Sakyubasu no Tatakai II (Finished)

Re: Sakyubasu no Tatakai II (Finished)

Postby jacka92000ja » Sat Nov 28, 2015 8:39 am

MajorMajorMajorMajor Wrote:I haven't been able to find a proper guide for defeating Pecunia, the tech-sister.

Does this part require chanting? I feel that this game was designed to be beatable without chanting.
After failing numerous times, I decided to put a few things into chanting. However, I don't know how to survive the Robot's fire attack.
(I'm using the mage class)

All the guides I've seen assume you can defeat her even before Pecunia gets to the end....... Is she supposed to get there and then flame for all eternity?

Spoiler (click to show/hide):

what you can do as the mage is just do what you are doing now except when the robot gets to be a step away from your side, you attack the robot and dodge its attacks, but instead of letting it take another step, you stand in front of it and block, then repeat
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Re: Sakyubasu no Tatakai II (Finished)

Postby MajorMajorMajorMajor » Sat Nov 28, 2015 9:42 am

jacka92000ja Wrote:
MajorMajorMajorMajor Wrote:I haven't been able to find a proper guide for defeating Pecunia, the tech-sister.

Does this part require chanting? I feel that this game was designed to be beatable without chanting.
After failing numerous times, I decided to put a few things into chanting. However, I don't know how to survive the Robot's fire attack.
(I'm using the mage class)

All the guides I've seen assume you can defeat her even before Pecunia gets to the end....... Is she supposed to get there and then flame for all eternity?

Spoiler (click to show/hide):

what you can do as the mage is just do what you are doing now except when the robot gets to be a step away from your side, you attack the robot and dodge its attacks, but instead of letting it take another step, you stand in front of it and block, then repeat


Thanks. Really interesting solution. I didn't notice this before.

I should come to compile a more full and complete guide to defeating Pec, seeing as in my experience, whirlwind isn't always the first attack, in contrast to what other guides have said.
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Re: Sakyubasu no Tatakai II (Finished)

Postby Niara » Sat Nov 28, 2015 1:42 pm

So, I don't post often here but, now that this is finally finished, I wanted to offer my thanks and gratitude for creating such a profession, fun and interesting game. More than that, I wanted to comment simply on the fact that it got done - this isn't something that ought to be underestimated, because for every designer or team of designers there are out there, the truth is that maybe one in a hundred games actually reach completion. Gorepeat, you finish what you start, and you do so beautifully, and that alone is commendable, so thank you, and well done!

The story of the game flows nicely, and it's got a good pace that makes you want to keep going one mission to the next - it's far too easy to stay up far too late, with this, and that's great (if dangerous). The game itself is the sell, really, with the 'porn' aspect being very minor, and you know I'm completely fine with that. I watched each of the scenes once, upon earning them for the first time (maybe a few more times for certain others.....), but overall they weren't the draw card for me, and truthfully, they were distinctly less polished and professional-seeming than the rest of the game. A nice bonus, but I actually got more tingles from the little mental imaginings that some of the tavern missions gave me. The story itself is more enticing than the sex-shots - I've been as careful as I can be to avoid anything that might be spoilers for me, and if you consider how often something like -spoilers- is a major consideration for games in this genre, that ought to tell you how well you've done it.

I still get some performance issue with playing the game, and I've tried a bunch of things to improve it, but to no avail. It seems to get choppy in places, then smooth up again, then stutter again, seemingly at random... though the more 'busy' the screen is, of course, the harder going it's likely to get. One thing seems to be that the amount of 'stuff' you've got, be it units, equips, runes, etc., seems to increase the difficulty the game has of keeping everything smooth. The other is how long it's been running; a restart of the game often helps performance for a little while.

I've really enjoyed the combat and battle system, and found it fun and versatile - though I admit I do end up feeling rather spoiled for choice with seven races, by five classes, plus the consideration of gender for rune choices, (more than fifty unique units, including the heroes) and only 15 slots in my deck. I'm the sort of girl who likes to be thorough, so I found myself wanting to go ahead and put ten of each race and class in to chant, to make my 70s across the board all nice and neat, and that meant I was never averse to running another repeat of this mission or that to get a few more of this or that unit-type to bundle off to the island, in conjunction with getting a few more runes for melding. This meant that I got a lot of missions done as well, and I would keep two spare of each creature outside my main squad, for doing missions, effectively training them up in the process as well (I got a couple of bovos and phasmos early this way, so my core fifteen sees a lot of swap around as some of them sub in and out for missions variously). It worked well, over all, and I liked it.

