BEDLAM - PostApo roguelike/RPG on Banner Saga engine [KS]
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Bob Barnsen




Posts: 31974
Location: Germoney
PostPosted: Thu, 17th Sep 2015 00:42    Post subject:
Well, its hard to position your crew right, when you can't even chose that at the battle start. At least something like that should be in.

And i found it impossible to reposition during combat with only two possible actions. It's not possible to kite enemies by moving away and attack.


Enthoo Evolv ATX TG // Asus Prime x370 // Ryzen 1700 // Gainward GTX 1080 // 16GB DDR4-3200
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The_Zeel




Posts: 14922

PostPosted: Thu, 17th Sep 2015 01:18    Post subject:
sabin1981 wrote:
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 Cool Face)

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 Laughing
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Rifleman




Posts: 1397

PostPosted: Thu, 17th Sep 2015 01:18    Post subject:
And I had high hopes about this... it seems that some design decisions didn't actually worked out.


harballaz wrote:
Hey dont be so hard the little console eunuchs, they need time to aim their lil vibratin thumbstick.
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qrpiech




Posts: 163

PostPosted: Thu, 17th Sep 2015 15:22    Post subject:
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.

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sabin1981
Mostly Cursed



Posts: 87805

PostPosted: Thu, 17th Sep 2015 17:58    Post subject:
The_Zeel wrote:
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 Cool Face)


I told him the same thing Razz 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? Smile

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 Laughing


My apologies then, that's usually the response online from shitholes like the Steam forum and it's highly irritating Razz

~edit~

http://steamcommunity.com/app/367600/discussions/0/517142253858963246/

Point proven.

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.
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prudislav
VIP Member



Posts: 29148
Location: The land of beer and porn
PostPosted: Wed, 23rd Sep 2015 08:11    Post subject:
Skyshine’s Bedlam Patch 1.5
Quote:
Release Date = TBD

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
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prudislav
VIP Member



Posts: 29148
Location: The land of beer and porn
PostPosted: Fri, 25th Sep 2015 10:11    Post subject:
Skyshines.Bedlam.Update.v1.5-CODEX
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LuckyStrike




Posts: 1753
Location: Somewhere in the Portuguese Colonial Empire
PostPosted: Sat, 26th Sep 2015 02:02    Post subject:
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.. Surprised
 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.

EyePatchLives wrote:
Press X to tame beasts. YOU ARE DA BEASTMASTER!!!
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prudislav
VIP Member



Posts: 29148
Location: The land of beer and porn
PostPosted: Sat, 10th Oct 2015 23:48    Post subject:
Quote:
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!

--Skyshine
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sabin1981
Mostly Cursed



Posts: 87805

PostPosted: Sat, 10th Oct 2015 23:56    Post subject:
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? grinhurt
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prudislav
VIP Member



Posts: 29148
Location: The land of beer and porn
PostPosted: Sun, 11th Oct 2015 00:03    Post subject:
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 )


http://i.imgur.com/SYIa3w4.png
http://i.imgur.com/PtROKGv.gif
Sometimes i just want to see NFOHUMP burn \o/
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prudislav
VIP Member



Posts: 29148
Location: The land of beer and porn
PostPosted: Mon, 2nd Nov 2015 20:13    Post subject:
Bedlam 2.0 Now Live
Quote:
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.

Thank you all for the feedback and suggestions!

--Skyshine

http://steamcommunity.com/games/367600/announcements/detail/65660665763008483
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prudislav
VIP Member



Posts: 29148
Location: The land of beer and porn
PostPosted: Tue, 8th Dec 2015 23:09    Post subject:
Quote:
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.

--Skyshine


http://steamcommunity.com/games/367600/announcements/detail/65662741682411443
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prudislav
VIP Member



Posts: 29148
Location: The land of beer and porn
PostPosted: Thu, 24th Dec 2015 17:05    Post subject:
Skyshine's BEDLAM Update - Version 2.5
Quote:
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!

Thanks for all the feedback!
Team Skyshine

http://steamcommunity.com/games/367600/announcements/detail/728820232064969630
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prudislav
VIP Member



Posts: 29148
Location: The land of beer and porn
PostPosted: Fri, 11th Mar 2016 13:11    Post subject:

Quote:
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!

http://steamcommunity.com/app/367600/discussions/0/451851477890108963/
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