Sakyubasu no Tatakai II (Finished)

Re: Sakyubasu no Tatakai II

Postby Throbby » Fri Sep 25, 2015 6:19 am

@kobold:

Duh. Can't believe I didn't think of that.

Also, has anybody else noticed that sometimes you can have sleeping units shift lanes? If at least one of your units is active, you can select sleepers and move 'em, as long as they're not blocked from changing lanes.
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Re: Sakyubasu no Tatakai II

Postby sluggy » Fri Sep 25, 2015 6:27 am

I've beaten up to wither wander and the game will no let me click eternal dream anyone have the same issue, is it a bug or is that all for now?
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Re: Sakyubasu no Tatakai II

Postby Throbby » Fri Sep 25, 2015 9:06 am

Another thing: the wolves in the second battle... their warcry is *not* working right. I just watched a squad go from an attack of 7 and an attack of 9 to having 6 and 8 respectively, after a third healer appeared. Looking at their stats, it says they should be buffing attack by two, rather than reducing it by one. :P When they died, their attack stats dropped to 5 as their health hit 0.

Next wave was two fighter-types and a speedy-stabby guy. Their warcry seemed to work just fine... mostly. First fighter, flared me. Second guy, buffed both fighters to 11. Then the ranger showed up, buffed everybody. But their attack numbers stayed at 11 until they started moving, when it suddenly jumped to 15 (fighters) and 16 (scout).
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Re: Sakyubasu no Tatakai II

Postby GoRepeat » Sat Sep 26, 2015 2:05 am

Throbby Wrote:Another thing: the wolves in the second battle... their warcry is *not* working right. I just watched a squad go from an attack of 7 and an attack of 9 to having 6 and 8 respectively, after a third healer appeared. Looking at their stats, it says they should be buffing attack by two, rather than reducing it by one. :P When they died, their attack stats dropped to 5 as their health hit 0.

Next wave was two fighter-types and a speedy-stabby guy. Their warcry seemed to work just fine... mostly. First fighter, flared me. Second guy, buffed both fighters to 11. Then the ranger showed up, buffed everybody. But their attack numbers stayed at 11 until they started moving, when it suddenly jumped to 15 (fighters) and 16 (scout).


:shock:

I will have a look
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Re: Sakyubasu no Tatakai II

Postby Drauken » Sat Sep 26, 2015 3:22 am

I believe I found a bug in the first boss battle. Happened when she used her teleport attack. I was standing in front of the enemy I expected to be teleported to, and the screen never returned from being black.

Edit: And now I see its been reported many times.
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Re: Sakyubasu no Tatakai II

Postby Throbby » Sat Sep 26, 2015 9:19 am

I think the attack dropping is them losing their buffs as they die, especially when I eat their souls and convert them. I keep getting weird things when the warcry happens; it *seems* to happen most consistently when multiple healers are summoned using that buff.
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Re: Sakyubasu no Tatakai II

Postby toanly1986 » Sat Sep 26, 2015 11:39 am

Throbby Wrote:Another thing: the wolves in the second battle... their warcry is *not* working right. I just watched a squad go from an attack of 7 and an attack of 9 to having 6 and 8 respectively, after a third healer appeared. Looking at their stats, it says they should be buffing attack by two, rather than reducing it by one. :P When they died, their attack stats dropped to 5 as their health hit 0.

Next wave was two fighter-types and a speedy-stabby guy. Their warcry seemed to work just fine... mostly. First fighter, flared me. Second guy, buffed both fighters to 11. Then the ranger showed up, buffed everybody. But their attack numbers stayed at 11 until they started moving, when it suddenly jumped to 15 (fighters) and 16 (scout).


bro pls help me pass the first wolve battles, i really want a new gallery :(
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Re: Sakyubasu no Tatakai II

Postby toanly1986 » Sat Sep 26, 2015 11:50 am

GoRepeat Wrote:
Throbby Wrote:Another thing: the wolves in the second battle... their warcry is *not* working right. I just watched a squad go from an attack of 7 and an attack of 9 to having 6 and 8 respectively, after a third healer appeared. Looking at their stats, it says they should be buffing attack by two, rather than reducing it by one. :P When they died, their attack stats dropped to 5 as their health hit 0.

Next wave was two fighter-types and a speedy-stabby guy. Their warcry seemed to work just fine... mostly. First fighter, flared me. Second guy, buffed both fighters to 11. Then the ranger showed up, buffed everybody. But their attack numbers stayed at 11 until they started moving, when it suddenly jumped to 15 (fighters) and 16 (scout).


:shock:

I will have a look


2 GR, i come from VN and i really love your games, but it's too hard, so you can make it more easy pls, my bad E make me not understand some word you say :(
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Re: Sakyubasu no Tatakai II

Postby GoRepeat » Sat Sep 26, 2015 4:48 pm

I might end up toning the Phasmos back a bit
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Re: Sakyubasu no Tatakai II

Postby sniff3005 » Sat Sep 26, 2015 6:17 pm

omg somna is too hard. clicking the squares is too painful!
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Re: Sakyubasu no Tatakai II

Postby robomaster20 » Sat Sep 26, 2015 8:27 pm

good overall, glad you created a form of a gallery,
-somna is OP AF
-i dislike the fact that her super OP move fracture recharges so quickly and here standard attack does a bit to much damage
-otherwise the battle with somna is good
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Re: Sakyubasu no Tatakai II

Postby Throbby » Sun Sep 27, 2015 3:49 am

First wolf fight wasn't too bad... The Howling has one key weakness: you can still switch characters' lanes, as long as you have at least one active unit. Buffing guys who are sleeping stalls the baddies until you can kill 'em when your units wake up or by using thunder runes. The second one is still whupping me... closest I've come is knocking the bad guy down to 2 health.

