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VGsatomi: The first of its kind on wc3, Tactics is a turn-based RPG similar to those seen on console systems. Perfect battle system and a good story.
Tactics Unleashed is a console-like, turn-
based, tactics RPG.
This is the second part of the series. The
prologue chapter is found here:
TACTICS UNLEASHED: Prologue
FEATURES
• Turn-based strategy RPG
The player and the computer takes turns by team.
Inspired by SRPGs like FF Tactics.
• Dynamically triggered spells
Skills are tied to each weapon and weapons
can be equipped by anyone in the party.
• Tons of secrets and loots to discover
Secret treasures can be found from treasure
chests or can be dug underground.
Updates
Update 1: Added campaign description.
Update 2: Some screenshots uploaded. Thanks tulee!
Each dialogue in a cutscene can now be individually skipped by pressing ESC.- Cutscenes aren't skippable.
- To the right of the rest command, it should say how many rounds it lasts.
Just like Clyve, he's supposed to be human. XD Lack of human models in the game resulted on that.- Pike doesn't talk like a troll.
Maybe because of the armor you're using?- I find it a bit weird how melee characters move fewer squares than ranged ones.
That's true. Although you can press CTRL+C, I think it's another bad design. It's been fixed in the remake.- The locked camera sometimes prevents the player from choosing to move an additional square further.
True.- The cast animations for spells can be a lot shorter.
- A quest log during battles could be added. Mostly for telling you the objectives that get lost in the message log at some point, and for fleshing out the story a bit better with the quest descriptions.
True. Although it was because of my limited capability to create a proper grid system at that time.- Choosing the direction your character faces is really cool, but I feel like it would've been better with 8 possible directions instead of the current 4. Depending on the spot you put him in, the hero may not face the direction you intend him to.
Haha yes, it's another one of my horrible design back then. It's now fixed.- Sometimes, a character can move fewer squares than intended because of either terrain like trees or there being even 1 character in front of them.
Fixed.- The mana cost of spells should be displayed to the right of their charge counter.
I think this is now fixed.- Cutscenes after boss battles should be slightly altered because even if it says some of them retreat, the cutscene doesn't agree and shows their death animation.
I think this was because of my bad AI knowledge back then.- Enemies with healing abilities often use them on units with almost full HP.
True.- You can easily give 1 hero the weapon of another and fill up his spell slots quickly.
- In my opinion, magic freeze should deal less damage and stun the enemy for 1 round.
Same reason as before. XD- King Gregor doesn't look like a king, Queen Agatha doesn't look like a queen and Princess Minea doesn't look like a princess.
- Gilti, Maria and Lira don't look like knights.
Chapter 1 comment: I think I made it that way because you're meant to give him rings. He's flexible in his role to the party. I can't remember much of his stats though...- Pratau having a balance between his attributes and one not really excelling the other while sounding good in theory, actually hurts him a lot. The more you progress, the less good items you can buy for him.
Chapter 1 comment: For variety I guess? I know it doesn't make sense, I made little sense in my gameplay designs back then.- Knight are typically really heavily armored, so having Gilti and Lira have unarmored as their armor type is strange.
Fixed.- I've noticed this with the 1st campaign too. The characters at the beginning of most battles are incorrectly placed. The ranged heroes are in the front, while the melee ones are in the backline. It should be reversed.
Chapter 1 comment: Hm. This is true. I think the only way to mitigate the evasion chance is to use back attack and spells. But other than that, there's no other way. Side attacks have minor evasion chance while front attacks are a lot riskier.- The default % evasion chance that characters get, I'm not exactly a fan of. Especially in the first battles of the campaign. There were a lot of times I nearly had a battle won and only lost due to it, and sometimes even battles that I clearly should've lost, but didn't because of it. While battles still require a lot of skill and thinking, I don't like how it's a semi-luck factor in their decision.
