Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
Owl Inspector
Sep 14, 2011

Mescal posted:

THINK FAST: #1 best turn-based combat?

advance wars

Adbot
ADBOT LOVES YOU

Trickyblackjack
Feb 13, 2012
Into the breach???

exquisite tea
Apr 21, 2007

Carly shook her glass, willing the ice to melt. "You still haven't told me what the mission is."

She leaned forward. "We are going to assassinate the bad men of Hollywood."


Anno: Mutationem seems promising, it's got a very unique 2D/3D style and some nice cyberpunk aesthetics. The hack & slash gameplay seems pretty decent from what I got to see in the demo and the overall presentation is quite stylish. Not entirely sold on the writing and tone though, it's giving me those ominous Freedom Planet vibes.

vaginite
Feb 8, 2006

I'm comin' for you, colonel.



Gloomhaven is good. Loved the board game but getting 4 people together consistently to play a 100 hour board game is hard.

Got excited in 2019 when I saw it was getting a PC adaptation, then subsequently disappointed that it was gonna be some weird, early-access roguelike poo poo that’s missing 90% of the game’s content.

But now it’s complete and good, and the full campaign is gonna launch this month. Still time to grab it at early access prices.

Fun Times!
Dec 26, 2010

Mescal posted:

THINK FAST: #1 best turn-based combat?

Chess :smug:

Sininu
Jan 8, 2014

vaginite posted:

Gloomhaven is good. Loved the board game but getting 4 people together consistently to play a 100 hour board game is hard.

Got excited in 2019 when I saw it was getting a PC adaptation, then subsequently disappointed that it was gonna be some weird, early-access roguelike poo poo that’s missing 90% of the game’s content.

But now it’s complete and good, and the full campaign is gonna launch this month. Still time to grab it at early access prices.

Is it still just as good with 2 people?

kirbysuperstar
Nov 11, 2012

Let the fools who stand before us be destroyed by the power you and I possess.

Mescal posted:

THINK FAST: #1 best turn-based combat?

Toribash

Im_Special
Jan 2, 2011

Look At This!!! WOW!
It's F*cking Nothing.
Battle Brothers. Like WTF, not even close here.

Delsaber
Oct 1, 2013

This may or may not be correct.

Mescal posted:

THINK FAST: #1 best turn-based combat?

No clue if it holds up since I haven't played it since the 90s, but the original X-COM, specifically because it obscured your screen during alien turns unless something crossed your line of sight, leaving you just with audio of footsteps that aren't yours, which was some pretty scary and evocative poo poo back then

deep dish peat moss
Jul 27, 2006

I didn't know this existed until recently so I'm posting here for anyone else in the same boat:

If you have Battletech and like games where you manage a company of mercenaries, you might want to check out the overhaul mod Battletech Advanced: 3062. If you've played other Battletech overhaul mods, this one aims to be more accessible while remaining just as deep, and in a lot of regards it's actually deeper. It's sort of to Battletech what Long War is to X-Com

It's hard to summarize the changes but some things that didn't exist in Vanilla:
  • Complete rework of mech sizes, making both light and heavy mechs equally valuable (mostly by reworking the Evasion system and adding cross-class accuracy bonuses/maluses)
  • Drop size expanded (from 4 mechs in Vanilla) to 8 mechs + 4 tanks.
  • Oh yeah, and there are tanks, with unique pilots and pilot skills. And they're useful and good, ranging from heavy sluggers to ultra-long-distance artillery to mobile hovertanks.
  • Enormously increased variety of equipment, mechs and mech customization. This can be mostly ignored if you're not into it (because all of the mechs in BTA have good base loadouts) but if you like to tinker it has literally everything you could ask for out of a battletech game's mech customization. MRMs, Thunderbolts, LAX, UAX, RAX, VSPLs, multiple specialist ammos for each one that shake up the weapon foundationally like artillery-launchable miles, airburst missiles that spread their damage over a huge radius, incendiary rounds, armor-piercing, etc. Customizable Battle Armor squadrons that you can air-drop in mid-mission, beacons that let you call in airstrikes from various suborbital fighter planes, ECM and sensor packages.
  • It purely exists in the 'Contracts' or whatever mode of the main game, with no narrative campaign, just pure mercenary company management and tactical battles, but it gives optional ways to integrate campaign missions into the game world.
  • Significantly expanded melee system makes it viable - make mechs that run up and jumpkick enemies then dust themselves off and fire a shotgun in their face, all in the same turn. Make a giant linebacker that shoulder-charges everything and bowls through lighter mechs. Make a light mech that does kung-fu roundhouse kicks and trips things. Make a boxing robot with ultra-large fists, or a mech that wields a giant sword. You can do it all.
  • Much higher focus on the electronic warfare side of things, sensor pinging enemies is one of the only ways to lower their evasion, ECM packages provide buff auras to the mechs that have them equipped, use scramble ammo to interrupt enemy targeting systems, have dedicated target painter mechs. Equip target triangulators on scout mechs that passively assist allies in shooting anything near them.
  • Some enemy factions are meant to be overwhelming. Clans are lore-appropriate hell-marauders from the outer periphery with weapons that will punch through your mechs like cardboard but if you can take them down you can steal their tech, ComStar is an authoritarian military force that will field entire armies against you
  • It's apparently very lore-appropriate
  • It even has those weird transforming airplane mechs, and yes they can fly
  • Not a gigantic pain in the rear end in a top hat to install or set up like Roguetech


