Sakyubasu no Tatakai II (Finished)

Re: Sakyubasu no Tatakai II

Postby GoRepeat » Mon Sep 14, 2015 11:52 pm

cyberlover Wrote:okay here the bug i found, when i am using lucky to swap hp, my gorger rockboom (cohort succubi,pearl stud,lesser dark rune,20 chant for magician) swap its atk and hp ( 6 atk and 1 hp due to battle in blightwall north descreasing the atk to 1) and it stuck at 6 atk and 1 hp even in the next fight. however i manage to return the stat back to normal(5 atk 6 hp) by removing it from squad and put him on squad again. I dont know whether this information would help or not but still i will report if something happend again in the game.


Hmmm this actually helps a great deal. I redid the way the mechanic works and it would explain why people are seeing decrease on tanks as they are common targets for Voodoo due to their high HP. Will check it out - thanks!

Nours Wrote:I couldn't, for the life of me, experience/reproduce this bug even once. How can I get to trigger it?


I think it has to do with 3-move units trying to pass occupied squares and getting "stuck" on the unit they are passing through. Currently investigating.
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Re: Sakyubasu no Tatakai II

Postby Zatheus » Tue Sep 15, 2015 10:23 am

GoRepeat Wrote:Wow that is really weird. Your base tank health is decreased in combat even though on the menu it is the proper amount? Do you remember what you were doing when you first noticed the combat stats went wrong? And is it just your tanks? No other classes?


Sorry to be late. It was just when I started the Royal Way. Not only tanks, in one picture I have a 2atk-1hp scout, as I've read above, just classes in which I have used Voodoo's power.

Hope it helps even tho' it was days ago.
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Re: Sakyubasu no Tatakai II

Postby SirDrMrCoolGuy » Wed Sep 16, 2015 3:30 am

bornsinner Wrote:GUYS I FOUND THE PICTURE IN THE BAR!!

http://www.shadbase.com/scanty-and-kneesocks/


Sorry man, that's not the picture at all. It's this but mirrored:
http://static.comicvine.com/uploads/ori ... esocks.jpg

If you didn't know, it's scanty and knee socks from Panty & Stockings with garterbelt. It's a really awesome anime. You should watch it if you haven't.
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Re: Sakyubasu no Tatakai II

Postby Throbby » Wed Sep 16, 2015 10:02 am

The game has gotten a lot easier, now that I've finished figuring out all the basic mechanics. :P

When you scroll through your units, the text in the "units" and "items" buttons above them will occasionally jiggle. I can't reliably reproduce this, though. :(

Flare says it will strike your foes with a "Bert" of flame.

I'm sure somebody's mentioned it before, but a way to sort items would be grand.

And uh... Is anybody else really put off by Vinara's dialogue and appearance? Seriously. I just clicked through everything she said after the first couple of paragraphs, because it was just too awful to read. And she looks like a Deep One. Dressed up as Twilight Sparkle. Seriously.

Even so... I seem to keep playing! :)
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Re: Sakyubasu no Tatakai II

Postby ima » Wed Sep 16, 2015 1:25 pm

Well i would be the monkey's uncle, Sakyubasu no Tatakai II lives!!!
It's almost like news about half - life 3, cooling down my frustration about loosing save - files in Sakyubasu no Tatakai (100% complete!!!)

Still it's a little sad that i was wrong about details in my fanfiction that i was doing with lots of love and time.

Still not my world, not my lore, not my rules.
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Re: Sakyubasu no Tatakai II

Postby Allsop2604 » Thu Sep 17, 2015 9:53 pm

So is there a reason no one can share their save file for the newest version or am I missing something? By the sounds of it lots of people would appreciate it, including myself.
^.^
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Re: Sakyubasu no Tatakai II

Postby Throbby » Fri Sep 18, 2015 2:00 am

Well, this is weird. I equipped a rockboom with the glass cannon, which did *not* increase his health by negative one. Then, sending guys to the island to chant, I noticed that his health... uh... just after I sent a caller... to... chant...

*Facepalm*

I'm posting anyway, because oh, hell, everybody needs a dose of self-inflicted humility now and again.