Somewhat fixed.- It's a bit annoying after every battle to go back to Luxar village and get items, then leave and go to the next battle which is even further away.
All locked cameras are now fixed in the remake.- The locked screen can sometimes not allow you to select a hostile enemy target for a spell, even though you can cast it.
I know right? XD- Yuri doesn't really look like a priest.
I remember this... still now sure what causes it haha.- During Yuri's Shinestorm cast, the screen gets spammed with front attack, front attack, back attack, side attack, back attack and continues for about another 10 times.
That's a good idea. I actually implemented unique loading screens in every map in the remake, but the place's backstory certainly helps.- Every area you enter should have a description on its map loading screen, to showcase its backstory and maybe tell us what the characters are thinking while going into it. Villages and towns you enter included. You can write ''press ESC for menu, story continuation to continue story'' their quest log.
Now I remember this. Yeah, this is a bug on the breakshot dummy ability that can't be casted on allies.- Breakshot doesn't reduce the target's armor.
This is true. I also have difficulties passing this battle on some of my runs. And also @tulee XDBattle 1
- For a first battle, this was tough. Had to reset a few times to successfully beat. Nearly beat in the first time actually, but the soldier at 5 hp decided to dodge all of my attacks that day and killed my remaining hero.
World map
- A quest log could be added, telling the player where he can go next and what missions he completed. The quest descriptions can also help flesh out the story better.
- A scoreboard can be added, showing how many hours the player has played, how many enemies he has killed, etc...
I don't remember this place. Hmm...- The place with the tombstones could've been made into a nice graveyard sub-map.
The training grounds are bugged I think. It's hastily patched in the campaign without me heavily testing it.- Every time I try to enter the training grounds, it kicks me from the campaign.
All bugs related to the grid are now fixed in the remakeLuxar village battle
- The move mechanic gives me the option to select a square with unwalkable terrain (the water)
Hehe, I think the inactive AI is programmed to do that. XDFort Gusta (world map and battle)
- The enemy soldiers on the bottom right of the map just run back and forth.
That's true. Haven't done that yet in the remake though.- If possible, after the Fort Gusta battle, the fort should be visually updated to represent it being in ruins.
Haven't happened to me but I agree, it sucks. Just like the other bugs, it's now fixed because the grid system has changed.Kumenu Canyon
- Pretty rare, but the boss sometimes selects squares with unwalkable terrain like water. Now that's an unfair advantage.
Hmm... I wonder what happened here. I can't remember this bug at all...Porta River ( World map and battle )
- First 2 times I passed through Porta River, the floating text didn't appear and when pressing to enter the zone nothing happened.
True. But I didn't do it in case you want to look for treasures.- If you defeat all enemies on the map before crossing the bridge (which I did), it should immediately proceed to the cutscene.
Is this a bug? I can't remember.Ghote Plain ( World map and battle )
- Player two sometimes gets in melee range and still doesn't attack the bandits.
He has an alter ego. Nah just kidding, it's a bug.- When Yuri's casting shinestorm, it says ''Bandit casts Shinestorm''.
Haha. I know right? He must have a certain charm in him.- History repeats itself as Yuri still loves getting targeted before his troops.
This is true. I'll definitely redesign this battle for the remake.- Not being able to reach Yuri and help him makes this battle semi-luck based, which is something I don't like. The 1st time I played, Yuri died too easily because he didn't dodge even 1 attack and made some poor movement decisions. The 2nd time he took care of them quite easily.
Hmm... I think I did this because the hero icons are limited to 7 heroes.Barm Mt. Range
- Why is Yuri under the control of an AI?
I can't remember its placement.- Getting to the chest is near impossible.
Hmm... is this a bug? I can't remember. Does he still cast shinestorm?- Yuri only attacks the bandits once they are very low HP.
Because I don't want him to become a liability anymore. It's unrealistic though. It will definitely be fixed in the remake.- The bandits don't attack Yuri.
