get to him early and give him some gun training, like Sporky said.
 

Violet_0

Banned
I spent a lot of time looking around the rail nomads camp a couple days ago and never did find
katy bowling or the merchant that saw ace die
where are they exactly?

yeah, I can't find
the mother of the boy who was drowning
either

after the nightmare that was AG Center (on hard difficulty) the game has become a quite a bit more manageable. My two M16-carrying AR specialists, my sniper and my semi-useful pistol companion pretty much carry the whole team since there aren't really any good targets for my energy weapons guy yet and my heavy weapons specialist hasn't fired a single bullet in the last 10 hours or so. And I've got enough money to purchase the best armor and weapons available currently
 

Enduin

No bald cap? Lies!
Fuck you guys are making me reconsider adding
Ralphy
as part of the team.

Same, though I already have my techie at lvl 4 with toaster repair and I really don't find melee all that worthwhile. Guess I could give him a shotgun, since I have all that ammo for it, or maybe just have another energy guy for later on when I start going up against a lot more robots and armored peeps.

Whats the leveling situation for companions that aren't in your party? I'm assuming they don't level at all unless they are in combat, just like don't get those additional skill points from shrines, it would be quite odd given the hardcore nature of the game to advance them as well. I wonder how long it would take to really get someone like him up to snuff when all my current party members are like lvl 14 now.

I keep thinking about how I'll do things differently with the game on my second playthrough, but not always in good ways. Most of it is really game-y min/max stuff which I never do. Like not giving any of my party skills that companions already have or excel in, and just rush around picking up companions as early as I can, or not visiting any shrines until I have all the party members I want so as to max out their skill potential.
 

Niahak

Member
Fuck you guys are making me reconsider adding
Ralphy
as part of the team.

I had accidentally one-shotted a previous NPC,
Rose
with an overwatch friendly fire sniper rifle crit (was very painful to see, but I decided not to reload it) so I was glad for another NPC. He's dedicated to
energy weapons and toaster repair, although he doesn't get many skill points per level so he's not useful for much else. Better than not having that extra character, although if I found someone marginally better I'd probably put them in his spot.
 

Sendero

Member
Fuck you guys are making me reconsider adding
Ralphy
as part of the team.
His attributes are spread evenly, but since he is low level, can develop in anything you want.

Currently sporting an HK33 (he is not mature enough for an M16 yet :), and destroying anything on sight as the leader's bodyguard. And he "only" has 7 AP.

Kind of wish I could switch companions faster. The comments from
Scotchmo
are pure gold. But I have a full party atm =(
 

slayn

needs to show more effort.
yeah, I can't find
the mother of the boy who was drowning
either

after the nightmare that was AG Center (on hard difficulty) the game has become a quite a bit more manageable. My two M16-carrying AR specialists, my sniper and my semi-useful pistol companion pretty much carry the whole team since there aren't really any good targets for my energy weapons guy yet and my heavy weapons specialist hasn't fired a single bullet in the last 10 hours or so. And I've got enough money to purchase the best armor and weapons available currently
It's hard to describe from memory but I'll give it a shot. Coming from the entrance of the zone there is a twisting path going up to the semi open area with train cars and the big meeting hall building. Kind of to the side of that path before all of that is a group of cars you can enter that has
The mother for the drowning kid
and
the sister to deliver a letter to.
If, coming from the entrance you get to the open train area in front of the meeting hall building you've gone too far into the zone and need to backtrack.

going up to the meeting hall it should be on your left I think. If backtracking from the meeting hall it should be to your right.
 

ixix

Exists in a perpetual state of Quantum Crotch Uncertainty.
Obviously not that close since the choices are a bit limited.

But i think its neat that you can do custom portraits/bio etc. makes the game feel more personal.

I used nothing but default portraits and still had to settle for something between "reasonable facsimile" and "well, at least I tried" in terms of getting the in-game model to represent the portrait, and it bugs me more than it probably should.

Like, why is my dude with the fireman's hat forced to make do with a polygonal football helmet? Why does my cracked-out respirator-wearing pink-haired lady have to sport a full gas mask and a combover mohawk? These are important questions.

I can't even imagine the sort of mental dissonance that'd plague me if I had a 2D rose-ringed chapeau being represented by a 3D ten-gallon.
 

