This is a great point; thanks for bringing it up. I'll change Deoran have higher HP but to use his resistances from TDG - 0% blade/impact, -20% pierce - which should keep the numbers making sense for a new player.Using a cavalryman as the main hero means that the player won't understand the numbers on screen until they understand resistances. For a game that depends a lot on numbers, the tutorial ought to introduce things in an order that a player can understand them - otherwise there's a risk that they'll just think "well, all the reviews that said it was too focused on RNG were right".
Not ideal that they're different from a standard Cavalryman, but the player doesn't get access to Cavalrymen in TSG so hopefully it's not too severe of an issue. In a perfect world I'd have a custom animated sprite for him.
The overlap between the elves' fighter and archer lines makes them forgiving to players who haven't chosen ones that exploit the enemy side's weaknesses. Those lines don't get abilities or weapon specials until L2, and of the specials that they get at L2, two are immediately useful in a way that's obvious to the player (leadership, marksman), leaving only one that might not seem useful (ambush).
Good point, that was one of the big strengths of the old tutorial.
I agree with the goal here - more forgiving units - but I disagree that elves are more forgiving than humans.Good point on the "forgiveness" of elvish units however. Something to consider.
Elves are more fragile than their human counterparts, and rely heavily on positioning/terrain to perform well. They also have several non-standard features, such as full movement in forest and (in the case of the archer) better defense in forest than in castle or village.
In comparison, human units are cheaper, tougher, and more disposable, while overlapping almost as much as the elves (bowman and archer have identical melee damage; spearman has only 3 less ranged damage than fighter). And while the spearman has extra complexity from first strike, the elves all have extra complexity from dextrous.
More importantly, the campaign is intended to be easy enough on Normal (and especially Easy) that it shouldn't require careful unit choice to complete.
Can you elaborate on this? I'm not clear how plague feels like an artificial tutorial mechanic, vs a natural consequence of zombies. I don't think the player really needs to be told that letting their units die is a bad thing.Undead, and thus plague, are integral to TSG's story, but TSGRR S02's use of plague, along with shouting it out at the start of S02 can be interpreted as "letting your recruits get killed doesn't seem that bad, so we've thrown a mechanic into the tutorial to make you see it as bad now, even if we won't explain it until later". It feels like misinformation to put it early in a tutorial.
I think it feeds great into HttT, but unfortunately not very well into AOI or AToTB (which were the campaigns it suggested you play next).Yeah, old tutorial seemed to feed pretty seamlessly into either AOI or HttT
Yep, that's correct!Yeah, isn't the plan to replace the old tutorial ("Battle Training") with a this tutorial campaign?
Statistics: Posted by Dalas120 — Yesterday, 10:37 pm