haha I just beat that one.
Best advice is to use the flying units to block the path to the left when you can. It's the only thing that got me through it but ya the mission might be too much for that early in the game.
That's the third chapter, I just pulled it off. I basically wagon-raced Mercia to the exit point while clearing the road just long enough with the harpies. Wagons are crazy good, especially when I pulled a wagon-to-wagon transfer maneuver for extra speed.That final map on the first chapter killed me. Escorting Amercia to the other side of the map with the Forest faction and running away from that bat girl.
It took me well over 40 tries. Frustrated as I got, the game never felt like it would cheat. Unlike other games where you have RNG, the critical mechanics in this game feel really fair.
Also, having unlocked puzzle mode, it's easily one of the best pieces of side-content to be put in a game of this kind. Does AW have puzzle mode? Because it's really fun.
For $20, this game is fantastic value. Story mode is long, hard, but doesnt feel cheap (yet). Puzzle mode is a great distraction. Arcade mode for the casual symetrical games. Then map creator for endless replayability and MP (which I dont care to try)
Could have easily been $40.00. I hope the mods and Expansion DLC are in the works.
I disagree with most of your post but this part made me hit the eject button. I can't stop humming the Wargroove soundtrack, and was something I was hit by from the moment I played.And the soundtrack is leagues better too. The tracks for Wargroove I get tired of during the first game I hear them, whereas many of the tracks in Days of Ruin I still enjoy listening to despite them being like 1 minute loops.
I think every commander has a different music, even Mercia and Emeric have different onesYeah, I'm getting a bit tired of the same music that plays on your turn. I don't think it changed at all in the 10+ missions I played. And I don't think there's a different theme when you activate your groove. Or at least it's not really noticeable beyond the character animation prompt.
Your alchemists have crazy good range and good matchups against all of the enemy units. They can attack the rangers first without taking a hit. Remember you can position your units in a cross and heal up to 5 units with one heal. Terrain is also important to consider. Forests and mountains give alchemists critical.I'm on the mission where you have Emeric and 4 units. I don't have any idea how you're supposed to do this lol. Seems impossible. I'm sure with repeated plays I'll get it but even with heals your units are so squishy.
Losing all feedback regarding performance if you use any easy mode does seem pretty limiting. I intend to use easy mode for a while but I do feel like the feedback is poor. Into the Breach has bronze/silver/gold stars based on difficulty level, which motivates me to return to the missions and get the higher value stars.The difficulty sliders are a good idea, but in practice they feel kinda bad to use.
No additional reward for cranking up the difficulty... ok, fair enough. But then you realize that it'll likely harm your rating because it's probably going to take you longer to complete the map as a result of the increased difficulty.
And any reduction of difficulty, however small, automatically capping your rating to one star also feels harsh. I think it would be better if it just prevented you from getting 3 stars, or if it progressively capped you depending on how much you reduced the difficulty... ideally with a little bit of leeway to reduce the difficulty slightly without any penalty.
Yeah, the lack of undo feels really annoying. It makes me want to pencil in my movements before executing, but the game makes no allowance for that. Into the Breach has a single 'big' undo, but you can undo any movement action.Also, being able to undo your last action would be a great QoL feature. One time I had four units perfectly positioned to reap the benefits of Caesar's groovy ability, but I accidentally pressed A one too many times and had Caesar wait instead of using the ability. Talk about ruff...
I don't think it's fair to compare downloadable games to physical GBA games from 2001. Nowadays you can buy AW1 on Wii U for $8 and Dual Strike for $10.I think some people also forget this game is a lot cheaper and offers features we never saw in AW - and as mentioned they DO have the ability to patch QoL changes into the game.
That is great to hear! This game deserves all the success!So, Wargroove broke even over the weekend, we've covered the cost of development and the game is now profitable! we want to thank everyone for their support!
We made a quick blog post last night just running through what our plans are in the short term.
We have a patch going through submission right now that will fix a few bugs we weren't able to nail down in time, but the patch after that will include a number of quality of life fixes, such as:
There's some additional info about our plans beyond that, so please check out the blog for more details!
- The ability to skip battle scenes more quickly. With various options on how this will work.
- The ability to force fast map movement to 'always on'.
- Tooltips and more info for the effective/vulnerable charts.
- In multiplayer, the host will be able to fill open spots with CPU players.
- Display S rank requirements. (Tip for now, it's always based on number of turns.)
- Make it more difficult to accidentally end a turn.
