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Thank you all for participating in Early Access testing!
Here's a thread where you can give us feedback and report all the bugs you have found. We want to know your first impressions and we take every suggestion for consideration! Feel free to share with us every suggestions about the existing gameplay and future changes.


For the most committed 'bug hunters' we have prepared a little surprise - a key for one of our games, good luck! :)
Post edited November 09, 2017 by Blu_Nectarine
Greetings,

Just managed to finish the Bastion scenario and I thought it’ll be good to share some feedback, maybe some of this things are explained somewhere already, maybe some can be chalked up to inexperience with the mechanics, nevertheless here is my feedback.

First off, the mechanics of the game are pretty interesting with a gorgeous aesthetic and interesting character designs, all of this seems like an amazing thing just waiting to happen. However there are some points I found could use a little polish (in no particular order, and also I apologize for forgetting the characters’ names):

--I think there need to be a better incentive to use dissonance, extra damage is good but having the chance to blow your whole company up is rather a pretty strong deterrent.

--Defensive options feel extremely limited.

--The design of the board spaces seems weird. Having the front line do extra damage but also receive more, and the inverse to be applied to the backline feels a little counter intuitive, since you usually want your tanks in the front and the damage in the back.

--A way to see the turn order would be nice, unless I am mistaken and haven’t seen it yet there is no such thing available.

--The combat system seems to be favoring small companies against large ones, since the small group can stack in a row (let’s say a group of 3) it doesn’t really matter if they are against 3 or 30 they are only going to receive 3 attacks per round, plus the large group may be receiving more damage since it will be a while until the 3 stacked units are able to act again.

--Poison seems a little to strong right now, especially since it stacks and, as far as I could tell, it doesn’t wear off and there isn’t a way to cleanse it from a character. This, for example, is exacerbated in the scenario above, since the character with the poison ability (assuming is part if the small company) would be able to get various attack off on the front row of the large group.

--Healing abilities seems rather clunky, only working with extremely specific formations and triggers, like the spear girl’s healing that requires her to be in front of the other character. I get it flavor wise, since she seems to be a knight of sorts, also her high armor and the resistance proc means most of the time she won’t be in any real danger, but it requires al least two turn to set this up, and is too little too late if you really need to heal your front line ASAP.

It bears repeating that this game looks gorgeous, and not just in the merely visual setting, but also animation wise, for example the way the elf girl lowers her ears in a cat-like fashion when she is up for attacking or defending is a pretty awesome detail. Send a giant kudos to the art department, they did a fantastic job. Expecting to hear and see more of this game, congratulations on your awesome work so far. (No bugs so far BTW, but I’ll keep looking)
Hi,

Looking promising so far, the dissonance/harmony mechanic is making for some real choices. Here are a few minor bugs and feedback.

Camera:
- When several units are affected by one skill (such as mass heal or piercing bolt) it can be really hard to tell which number is attached to which unit. I think the numbers are generally coming up too late.

- Some attacks are out of sync, i've specifically noticed Crag, Elon and Rota counter attacks seem to finish before the enemy even shows up (atleast they're nice enough to walk up and collect their damage!).

- The pan over of the scenary when starting a new game is kinda long and is getting real old real fast even after a few hours.

UI:

- Mouseover text would be really helpful, both in game to show exactly what buffs/debuffs do and what % they are on and in the menus to show things like whether a character is a guardian or even what sort of effects they create.

- The character screen will sometimes not allow you to click a new character after looking at one and pressing back. I can't recreate this consistently though.

- EDIT: The turn order seems to be stable so having an updating turn list would be really helpful.

Balance:

- As someones already mentioned poison seems too strong, with no duration, removal (other than a few self buffers) or damage reduction its just a death sentence. It also makes using cure basically pointless and it is already more of a basic fallback.

- I know this is probably by design but getting harmony squares going is really really slow. Maybe if guardians could create them via successful harmony blocks while on a harmony tile the game would speed up and be more consistent.

- The mechanic of only one buff being on a unit at one time feels like it needs to be more clearly and immediately explained, its as big a part of the game as dissonance and harmony.

Bugs:

- Karan Tar's poison only works works once, after it hits the enemy at the end of the turn it will do zero damage on subsequent turns.

- Crag's "let's charge" damage says it caps out at 200 but does not.

- Extra damage from tormented debuff isn't always counted in the damage calculation.
Post edited November 12, 2017 by logicaes
Hello! I just recently got this game and will happily report any issues I find and provide feedback. To prevent posting multiple replies, I will update this post as I find things to give feedback on.

