Hey Roze - I booted up the hack this morning to give it a whirl. Overall first impression on the concept was quite positive (I am a big fan of capture, 1 RN, Thracia caps, and the general design of the units you’ve provided), however, there are a few things I want to call out.
This is my first time playing a hack with save points. I’m generally not keen on them in general, since I find that games with mid map saves either 1) have bullshit or 2) are too long. It’s like a half-step towards turnwheel design and I hope that they aren’t there as a failsafe for trial and error gameplay.
I went to test combat against an enemy adjacent to a save point and accidentally saved over my previous point. Tried to fight my way out, but reset. I hit suspend and when I reloaded the game, it took me back to the turn where I lost the unit, not the point where I saved. Is this a bug, or did I do it wrong?
I’m guessing I need to ignore the suspend function. I apologize if I missed this in dialogue.
I’d recommend 1) removing the suspend menu item if you can, and 2) putting the “save” action to the bottom of the list since one misclick can mess up a turn and force a reset.
I’d also add that while I love 1 RN conceptually for its transparency, the issue I noticed is that the damage output and enemy density makes it a bit unkind. I found that a lot of the combat I was doing that wasn’t at WTA or Helena was in the 70s, meaning that I have 25%-30% chance of messing up on every action. My run ended when Liquiriza missed a 70-something and then I was two hit by enemies.
I could probably stand to get good, but it does feel bad to lose because of a miss.
While I can see why you’d have save points to mitigate this, I do think that because of how strong enemies are, it can make misses punishing.
One of the reasons I think 1 RN works in the older games so well is because the consequences of missing are generally not life or death.
This is generally a function of enemy density and strength. Enemies usually are weak so they are easier to hit and don’t hit back as hard, so the unreliability baked in is usually not as punishing as it would be in a game with stronger enemies (which also generally have more reliable hit rates, like FE12).
To help fix this, I’d recommend two potential approaches: 1) lower the MT of weapons or strength of enemies to make each hit less impactful or 2) increase weapon hit rates to improve reliability.
The combination of hard hitting enemies and shaky hit rates can turn the game into a bit of a coinflip (and this is true regardless of 1 RN or 2 RN), which makes me feel like I have less agency over the outcome. This encourages me to play more defensively, which probably isn’t the intent. The game wants the player to move (the thief anti-turtle is tough to reach, but I’m all about it conceptually).
I hope my feedback doesn’t come across as harsh. I am keen to try the first chapter again and share more as I go along.