What?! Hmm. I can't remember this. That shouldn't happen...- There was still 1 bandit I didn't kill and it proceeded to the world map.
Can't remember its location.Mine level 3
- Getting to the chest is pretty hard.
Bug, I guess? I can't remember.- Sometimes the ants ( legion) may not attack your heroes.
No idea what makes that.Mine level 4
- The portrait for the hive is bugged
Hahaha. XD- How can a structure dodge attacks?
Nice!- Hard, but damn satisfying!
You lost how many heroes? XDMine level 5
- The reward was -137 gold. What?
Mine Corridor 27
- Where did Yuri run off to after the cutscene?
Another one of my limited AI knowledge back then.- The AI is poorly programmed in this battle. They rarely attack my heroes and their movements have no strategic reason, except for going back and forth. They also often run away, even if being in a strategically advantageous position, making the battle a bit tedious.
And I really thank you. I am much honored for the review you've made. Not only is it fun reading it, it's also fun replying to it. Hope you'll stick by and try the remake once I'm done with it.Phew, this is probably the longest review I've ever done. So, overall, even if I've written a lot and there are issues to fix, have a 5. Great gameplay, bonus points for making it in 2007, a variety of items, good terrain, and the world map make it a very enjoyable experience.
Makes sense.Maybe because of the armor you're using?
It happened to me every time in that battle so it probably is. XDIs this a bug? I can't remember.
Yes he does.Hmm... is this a bug? I can't remember. Does he still cast shinestorm?
Yes I know.Nice!
Did you know you can XP grind here?
3. Although it's kind of funny now, the timing it happened was terrible as it made the last battles even harder.You lost how many heroes? XD
Of course.Hope you'll stick by and try the remake once I'm done with it.
Yes, that's how my armors work right now. Different types of armor have different speeds. Heavy armors of course will make you slower but you'll have higher HP.Makes sense.
If you can pull it off in the remake, a mechanic where the lighter/heavier armor you wear the fewer/more squares you can move would be interesting.
That's really cool. That's very high risk. But at the same time, listening to it feels very exciting! Haha.Yes I know.
Actually there is sort of a funny story about that.
So, when playing, after the 4th attempt, I didn't at all want to try XP farming there again and just finish it.
I was down to only Vlad, Joshua and Lira.
I put Vlad to the right of the hive, Lira to the left and Joshua in the centre.
The legion spiders loved targetting Joshua and he was on extremely low HP. He had to go to the right of Vlad and retreat close to the trees. The enemies still spawned extremely close and if one survived even at 1 hp, Joshua would be dead and this battle lost.
So I activate his rest command.
And then amazingly, the next 10 spiders that spawned, Lira and Vlad killed, without missing even 1 attack.
Joshua by this point was at adequate HP and I used their spells and finished the battle.
Got a few levels and felt extremely satisfied. Sure, at that time the battle was very stressfull, but now that I've finished the campaign, it's so funny.
Yeah, and the last battle, was it difficult for you? I remember some people had a hard time on that one. Even @tulee. XD3. Although it's kind of funny now, the timing it happened was terrible as it made the last battles even harder.
Thanks!Of course.
I won on the 2nd try. XDYeah, and the last battle, was it difficult for you?
I see, that's a really nice strategy. And that's great that you finished it on your 2nd.I won on the 2nd try. XD
I sacrificed Pike ( let's be honest, Lira approves ) and Gilti to kill the priests. ( their AOE spells would've decimated my party otherwise, even killed a few of their other soldiers due to Pike and Gilti's AOE spells)
Mohosa did a semi-mistake by targeting Lira since he left Samhin unprotected. The 4 heroes I had nearby cornered him. And after that and 2 turns of the character's best abilities, he got killed. ( Though Joshua was at 10 hp in the end so I got kind of lucky)
The real kicker, however, was the ending, since I felt more screwed by it.