Here's my specs:
OS: Windows 10 64-bit (10.0, Build 16299)
CPU: Intel Core i7-3770K @ 3.50 Ghz
RAM: 16 Gb DDR3
GPU: Nvidia GeForce 980 Ti w/ 6 Gb VRAM
Monitor: Dual Screen setup with Asus monitors at 1080p

Bugs
- There's a green flickering that constantly happens throughout the intro movie and menu screen. This seems to only affect the game when it's set to fullscreen mode at 1080p.

- When changing the resolution from 1080 to 900, the game will create a brand new window of itself and cause both my monitors to black out. Sometimes flicking in and out. Once I manage to exit the game and start it up again, everything seems to work fine in the new chosen resolution.

- Will sometimes get this error window (pic. 1). Unsure what I could be doing to cause it.
Attachments:
Post edited November 13, 2017 by VLX11387
avatar
Necrogore: Greetings,

Just managed to finish the Bastion scenario and I thought it’ll be good to share some feedback, maybe some of this things are explained somewhere already, maybe some can be chalked up to inexperience with the mechanics, nevertheless here is my feedback.

First off, the mechanics of the game are pretty interesting with a gorgeous aesthetic and interesting character designs, all of this seems like an amazing thing just waiting to happen. However there are some points I found could use a little polish (in no particular order, and also I apologize for forgetting the characters’ names):

--I think there need to be a better incentive to use dissonance, extra damage is good but having the chance to blow your whole company up is rather a pretty strong deterrent.

--Defensive options feel extremely limited.

--The design of the board spaces seems weird. Having the front line do extra damage but also receive more, and the inverse to be applied to the backline feels a little counter intuitive, since you usually want your tanks in the front and the damage in the back.

--A way to see the turn order would be nice, unless I am mistaken and haven’t seen it yet there is no such thing available.

--The combat system seems to be favoring small companies against large ones, since the small group can stack in a row (let’s say a group of 3) it doesn’t really matter if they are against 3 or 30 they are only going to receive 3 attacks per round, plus the large group may be receiving more damage since it will be a while until the 3 stacked units are able to act again.

--Poison seems a little to strong right now, especially since it stacks and, as far as I could tell, it doesn’t wear off and there isn’t a way to cleanse it from a character. This, for example, is exacerbated in the scenario above, since the character with the poison ability (assuming is part if the small company) would be able to get various attack off on the front row of the large group.

--Healing abilities seems rather clunky, only working with extremely specific formations and triggers, like the spear girl’s healing that requires her to be in front of the other character. I get it flavor wise, since she seems to be a knight of sorts, also her high armor and the resistance proc means most of the time she won’t be in any real danger, but it requires al least two turn to set this up, and is too little too late if you really need to heal your front line ASAP.

It bears repeating that this game looks gorgeous, and not just in the merely visual setting, but also animation wise, for example the way the elf girl lowers her ears in a cat-like fashion when she is up for attacking or defending is a pretty awesome detail. Send a giant kudos to the art department, they did a fantastic job. Expecting to hear and see more of this game, congratulations on your awesome work so far. (No bugs so far BTW, but I’ll keep looking)
Hi, thank you for feedback! Let me clear some things up for you! :)

1. Dissonance gives you not only a stronger attack but also allows you to attack twice in one turn with a counter-attack. That may be a pretty huge advantage. If you have any suggestions on how to balance it more if you feel it's underpowered please let us know :)

2. While defending you can either defend alone or with picked affinity characters - but when you use a group defense you cannot use the skill in an attacking phase. Also a counter-attack mechanics adds a little something to the tactics. Again - if you have any suggestions on how to improve it let us know!

3. This positioning lives a room for different strategies - you can for example rotate your characters to make attackers stand on the first line to make huge damage for example with aoes and let tanks heal on the back row - or make it safe and put the guardians in the front. I think it balances the game.

4. On top of the screen you have character's avatars and that's the turns order :)

5. It will change in a PvP, because characters have aoe skills that can attack every character in a row - so you might want to spread on the map more ;) For example Siren has skill, that lets her attack opponent with 'Evil Eye' debuff, even when she's not standing in front of them.

6. Stacking poison is a bug and we are working to fix it asap. Also we want to incorporate more skills and mechanics that let you heal the statuses.

7. You can always set up two healers or attacker with a self heal - also if you use an attack in a row where no enemies are in front of you, every character can self heal.


Thank you again for feedback and we can't wait to hear more from you! :)
avatar
logicaes: Hi,

Looking promising so far, the dissonance/harmony mechanic is making for some real choices. Here are a few minor bugs and feedback.