Initially, I didn't like that the AI isn't bound by the same rules that we, the players are. I never like that, and this case was no exception. It's subtle, but it becomes very noticeable once you're aware of it - the way that the AI hand-cheats. As players, we're bound by our random draw of cards; we get one guarantee and a 50/50 of two others, but after that it's random, as far as I can tell, and more importantly, aside our starting three we only draw an extra one card per turn. This means that by the fourth turn (due to mana growth), we can be reduced to top-decking a single unit card each turn. Doing that is silly, of course, and not particularly strategic, so it's not a problematic mechanic at all, and is actually kind of nice, except for the fact that the AI doesn't play by the same rules, and can quite happily, provided it's got the mana and room for it, summon three units a turn every turn so long as it wishes to chew through its deck like that.

Added to this seems to be that, while it does have a limit on the number of cards it can play, exactly what those cards are does not seem to be fixed until it plays them - especially in late game, it always has exactly the unit it wants to have, when it wants it, and equipped with the rune that it determines will be the most beneficial to the current field at the time of summoning. The same battle, for example, if you exhaust their entire deck, might throw 4 scouts at you, each equipped with boost or protect runes... upon repeating the same battle, and exhausting the deck a second time, you might find it threw six scouts, four toting thunder runes, simply because at the time of summoning, the field was more usefully affected by that combination. I do not like this - the AI not being bound to all the same restrictions as the player - at all. However! I still enjoyed it a lot, and I worked around it. In the late game I was always working with the assumption that the AI would -always- have the most perfect unit and rune combination for every summon, and would always be able to out-summon me at all times, regardless of what hand count it should rightly have... and that was fine. I wasn't really too bad, honestly, and since I'm intending to have one gripe/question/complaint at the end, I won't make this into one.

I have not found the game too challenging overall. The missions are straight-forward and punish silly moves progressively harder as you go on, and the boss battles are more thinking puzzles, than fights, and I loved that. For each boss fight, I would generally take one or two goes to feel it out and work out how things worked, and then one to actually 'do' it. Overall clever, but straightforward, and merciless if you don't work it out. So, while it's been fun, I've not struggled at all.

I want to be clear that I'm overwhelmingly positive about the game, and I think it's an amazing piece of work... because I also have a frustration that has completely browned me off finishing it at the moment.

Got the the castle, our team are planning the assault, this is it, this is what the war comes down to... this is the final series of desperate battle which you have spent the last thirty battles fine tuning your crack team for, and building it to your preferred play-style and methods, and kitting them out with your favorite choice of gear and runes...

And now you don't get to use them.

Now, you get a set-piece battle with units that aren't the team you built, aren't really your units at all, and which feel like a mixed-bag of faction units that, while they may still get your chanting bonuses, seem to be woefully inferior to your own personalised and cultivated crew. It leaves one wondering what the point of everything you've worked on so far was... it feels like it's utterly negating and trivialising that work, and as though there really was no point in building a team that was to your liking, save to scramble through the earlier missions to get to this point, where it then boldly tosses that all out the window and hands you something completely different... and sub-par.

So, to turn this into a question rather than just a complaint, what am I missing, please? To be clear: so far, I've not struggled with any of the battles; I'd seen failure screens for occasional silly mistakes fewer times than I could count on one hand before reaching this apparently arbitrary set-piece, and while the combats in the claw were a little more challenging than before they weren't so bad that I failed any of them, save once while I was repeating the last one a bunch of times to catch my fifty bovos for chanting... but then coming into this last one, where I'm handed an army not of my choosing, I'm finding I simply cannot make the tools it gives me work well enough to get it done, over many, many tries... It doesn't seem likely that the spike is supposed to be that dramatic, and if it is it's poor design, but I think I have to be missing Something important here, because others are apparently beating it, and others who have reported struggling more with the preceding battles that I did. The few times I've beaten the first stage, with Beezy, I've not made it past the second; strategy falls down in most cases against the AI summoning the most optimal unit/rune combination for each and every situation, and the units I've been arbitrarily given to work with seem so dramatically inferior in most cases that getting through one battle seems to rely at least partially on luck - all five would be impossible. So, since it's not, and others have gone through fine, what am I missing? Is there something that I can do that controls the selection of units you're given, or what they're equipped as and with, or their relative strength?