- -Vlad freezes animation after stomping in the intro
- -guard should give you resistance against side and back attacks as well as front ones
- -sometimes, the heroes don't want to attack as there are no targets nearby, allegedly
- -the enemy can use the attack option from a longer distance after they move
- -sometimes the heroes don't go all the way to the chosen circle like the enemy does and stop midway
- -Pike suddenly gained level 2 but not upon killing a unit but attacking/hitting it; same with Joshua. I guess it's the game's mechanic; actually they gain experience on attack even if they miss
- -Pike also freezes for a while after being annoyed by Vlad
- -ah crap, upon trying to go to the training grounds the campaign screen is shown
- -spells should be cast faster; too much camera shifting for nothing; plus the camera shows a lot of cliffs/ramps/raised terrain/doodads while panning around; see through terrain too
- -did the boss run inside the house with his horse?
- -units selected during cinematic mode
- -I thought the heroes would have to fight the boss and then maybe a scene about it
- -two-handed should be written with more lightened colour so it would be seen quickly
- -thank God I only had to kill the red bastard and not all units else I'd have lost after two Dervish cast
- -Vlad was moving back and forth in the end cinematic scene while Pratau was talking
- -how can I view the battlefield so that I can see enemy positioning?
- -would be neat to have all the spells in the quest log or somewhere so you'd know how much they last, what damage they do, how many targets they hit and so on
- -kind of unfair when they have the highest gear and the player can barely buy few items for some heroes; not saying it's not doable
- -it's good that you can lose some heroes; isn't there a way to revisit places to gain gold?
- -Lira freezes animation after unlocking
- -are all the heroes supposed to go on the other side even if the enemy troops are dead? I got both chests this way at least
- -some heroes like Thorpe and even the Agatha (?) don't have hero glow. You could add it: How to add Hero Glow without Modeling
- -it would be better not to have locked camera so you won't have to click like crazy till you reach a destination on the world map
- -skip cinematic scene function?
- -the blue bois are going straight towards the enemy instead of guarding; they're suicidal but some of them eventually make it Yuri included of course
- -after a cleric cast Shinestorm a spam of front back side attack messages appeared on the screen
- -"soldier casts heal up". But I'm fighting bandits
- -Pratau's damage is the weakest as his strength grows very slow and he doesn't have enough intelligence or agility to consider a weapon for those attributes
- -oh yeah, the loading screens, they are Warcraft based. They don't make sense
- -ah, why am I even guarding? Yuri is kamikazish; at least he's not a requirement; actually that Shinestorm
- -mass poison!? Does it not fade at all? Herbs work on one hero only? Phew, it's not until death but it lasts quite a lot for a mass spell
- -looks like bandits most of the time ignore Yuri
- -Lira had 64% under Unlock instead of empty slots. Clicking one of those basically made it impossible to continue with any other action
- -sometimes Yuri doesn't attack but only moves near the enemy
- -cure illness on herbs also means removing paralysis, slow and poison?
- -weren't the mines supposed to be highly guarded? There seemed to only be two persons there that they had to seal the corridors
- -the scene does not start directly with cinematic mode on and you can see the three heroes belonging to player red
- -sometimes guard doesn't work properly in that you get to use it with a hero's side instead of front
- -battle cry freezes Vlad's animations
- -spell damage should increase more with level or attributes. Thunderstorm still deals 60 damage at this point which is bad as it's only one target based whilst Blackbomb deals 80 in an area; Pratau's healing is 52 on one target etc.
- -sometimes abilities like Blackbomb are cast on one target even though there seems to be other enemies near the main target
- -that character is sleeping instead of has already moved, it's how it should be
- -they're trying to attack/get to the heroes near cliff edges so this might result in the ranged units coming first up the ramp and one by one; the last melee one didn't want to come up and I used Rest on injured heroes
- -sometimes it's annoying to choose the circle for guard if a unit is on it
- -by the way, why female knight and just knight because you can realize it's a female character judging by looks and name and/or how the characters address these knights?