Sendero

Member
I spent a lot of time looking around the rail nomads camp a couple days ago and never did find
katy bowling or the merchant that saw ace die
where are they exactly?
Rail Nomads camp is huge. As for the location of
katy bowling and her brother (if you resolved the quest that way), go past the lake, pass the guy with his leg blown up, and they will be close, inside the left most train vagon. The merchant is in the Bar, located in one of the vagons at the huge rail curve, but the entrance is at the other side (behind), so you need to go around -at your left. Fun time if you have Angie with you. :)

yeah, I can't find
the mother of the boy who was drowning
either
Think
Ralphy foster parents are inside the 2nd or 3rd vagon (at your right), pass the guy with his leg blown up near the lake.
 

Sothpaw

Member
I already like this game better than Divinity, and I loved Divinity. Love the setting, NPC's, writing, out of combat skills and just the whole package. Only finished the Ag Center so far, but what a great, long and fairly challenging area.
 

Sanctuary

Member
I just noticed Angela has an illegal score. She has two attribute points higher than everyone else.
Everyone is at least level 10 and she's not 20 yet
. It's not a big deal, but it's a bit inconsistent.
 

Chaos17

Member
Added a bit of Touhou to Wasteland 2

This is my Rangers

PKbXBhA.png

That's orginal, I like the idea.

T
So, like, how close to the portraits did you manage to get the in-game models?
Just like in the old games, you can't count on 3D models to be really pretty in these iso c-rpg games so better rely on what you can customise.

sister_of_the_night_by_selenada-d6ubjwd.jpg

Just like that babe I took for Baldurs' Gate, no way a low character model (inclding Wasteland 2 or Divinity) will be able to le met create her in game.
So yeah, viva customised portraits.
Source : http://selenada.deviantart.com/art/Sister-of-the-Night-413724541
 
He's dedicated to
energy weapons and toaster repair, although he doesn't get many skill points per level so he's not useful for much else.

Once he hits level 10 you can give him 1 point in intelligence to give him an even 4, and he'll earn 3 points per level which is reasonable enough. I did the same for Scotchmo. There are enough levels after 10 that it's totally worth it, if you take them to 40 that's 30 extra points.

Same, though I already have my techie at lvl 4 with toaster repair and I really don't find melee all that worthwhile. Guess I could give him a shotgun, since I have all that ammo for it, or maybe just have another energy guy for later on when I start going up against a lot more robots and armored peeps.

I'm hearing good things about brawling actually. Might be worth looking into eventually, even if you don't like melee that much.

- Your level is added to your brawling damage.

- Your strength increases the crit multiplier by 0.1 for each point.

- Brawling's crit chance goes way up as you invest skill points in it, to 100% crit at max level.

All this adds up to a character (optimally) who can deal 58-62 damage, multiplied by 3.5 every time you hit, since crit is guaranteed (I think?!).

Someone made a chart at the inXile forums:

HsbZlAj.png
 

Violet_0

Banned
It's hard to describe from memory but I'll give it a shot. Coming from the entrance of the zone there is a twisting path going up to the semi open area with train cars and the big meeting hall building. Kind of to the side of that path before all of that is a group of cars you can enter that has
The mother for the drowning kid
and
the sister to deliver a letter to.
If, coming from the entrance you get to the open train area in front of the meeting hall building you've gone too far into the zone and need to backtrack.

going up to the meeting hall it should be on your left I think. If backtracking from the meeting hall it should be to your right.

alright, finally found her. Thanks!
 

Enduin

No bald cap? Lies!
I'm hearing good things about brawling actually. Might be worth looking into eventually, even if you don't like melee that much.

- Your level is added to your brawling damage.

- Your strength increases the crit multiplier by 0.1 for each point.

- Brawling's crit chance goes way up as you invest skill points in it, to 100% crit at max level.

All this adds up to a character (optimally) who can deal 58-62 damage, multiplied by 3.5 every time you hit, since crit is guaranteed.

Someone made a chart at the inXile forums:

HsbZlAj.png

Interesting, but how does that fair against armor though? I think Blunt is supposed to be good for it, which kind of makes sense, kind of. But Blades and Fists don't exactly scream to me as being great for giant robots.
 
Interesting, but how does that fair against armor though? I think Blunt is supposed to be good for it, which kind of makes sense, kind of. But Blades and Fists don't exactly scream to me as being great for giant robots.

Here's a list of all the known weapons in the game.