- Multiplayer Lobby improvements
- Various bug fixes
So, Wargroove broke even over the weekend, we've covered the cost of development and the game is now profitable! we want to thank everyone for their support!
We made a quick blog post last night just running through what our plans are in the short term.
We have a patch going through submission right now that will fix a few bugs we weren't able to nail down in time, but the patch after that will include a number of quality of life fixes, such as:
There's some additional info about our plans beyond that, so please check out the blog for more details!
- The ability to skip battle scenes more quickly. With various options on how this will work.
- The ability to force fast map movement to 'always on'.
- Tooltips and more info for the effective/vulnerable charts.
- In multiplayer, the host will be able to fill open spots with CPU players.
- Display S rank requirements. (Tip for now, it's always based on number of turns.)
- Make it more difficult to accidentally end a turn.
- Multiplayer Lobby improvements
- Various bug fixes
So, Wargroove broke even over the weekend, we've covered the cost of development and the game is now profitable! we want to thank everyone for their support!
We made a quick blog post last night just running through what our plans are in the short term.
We have a patch going through submission right now that will fix a few bugs we weren't able to nail down in time, but the patch after that will include a number of quality of life fixes, such as:
There's some additional info about our plans beyond that, so please check out the blog for more details!
- The ability to skip battle scenes more quickly. With various options on how this will work.
- The ability to force fast map movement to 'always on'.
- Tooltips and more info for the effective/vulnerable charts.
- In multiplayer, the host will be able to fill open spots with CPU players.
- Display S rank requirements. (Tip for now, it's always based on number of turns.)
- Make it more difficult to accidentally end a turn.
- Multiplayer Lobby improvements
- Various bug fixes
Good to hear! Posting these again in case you're not aware. User error or a bug?So, Wargroove broke even over the weekend, we've covered the cost of development and the game is now profitable! we want to thank everyone for their support!
We made a quick blog post last night just running through what our plans are in the short term.
We have a patch going through submission right now that will fix a few bugs we weren't able to nail down in time, but the patch after that will include a number of quality of life fixes, such as:
There's some additional info about our plans beyond that, so please check out the blog for more details!
- The ability to skip battle scenes more quickly. With various options on how this will work.
- The ability to force fast map movement to 'always on'.
- Tooltips and more info for the effective/vulnerable charts.
- In multiplayer, the host will be able to fill open spots with CPU players.
- Display S rank requirements. (Tip for now, it's always based on number of turns.)
- Make it more difficult to accidentally end a turn.
- Multiplayer Lobby improvements
- Various bug fixes
Either there's something wrong with the asynchronous online play or I'm doing something wrong.
I started a match and left after one of my turns.
When I came back, the game said it was my turn. Great! When I got back to my match it showed the turn my opponent made. Ok good. But then he had another turn. And another. And another. He had four turns in a row.
So... What did I do wrong?
don't think the turn timer is usually running when you're not there, so if that's what was going on in that one instance, it's just another bug to add to the pile.
Fantastic news, congratulations!So, Wargroove broke even over the weekend, we've covered the cost of development and the game is now profitable! we want to thank everyone for their support!
We made a quick blog post last night just running through what our plans are in the short term.
We have a patch going through submission right now that will fix a few bugs we weren't able to nail down in time, but the patch after that will include a number of quality of life fixes, such as:
There's some additional info about our plans beyond that, so please check out the blog for more details!
- The ability to skip battle scenes more quickly. With various options on how this will work.
- The ability to force fast map movement to 'always on'.
- Tooltips and more info for the effective/vulnerable charts.
- In multiplayer, the host will be able to fill open spots with CPU players.
- Display S rank requirements. (Tip for now, it's always based on number of turns.)
- Make it more difficult to accidentally end a turn.
- Multiplayer Lobby improvements
- Various bug fixes
Excellent news! Happy to hear that the game is a success and that we can except continued support. :)So, Wargroove broke even over the weekend, we've covered the cost of development and the game is now profitable! we want to thank everyone for their support!
We made a quick blog post last night just running through what our plans are in the short term.
We have a patch going through submission right now that will fix a few bugs we weren't able to nail down in time, but the patch after that will include a number of quality of life fixes, such as:
There's some additional info about our plans beyond that, so please check out the blog for more details!
- The ability to skip battle scenes more quickly. With various options on how this will work.
- The ability to force fast map movement to 'always on'.
- Tooltips and more info for the effective/vulnerable charts.
- In multiplayer, the host will be able to fill open spots with CPU players.
