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There is about to be a focus shift to the single player campaign, but I don't have a definite answer as to how far away it will be. We're in the middle of the UI overhaul; don't know when it'll be ready for the live build, though I assure you we're working on it. Real hurthling! posted:Any news on when ks backers who didn't have early access will get their game codes? Codes are being released in batches of 400 per hour or something, alphabetically. We started this process the other day; backers should receive their codes in the next 6 days. Aquila posted:Woah, my company total swapped offices with White Moon Dreams like two years ago. I had no idea they'd managed to turn things around, that's sweet. I saw some pictures of our previous office and if it's the place we swapped with you I'm completely jealous. That place is awesome.
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# ? Aug 15, 2014 01:40 |
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# ? Apr 28, 2024 22:25 |
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The Kickstarter email said like... Late November for the Solo Campaign. gently caress me. Right now the game seems ok but Focus isn't exactly working how I am used to and I am not always sure if my jacks are in Caster range to get said Focus.
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# ? Aug 15, 2014 22:21 |
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I guess it's not really surprising considering this is not a big budget title but in my mind I always thought a game for a franchise like this would be a F2P 1:1 copy with DLC for stuff like models, decals, color schemes/army painter/customization bits and maybe something like terrain or tilesets or whatever. It's kind of a bummer that the best way to play WM online is still some lovely fan made module for Vassal.
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# ? Aug 16, 2014 00:46 |
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Det_no posted:I guess it's not really surprising considering this is not a big budget title but in my mind I always thought a game for a franchise like this would be a F2P 1:1 copy with DLC for stuff like models, decals, color schemes/army painter/customization bits and maybe something like terrain or tilesets or whatever. I'm really surprised people would think that. While at first that seems like a good idea, from a business perspective it just isnt wise (as well as other reasons that folks more knowledgeable than I have listed). I can understand why they went the route they did, and I hope it'll be an enjoyable enough product in its own I just want to be Cygnar and shoot some fools. Ratta tat tat. Long Gunner all up in ya. ATGM making double-orphans outta orphans.
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# ? Aug 16, 2014 01:09 |
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As a bit of a digression but since it keeps coming up, are there any videogames that are 1:1 translations of a tabletop game? I can't think of any beyond Magic (I assume) and I'm genuinely curious if any exist.
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# ? Aug 16, 2014 04:09 |
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DiHK posted:What I can't fathom is why TT players in general don't understand that the difference in medium very often necessitates a difference in rule set. D&D, Battle Tech, War Machine, I'm sure 40k players had sperg fits about Dawn of War. There exists a perfect 1:1 translation of the tabletop Battletech rules to PC in the form of Megamek. It not only perfectly emulates the tabletop rules, it's a huge blast to play because it removes all the fiddly paperwork and dice table checking that actually playing physical Battletech entails. Mechwarrior is an entirely different genre of game that doesn't scratch the same itch.
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# ? Aug 16, 2014 04:35 |
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rantmo posted:As a bit of a digression but since it keeps coming up, are there any videogames that are 1:1 translations of a tabletop game? I can't think of any beyond Magic (I assume) and I'm genuinely curious if any exist. On the top of my head, Cyanide's Blood Bowl was a mostly 1:1 translation, might be 100% depending on the rules as they stand now. And there are a bunch of non-miniature boardgames with proper ports over PC, Android, and iOS. Surprisingly, the Magic games on PC started with a good 1:1 port and then put in various limitations for future games.
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# ? Aug 16, 2014 04:47 |
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SilverMike posted:On the top of my head, Cyanide's Blood Bowl was a mostly 1:1 translation, might be 100% depending on the rules as they stand now. And there are a bunch of non-miniature boardgames with proper ports over PC, Android, and iOS. To add to this, on the horizon apparently there is a Mordheim PC game coming out but it's yet to see if it'll be faithful to the base game or not. Blood bowl is pretty much a one to one translation barring a few bugged rules (changing weather comes to mind) and a few show stopping bugs that is the equivalent to the enemy player flipping the game table, ragequitting, and having it count against you. Despite the bugginess it's still fairly popular and has a pretty busy goon league. IOS Blood bowl is limited to humans and orcs, but with wood elves, skaven, chaos, and hitlers as in app purchases. If Mordheim takes off I can only hope they do something similar for Necromunda.
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# ? Aug 19, 2014 20:35 |
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One thing to keep in mind is that despite all the things that Cyanide bloodbowl does for you automatically a game on there still takes longer than a game on the actual board(provided both players know the rules and aren't looking things up). A 50 pt game of warmachine already takes a good period of time, just think how much longer it would take on a 1:1 translation computer game.
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# ? Sep 1, 2014 19:09 |
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I haven't played it in a bit now, but are McThralls still absurdly powerful? Last time I played I was up against someone who had about 10 of them and I killed a whole one before they started charging in and one-shotting all my infantry.
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# ? Sep 2, 2014 02:34 |
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HiveCommander posted:I haven't played it in a bit now, but are McThralls still absurdly powerful? Last time I played I was up against someone who had about 10 of them and I killed a whole one before they started charging in and one-shotting all my infantry. Working as intended. Did you try artillery? That was my solution on the TT. Same with all of my problems.
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# ? Sep 2, 2014 02:51 |
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SilverMike posted:On the top of my head, Cyanide's Blood Bowl was a mostly 1:1 translation, might be 100% depending on the rules as they stand now. And there are a bunch of non-miniature boardgames with proper ports over PC, Android, and iOS. Blood Bowl is a great example of a fantastic game crippled by a horrible UI. When you hit ESC, you might expect a menu to pop up. No, that's F10. ESC changes the Camera. I wish I were kidding. I'd like to give my impressions about the game. I know it's a early beta and long way to go etc etc. But it's in a state that PP feels is worthy of accepting money for, so that has to be taken into consideration. At its base level, I adore X-com and Tactics games, and the more that the UI and flow of battle mimics X-com, the better. But right off the bat I feel like there's too many models on the field. It's fine to run a meat mountain or infantry spam on the tabletop, but there's also a good reason X-com and FF Tactics only give the player 5-6 characters per battle. For single-player it makes each character a 'hero' in their own right, and makes each turn faster. If the focus is on multiplayer [i.e. the single player won't have randomized battles ala X-com] then faster turns full of excitement will be an important design choice. I guess the other option is to wait for heavier infantry so that I can fill my points with less models. It also would help against the disparity between jacks and dudes. I like the disparity, but it does kinda suck when you have 5 infantry who are incapable of damaging the ironmans. In the tabletop, this is a list-design consideration. In a video game I think it should be more balanced, especially for people who aren't familiar with WM, and when a single model is supposed to represent a group. Right now with the UI changes, i'd like to see a "smart facing" where the character auto-adjusts at the end of their movement to see the most enemies, then lets you change it if you want. Personally I don't think facing is necessary at all in the game. I know a lot of people are concerned the game won't be enough like the TT game. I feel the opposite, I'm concerned the game will try to ape the TT game too much and not be the best video game it could be. Some minor things I'd like to note: They need a lower volume on idle animations. I like them, but the lancer's "TONK-TONK" every few seconds gets grating. Maybe add an undo button for movement before you commit to attacks? Unless hidden enemy models are important ala X-com, it might be a good ease-of-life addition. Please make the accuracy for non-auto-hit attacks "99%" instead of "100%" I missed a "100% Accuracy" boosted attack by rolling 1-1-1. I know it can happen and the accuracy technically rounded up to 100% [215/216 chance to hit!], but it sure happened. Visible icons for moving into Concealment/Cover would be neat. I have to say, the game does a lot of things well. The "out of control area" icons are clear and visible. The [accusatory clanging] was a great introduction to new players about how the warjacks have their own personality, even though they're man-made. I liked Jakes character and sense of female empowerment, and I look forward to that continuing throughout the story. The core concept of the game is solid and where I was originally concerned about the jacks being too "floaty" I think that they did a good job of making them feel like they have weight. I love the way it shows you what you can target when you move. If I may ask, why aren't damage grids being used for jacks? They are a great design choice in the tabletop game and randomizing damage in a video game is incredibly easy. Even if its effects are more tame than the tabletop, I feel like it would be a great mechanical addition to the game. It gives the player a better feeling of how their jack is damaged, rather than just X many squares of damage. Alpha Phoenix fucked around with this message at 08:01 on Sep 2, 2014 |
# ? Sep 2, 2014 07:55 |
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Can anyone explain why... well. Squads aren't, you know, squads? That'd probably make the meat swarms a lot more playable :/
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# ? Sep 2, 2014 16:34 |
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Brainbread posted:Can anyone explain why... well. Squads aren't, you know, squads? That'd probably make the meat swarms a lot more playable :/ Well, the position of each dude matters so you can't just have them doing whatever. I think they were right not to do the unit activation system from TT, but they kept in a pretty high model count anyway which doesn't make much sense to me.
