I don’t think they dump their inventories, no. Having a way to refresh the Kite could make sense, yeah. I still have some other Kite stuff to fix, so I’ll look at that then.
I’m encountering a bug. I’m playing A-5 as the first mission after the prologue, I killed all the gunmen and triggered the escape but got caught by the clearers and had to reload. In the second run I didn’t get the last gunman until after the clearers spawned, but the escape tiles didn’t trigger.
It looks like there was an issue with counters not being initialized at the start of the chapter, which I’ve now fixed. You will still need to reset the chapter, unfortunately. Thanks for the report!
Alright, here’s the changelist for v1.69, which doesn’t have a ton of changes, but it does patch out some crashes and adds a bit more content:
- Flier Improvements and Kites
- Following from the cav changes a bit ago, Fliers now have Flight+ built-in, meaning they all have Pass now. Monoweapon fliers, similarly, have one extra point of Mov.
- Kites now have Flight (as you’d expect). Kite minimum Mov is now 1, and max Mov is 10.
- Kites drop their inventory at the end of a map. Its Mov should correctly reset when re-Summoned, as well. Sometimes, the statscreen will display the incorrect Mov still, but it doesn’t affect anything.
- Unit and Skill Related Changes
- Razvan: Miraclemaker no longer procs on enemies targeted by status staves.
- Indio: Catching Up no longer requires doubling. Atk boost reduced to (Enemy AS - Unit AS) / 2.
- Neltume: Pollinate can no longer increase past +5.
- Bolton: Sidepierce removed since he has Canto+ now.
- Suzanne: Panache now checks for using a Gun before providing bonuses at melee.
- Windy: Thundering Hooves effect clarified.
- Thorn now has its Break effect properly included.
- Lunge: Can now double.
- Other Changes
- A-5 now has no issues with its counter when you Restart the chapter.
- Flag overlap in B-2a removed.
- Fences changed into Walls in B-2.
- B-5 now retains all tilechanges on Suspend/Resume.
- The chapter save menu no longer displays incorrect R-Text.
- Rogue anim no longer crashes the game.
- Buff staves no longer display increases even when the effect is already active.
- Status staves now give the correct amount of status turns.
- Hub C recruits now have proper Occupations, and Lua can no longer Rescue in one of the Hub C maps.
- Heaven’s Horizon track made much quieter.
- Secret Book in C-2 replaced with a Red Gem (since it was the only booster around).
- Various typos fixed.
Indio’s corpse found murdered in a back alley, holy shit. I cannot understate how much this change guts Indio; they just dropped from, like, solid A tier to F in a single patch.
I don’t think their core gameplan… functions now? Previously, they avoided being doubled by ohkoing their attacker, which gave them an interesting matchup spread where slow-ish, high HP enemies like generals and fighters could double Indio (and deal major damage with their high atk stats), but fast enemies couldn’t (due to being ohko’d on the counter). Indio lived on a knife’s edge, needing to calculate out ohko thresholds ahead of time so that they could chug tonics, equip weapons with just enough MT to do the job, and stay out of the ranges of enemies they couldn’t deal with.
Now Indio, uh, can’t ohko anything, so they’re always doubled and thus die in 1-2 rounds of combat with any enemy. I genuinely don’t see the point in training/fielding Indio now? Normal units now have considerably more bulk than Indio and can actually sometimes one-round.
I know I posted some spooky-looking screenshots in Discord, but those were Indio’s favored matchups, and I wasn’t posting the situations where Indio had to hold back or burn nos uses to avoid being one-rounded by steel axe fighters.
Please god revert this nerf, it’d be really sad if it sticks.
I did notice another bug. It looks like abilities that trigger after an action like Deft Hands and Canto plus fail to trigger if the unit is on an escape tile.
I think the thesis here that Indio is completely dead forever is just untrue? Looking at the final chapter for Hub C for instance, the Indio I saw from said funny screenshots can still oneshot around half of the enemies on the map via Arcfire (non high Res) or Luna (vs high Res). They’ll certainly oneshot less enemy types, but that is sort of the idea.
Now, will Indio be a lot weaker? Yeah, obviously. I wouldn’t be opposed to buffing them in other ways, but I’m not interested in keeping the skill in its current form where it’s giving upwards of 30 atk against some enemy types.
Yes, Arcfire, which Indio can use with their famously high tome rank.
I don’t think post-nerf Indio gets to Hub C; throughout mine’s career in Hub B, they were very often hitting exact ohkos with Elfire (and if Indio isn’t OHKOing, they’re getting owned, as a fundamental consequence of their design). Arcfire can help bridge the gap, but only by 4 points (IIRC), and it’s rare and Indio struggles to get the tome rank for it. For context, this nerf has reduced Indio’s ATK vs. a 14 AS enemy by 7.
I’m also a bit concerned with Indio’s scaling in Hub D/lategame; I think they’re going to be forced to use Hero’s Flare for every combat? There doesn’t seem to be an A rank equivalent for Arcfire, and Indio doesn’t get a power spike on promotion like other units do.
If Indio is getting 30+ atk from their personal skill, that means that their target has 30+ AS, which means they’re what Indio’s build is designed to hunt, no?
By the chapter I’m talking about, any trained Indio would have rank for Arcfire.
Correct, but the problem (as stated) is how much they benefit in this kind of matchup, not that they do.
Edit: Current thought is that I’ll add the same value to their battle defense, which makes their matchups less sharp but also less all or nothing where they just completely get blasted if they can’t pull a oneshot.
I’m a bit confused- isn’t having an unusual matchup spread the point of the unit? Is or isn’t Indio supposed to OHKO swordmasters? If they’re not supposed to, what’s supposed to be Indio’s niche over any other high MAG unit?
I thought Indio’s thing was supposed to be ripping apart high AS units and faltering vs. lower AS units, not just hitting kind of hard once. I’d much rather Indio take, like, a -5 base MAG cut that forces them to lean more heavily on their personal skill than have this AS/2 change that makes them just another high ATK unit.
I think that’d just make Indio immortal?
The issue is, again, not “Indio owns fast units” (they will continue to do this). The issue is “Indio annihilates too many things too easily as the game scales”, hence, the scaling reduction.
And no, Atk scales pretty well, so Indio won’t be immortal.
Won’t Indio stop owning lategame fast units due to this scaling change, though? HP+RES(+promo HP+promo RES) will increase faster than MAG+(SPD/2)+MT(+promo SPD/2) will.
You’re already in the lategame, and as stated, Indio is still killing enemies post-nerf, so I’m not worried about it.
I’ll do some testing tonight, then.
Unrelated, but what was the design goal behind keying gun damage off of SKL instead of STR? The only hybrid gun classes are Lua’s and dragoon. Lua’s STR and DEX are around equal, and I think all of the potential dragoons in the game don’t really care about sword access. If you copy+pasted every gun unit’s SKL stat onto their STR stat and made guns use STR instead of SKL, I think the only notable effects on gameplay would be that the future-seeing troubadour would be slightly worse and Windy’s flop arc as a sword cav would be shortened.
Meanwhile, guns keying off of SKL restricts weapon and item design; SKL tonics have to be mediocre for non-gun classes because a boost of more than +2 SKL would make tonic’d up gun users cracked.
What benefits do SKL-based guns bring to the table?
Is it over when D3 is completed?
D-3 and D-1 are the last chapters available, yes.
You can Pick the tile the boss Bomb in A-6 is on, while the bomb is still on it.
I’ve been playing through chapter 2 (The Torch map) and the timing for “fuck it everyone with effective weapons ball straight in” is so freaking early. I’m consistently clearing the ship on turn 7 because it takes that long for the boss to be in a good spot to steal his items, especially when there’s four reinforcements, two of whom are armors and that’s also usually the turn I kill the Hero, but like, there’s one set of non-attacking cavs that can even make it to your forces before that trigger. Would it be possible to break that up into separate triggers, maybe the middle cav group gets sent on turn 7 and then 2-3 turns later everybody goes and the warrior reinforcement from the north triggers.
It’s possible, though I think I’d be more likely to just push back the turn they charge generally.