Still weird that it didn't reduce his health in the first place. :P
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Re: Sakyubasu no Tatakai II

Postby Waldschrat » Fri Sep 18, 2015 6:14 am

could someone tell me how i beat the first boss (the star fairy bitch)?
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Re: Sakyubasu no Tatakai II

Postby SirDrMrCoolGuy » Fri Sep 18, 2015 4:00 pm

Waldschrat Wrote:could someone tell me how i beat the first boss (the star fairy bitch)?


Go to the search option and type in "vinara" there are people who already stated how to do this a lot of times.
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Re: Sakyubasu no Tatakai II

Postby Nours » Fri Sep 18, 2015 9:16 pm

Waldschrat Wrote:could someone tell me how i beat the first boss (the star fairy bitch)?

Actually, that's "Vanorel" you should be searching in that nifty - yet too often overlooked - " search this topic.." thingy on the upper-left of your screen ;)
And Van's not a fairy bitch, she's a narcissistic philosopher... Yes, you can tell the two apart... Somehow.

SirDrMrCoolGuy Wrote:If you didn't know, it's scanty and knee socks from Panty & Stockings with garterbelt. It's a really awesome anime. You should watch it if you haven't.

Thank you for enlightening us. Anime is culture. Or at least part of it? Anyway, thanks, I hate getting innuendoes/references wrong!

Bugs report - I'll edit that if I find some more (edited)
Spoiler (click to show/hide):

- In 1st mission (training with Beez), you never actually get that captured Drone :)

- when a CPU unit swaps row to a square just right (x+1) to another CPU unit (ex: a healer backing up a melee to kill one of your tank) the swapping unit keeps moving on initial row as if no row swap was decided... Further testing required.
- a CPU unit on the same column as another CPU unit may swap row, overlapping later adjacent (y+/-1) unit, but during move phase former unit keeps on moving in its initial row as if no swap happened

note: I'm still trying to figure the changes to unitMove (let alone BattleArray for now), but I guess they are intended to force a potentially "overlapping" unit to swap to another row and kick Eva where she's too exposed? Nice!

- Scout Eva's Toxin doesn't work on Vanorel
- Scout Eva's Blitz might not work as intented (only tested on Vanorel for now):
a) if underlings exist: damage 200% all underlings, then 100% boss
b) if no underlings: damage 100% boss, then 200% boss
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Re: Sakyubasu no Tatakai II

Postby Desolution » Sat Sep 19, 2015 3:01 am

Alright, I've caught up again. A few thoughts on the game so far:

Spoiler (click to show/hide):

    I'm assuming Chef Jurassa is not yet implemented - I've tried using a team of 8 different none-mage characters using no runes on the Royal Gate level, and nothing special happens.

    The game, and especially the tougher levels seem a lot easier now. Not sure if that's because I've got better or because of the new updates, but it didn't take more than 2-3 attempts to clear most of the new content. Royal Way is still (IMO) the hardest level in the game.

    Thunderstorm should probably be 1/2/3 damage instead of 2/3/4. Right now it's a strictly better Flare, and it's so overwhelmingly strong that I'd never even consider any other runes on my female characters.

    Vinara's health should probably go back to 500. Frankly, after you figure out her mechanics, killing her off is just a grind, especially with the slower classes.

    Something should be done about how Pecunia is handled. At the very least, the 'Talk' phase should be skipped after beating it once. As it is, you have to spend a good few minutes grinding out the (relatively trivial) first few stages (which generally boils down to repeating the same pre-determined strategy over and over again), only to be instantly killed by an ability that doesn't really let you know what you've done wrong. I had to look up what her backstab ability does, and even with that I'm still not entirely sure (though it seems that staying close to her keeps the damage value down).

