1. Having trouble staying logged in? Note: We are rpgcodex.NET not .COM. Trying to login via .com will cause issues. Make sure you are on rpgcodex.net to login and all will be fine.

    And if the Password Recovery doesn't work (there was an error transitioning accounts during the upgrade), use the "contact us" link right down the bottom right of the forums and harass us about it. Include your account name and its e-mail address (or whatever parts of it you remember).

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Information Telepath Tactics Kickstarter Relaunched

Discussion in 'RPG Codex News & Content Comments' started by Crooked Bee, Mar 14, 2013.

  1. Crooked Bee Nyadmin Patron

    Crooked Bee
    Joined:
    Jan 27, 2010
    Posts:
    8,815
    Race Traitor
    Wasteland Ranger
    Dead State
    Brian Fargo
    Divinity: Original Sin
    Click here and disable ads!
    Tags: Kickstarter; Sinister Design; Telepath Tactics

    Craig Stern of Sinister Design has taken a new attempt at kickstarting Telepath Tactics, a "Fire Emblem-style tactical RPG with modding, custom campaigns, bridge-building, destructible battlefields, and hotseat multiplayer" for Windows, Mac and Linux. There is an updated public demo of the game available (linked is the Win version; check out the Kickstarter page for Mac and Linux versions), as well as the manual.

    Gameplay

    Telepath Tactics borrows the best parts of our favorite tactics games to create a dream team of available strategies in battle.



    Throw enemies off of cliffs; push enemies into water or lava; fling friends across gaps; set your enemies on fire; freeze them; blind them; cripple them; stun them; use hit-and-run tactics with cavalry and bowmen; teleport; grab item drops; stick your ranged units on the high ground to boost their effectiveness; the list goes on and on.

    Telepath Tactics also brings fresh, brand new new environmental manipulation mechanics to the table. Freeze water and build bridges to create new routes across water or lava; build barricades to brunt an incoming attack; destroy walls, doors and bridges to open up or close off routes of attack; push boulders, barrels and tables in the way to block off certain routes; shoot through open windows; place down explosive charges to create a trap for an unwary opponent. Telepath Tactics supports all of this and more.

    Attack damage is 100% predictable, and attacks always hit unless there is some intervening factor (such as the attacker having been blinded, or the target having some special defensive status effect). In this regard, it is very much a game of skill akin to chess. Chance will seldom determine the outcome of a battle; victory depends on you and your wits.

    And you'll need all the wits you can get: the enemy AI in Telepath Tactics is aggressive and reactive. The enemy will not just sit around the battlefield waiting for your characters to wander into aggro range or trigger a script—the AI will actively maneuver and seek out ways to get at your most vulnerable characters. It will backstab you, compete with you to grab useful items, break down your barricades, and shove you right into the lava every chance it gets.

    The pitch also promises 22 different classes, as well as a map editor and a dialogue editor. You can study the Kickstarter page for more details. $10 gets you a copy of the game, with the funding goal set at $15,000.
    Kz3r0, Niektory, almondblight and 2 others Brofist this.
  2. MicoSelva Arbiter Patron

    MicoSelva
    Joined:
    Sep 10, 2010
    Posts:
    2,635
    Location:
    Outside Reality
    Race Traitor
    Brian Fargo
    Divinity: Original Sin
    I was mildly interested in this during the dark year of 2012, but now, as things are looking better and better on many fronts, I kind of don't care any more.
  3. Maelflux Educated Patron

    Maelflux
    Joined:
    Dec 6, 2012
    Posts:
    42
    Location:
    Denmark
    Brian Fargo
    Divinity: Original Sin
    I really like that you get an editor you can do do much with. Am much tempted to use the 25$ on it, to get access to whatever is available asap.

    EDIT: Ergh, seems like its 50$ to get the Map editor now. Hmm.
  4. Helly Learned Patron

    Helly
    Joined:
    Dec 16, 2011
    Posts:
    548
    Location:
    変態の地獄、Rance様と
    Race Traitor
    Brian Fargo
    You do eventually get the editor with the basic 10$ pledge, the 50$ one only give it to you immediately.
  5. felipepepe Anacoluthon Patron

    felipepepe
    Joined:
    Feb 2, 2007
    Posts:
    7,129
    Location:
    Land of Drizzle
    Game will have map editor even at $10, $50 is just for early access (dumb thing, if you ask me...)