The brawling weapons have 0/0/1/3/4/5/7 penetration respectively. Almost all weapons cap out at 7 penetration. Blunt weapons, sniper rifles and explosives cap at 10, shotguns and submachine guns cap at 6. So it seems pretty standard there. There are less brawling weapons throughout the game than most other weapon types, though.
 

Deraj

Member
I haven't been this addicted to a game since the XCom reboot. It's less polished than that game, but it has much more depth and humor.

First bug I've run into: when you rush enemies they can get confused and take "cover" facing you instead of getting behind cover.. I thought they'd be easy to pick off like that, but they were actually safe since I couldn't target them at all until they abandoned that "cover".
 

Enduin

No bald cap? Lies!
One hour till freedom. I stayed up a little late last night playing. I intended to stop at like 10:30 when I had gotten up to the Prison, but I couldn't help myself and kept playing till a little after 12 when I have explored the whole map and was simply waiting to tackle the front gate and those crazy turrets.
 

Gazoinks

Member
Press M to bring up the map, then double click any location on the map to warp the camera there. Then you can right click the ground to make your party start walking there.

It's a little wonky, sometimes you'll click on the map and the camera will stay where it already was, just do it again.

THANK YOU. I did not know you could do this, it'll make moving around a lot less annoying.

I really wish there was a way of speeding up travel on the overworld.
 

Enduin

No bald cap? Lies!
Needs cars. 'Things Wasteland 2 can Learn from Fallout 2', part six: cars.

Part one would be traits and perks.

Part two would be aimed attacks.

Part three would be wide variety of random encounters.

Part four would be isometric camera and non 3d graphics on a hexagonal field, not squares.

Part five would be dog companion.

I do love the game and hope it does really well and they start a Wasteland 3 ASAP and just do some dynamite shit with it. Like BG2 did over BG1 and FO2 did over FO in such a quick turn around. It's mind blowing to think about how both those games came out a year after their predecessors. A year to the day for FO2.
 

Dr.Acula

Banned
Part two would be aimed attacks.

Part three would be wide variety of random encounters.

Part four would be isometric camera and non 3d graphics on a hexagonal field, not squares.

Part five would be dog companion.

I do love the game and hope it does really well and they start a Wasteland 3 ASAP and just do some dynamite shit with it. Like BG2 did over BG1 and FO2 did over FO in such a quick turn around. It's mind blowing to think about how both those games came out a year after their predecessors. A year to the day for FO2.

Hex-fields and aimed attacks hnng.

Almost saddens me they're working on Torment now. Wasteland 3 would be off the chain!
 
Problem with both Ralphy and Chisel is their INT is incredibly low so they only get 2 points upon each level up. Makes advancing their skills take far too long, especially as skills start taking 4/6 points to level up.
 

Enduin

No bald cap? Lies!
Hex-fields and aimed attacks hnng.

Almost saddens me they're working on Torment now. Wasteland 3 would be off the chain!

I really don't like how the movement system in the game works, most especially how walking out of combat doesn't at all relate to in combat and my placement of characters pre-battle often doesn't align with the actual square grids, which throws off their placement, sometimes wildly leaving them exposed or in the line of fire. As well as how easy it is to have characters boxed in when you have a full part of 7.
 
I really don't like how the movement system in the game works, most especially how walking out of combat doesn't at all relate to in combat and my placement of characters pre-battle often doesn't align with the actual square grids, which throws off their placement, sometimes wildly leaving them exposed or in the line of fire. As well as how easy it is to have characters boxed in when you have a full part of 7.

It's so close to Divinity's "gridless" system, and yet so far.

Unfortunately I think the cover system really necessitates a gridded system, both for presentation and ease of use. The pathing is a real pain though... and that was with five characters. I can't imagine what it's like with a full seven.
 

Enduin

No bald cap? Lies!
It's so close to Divinity's "gridless" system, and yet so far.

Unfortunately I think the cover system really necessitates a gridded system, both for presentation and ease of use. The pathing is a real pain though... and that was with five characters. I can't imagine what it's like with a full seven.

I'm down with grid systems, I just wish they went with a hex field instead of square, and that it was used for normal movements as well. Or at the very least an option to have the grid visible either on a toggle or a slider that lets you control how opaque it is, so even if you can move freely out of combat, you'll be able to tell where you characters will snap to when you get into combat.
 
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