Camera:
- When several units are affected by one skill (such as mass heal or piercing bolt) it can be really hard to tell which number is attached to which unit. I think the numbers are generally coming up too late.

- Some attacks are out of sync, i've specifically noticed Crag, Elon and Rota counter attacks seem to finish before the enemy even shows up (atleast they're nice enough to walk up and collect their damage!).

- The pan over of the scenary when starting a new game is kinda long and is getting real old real fast even after a few hours.

UI:

- Mouseover text would be really helpful, both in game to show exactly what buffs/debuffs do and what % they are on and in the menus to show things like whether a character is a guardian or even what sort of effects they create.

- The character screen will sometimes not allow you to click a new character after looking at one and pressing back. I can't recreate this consistently though.

- EDIT: The turn order seems to be stable so having an updating turn list would be really helpful.

Balance:

- As someones already mentioned poison seems too strong, with no duration, removal (other than a few self buffers) or damage reduction its just a death sentence. It also makes using cure basically pointless and it is already more of a basic fallback.

- I know this is probably by design but getting harmony squares going is really really slow. Maybe if guardians could create them via successful harmony blocks while on a harmony tile the game would speed up and be more consistent.

- The mechanic of only one buff being on a unit at one time feels like it needs to be more clearly and immediately explained, its as big a part of the game as dissonance and harmony.

Bugs:

- Karan Tar's poison only works works once, after it hits the enemy at the end of the turn it will do zero damage on subsequent turns.

- Crag's "let's charge" damage says it caps out at 200 but does not.

- Extra damage from tormented debuff isn't always counted in the damage calculation.
Hi, thank you for feedback!

Camera
1. I'll report that and we'll see what can be done to make it clearer
2. We noticed desynchronization with attack animations and we are working on it :)
3. I see, need a skip button?

UI
1. There is in UI a debuff/buff explanation - when it's the character turn you can see the icon next to the avatar, for example Elae with her buff "Powerfull 15%" etc. But I'll report that it should be more visible, maybe on hover as you said :)
2. Reported
3. What do you exactly mean by "updating turn list"? :)

Balance
1. Stacking is a bug, we are working on it, also as I mentioned - we are looking to balance poison
2. Too many harmony squares would make Dissonance underpowered and game unbalanced I think (since Dissonance is a Mana square that allows attackers to use skills without Guardians)
3. Reported

Bugs
Thanks for reporting, we will look into those issues
avatar
VLX11387: Hello! I just recently got this game and will happily report any issues I find and provide feedback. To prevent posting multiple replies, I will update this post as I find things to give feedback on.

Here's my specs:
OS: Windows 10 64-bit (10.0, Build 16299)
CPU: Intel Core i7-3770K @ 3.50 Ghz
RAM: 16 Gb DDR3
GPU: Nvidia GeForce 980 Ti w/ 6 Gb VRAM
Monitor: Dual Screen setup with Asus monitors at 1080p

Bugs
- There's a green flickering that constantly happens throughout the intro movie and menu screen. This seems to only affect the game when it's set to fullscreen mode at 1080p.

- When changing the resolution from 1080 to 900, the game will create a brand new window of itself and cause both my monitors to black out. Sometimes flicking in and out. Once I manage to exit the game and start it up again, everything seems to work fine in the new chosen resolution.

- Will sometimes get this error window (pic. 1). Unsure what I could be doing to cause it.
Hello, thank you for bug report! I passed it to dev team! Can you tell me when the last error appears? Randomly or in a specific situations?
Post edited November 13, 2017 by Blu_Nectarine
avatar
logicaes: Camera:
The pan over of the scenary when starting a new game is kinda long and is getting real old real fast even after a few hours.

UI:
EDIT: The turn order seems to be stable so having an updating turn list would be really helpful.
avatar
Blu_Nectarine: Camera
3. I see, need a skip button?

UI
3. What do you exactly mean by "updating turn list"? :)
Camera: A skip button to skip intros on like right click or escape or something would be really helpful, it gets old after a while.

UI: Never mind about that updating list, you already have it i just didnt realise it. Just took me a while to understand what it was doing. Maybe seeing it update after a turn finishes would make it obvious enough even for people like me. :)
avatar
Blu_Nectarine: Camera
3. I see, need a skip button?

UI
3. What do you exactly mean by "updating turn list"? :)
avatar
logicaes: Camera: A skip button to skip intros on like right click or escape or something would be really helpful, it gets old after a while.