As it stands, this one thing feels like it's rendered the work I put in so far, to my own units, rather pointless, and it's just browned me right off and sapped my desire to bang my head against it and finish it off... So, any help would be appreciated because I am really quite eager to see how this finishes off, but not while it feels like the game is mocking and disregarding my previous efforts in favour of giving me a set-piece for the final battle.

-Niara
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Re: Sakyubasu no Tatakai II (Finished)

Postby GoRepeat » Sat Nov 28, 2015 5:14 pm

Niara Wrote:Got the the castle, our team are planning the assault, this is it, this is what the war comes down to... this is the final series of desperate battle which you have spent the last thirty battles fine tuning your crack team for, and building it to your preferred play-style and methods, and kitting them out with your favorite choice of gear and runes...

And now you don't get to use them.

Now, you get a set-piece battle with units that aren't the team you built, aren't really your units at all, and which feel like a mixed-bag of faction units that, while they may still get your chanting bonuses, seem to be woefully inferior to your own personalised and cultivated crew. It leaves one wondering what the point of everything you've worked on so far was... it feels like it's utterly negating and trivialising that work, and as though there really was no point in building a team that was to your liking, save to scramble through the earlier missions to get to this point, where it then boldly tosses that all out the window and hands you something completely different... and sub-par.



The sister's squads are actually copies of your team with all the same runes/corruption/chanting bonuses. They are just type swapped to the sister's clan. If you go into the battle with 15 scouts, then all your sisters will have 15 scouts etc, etc. The only major change is that you only get your hero unit for that clan and the other hero's get converted to a rank 4 unit with a rank 3 rune. The biggest change is with Pecunia since all her units are male, there is usually a fairly significant rune swap (most players seem to use majority female units). I did this to mitigate the reliance on hero units as an end-all-be-all to beat the last level.

And there is also a final boss battle afterwards, so you have that to look forward to!
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Re: Sakyubasu no Tatakai II (Finished)

Postby toanly1986 » Sat Nov 28, 2015 5:26 pm

VintageBass Wrote:I'm just someone who just moderates the forums and just making a guess on things. Also here to answer questions others may know about and also serving up sweet milky wrath on those who face me! >:3

may i know the character that you made avatar, which game too :)
i registered an account here because i want to play game in LoK, not somewhere else, especially is FG :lol:
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Re: Sakyubasu no Tatakai II (Finished)

Postby Niara » Sun Nov 29, 2015 2:28 am

GoRepeat Wrote:The sister's squads are actually copies of your team with all the same runes/corruption/chanting bonuses. They are just type swapped to the sister's clan. If you go into the battle with 15 scouts, then all your sisters will have 15 scouts etc, etc. The only major change is that you only get your hero unit for that clan and the other hero's get converted to a rank 4 unit with a rank 3 rune. The biggest change is with Pecunia since all her units are male, there is usually a fairly significant rune swap (most players seem to use majority female units). I did this to mitigate the reliance on hero units as an end-all-be-all to beat the last level.


I'm sorry, but I'm simply not finding that to be the case; the squad I get for Beezy has several units with healing, protect and intimidate runes on them, which I don't use at all. More-over, I have side-by-side reference of two same class units with different stats; I'm not sure how that can be happening, given what you say, since all my non-hero units in squad are rank 4, so if the other heroes get converted that would account for unexpected units with unexpected runes, but surely they would have the same stats? The only other thing I can think of would be the 'dummy' class equip... If the other hero units are converted to rank 4s, they still only cost two mana... so would that mean that their replacement has been given a dummy 'basic' gear? (iron scale, cloth, etc.) If so, that would account for the stat difference, as all my non-hero squad units are using the special gears... Not sure what to do about it in that case though, since if I still want each faction hero available for each fight, I'll have to take them... but that will result in about a third of the squad I get having effectively inferior equipment to the rest, for each fight, when they get replace round to round... Hmm... If that's what's happening then I may just have to bench them all so that I can still have the squad the way I want it. Mostly, I'm just trying to work out, given what you've said, why the team I get here feels so dramatically inferior to the one I usually use. I feel better knowing that there is some translation between your own squad and what you get for the fights, enough that I'm not feeling utterly discouraged any more, but I'd still like to be sure of what caused the disparity, if I can.