    This is definitely a card game (with definite similarities between this and Mojang's Scrolls) - and all of the core concepts of card games seem to also apply to this (card advantage, tempo, removal etc.). Interestingly enough, the three main strategies correlate directly to Aggro (killing your opponent off within the first 2-3 turns with Boosted Scouts), Tempo (playing out cost effective minions each turn to try to gain an advantage and win in the midgame) and Control (answering each of your opponent's minions as efficiently as possible, aiming to run them out of cards while still having some of your own left). I find Tempo strongest until Royal Way, then Control takes over until Death's Reach, then Aggro until The Blight, then back to Control for the last few. There doesn't seem to be any form of Combo deck in the game right now. I also enjoy how different the playstyles of the decks are (i.e. Control will almost never play something turn 1, while Aggro will always play something). I also appreciate how enormously customisable the decks are.

    The numbers on Exile Isle seem a bit off. If this is 75% done, and these are my Chanting scores after completing all of the content in the game (with around 8 captures per level for the last few levels): http://puu.sh/kgeBO/1a3fa05190.png , that means players will never even come close to unlocking all of the tiers. Similarly with Rune Crafting and the Pecunia Mart, the 10:1 ratio for the tiers seems a bit severe, especially since you start getting the next tier dropping only a few levels later. Speaking of Chanting, sending units to Chant is currently a bit awkward. At the very least, making the list not scroll to the top after equpping armour would reduce the time taken to send off the hundred or so spare units you receive through the course of the game.

    Other than that, still a really solid and well made game (as always). It's good to see the Sakyu series continued after all this time.
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Re: Sakyubasu no Tatakai II

Postby Mystogan55 » Sat Sep 19, 2015 11:23 am

Give me save please )':
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Re: Sakyubasu no Tatakai II

Postby cyberlover » Sat Sep 19, 2015 11:49 am

okay so i am not whining about the new map because i could pass all the way to the wither wander but somehow it feels like impossible to unlock all the h-scene especially when then enemy put our unit to sleep for 2 turn or so not to mention enemy unit stat is strong as heck here. my suggestion is decrease their stat a little.
oh and no bug found when i am playing all the new map
Last edited by cyberlover on Sat Sep 19, 2015 5:47 pm, edited 2 times in total.
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Re: Sakyubasu no Tatakai II

Postby Greekheart » Sat Sep 19, 2015 1:34 pm

A catch-up save or skip would be good. It's increasingly tedious and frustrating to play through the absolute entire game from scratch. Especially when it comes to very annoying levels like Royal Way and its ilk.
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Re: Sakyubasu no Tatakai II

Postby kobold » Sun Sep 20, 2015 2:16 am

ugh. blightwall north is the bane of my existence. That toxic spray ability kills me. Might have to actually farm a bit.
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Re: Sakyubasu no Tatakai II

Postby thatoneguy14 » Sun Sep 20, 2015 3:15 am

Greekheart Wrote:A catch-up save or skip would be good. It's increasingly tedious and frustrating to play through the absolute entire game from scratch. Especially when it comes to very annoying levels like Royal Way and its ilk.


This.
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Re: Sakyubasu no Tatakai II

Postby kobold » Sun Sep 20, 2015 3:33 am

Hmm. Hints at a new hero to come.

Spoiler (click to show/hide):

Everyone won't stop talking about chef Jurassa. I guess she was left behind when we retook the royal gate?
She is the netherealms most famous Esurian Cutlarist! But she despises magic and will only seat a party of 8 unique diners.
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Re: Sakyubasu no Tatakai II

Postby VladimirRomanov » Sun Sep 20, 2015 4:59 am

thatoneguy14 Wrote:
Greekheart Wrote:A catch-up save or skip would be good. It's increasingly tedious and frustrating to play through the absolute entire game from scratch. Especially when it comes to very annoying levels like Royal Way and its ilk.


This.


I agree.
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Re: Sakyubasu no Tatakai II

Postby Gidshri » Sun Sep 20, 2015 8:47 am

Okay. Who can give me guide "How to beat Pecunia"? I'll be very grateful for this =_=
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Re: Sakyubasu no Tatakai II

Postby VintageBass » Sun Sep 20, 2015 1:30 pm

Gidshri Wrote:Okay. Who can give me guide "How to beat Pecunia"? I'll be very grateful for this =_=

You can use the handy Search feature and look for Pecunia that way!
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