- Display S rank requirements. (Tip for now, it's always based on number of turns.)
- Make it more difficult to accidentally end a turn.
- Multiplayer Lobby improvements
- Various bug fixes
So, Wargroove broke even over the weekend, we've covered the cost of development and the game is now profitable! we want to thank everyone for their support!
We made a quick blog post last night just running through what our plans are in the short term.
We have a patch going through submission right now that will fix a few bugs we weren't able to nail down in time, but the patch after that will include a number of quality of life fixes, such as:
There's some additional info about our plans beyond that, so please check out the blog for more details!
- The ability to skip battle scenes more quickly. With various options on how this will work.
- The ability to force fast map movement to 'always on'.
- Tooltips and more info for the effective/vulnerable charts.
- In multiplayer, the host will be able to fill open spots with CPU players.
- Display S rank requirements. (Tip for now, it's always based on number of turns.)
- Make it more difficult to accidentally end a turn.
- Multiplayer Lobby improvements
- Various bug fixes
I know you can't possibly read all comments, but you did a great job with the game overall. Looking forward to see it continue being improved. My biggest wish would be the undo action/turn button, that can really screw over a good run if you accidentally misclick and I screwed up a 3 star rating in a 1 hour mission because of it yesterday, which did annoy me quite a bit.So, Wargroove broke even over the weekend, we've covered the cost of development and the game is now profitable! we want to thank everyone for their support!
We made a quick blog post last night just running through what our plans are in the short term.
We have a patch going through submission right now that will fix a few bugs we weren't able to nail down in time, but the patch after that will include a number of quality of life fixes, such as:
There's some additional info about our plans beyond that, so please check out the blog for more details!
- The ability to skip battle scenes more quickly. With various options on how this will work.
- The ability to force fast map movement to 'always on'.
- Tooltips and more info for the effective/vulnerable charts.
- In multiplayer, the host will be able to fill open spots with CPU players.
- Display S rank requirements. (Tip for now, it's always based on number of turns.)
- Make it more difficult to accidentally end a turn.
- Multiplayer Lobby improvements
- Various bug fixes
So, Wargroove broke even over the weekend, we've covered the cost of development and the game is now profitable! we want to thank everyone for their support!
We made a quick blog post last night just running through what our plans are in the short term.
We have a patch going through submission right now that will fix a few bugs we weren't able to nail down in time, but the patch after that will include a number of quality of life fixes, such as:
There's some additional info about our plans beyond that, so please check out the blog for more details!
- The ability to skip battle scenes more quickly. With various options on how this will work.
- The ability to force fast map movement to 'always on'.
- Tooltips and more info for the effective/vulnerable charts.
- In multiplayer, the host will be able to fill open spots with CPU players.
- Display S rank requirements. (Tip for now, it's always based on number of turns.)
- Make it more difficult to accidentally end a turn.
- Multiplayer Lobby improvements
- Various bug fixes
Unit losses don't reduce score? Is it only speed that countsI just gave 3-3 one try but it seemed fair with a wagon run and harpy knight to cover the road.
Now the 3-2 swamp mission before that was bad. Considering speed is the only factor for S I've got a feeling it would be better to just rush like an idiot and slow down the units after say the 2nd wave with your 4 units.
So, Wargroove broke even over the weekend, we've covered the cost of development and the game is now profitable! we want to thank everyone for their support!
We made a quick blog post last night just running through what our plans are in the short term.
We have a patch going through submission right now that will fix a few bugs we weren't able to nail down in time, but the patch after that will include a number of quality of life fixes, such as:
There's some additional info about our plans beyond that, so please check out the blog for more details!
- The ability to skip battle scenes more quickly. With various options on how this will work.
- The ability to force fast map movement to 'always on'.
- Tooltips and more info for the effective/vulnerable charts.
- In multiplayer, the host will be able to fill open spots with CPU players.
- Display S rank requirements. (Tip for now, it's always based on number of turns.)
- Make it more difficult to accidentally end a turn.
- Multiplayer Lobby improvements
- Various bug fixes
To answer the question at the end of the blog: Yes, people who fidget with the difficulty should be able to earn 3 stars, absolutely. I haven't used the difficulty options nor I plan to, but I see no reason why people shouldn't be able to both play in a difficulty that's comfortable for them and earn all unlockables (since stuff in the gallery is tied to number of stars). If you really want to "mark" the missions with an asterisk or whatever so "true hardcore gamers" can feel good about beating the game in normal go ahead, but people that just want an easier experience shouldn't suffer for it.So, Wargroove broke even over the weekend, we've covered the cost of development and the game is now profitable! we want to thank everyone for their support!