    I haven't followed how this evolved since last time, I hope he managed to fix the ranged combat and make the game feel more "alive".
  6. Irenaeus Erudite Patron

    Irenaeus
    Joined:
    Nov 24, 2012
    Posts:
    1,122
    Location:
    Terra Incognita
    He seems to have made some improved, I'll check the updates later. For now, pledged the $10 to give this a push.
  7. Maelflux Educated Patron

    Maelflux
    Joined:
    Dec 6, 2012
    Posts:
    42
    Location:
    Denmark
    Brian Fargo
    Divinity: Original Sin
    Yes, but that's in a year or so, compared to have something to play around with next month..
  8. St. Toxic Prophet

    St. Toxic
    Joined:
    Jun 9, 2006
    Posts:
    6,339
    Location:
    Yemen / India
    10 sounds reasonable.
  9. Horus Learned

    Horus
    Joined:
    Apr 7, 2012
    Posts:
    475
    They really need a better name than that.
  10. Severian Silk Prophet

    Severian Silk
    Joined:
    Sep 24, 2003
    Posts:
    1,791
    Location:
    Outer Space!
    Name is fine. Quit bitching.
  11. Zed only plays Dota2 Patron

    Zed
    Joined:
    Oct 21, 2002
    Posts:
    8,628
    Location:
    Northward
    The name is good if he wants to appeal to the console Blah: Tactics crowd. That's probably his target audience.

    That's 2x the art of every character (with 4x angles and animation). Sounds a little unnecessary in a "unit" based game where gender is superficial.
  12. Cowboy Moment Cipher Patron

    Cowboy Moment
    Joined:
    Feb 8, 2011
    Posts:
    1,577
    GENDER IS NEVER SUPERFICIAL
  13. Kron Learned

    Kron
    Joined:
    Apr 18, 2009
    Posts:
    352
    Location:
    The dark throne in Algalord
    Art direction sucks.
    Name sucks.
    The end.
  14. cboyardee Developer

    cboyardee
    Joined:
    Jun 13, 2011
    Posts:
    858
    Looking forward to this. Craig Stern is a good guy who runs Indie RPGs and it looks like the game has gotten better since his last attempt. I'll be contributing soon.
    Groof and Vault Dweller Brofist this.
  15. Galdred Educated

    Galdred
    Joined:
    May 6, 2011
    Posts:
    97
    Location:
    Empire of the Middle
    I don't share his hatred for randomness. Removing randomness and making the game 100% predictable turns each encounter into a puzzle to me. And if something should not be 100% predictable, it's warfare based activities...
    visions Brofists this.
  16. Jaesun Fabulous Moderator Patron

    Jaesun
    Joined:
    May 14, 2004
    Posts:
    17,831
    Location:
    Seattle, WA USA
    Race Traitor
    Dead State
    Brian Fargo
    Divinity: Original Sin
    Am curious on felipepepe thought's on this version. :salute:
  17. Craig Stern Educated

    Craig Stern
    Joined:
    Feb 15, 2009
    Posts:
    55
    Location:
    Chicago
    Howdy, fellow Codexers! I just wanted to pop in and mention that I actually added in a few of the suggestions I got on these forums since the last campaign. Among them:
    1. You can now move your entire force simultaneously using the Rally function. Good for turns where all you want to do is move your units without worrying about the resulting formation.
    2. The enemy AI is nastier. Among other things, it now busts down your barricades if you try hiding behind them. I'm still not done working on the AI by any means, but it's steadily evolving to the point that you can get a good challenge without needing a ton of randomization to gum up your tactical choices.
    3. There is now a "sniper" unit in single player that fulfills the role of artillery. It has a long-range attack called "Arched Shot" that can hit any space within a 5-square radius (6 squares if shooting from the high ground). I've replaced four of the bowmen from the Ploutos Weapons Depot battle with snipers; I think it makes the battle much more interesting. (Note: Arched Shot is one of the only attacks in the game with a built-in chance to miss; I felt it necessary to do that for the sake of balance.)
    I've also added in branching dialog and expanded the game's scripting options. I just updated the public alpha demo yesterday, so if you haven't given the latest version a shot, feel free to nab it. It's linked near the top of the page here: http://www.kickstarter.com/projects/1426761469/telepath-tactics-a-strategy-rpg
    Krash, DwarvenFood, mindx2 and 8 others Brofist this.
  18. 80Maxwell08 Educated

    80Maxwell08
    Joined:
    Nov 14, 2012
    Posts:
    196
    Hey I tried out the demo and I have to say it's alright so far. Not a fan of the art style but that's negligible. You might want to look up some let's plays of the earlier Fire Emblem games since there's a lot of ideas that were never used again that seemed pretty cool.