Thank you very much for the response, I appreciate it a lot.

And there is also a final boss battle afterwards, so you have that to look forward to!


I guessed, and I am, with great anticipation...
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Re: Sakyubasu no Tatakai II (Finished)

Postby GoRepeat » Sun Nov 29, 2015 4:24 am

Hmmm I will take a look, but I promise the code behind the combat level literally just changes their type and gender values to that of the sister's clan. No other stats should be impacted whatsoever - but never hurts to look!
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Re: Sakyubasu no Tatakai II (Finished)

Postby Niara » Sun Nov 29, 2015 5:30 am

I did a few more back and forth tests, just to see if I couldn't pin down the disparity on my end. The inequity in the units seems to be related just to the hero replacements, as far as I can tell. In the original squad I was using, it carried all of them, so nearly half the squad... I've since benched all heroes and run through with a squad full of normal units, and it all seemed one-to-one. (Incidentally, having done so and rebuilt the team without heroes to my preferred style, I cleared the first three battles on the first attempt, before I made a silly mistake, so it feels much better, having done that. Forgetting that enemy units aren't taunted, and can just nip around me sometimes, seems to be my biggest error... and it's almost always a lethal one)

My guess would be that when hero units are converted to their equivalent class, like you say, they're treated as a rank four unit, regardless of the corruption of the hero being replaced, and given a tier three rune to replace their 'power', but that their class equip is simply the basic 2 mana one. Is that a possibility? If that's what's occurring, it becomes a very strong disincentive to use heroes at all in the last series of battles, since their equivalent units will be weaker that a better-equipped standard unit.

Sorry to be bugging you after it's all finished, by the way... after a certain point, I decided to wait until it was done before playing again, simply because I didn't want to spoiler myself, so this is my first serious look at playing the game in a months.

EDIT: A few more tries with a rebuilt non-hero squad, and it felt much better - The last three battles seemed much easier than the first two; two or three goes losing it on Beezy or Van, with their mutual destruction specials, but the fights after that were relatively easy by comparison - Got each of them first go, after actually getting past the first two. Without hero units and just having the squad unit-for-uni as you build it, the difficulty curve felt much more in line with the rest of the game (that is, a decent step up again from the last fights, but on a comfortable curve rather than the sheer cliff-face I was experiencing before with my team half-full of heroes).
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Re: Sakyubasu no Tatakai II (Finished)

Postby Desolution » Sun Nov 29, 2015 9:51 pm

Niara Wrote:I'm sorry, but I'm simply not finding that to be the case; the squad I get for Beezy has several units with healing, protect and intimidate runes on them, which I don't use at all. More-over, I have side-by-side reference of two same class units with different stats;


Your hero units get converted over to the relevant class, and get a 'default' rune for the class (the Protect is from VLAD/ROM, 2 heals from the two healer heroes, and Intimidate comes from Photovol). Moreover, the stats are the same, even with the race changed, so a converted-bovos will have 2 health more than a converted (or not) Hive Drone unit of the same class (in case you're unaware, the different races have different base stats). Heroes actually have insane base stats, so converted hero units actually have really solid statlines.
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Re: Sakyubasu no Tatakai II (Finished)

Postby DiegoHP » Mon Nov 30, 2015 12:51 am

hello everyone, anyone of you know how to trigger Bobakseuz battle, i serch for the answer in the coments but i dont undertand it
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Re: Sakyubasu no Tatakai II (Finished)

Postby Jurassic » Mon Nov 30, 2015 2:40 am

DiegoHP Wrote:hello everyone, anyone of you know how to trigger Bobakseuz battle, i serch for the answer in the coments but i dont undertand it


Same here... my first try was to put 3 pairs of Phasmos into my Squad, 'cause i thought each needed a "Mirror". Didn't work... then i tried it with 6 Tanks, but it didn't work either.