Despite some janky animations and creative workarounds for things they couldn't mod about the base game this is the best a "collect and customize a platoon of mechs, go rock-em-sock-em robots with other robots, train and lose a roster of soldiers" game has ever felt to me :kiddo:

deep dish peat moss fucked around with this message at 08:31 on Oct 7, 2021

Azran
Sep 3, 2012

And what should one do to be remembered?

Sininu posted:

Is it still just as good with 2 people?

Yup, one of Gloomhaven's greatest strengths is just how well it scales from 2 to 4 characters. If you play with 4 characters missions are going to take longer due to the increased amount of enemies, so be wary of that. If you've never played the board game before I'd recommending sticking to one character each, or two if playing solo.

acksplode
May 17, 2004



Delsaber posted:

No clue if it holds up since I haven't played it since the 90s, but the original X-COM, specifically because it obscured your screen during alien turns unless something crossed your line of sight, leaving you just with audio of footsteps that aren't yours, which was some pretty scary and evocative poo poo back then

It holds up, I played it a bunch a few years ago. I vastly prefer its combat mode over the newer X-COMs. Action points and fine-grained tactical control is so much better than the streamlined combat with two-phase turns.

Section Z
Oct 1, 2008

Wait, this is the Moon.
How did I even get here?

Pillbug

acksplode posted:

It holds up, I played it a bunch a few years ago. I vastly prefer its combat mode over the newer X-COMs. Action points and fine-grained tactical control is so much better than the streamlined combat with two-phase turns.
The TU system can be fiddly as gently caress, and oh christ the inventory issues. But my own main fondness for the first X-Com is that while the new X-Coms are really cool, the honest reality of "Firing line of rookies with explosive auto-cannons and infinite ammo lasers save the day when the Ace with a plasma gun fucks up" part is always thrown under the bus.

These days a guy getting mind controlled to walk halfway across the map into the final boss room and accidentally kill him without your input, when the aliens fail to kill him and drive him berserk is the kind of thing that would get patched out as "An exploit not in the spirit of oldschool gaming". But that poo poo blew my mind when it happened to me.

Palpek
Dec 27, 2008


Do you feel it, Zach?
My coffee warned me about it.


Today's the last day of the demo fest, too bad because a lot of the demos I played were surprisingly good and I'd like to have time to try out more. My wishlist got a lot of new games added to it.

For example I played the demo of Exo One

https://cdn.akamai.steamstatic.com/steam/apps/256820800/movie480_vp9.webm?t=1612357316

You're on Jupiter, looking for a lost group of astronauts controling a ball-shaped spaceship with some futurisic gravity drive that lets you have it pulled with 10x the Earth's gravity force or 0.16x the Earth's gravity force and you can change that depending on what mouse button you press. So you roll down in valleys with higher gravity to gather velocity and then jump out of them into the air with the lower one. You can also turn into a disc to glide but that depletes your energy that you then gather again when rolling on the ground. The game has some really beautiful graphics and they managed to create this profound 2001: Space Odyssey atmosphere. This will be an amazing title toplay while listening to podcasts.

explosivo
May 23, 2004

Fueled by Satan


This one gets it

ZearothK
Aug 25, 2008

I've lost twice, I've failed twice and I've gotten two dishonorable mentions within 7 weeks. But I keep coming back. I am The Trooper!

THUNDERDOME LOSER 2021


Mescal posted:

THINK FAST: #1 best turn-based combat?

Technical tie between Divinity Original Sin 2 and Backgammon.

Simone Magus
Sep 30, 2020

by VideoGames

Mescal posted:

THINK FAST: #1 best turn-based combat?

Pillars of Eternity 1/2
Icewind Dale

before anyone says it THEY COUNT because everything that happens is on a strict turn/round based system!

FutureCop
Jun 7, 2011

Have you heard of Fermat's principle?

Mescal posted:

THINK FAST: #1 best turn-based combat?

Darkest Dungeon: love the importance of positioning and stuns/buffs/debuffs. Feels like there is a lot of strategy and depth to the combat beyond just dealing damage, but it still keeps the pace up by making actions, and thus fights, short and snappy.

exquisite tea posted:

Anno: Mutationem seems promising, it's got a very unique 2D/3D style and some nice cyberpunk aesthetics. The hack & slash gameplay seems pretty decent from what I got to see in the demo and the overall presentation is quite stylish. Not entirely sold on the writing and tone though, it's giving me those ominous Freedom Planet vibes.