    Unfortunately I have no spare money to back this but I'll be keeping an eye on it. Hope everything goes well for you.
  19. Horus Learned

    Horus
    Joined:
    Apr 7, 2012
    Posts:
    475
    1. There is now a "sniper" unit in single player that fulfills the role of artillery. It has a long-range attack called "Arched Shot" that can hit any space within a 5-square radius (6 squares if shooting from the high ground). I've replaced four of the bowmen from the Ploutos Weapons Depot battle with snipers; I think it makes the battle much more interesting. (Note: Arched Shot is one of the only attacks in the game with a built-in chance to miss; I felt it necessary to do that for the sake of balance.)
    [/quote]

    Does the range bonus stack as you go higher like final fantasy tactics?
    Do you plan to implent bleeding mechanics(possibly effecting the movement points)
    Without causing some kind of status effects archers are generally useless and are forsaken to make spaces for the mages.
    Though it's fair to say that it does not efffect the player much but it really damages the most of the story encounters because most of the story encounters have 2-3 archers in most games.
  20. Craig Stern Educated

    Craig Stern
    Joined:
    Feb 15, 2009
    Posts:
    55
    Location:
    Chicago
    Thanks, Maxwell!

    The range bonus does not stack, no.

    Bleeding is not a status effect in the game right now, but you can set enemies on fire and/or cripple them, which deals continuous damage and affects movement points, respectively.

    There are a lot of reasons why psy fighters (i.e. this game's mages) are not a great substitute for bowmen. Psy abilities all cost energy, of which psy fighters have limited supply; the default bow attack, by constrast, costs no energy at all. Bowmen have a big damage bonus against flying enemies that psy fighters do not. Bowmen have better range and bowmen can move, attack, then move again. These last two properties mean that bowmen actually complement psy fighters really well! All other things being equal, you're generally better off having a bowman and a psy fighter teaming up than you are having two psy fighters. (Though there are occasions where that might not be true, like when dealing with enemies that have Dodge or high physical resistance.)
  21. J1M Cipher

    J1M
    Joined:
    May 14, 2008
    Posts:
    3,165
    Banner Saga also ditched damage spreads.

    Banner Saga also has archers that can only shoot 5 squares.

    Banner Saga is not very fun.

    Why not let archers fire a decent distance? I've only held a bow once in my life and hitting a human-sized target at the distance I could move in 5 seconds is trivial. If it is an impossible balance problem, call them knife-throwers and write a lore blurb about how there are no good materials for making a bow in your world. :lol:
  22. Horus Learned

    Horus
    Joined:
    Apr 7, 2012
    Posts:
    475
    You're forgetting the most important aspect of the mages which is area spells that make them desirable against every class in nearly all games.
    In my opinion is that most of these tactical games with hp system favors mages above every class and as you get closer to the end after you optimize your party,you really don't need support characters at all(item users,terrain users,buffers,archers....)

    Archers in the end should be real pain in the butt for most of the time(like real time) and you should give them several status effect to make every support character useful regardless of damage.
    Other idea would be to give these type of ranged characters charged attacks that hurts a lot if it's not interrupted.

    If you ask me these type of games really could use better balanced class systems that forces the player to adapt to map,enemies and environment not just go with mages+meat shield parties.

    All in all except the name everything looks good and i will try to support it next month.
  23. Craig Stern Educated

    Craig Stern
    Joined:
    Feb 15, 2009
    Posts:
    55
    Location:
    Chicago
    Much appreciated!
  24. Mraston Tacticular Staff

    Mraston
    Joined:
    Jan 23, 2013
    Posts:
    54
    Looks like this campaign is going much, much better than the previous one! Congrats on getting funded.
  25. cboyardee Developer

    cboyardee
    Joined:
    Jun 13, 2011
    Posts:
    858
    Congrats on getting funded Craig! Just contributed, really looking forward to the finished product.

(buying stuff via the above links helps us pay the hosting bills)