Am i on the right Way ?
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Re: Sakyubasu no Tatakai II (Finished)

Postby Jeanioz » Mon Nov 30, 2015 3:35 am

Jurassic Wrote:
DiegoHP Wrote:hello everyone, anyone of you know how to trigger Bobakseuz battle, i serch for the answer in the coments but i dont undertand it


Same here... my first try was to put 3 pairs of Phasmos into my Squad, 'cause i thought each needed a "Mirror". Didn't work... then i tried it with 6 Tanks, but it didn't work either.

Am i on the right Way ?

Spoiler (click to show/hide):

Go to Slumber Path using only scouts in the Squad
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Re: Sakyubasu no Tatakai II (Finished)

Postby astromormy » Mon Nov 30, 2015 3:38 am

Jeanioz Wrote:
MajorMajorMajorMajor Wrote:I haven't been able to find a proper guide for defeating Pecunia, the tech-sister.

Does this part require chanting? I feel that this game was designed to be beatable without chanting.
After failing numerous times, I decided to put a few things into chanting. However, I don't know how to survive the Robot's fire attack.
(I'm using the mage class)

All the guides I've seen assume you can defeat her even before Pecunia gets to the end....... Is she supposed to get there and then flame for all eternity?

Spoiler (click to show/hide):

Use rogue class. And always use Blitz skill when possible.


I posted a VERY detailed guide on how to beat her. Just go to the search bar and type in "how to beat pecunia," my post is somewhere in the middle, but if you want a short cut, just press "ctrl"+"F," to search the page and type "Easy. You don't" into it. That is my guide.
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Re: Sakyubasu no Tatakai II (Finished)

Postby Jeanioz » Mon Nov 30, 2015 3:53 am

Tested mage class against Pecunia. Works as good as rogue, indeed.

First part takes a little longer, but the robot kick bothers less as it walks close to the end of the room, because the attack is ranged, and the defense move of mage class do not makes you backroll, making easier to corner Pecunia in the last part of the fight.
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Re: Sakyubasu no Tatakai II (Finished)

Postby MajorMajorMajorMajor » Mon Nov 30, 2015 9:07 pm

Gorep, you should add a confirmation y/n dialogue to starting a new game o_o

I almost clicked it by accident, and seeing one of the NG comments, starting a new came will erase everything.
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Re: Sakyubasu no Tatakai II (Finished)

Postby GoRepeat » Tue Dec 01, 2015 3:46 am

MajorMajorMajorMajor Wrote:Gorep, you should add a confirmation y/n dialogue to starting a new game o_o

I almost clicked it by accident, and seeing one of the NG comments, starting a new came will erase everything.


That's just the first boss fight
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Re: Sakyubasu no Tatakai II (Finished)

Postby mystzero » Tue Dec 01, 2015 4:13 am

can anyone make a guide for overlord's castle please
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Re: Sakyubasu no Tatakai II (Finished)

Postby Katarina » Tue Dec 01, 2015 8:51 am

The ending... That was so freaking worth it, I'm very happy XD Wow... Shoulda recorded the look on my face...
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Re: Sakyubasu no Tatakai II (Finished)

Postby tontje » Tue Dec 01, 2015 10:38 pm

Do the missions repeat ?
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Re: Sakyubasu no Tatakai II (Finished)

Postby meisbi » Wed Dec 02, 2015 12:31 am

tontje Wrote:Do the missions repeat ?

GoRepeat Wrote:-- Upon reroll/completion, the game will attempt to spawn missions you haven't seen yet
--- If that isn't an option (you have seen them all), it will reset and cycle randomly through them again

Apalapan Wrote:-READ BEFORE YOU ASK SOMETHING ALREADY ANSWERED. USE THE SEARCH TOOL. DON'T WASTE PEOPLES' TIME WITH USELESS POSTS! I'M A SARCASTIC PIECE OF CRAP. DON'T MAKE ME HATE YOU.
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