Yay! The maths on chance to hit are very fishy indeed. I seem to hit 1/4 times when 80% chance to hit is displayed. That's not right! Manual reload is a big one for me. I'm a compulsive reloader in FPS games and it feels very odd that you can't reload between battles in this game. My only other problem is with looting. It's a big part of the game, but very expensive to do! Example - I loot a zombie with my machine gunner, and he finds a pistol. Now I have to bring my pistol guy over there to loot the zombie again. I've just wasted 2 action points simply checking what the zombie had, and many more action points moving the guys around. I spend just as much time maneuvering my squad around picking up items than I do fighting. Possible solutions: Make looting cheaper (1 ap instead of 2) Give the characters an inventory, so they can carry spare loot to trade with the other characters. Also this is more of a question, because I couldn't find the info anywhere! Can you give us a list of the weapons with their classes? I don't want to upgrade the soldiers with the wrong stats. Are the shotgun and sniper rifle light or heavy weapons? Finally a suggestion for replayability; have you guys thought about unlocking a survival mode when you finish the first campaign? Just stick the 3 soldiers behind a makeshift barrier with endlessly spawning zombies and an infinite ammo crate somewhere off to the side. See how many zombies you can kill before losing a soldier. Anyway, great game, thanks a lot
The graphics kind of turn me off, but gameplay-wise this seems similar to the good old UFO: Enemy Unknown and Jagged Alliance games... So I suppose I should check this out.
Please add the double-tap-weapon-icon to manual reload! There is no way on earth you would stand there waiting for a horde of zombies to come round the corner when you know you only have one in the chamber!
Simply the best game I've played in many, many years. Thank you so much for putting out an interesting turn-based tactical game. I don't even like zombie themed stuff in general, but this one actually came with an interesting story that made sense. Only request is more campaigns, lots more. Rob
Hmm, if a 'reload at any time' function is added, i'd like to see a heavy AP penalty for it, since it would encourage more strategic play. If it only cost 1AP, it'd be easy to keep a full clip all the time, so there'd be not much risk of running out of ammo under pressure.
I guess this is a different strokes for different folks deal. I really like the way this is currently handled. It puts a lot more pressure on what to take and what to leave and what to give to whom. Plus, do you risk trying to grab something during a battle and lose the AP's or try to wait the battle out. To make it cheaper and allow more items to be carried would remove a lot of the tension and strategy of the game and simply make it easier and less of a challenge. I already feel the game is just about perfect as a challenge, with maybe leaning a bit towards being slightly too easy. I think they did a great job on the inventory system just as is. I do however, also think the random mechanism is broken and works nowhere near as reported by the percentages given in the game.
Agreed. The way it currently is adds more decisions. If you could reload at any time why wouldn't you? As it stands that's one more thing you need to keep in mind as you make plans.
True randomness is a real tricky one. Just like rolling dice, previous results do not influence the current roll. Thus its possible with even 99.999% accuracy to roll multiple misses in a row. We recognized this earlier in the development that players usually feel this as the system being flawed/frustrating (although mathematical correct) - and implemented what is called perceived randomness. So right now if there is 80% accuracy we calculate the next 10 "dice rolls" and add 2 miss and 8 hits. Those are then randomly shuffled. But apparently we did also add some bug - either a real one or a logical bug. So investigating and fixing that if we find a problem /Thomas
The suggestion I brought for reloading (quite a few posts ago in this thread) was slightly different... because most of the time you'll end up reloading between enemy waves, an AP penalty wouldn't make such a difference, but losing ammo would:
I've read the first campaign is 6-8 hours. How many levels/scenarios are there, in this first campaign, and how many difficulty settings?
No difficulty settings, there's 7 or 8 levels (depending on how you count ). The next campaign is in full production (but of course no promises on release dates etc ), it'll be 5-6 new levels adding 3-4-5 or so hours (we obviously don't know the exact number there yet, but somewhere around there).
PocketGamer really blasted this one giving it a 6/10. Now, I don't own this, but that sure seems contrary to what most people are saying here. Squarezero loves it, and I tend to agree with his assessments. Interesting. http://www.pocketgamer.co.uk/r/Various/Tactical+Soldier%3A+Undead+Rising/review.asp?c=28923
I read that too This seems like one of those games where the people whose recommendations I actually care about seem to like it but I'm not sure :/
I really enjoyed this game. My only gripe is it seemed to end too soon, before I could customize my characters much. Even the last boss drops nice loot, but you can't use it lol. There is definitely an awesome framework laid down, just needs more content.
Hey - remember reviews are personal taste and cant really be argued with. If the reviewer didnt like it, its his job to write that. I hold no grudges Having all the people in here write positively about the game + frontpage review here also saying they like it matters more to me personally. /Thomas
Great fun The game is great fun, although my only problem with this game was that for 5 bux it was over way too fast. I enjoyed this game totally but it needs way more content. I'd like 30-35 hours not 5-7 hours glad to hear more levels are coming (hopefully swiftly and free) Thanks for a great game devs!
I'd say if you love turn based games, squad tactic games or survival games, then get this right now! Otherwise, wait for the next update or 2 for the (hopefully) 'chance to hit' fix and more substantial content. I think with the suggested fixes and more content, that pocket gamer review would easily change to a 7 or 8.
The guys at Slide to Play also liked it - http://www.slidetoplay.com/story/tactical-soldier-undead-rising-review *shrugs* /Thomas
That's the same score they gave to Aralon -- just sayin... Seriously, though, their reviews often miss the forest for the trees; I've also caught major, flat-out inaccuracies that never get corrected, even after they're pointed out with supporting evidence. I really have little respect for their editorial (lack of) standards. Has anyone had a zombie pop in "right on top" of your character, as they describe in the review? I've been playing for hours and I haven't encountered that.
I figured as much. I take their reviews with a mountain of salt. And don't even get me started on Slide To Play. I understand reviews are just one person's opinion, but when it so out of line with the majority here, I really question it.