Anno: Mutationem, from what I played, is unfortunately joining my increasingly growing list of games that look good, but play terribly. There are so many games I encounter nowadays that have these incredibly rich and impressive worlds that you can tell they've put a lot of love in, but then you get into gameplay/combat and you're met with janky animations, unsatisfying feedback, boring cookie-cutter levels/enemies, and stiff, unresponsive controls. I agree that it seems promising though; maybe I'm being too harsh and they can iron out the kinks, I dunno.

Volte
Oct 4, 2004

woosh woosh

Simone Magus posted:

Pillars of Eternity 1/2
Icewind Dale

before anyone says it THEY COUNT because everything that happens is on a strict turn/round based system!
I'm pretty sure Pillars doesn't use rounds or turns (unless you're playing the actual turn-based mode in PoE2 of course) - it's just a straight up real-time game with pause. You can make it auto-pause after player actions are complete though so you can kind of set it up to emulate turns.

Speaking of IWD, how turn-based was 2e on the table? I've never played it personally, but from reading up it seems that rather than the way 5e works going around the table and each person getting to execute their full turn in initiative order (while everyone else on the field stands perfectly still, maybe taking a reaction), everyone would declare their intent for that 6-second round, roll initiative, and then everything would play out simultaneously, making the tabletop game itself more like "real-time with pause". If so, it makes a lot of sense that BG2 is RTWP and BG3 is turn-based, since the underlying systems have changed similarly.

Mordja
Apr 26, 2014

Hell Gem

deep dish peat moss posted:

I didn't know this existed until recently so I'm posting here for anyone else in the same boat:

If you have Battletech and like games where you manage a company of mercenaries, you might want to check out the overhaul mod Battletech Advanced: 3062. If you've played other Battletech overhaul mods, this one aims to be more accessible while remaining just as deep, and in a lot of regards it's actually deeper. It's sort of to Battletech what Long War is to X-Com

It's hard to summarize the changes but some things that didn't exist in Vanilla:
  • Complete rework of mech sizes, making both light and heavy mechs equally valuable (mostly by reworking the Evasion system and adding cross-class accuracy bonuses/maluses)
  • Drop size expanded (from 4 mechs in Vanilla) to 8 mechs + 4 tanks.
  • Oh yeah, and there are tanks, with unique pilots and pilot skills. And they're useful and good, ranging from heavy sluggers to ultra-long-distance artillery to mobile hovertanks.
  • Enormously increased variety of equipment, mechs and mech customization. This can be mostly ignored if you're not into it (because all of the mechs in BTA have good base loadouts) but if you like to tinker it has literally everything you could ask for out of a battletech game's mech customization. MRMs, Thunderbolts, LAX, UAX, RAX, VSPLs, multiple specialist ammos for each one that shake up the weapon foundationally like artillery-launchable miles, airburst missiles that spread their damage over a huge radius, incendiary rounds, armor-piercing, etc. Customizable Battle Armor squadrons that you can air-drop in mid-mission, beacons that let you call in airstrikes from various suborbital fighter planes, ECM and sensor packages.
  • It purely exists in the 'Contracts' or whatever mode of the main game, with no narrative campaign, just pure mercenary company management and tactical battles, but it gives optional ways to integrate campaign missions into the game world.
  • Significantly expanded melee system makes it viable - make mechs that run up and jumpkick enemies then dust themselves off and fire a shotgun in their face, all in the same turn. Make a giant linebacker that shoulder-charges everything and bowls through lighter mechs. Make a light mech that does kung-fu roundhouse kicks and trips things. Make a boxing robot with ultra-large fists, or a mech that wields a giant sword. You can do it all.
  • Much higher focus on the electronic warfare side of things, sensor pinging enemies is one of the only ways to lower their evasion, ECM packages provide buff auras to the mechs that have them equipped, use scramble ammo to interrupt enemy targeting systems, have dedicated target painter mechs. Equip target triangulators on scout mechs that passively assist allies in shooting anything near them.
  • Some enemy factions are meant to be overwhelming. Clans are lore-appropriate hell-marauders from the outer periphery with weapons that will punch through your mechs like cardboard but if you can take them down you can steal their tech, ComStar is an authoritarian military force that will field entire armies against you
  • It's apparently very lore-appropriate
  • It even has those weird transforming airplane mechs, and yes they can fly
  • Not a gigantic pain in the rear end in a top hat to install or set up like Roguetech


Despite some janky animations and creative workarounds for things they couldn't mod about the base game this is the best a "collect and customize a platoon of mechs, go rock-em-sock-em robots with other robots, train and lose a roster of soldiers" game has ever felt to me :kiddo:

A few questions on this. First: do all the new mechs and stuff actually have new models? I know last time I was looking at BTech mods it was a lot of existing ones acting as stand-ins. