Well I gave it a try. I really did. The game is just ridiculously brutal and pointlessly unfair, and if that's "whining" () then so be it. I'm not going to stay quiet just because my criticism of ANYTHING offends certain people.
Game is shit. Uninstalled.
it wasnt aimed at you, was just generally praising prudislav's attitude towards gaming without letting yourself be pulled down by negative criticism of something you personally happen to enjoy (dont be a whiner )
the "git gud" was just an occasion to troll bob, i didnt even play the game myself, and given the frustrating experience you guys have painted so far, i probably wont
Played for a couple of hours, usually got owned near the end (second encounter with the King Viscera is almost impossible to win if you haven't been extremely lucky on your way to the Aztec City), but I had a lot of fun and will play more. I recorded a video for those who want to see how it plays like.
it wasnt aimed at you, was just generally praising prudislav's attitude towards gaming without letting yourself be pulled down by negative criticism of something you personally happen to enjoy (dont be a whiner )
I told him the same thing I like so many things that people on here hate and constantly mock, you just can't let it get to you or stop you from discussing otherwise what's the point?
Quote:
the "git gud" was just an occasion to troll bob, i didnt even play the game myself, and given the frustrating experience you guys have painted so far, i probably wont
My apologies then, that's usually the response online from shitholes like the Steam forum and it's highly irritating
Any discussion about the BRUTALLY UNFAIR difficulty is met with derision and insults. It's pathetic. I am rapidly growing to despise PC gamers. Really. I just... hate them.
We're going in to QA and internal testing with the below changes and we'll see how things turn out. We've been actively listening to you folks and we hope we have covered off on a lot of the various things that have been brought up.
Once get some QA time on it we'll see how it goes and see about getting it out this week.
Release notes
All battle boards are now 16x16 tils. We had some odd sized boards that didn’t work very well with our combat mechanics- the result should be drastically reduced ambush style kills at the outset of combat.
Remove all ambush battle boards- these are now specific maps that are larger to give players some breathing room. We like these boards but they are getting a more custom treatment.
Fix spawns - no enemy within 8 tiles. This gives players at least one turn to move their units before being fired upon.
Bug fixes include end game show stopper, performance related issues and reduced overall map memory to fix never-ending battle loading screens
Powercell pickup awarded immediately in battle
Weapons now use 1 action point
Balance of equalizers vs. powercell cost
Rookies will reach Veteran status after 3 kills with the first level up at 2 more kills and each level up after that requiring 5 more kills
Now the heal time is proportional to the unit’s class and health
Lowered the overall number of enemies
Threat level ramp up tightened
The Away Team now has a 4 crew member maximum
Away Team sizes of 3 or less will net twice the crude and meat rewards after battle
Instead of missing, cover now provides a 50% damage reduction with the exception of directly adjacent attacks
Elite battles are more like mini-boss fights against an entire team of one weapon class
The encounter spread for Elites is better balanced
Rogue A.I. now teleport/shield but do not attack
Faction dozers now have starting faction crew
Updated Double Down
Map now has boundary lines
Balanced the powercell reward based on threat level
The entire board and all of the valid movement tiles are now displayed
Movement flood tiles are now much more prominent
Removed the forced encounter outside the gates of Bysantine
Changed S.O.L to 3 outcomes and more resources rewarded in good outcome
Passengers die off quicker when the Dozer is out of meat
After 2nd run. Gez, the combat on this game really gets on my nerves.. how cant you NOT shoot someone right in front of you, and in obvious range? looks like completely random..
Spoiler:
Epsilon wrote:
Meanwhile the people of that generation will call those guys relics, and not move with the times when everything is auto fucking.
We are currently working on our next update to Skyshine’s Bedlam and it’s coming along nicely, but taking some time.
Overall our goal with 1.75 has been to implement the top 3 issues we’ve identified. We love reading your feedback if you want to get involved with a real grass roots game community join the discussion on our forums. We read every thread and we reply to as many as we can. So what can you expect with 1.75?
This build has a challenging ‘brick by brick’ difficulty curve
Increase the time spent doing meaningful things toward your goal of reaching Aztec City.
Implement a clear progression system for unlocking new dozers and making them more relevant.
We’ll be sharing the exact details that are changing and being tweaked soon and we’ll also try to narrow down a release for this update too. This build also includes numerous bug fixes as well. Just wanted to let you all know that we are still reading feedback and working on getting as much of it implemented as we can. Thank you for support!
So they're taking an already difficult game, of which many have repeatedly complained about its brutality, and making it harder by constantly piling more on you as your progress?
well from what I played the difference between v1.0 and v1.5 regarding difficulty is huge (v1.5 was huge improvement in case of the battles as it just eliminated the crazy unfair battles ,but the difficulty curve is still not exactly there ) - no idea what exactly they will do with v1.75 (possibly just streamline and balance difficulty progression )
We've been working non-stop over the past 6 weeks post release on getting 2.0 completed, QA has just signed off on the build and it is now available! We've made a lot of changes and added a lot of polish based on feedback from the community, If you think you know Bedlam you don't know 2.0!
We added a campaign and challenge modes to the game. This new experience is a minimum of 10 hours of game play. With each successful run to Aztec City you will unlock a new dozer! With each run you will bring new allies to your cause ultimately taming the harsh lands of Bedlam! If you are able to unlock the formidable AI dozer you will face the ultimate challenge with crew from all 4 factions along for the adventure!
Challenge mode pits you against the four forms of Bedlam's meanest overlord King Viscera! You get a random dozer and a random crew, with three random champion elite units...can you beat one of the games toughest challenges?
Some of the new additions to 2.0
Added the campaign structure, also Practice and Challenge modes.
Game difficulty is now controlled by the Dozer progression system
Dozer unlocks now have a clear progression
Faction based crew abilities for all 4 factions
Balance pass on all events
Balance associated with crew level ups and resource rewards
Fewer enemies at higher threat, but they are stronger.
Collected resources are now only what you pickup on the battlefield.
Optimized all battleboards to address black screen issue
Added volume controls for music and SFX
Hope you take a look and enjoy the changes! If you play 2.0 please leave us a Steam review! Steam reviews are like the YELP of Steam and for people who don't know anything about our game it is a great way for them to learn that this is a game of quality.
Version 2.2 is a continued effort from our side to make combat more enjoyable, lessen the difficulty for beginners, and encourage more exploration. See the full list of notes below!
Bug fixes:
Resized textures to help eliminate the 'black screen' issue during battles
Fixed issue with Gunslinger return fire kills not counting toward veteran status
Fixed issue with the Dozer rooms button going to wrong screen when chose Combustor Dozer
Tweeked Blitz rules
Now the enemy doesn't have extended movement range
Blitz meter scales to game progression
Gameplay:
Added a new low cost Dozer equalizer that allows the player to have extra Action points!
Weapons and Equalizers can only be used once per combat
Increased damage from Gunslinger return fire
Up'd the health of all units across the board, to get rid of one shot kills
Increased starting power cell count on all Dozers
Slightly reduced heal time for all Dozers
Reduced the power cell cost of some weapons and equalizers
Increased amount of resources collected per pickup
Player can no longer be killed via headshot
Randomized the amount of passengers lost/gained from convo events
Changed Viscera to only be immune to same type class of unit
Fixed the "battlefield butcher" achievement
Adjusted the "scorched earth" achievement
UI changes:
Battle Hud changed to always show the available Weapons and Equalizers!
Added more tooltips, and reworded some, on various screens
Extra UI Improvements (pulsing lights/buttons)
Once again - huge thank you for all of your support, feedback and comments as we continue to look for ways to improve the game. We may not all be posting in the forums but we're all reading and keeping track of what you all say.
We have listened to everyone on our forums and have now added a new play mode called Tactics.
Tactics mode gives each side one action point per deployed crew, with a minimum of three. Moving costs 1AP whereas attacking costs 2AP. So now if you deploy a crew of four to the battlefield you can spend your 4AP how you choose: move all four members once, move two crew members and attack an enemy, lots of options means lots of strategy!
Love the original battle mechanic? No problem, just play Arcade mode!
New REDUX Update v3.0 coming mid March! New battle mechanics!
- In TACTICS Mode It will now be 2AP per unit!!!! It is what everyone has been asking for!
- Movement will cost 1AP , Strong attack will cost 2AP, weak attack will cost 1AP.
- Weak attacks inflict 60% of normal damage
- Weapons cost slightly reduced to encourage more usage
- Added 'End Turn' option
- In arcade play, Blitz has been reworked to be more fun.
Gameplay
- Play as EACH FACTION! Ever wondered what it would be like to fight as a crew of Mutants or Cyborgs... now you can!
- Each Dozer now has a "leader" elite!
- You can now choose your crew complement (want to start with an Elite and less rookies?)
- Reworked Campaign mode
NO more is the goal to just get to Aztec City...collect the four lost relics to help ensure victory over the self-proclaimed overlord of Bedlam! And can you cleanse Bedlam of all the ruthless factions and restore order in Bedlam?
- Reworked Arcade mode!
Can you make it to Aztec City on a set course, no side missions, lots of obstacles and no Dozer management? If you do, one of the four new Dozers awaits!
- Improved Events.
Lots of event options now affect the state and level of danger in Bedlam!
Added some variety to existing events
Reduced the overall number of clicks thru events.
- Revamped threat level system
Not only do events affect the threat level but so does battle outcomes
Your choices now matter
Content
- 4 new Dozers and four new Elites!
- Some new events
- Battlefields have been revisited to resize, re-layout, reposition etc for maximum awesomeness
General changes:
- Reduced memory footprint of animations
- Bug fixes
- Sometimes during dozer travel the game freezes (bug fix)
- Battle resources pickups, in arcade mode, have been repositioned so they are more attainable
- New tutorials being worked on!
Signature/Avatar nuking: none (can be changed in your profile)
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum