BiggestKai
kiwifarms.net
- Joined
- Aug 6, 2023
In a very disappointing release, Harebrained Schemes'(Shadowrun Returns, Battletech) 1930s archeological fantasy TBT The Lamplighters League has turned out to be a very poor release. I enjoyed it, but I am very much glad I did not drop $40 on it.
The music in particular is really good if you're into "action violins".
If this ends up killing the team I'll be disappointed. I really hope eventually they shape up to release something good as is without mods or performance issues or gameplay woes.
- Absolutely horrendous performance. Apparently this is a Unity thing but across the board it seems that everyone's going through frame drops and stutters(especially on explosive effects) and not even dropping down to the lowest graphics settings has any effect on this.
- In a return to form for Shadowrun Returns, the UI is an absolute asshole to wrangle and it completely kills the flow of combat for more cautious players. To view health in a numeric form and not a "solid white bar" form, you need to get out of whatever ability you're planning to use, press R to enter "recon mode"(which also kills your performance because of some retarded screen overlay) and then mouse over the enemy to see how much health they have left, what abilities, buffs and debuffs they have, and for some reason a part of this overlay is dedicated to the blurb in the mission select screen that tells you if that mission is going to introduce new enemies or has a modifier effect.
- Same goes for your guys buffs, damage dealing abilities and card effects. Got a new agent and want to upgrade their shit? Oh, this new agent has an ability that improves if that agent is Shocked? But when and why would the agent be shocked? So you go back a screen to look at their bio and summary screen which is the only area that contains that agent's basic attack ability that also tells you that this agent has an auto overwatch, one max ammo that regenerates per turn and also she has shock immunity. Whoops!
- The game has its fair share of unique maps, but also reuses maps blatantly in the non-critical missions. This also includes the same exact enemy positions and loot locations.
- The game has a really retarded approach to agents, recruiting and skills.
- This is one of those new turn based tactics games where you're not allowed to take on all missions as you see fit, you get a choice of one out of three missions per week and you can eat ass if you have other agents just waiting in the hideout who can take on others, or if you want to risk it and do a mission solo or with two members instead of three so you can take on more missions.
- Skill points are a shared resource so spreading them out instead of focusing on three core members is not a good idea.
- Skill points are rewarded mostly from agent recruitment missions, but agents that are recruited start off un-upgraded so again, trying to catch them up is pointless.
- There's a healing mechanic where if any of your agents are downed and then revived mid mission, they need to take a week off otherwise they're dead for good the next time they're downed, except this can be sped up with a healing resource which is incredibly abundant. I'm talking you get rewarded by this in increments of four or six, and the max agent count per mission is 3 or 4 depending on the mission.
The music in particular is really good if you're into "action violins".
I've played the demo and I've been waiting on the full release since. It was a very interesting take on a roguelike and I'm all for more not-DoomRLs. I can see where the balance might start to get fucky with you losing progress on your clone's skills on a later planet though.Anyone else playing Quasimorph? Launch was rough but the latest patches came through with the clutch.