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# ? Sep 2, 2014 16:43 |
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Panzeh posted:Well, the position of each dude matters so you can't just have them doing whatever. I think they were right not to do the unit activation system from TT, but they kept in a pretty high model count anyway which doesn't make much sense to me. Well, I mean, just have them centered on a central model or something, and re-arrange the rest of the guys at the destination? Because the individual model route is pretty nightmarish. Its seriously what we did when we played the TT. But then again, we're not huge sticklers.
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# ? Sep 2, 2014 18:11 |
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There is now a $40 version available in the steam store page. The pricier bundle is still available We have gone through a couple of patch updates and are now on a 2 week schedule. We have added 4 Warcasters to the roster since then: - Markus "Siege" Brisbane - Iron Lich Asphyxious - Kommander Strakhov - Grand Scrutator Severius Including the new map "Snowy Valley." Single player is ramping up and it's coming together pretty nicely. We also have the new interface in and it works really nicely. Should be a large improvement from what was there before. Dr Tasty fucked around with this message at 00:33 on Sep 4, 2014 |
# ? Sep 4, 2014 00:20 |
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So I just bought this thing is there a multiplayer group for goons or whatever?
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# ? Sep 10, 2014 00:42 |
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Dr Tasty posted:
Yesssssssssss.
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# ? Sep 10, 2014 00:47 |
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Dear game makers, In TYOOL2014 when you only provide the options of "Fullscreen Windowed" and "Windowed" and your game requires side scrolling with a mouse. Lock the fuckin goddamn screen so my mouse doesn't move to my second monitor unless I alt tab. Edit: PS I need steam friends who want to show me how to play this game thank you! E2: As someone who never played the TT version of Warmachine I can say that the mechanics of the game feel very fluid and the UI isn't bad. The game itself feels pretty decent from the short bit I've played. However, good lord, the unit selection choices are underwhelming. I'd like to see 3x the units at release otherwise games are gonna be reeeeeeeeeal stale. Digital_Jesus fucked around with this message at 04:01 on Sep 10, 2014 |
# ? Sep 10, 2014 01:13 |
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I think this game suffers a bit in that, currently, I don't even have the option to have more than like 4 choices. I'd be happy to pay for more Warcasters/jacks/units, but I can't yet, and so I'm stuck trying to figure out bad theme lists using like 4 different units.
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# ? Sep 17, 2014 20:55 |
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I just bought this without realizing just how early access it is. The one single player map available is just way too easy for someone already familiar with the table top game. Is there more stuff to do that I am not aware yet?
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# ? Sep 23, 2014 21:50 |
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The Dregs posted:I just bought this without realizing just how early access it is. The one single player map available is just way too easy for someone already familiar with the table top game. Is there more stuff to do that I am not aware yet? They just started adding single player stuff, the game to this point has been all about multiplayer which, sadly, is getting harder and harder to find a game right now. Overall it's a solid game but I think right now the game is suffering from low faction and low unit counts causing it to feel a little stale for people. Not to mention that a surprising number of people just up and quit if they see Cryx on the other side of the field or if their feat turn doesn't go right.
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# ? Sep 26, 2014 10:04 |
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Dr Tasty posted:There is now a $40 version available in the steam store page. The pricier bundle is still available When you say "we", do you work for Whitemoon...?
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# ? Sep 27, 2014 02:56 |
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Sab669 posted:When you say "we", do you work for Whitemoon...? Yeah, he's been pretty open about that.
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# ? Sep 27, 2014 05:51 |
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I just found this thread though I totally didn't realize he was the OP. Hrmm...