- -no more armour and life rings in later towns it seems
- -enemy's too strong; they deal 100 damage from the front, 166 from the side while I'm dealing 80 from the side (sometimes) with the highest tier weapon); all enemy units are attacking at the same time opposed to most levels where they come in groups
- -so, problem is you don't have enough gold to change gear for instance to cope with the current situation; you should be able to at least exchange same level items for nothing if farming for gold (without xp) would make it too advantageous for your heroes (I doubt that though)
- -Breakshot doesn't (at least visibly) reduce armour of enemy units
- -another problem is that to use the abilities the items give you still have to do something during a battle which might prove to be the next and only one available and a tough one too where the spells you want to learn would be needed from the start
Rats. That would have saved me from being a loser on the Hive (pun intended).The training grounds were supposed to be a way for players to grind and to learn new skills and it definitely helped some players through the campaign. I think the version uploaded here was an older version of this campaign, because IIRC, I fixed some of the bugs on the training grounds before. But what made the training grounds buggy was because it was patched after the campaign was already out and it was not tested thoroughly.
You know like right at the start of a battle, you can use the screen as in Warcraft III to see whatever you want but after the first action that option is disabled and you're stuck with a locked camera on the selected player unit.Do you mean on the minimap or in the ingame camera? In Remake, I've worked on the minimap thoroughly so that the players can easily use it to track various elements around the map eg. the heroes, enemies, structures and treasure chests. The camera can now also be zoomed out to get a bird's eye view of the battlefield.
Well, you cannot get to places before the pathing blockers are removed and also, you could just make them not visible until you reach them (fog of war/black mask etc.).Hmm. I'm sticking to the locked camera here. My reason is that I don't want the player to explore the map by themselves when your hero can't see that part of the map yet.
This was particularly annoying on the Hive mission as I tried different strategies with items and such.The player can now skip individual dialogues.
I mean the priest cast it but it said soldier instead of priest or whatchamacallit.bug.
Yes.Hm. Do you mean the text that displays when you select them?
Well, I can always grind the levels again, right?For example, when playing on an easier difficulty, the reward is multiplied to a point where you will most likely be able to buy anything that you want. (And yes, there will now be multiple difficulties)
I sure will be. I could have done this one too if the training ground would've worked, at least I think I would.Anyway, thanks again for the review! With all that's said, it helped me a lot specially on how to better balance the game. I'm sincerely hoping that you'll be able to finish my next campaign.
XD Man, I'm sure you could've finished it if you had the right tools.Rats. That would have saved me from being a loser on the Hive (pun intended).
Oh yea, I see. I fixed the locked cameras in Remake.You know like right at the start of a battle, you can use the screen as in Warcraft III to see whatever you want but after the first action that option is disabled and you're stuck with a locked camera on the selected player unit.
I'll look on what I can do here. Thanks for the suggestions!Well, you cannot get to places before the pathing blockers are removed and also, you could just make them not visible until you reach them (fog of war/black mask etc.).
Yea that's true. I'll try fixing that specially whenever you retry a battle.This was particularly annoying on the Hive mission as I tried different strategies with items and such.
Yes. You can now revisit the previous battle maps so grinding will always be an option. But it will remain that way, as the player's option. Grinding isn't mandatory, at least on Normal difficulty or below.Well, I can always grind the levels again, right?
There have been significant changes on how the armors work in Remake, like adding to your Defense or Evasion stat, in addition to HP and MP.Too bad I wasted more money on armour. I've played many JRPGs and armour there has an impact against enemy damage but here it only does what it says, gives some hit points. It was my mistake. I should have bought weapons instead but well not being able to use the spells once you get the items is still problematic.
I know you would.I sure will be. I could have done this one too if the training ground would've worked, at least I think I would.
That's true but it's still pretty difficult for a first battle.About the first mission. Yeah, it might be demoralizing for some but it's doable in that you don't require anything else to win it but what you have.