We made a quick blog post last night just running through what our plans are in the short term.
We have a patch going through submission right now that will fix a few bugs we weren't able to nail down in time, but the patch after that will include a number of quality of life fixes, such as:
There's some additional info about our plans beyond that, so please check out the blog for more details!
- The ability to skip battle scenes more quickly. With various options on how this will work.
- The ability to force fast map movement to 'always on'.
- Tooltips and more info for the effective/vulnerable charts.
- In multiplayer, the host will be able to fill open spots with CPU players.
- Display S rank requirements. (Tip for now, it's always based on number of turns.)
- Make it more difficult to accidentally end a turn.
- Multiplayer Lobby improvements
- Various bug fixes
Hey Supernorn I know you're probably swamped now but depending on how easy it is what would actually be a major improvement for me and I hope others wouldn't just be faster skipping of battle scenes but the ability to set them to play at, say, 150% or 200% speed so we still get to see the fun animation but slightly fasterSo, Wargroove broke even over the weekend, we've covered the cost of development and the game is now profitable! we want to thank everyone for their support!
We made a quick blog post last night just running through what our plans are in the short term.
We have a patch going through submission right now that will fix a few bugs we weren't able to nail down in time, but the patch after that will include a number of quality of life fixes, such as:
There's some additional info about our plans beyond that, so please check out the blog for more details!
- The ability to skip battle scenes more quickly. With various options on how this will work.
- The ability to force fast map movement to 'always on'.
- Tooltips and more info for the effective/vulnerable charts.
- In multiplayer, the host will be able to fill open spots with CPU players.
- Display S rank requirements. (Tip for now, it's always based on number of turns.)
- Make it more difficult to accidentally end a turn.
- Multiplayer Lobby improvements
- Various bug fixes
One element i notice, is that units take too long moving off panel and into the panel of there opponents. There should be an overall speeding up of the movment in between entering and attacking in the fight animations.Hey Supernorn I know you're probably swamped now but depending on how easy it is what would actually be a major improvement for me and I hope others wouldn't just be faster skipping of battle scenes but the ability to set them to play at, say, 150% or 200% speed so we still get to see the fun animation but slightly faster
Otherwise I'm loving the game so far!
According to the devs yes
If you can, the best way is often to trap their commander, they play too agressive. Trebuchets and pikemen I think are pretty reliable for that.Anyone got tips on finishing missions quicker? I feel like with enemy units spawning every turn, I just fall into a rut of out spending the enemy slowly over various turns, and that's killing some of my enjoyment.
Whenever I can I'm very aggressive about expansion. Unless a wagon is there by default, that's usually my first purchase so I can ferry units to the farthest neutral towns, capture them and then work their way back to my base while capturing towns on the way, also make sure you have enough swordsmen to capture most neutral towns in 1-2 turns. That gives me enough funds quickly to start recruiting knights (or the knight equivalent), which are pretty fast and from there I recruit units as I need them, but I feel like that's a very efficient quick-finish strategy.Anyone got tips on finishing missions quicker? I feel like with enemy units spawning every turn, I just fall into a rut of out spending the enemy slowly over various turns, and that's killing some of my enjoyment.
One thing though - you can't play 'multiplayer' maps as single player!? I don't even car about War Room stats but it be nice to be able to just play custom matches... (I guess you could make them...).
Enable local multiplayer maps to be played singlely with up to three CPUs!
I find being aggressive has helped me get 3 stars faster. I've had to redo some of the missions. I've only finished the first 2 acts but I find the wagon super useful. That first forest stage in act 2 was a bitch the first time because I took forever to clear it. Then I built a wagon and bum rushed the commander and that gave me a 3 star.Anyone got tips on finishing missions quicker? I feel like with enemy units spawning every turn, I just fall into a rut of out spending the enemy slowly over various turns, and that's killing some of my enjoyment.
Celeste's implementation of difficulty is not perfect, imo.
Good to hear! Posting these again in case you're not aware. User error or a bug?
Dope, I didn't know we had a Chucklefish dev here. Just wanna say, props to your team. You guys made a great product and it shows that you guys poured a lot of love into it.There's a few things regarding timers in quickplay that we're looking into at the moment.
Thanks!There's a few things regarding timers in quickplay that we're looking into at the moment.