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# ? Sep 27, 2014 06:38 |
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I kickstarted this because I love the TT game, but going with a square based grid instead of at least using hexes and when they should really be using free movement is really dumb. Has this changed at all with the latest builds because I'm not even going to bother patching if they are not even trying to be on the same planet as the tabletop game is. Getting around and behind certain units is a staple of many strategies and special powers like ghost walk.fnordcircle posted:They just started adding single player stuff, the game to this point has been all about multiplayer which, sadly, is getting harder and harder to find a game right now. This is basically how the game works in tabletop, your feat turn usually makes or breaks your game, and if you hosed up your feat turn it's common to concede in tabletop, especially when you are in many cases immediately subjected to a return assassination, especially with someone like sorcha or asphyxious. Maybe when they start introducing non prime warcasters that don't abide by the trope, some of the brick warcasters would be nice, although those are more common in Hordes. Washout fucked around with this message at 05:58 on Sep 28, 2014 |
# ? Sep 28, 2014 05:53 |
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Washout posted:I kickstarted this because I love the TT game, but going with a square based grid instead of at least using hexes and when they should really be using free movement is really dumb. Has this changed at all with the latest builds because I'm not even going to bother patching if they are not even trying to be on the same planet as the tabletop game is. Getting around and behind certain units is a staple of many strategies and special powers like ghost walk. Reminds me, since the Warcaster I loved to death was regular Vlad, is he in the game? (It reminds me because I rarely got good use out of his feat, since you can only really run one Warjack off him). He was a weird sort of brick. Blood of Kings was pretty good at doing that, though you'd spend the rest of your time using him as a mobile buff-bot. Brainbread fucked around with this message at 07:44 on Sep 28, 2014 |
# ? Sep 28, 2014 07:41 |
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Brainbread posted:Reminds me, since the Warcaster I loved to death was regular Vlad, is he in the game? (It reminds me because I rarely got good use out of his feat, since you can only really run one Warjack off him). He was a weird sort of brick. Blood of Kings was pretty good at doing that, though you'd spend the rest of your time using him as a mobile buff-bot. Not not yet afaik, I think they are only putting in two warcasters from like the first two books or something? I think the first set of warcasters are all either the new ones invented just for the game or prime tho.
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# ? Sep 28, 2014 08:17 |
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The Apotheosis Warcasters are coming as DLC (Karchev, Harbinger, Darius, and Terminus). Excited for Harbinger at least.
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# ? Sep 28, 2014 09:07 |
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Washout posted:I kickstarted this because I love the TT game, but going with a square based grid instead of at least using hexes and when they should really be using free movement is really dumb. Has this changed at all with the latest builds because I'm not even going to bother patching if they are not even trying to be on the same planet as the tabletop game is. Getting around and behind certain units is a staple of many strategies and special powers like ghost walk. I can't imagine that they'd have written some sort of "placeholder" system (the grid) if they intended to use hexes in the end.
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# ? Sep 28, 2014 15:39 |
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Sab669 posted:I can't imagine that they'd have written some sort of "placeholder" system (the grid) if they intended to use hexes in the end. I just had some kind of hope that they would play with other grid types for some reason. I'll wait and give it another shot when it releases so then I'll at least see the final game.
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# ? Sep 28, 2014 15:47 |
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I really wish it were hexes as well, I feel like I'm never quite sure what's in my front arc or not.
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# ? Sep 28, 2014 17:10 |
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Sab669 posted:I really wish it were hexes as well, I feel like I'm never quite sure what's in my front arc or not. Hexes would definitely be a good solution, since facing towards any side of the hex will leave a clear front and back arc. It would definitely be a lot better solution than squares. I'm sort of hoping the game goes on sale so I can try it myself, but as it stands right now and with this thread, I'm not sure if that'll be a good idea, or if I should just wait way down the road :/
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# ? Sep 28, 2014 22:39 |
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I definitely really enjoy it every time I load up the game, just that there are small things that I wish were a little different
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# ? Sep 28, 2014 23:33 |
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Hmm, I was really wondering what they were going to do about Bile Thralls in the vid'ya game... They seem way less good than their tabletop variant
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# ? Oct 8, 2014 03:29 |
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Thats good because table top biles are loving retarded for their point cost.
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# ? Oct 8, 2014 04:17 |
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They just do 3 damage to things in a 3x3 in front of them. 4 points a piece, I think it was. Is there any timeline when we might see the Warjacks of the Apotheosis? I just want Deathjack
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# ? Oct 8, 2014 04:23 |
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I know that the KS got to the Apotheosis so they should be in soon!
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# ? Oct 8, 2014 04:47 |
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You can find the stream here: http://www.twitch.tv/tinyturtlesa/ Done! I rather enjoyed that, I must say. Tiny Turtle fucked around with this message at 16:42 on Oct 16, 2014 |
# ? Oct 16, 2014 14:23 |
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# ? Apr 28, 2024 22:25 |
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Oh hey this game. I remember backing this game. Wait... DX11? Damnit! I need to upgrade my rig.
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# ? Oct 17, 2014 05:04 |