Spoiler (click to show/hide):

Basically, they're fond of summoning four-mana units, so there are often just three on the board. Sneaking somebody past those units lets you do a lot of damage; I think the winning strategy is to get a hitter behind their lines and then stall the baddies without killing them.
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Re: Sakyubasu no Tatakai II

Postby toanly1986 » Sun Sep 27, 2015 10:03 am

Throbby Wrote:First wolf fight wasn't too bad... The Howling has one key weakness: you can still switch characters' lanes, as long as you have at least one active unit. Buffing guys who are sleeping stalls the baddies until you can kill 'em when your units wake up or by using thunder runes. The second one is still whupping me... closest I've come is knocking the bad guy down to 2 health.

Spoiler (click to show/hide):

Basically, they're fond of summoning four-mana units, so there are often just three on the board. Sneaking somebody past those units lets you do a lot of damage; I think the winning strategy is to get a hitter behind their lines and then stall the baddies without killing them.


you're mean we can wake up our guard by using runes, but what are runes?
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Re: Sakyubasu no Tatakai II

Postby heemun » Sun Sep 27, 2015 11:19 pm

Hi guys. Any hint how to activate Chef Jurrassa fight?
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Re: Sakyubasu no Tatakai II

Postby kobold » Sun Sep 27, 2015 11:41 pm

Jurassa isn't in the game yet.
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Re: Sakyubasu no Tatakai II

Postby Throbby » Mon Sep 28, 2015 8:03 am

toanly1986 Wrote:
Throbby Wrote:First wolf fight wasn't too bad... The Howling has one key weakness: you can still switch characters' lanes, as long as you have at least one active unit. Buffing guys who are sleeping stalls the baddies until you can kill 'em when your units wake up or by using thunder runes. The second one is still whupping me... closest I've come is knocking the bad guy down to 2 health.



you're mean we can wake up our guard by using runes, but what are runes?


As far as I know, you can't wake up your guys by using runes; you can, however, use 'em to do damage to the bad guys. Runes are equipment you can give your troops that give them one-shot special abilities, activated when you first summon them.
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Re: Sakyubasu no Tatakai II

Postby Throbby » Mon Sep 28, 2015 8:05 am

Oh, and also: More trouble with warcry. Sometimes it's not working on my units as well. :(

Also also: It's starting to feel like the only viable strategy for these last couple of fights is Photovol-based. Without getting lucky and putting enemies to sleep, I'm feeling like there's not much I can do to win. :(
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Re: Sakyubasu no Tatakai II

Postby Nelom » Mon Sep 28, 2015 12:07 pm

so I decided to check what's new in SnT2 after like month or smth (last time i played version from 8/9)

and

Jesus Christ

why it lags/drops fps so much now?

previously I was able to play somehow on low details... but now it's terrible even on low setting... every fight is like slowmotion D:


btw is there any chance you will make some "cheatcode" to unlock whole gallery? I would love to check the new animations for wolves (if there are animations for them) but I'm not sure if my sanity will be able to stand all this fps drop/slowmotion and go through all campaign, grinding units, runes, etc
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Re: Sakyubasu no Tatakai II

Postby cifi » Mon Sep 28, 2015 2:18 pm

I've really enjoyed the last few fights. To be honest I felt there hadn't been a challenge in a while. To those having problems with the latest fights, here are my tips:

Lust Guard seems to me to be the most effective special on these stages. When combined with a good regen rune and because you can still move units that are asleep, it's not too difficult to survive the sleep cycle with a couple units (unless they use scouts). Second, Madam Potovol's ability to put opponents to sleep still works when sleeping. With your opponents asleep, it's pretty easy to mount a counter attack. Next, level 4 scouts are absurdly powerful with the 60+ chanting bonus. Maxed out they have 12 hp, 6 attack and attack twice and move 3 spaces per turn. This sounds good but gets much better with buffs. It's possible, though unlikely that you could use Lucky, warcry, and boost to hit 16 attack - with two attacks per turn. Although I'm not usually able to buff them that much, even one warcry buff will allow him to take down the 30 health in 2 turns. Another basic tip that works on all levels is use thunderstorm/ flare to kill units so you can reach the opponent.

As I said before, I am really enjoying the game. However, I have a couple concerns. In regards to game balance, it seems like attack has overwhelmed defense. A rank 3 tank can have 22 health. Let alone any other unit, this guy could be killed by a 2 mana enemy scout (although it needs warcry/boost). Many of the enemy units are capable of a 1 shot on Eva. The healers still only restore 2 health per turn and protection runes only block 2 damage per attack. Even though regen and heal runes did increase in effectiveness, it is practically impossible to use any sort of defensive strategy. Even when I try to use a tank as a meatshield it often doesn't even last a turn. If, as is implicated, there are at least two more areas, it seems to me this problem will get worse. Maybe you're planning something other than what I expect, and it won't be a problem, but it's something I'm concerned about.

At this point in the game, there are only two types of units that I feel are really useful. 6 out of the 10 units I use are mages or scouts. The others are unique units or units with unique gear. The healers healing is mostly insignificant and is outclassed in almost all ways by mages. Knights/Red guys are mostly outclassed by scouts, who deal more damage and move farther. Tanks run into the problem above where they don't survive very long, so you might as well use a different unit ( although taunt is still useful).

Anyway, I expect the next area to have a defensive opponent or something similar that makes me take back everything I've said here :) .
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Re: Sakyubasu no Tatakai II

Postby randomcouchpotato » Mon Sep 28, 2015 5:04 pm

Jeez, Somna is ridiculous...
I can't figure out any kind of pattern to her attacks. I tried using tank mode, but Last Stand has absolutely no affect on her. :shock:

After enough tries though, I managed to get lucky and the animation is totally worth it!
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