UI: Never mind about that updating list, you already have it i just didnt realise it. Just took me a while to understand what it was doing. Maybe seeing it update after a turn finishes would make it obvious enough even for people like me. :)
Haha, I see, I reported to the devs the unskipable intros :) When you have a cutscene for phase change on you know whose turn it is :)
avatar
Blu_Nectarine: Hi, thank you for feedback! Let me clear some things up for you! :)

1. Dissonance gives you not only a stronger attack but also allows you to attack twice in one turn with a counter-attack. That may be a pretty huge advantage. If you have any suggestions on how to balance it more if you feel it's underpowered please let us know :)

2. While defending you can either defend alone or with picked affinity characters - but when you use a group defense you cannot use the skill in an attacking phase. Also a counter-attack mechanics adds a little something to the tactics. Again - if you have any suggestions on how to improve it let us know!

3. This positioning lives a room for different strategies - you can for example rotate your characters to make attackers stand on the first line to make huge damage for example with aoes and let tanks heal on the back row - or make it safe and put the guardians in the front. I think it balances the game.

4. On top of the screen you have character's avatars and that's the turns order :)

5. It will change in a PvP, because characters have aoe skills that can attack every character in a row - so you might want to spread on the map more ;) For example Siren has skill, that lets her attack opponent with 'Evil Eye' debuff, even when she's not standing in front of them.

6. Stacking poison is a bug and we are working to fix it asap. Also we want to incorporate more skills and mechanics that let you heal the statuses.

7. You can always set up two healers or attacker with a self heal - also if you use an attack in a row where no enemies are in front of you, every character can self heal.

Thank you again for feedback and we can't wait to hear more from you! :)
Greetings and thank you for your answer!

Found some bugs with our friend Pistil (awesome model work BTW):

-He is stuck casting only the ability that creates power squares in the same row he is in.

-Said ability is called something like “NPC_PISTIL_SKILL_01” instead of an actual skill name.

-When he attacks he gets engulfed in shadows (not as cool as it sounds), basically he turns complete black, save for the glow of his sword.

-Not really an issue but I hope he is playable at some point and not just an NPC because he looks cool as hell.

Some other comments:

1. Not so much underpowered but right now is just a plain increase in numbers, maybe offer more interesting options with extra effects: setting up attacks for other party members, setting up traps or defensive abilities, counters for specific attacks that reward prediction (countering ranged attacks but ineffective against melee for example), high impact utility abilities (cleansing status effects, tanking for other party member, rooting an enemy in one place) basically high risk high reward stuff (powerful effects, but if your opponent reads your setups, he counters them and then your party explodes because of the dissonance).

Then again maybe it is fine as it is and I just need a little more experience with the game.

2. Once again different options, depending on the character and class of course: maybe spending the rune have two characters switch places, maybe using it to divide the damage between two characters, maybe a pull or shove that displaces a character (moving it sideways) or a rush that moves the character to the front of the row. I am always in favor of giving the player more options.

3. After playing for another bastion run I kinda got the gist of the bonuses in the front and back, and yep they make more sense now.

5. It makes sense, larger rooster favoring different strategies, looking forward to it.

Keep up the good work guys!
avatar
Blu_Nectarine: Hi, thank you for feedback! Let me clear some things up for you! :)

1. Dissonance gives you not only a stronger attack but also allows you to attack twice in one turn with a counter-attack. That may be a pretty huge advantage. If you have any suggestions on how to balance it more if you feel it's underpowered please let us know :)

2. While defending you can either defend alone or with picked affinity characters - but when you use a group defense you cannot use the skill in an attacking phase. Also a counter-attack mechanics adds a little something to the tactics. Again - if you have any suggestions on how to improve it let us know!

3. This positioning lives a room for different strategies - you can for example rotate your characters to make attackers stand on the first line to make huge damage for example with aoes and let tanks heal on the back row - or make it safe and put the guardians in the front. I think it balances the game.

4. On top of the screen you have character's avatars and that's the turns order :)

5. It will change in a PvP, because characters have aoe skills that can attack every character in a row - so you might want to spread on the map more ;) For example Siren has skill, that lets her attack opponent with 'Evil Eye' debuff, even when she's not standing in front of them.

6. Stacking poison is a bug and we are working to fix it asap. Also we want to incorporate more skills and mechanics that let you heal the statuses.

7. You can always set up two healers or attacker with a self heal - also if you use an attack in a row where no enemies are in front of you, every character can self heal.

Thank you again for feedback and we can't wait to hear more from you! :)
avatar
Necrogore: Greetings and thank you for your answer!

Found some bugs with our friend Pistil (awesome model work BTW):

-He is stuck casting only the ability that creates power squares in the same row he is in.

-Said ability is called something like “NPC_PISTIL_SKILL_01” instead of an actual skill name.

-When he attacks he gets engulfed in shadows (not as cool as it sounds), basically he turns complete black, save for the glow of his sword.

-Not really an issue but I hope he is playable at some point and not just an NPC because he looks cool as hell.

Some other comments:

1. Not so much underpowered but right now is just a plain increase in numbers, maybe offer more interesting options with extra effects: setting up attacks for other party members, setting up traps or defensive abilities, counters for specific attacks that reward prediction (countering ranged attacks but ineffective against melee for example), high impact utility abilities (cleansing status effects, tanking for other party member, rooting an enemy in one place) basically high risk high reward stuff (powerful effects, but if your opponent reads your setups, he counters them and then your party explodes because of the dissonance).

Then again maybe it is fine as it is and I just need a little more experience with the game.

2. Once again different options, depending on the character and class of course: maybe spending the rune have two characters switch places, maybe using it to divide the damage between two characters, maybe a pull or shove that displaces a character (moving it sideways) or a rush that moves the character to the front of the row. I am always in favor of giving the player more options.

3. After playing for another bastion run I kinda got the gist of the bonuses in the front and back, and yep they make more sense now.

5. It makes sense, larger rooster favoring different strategies, looking forward to it.

Keep up the good work guys!
Can I ask where did you play Pistil? He shouldn't be in this version yet! ;) Is it demo you are playing?

1. We'll think how to balance it further, maybe you're right and it needs extra something :)
2. I'll pass the suggestion to give more options while defending :)
avatar
Blu_Nectarine: Can I ask where did you play Pistil? He shouldn't be in this version yet! ;) Is it demo you are playing?

1. We'll think how to balance it further, maybe you're right and it needs extra something :)
2. I'll pass the suggestion to give more options while defending :)
When I was fighting the last wave of a bastion scenario suddenly the text “Reinforcements” or something like that flashed on the screen during the enemy turn, (I think it was the turn of the enemy with the horned helmet) and lo and behold Pistil arrived on their side.Mind you this has only happened once.
avatar
Blu_Nectarine: Can I ask where did you play Pistil? He shouldn't be in this version yet! ;) Is it demo you are playing?

1. We'll think how to balance it further, maybe you're right and it needs extra something :)
2. I'll pass the suggestion to give more options while defending :)
avatar
Necrogore: When I was fighting the last wave of a bastion scenario suddenly the text “Reinforcements” or something like that flashed on the screen during the enemy turn, (I think it was the turn of the enemy with the horned helmet) and lo and behold Pistil arrived on their side.Mind you this has only happened once.
LOL, sounds like it pulls random characters and someone forgot to take him off the list :D
avatar
Blu_Nectarine: Can I ask where did you play Pistil? He shouldn't be in this version yet! ;) Is it demo you are playing?

1. We'll think how to balance it further, maybe you're right and it needs extra something :)
2. I'll pass the suggestion to give more options while defending :)
avatar
Necrogore: When I was fighting the last wave of a bastion scenario suddenly the text “Reinforcements” or something like that flashed on the screen during the enemy turn, (I think it was the turn of the enemy with the horned helmet) and lo and behold Pistil arrived on their side.Mind you this has only happened once.
Haha! Well, lets call it an Easter egg, Pistil is coming to Prodigy Tactics next month! :)
i keep crashing at all stages in the menu, clicking anything, starting anything etc. the most common error report is this in attachment:

i have no issues with any other games, including other games running unreal engine. but if you can suggest a solution i will try to make changes, i just hope you can make it compatible for everything if possible.

sometimes i can succesfully be looking over one section like characters or start a movie, the intro just crashes after 3 seconds.
Attachments:
wefsedf.bmp (311 Kb)
avatar
Vandreren: i keep crashing at all stages in the menu, clicking anything, starting anything etc. the most common error report is this in attachment:

i have no issues with any other games, including other games running unreal engine. but if you can suggest a solution i will try to make changes, i just hope you can make it compatible for everything if possible.

sometimes i can succesfully be looking over one section like characters or start a movie, the intro just crashes after 3 seconds.
Yeah, I have almost same problem. In my situation it just crashing in random moments(5 sec after launch a game/in middle of tutorial/in main menu). I tried several times but everytime that happens.

[url]https://s8.postimg.org/gdg93e1yt/error.png[/url]

[Edit]

After patch everything is fine. ;)
You rock, guys!
Post edited December 01, 2017 by Mirfean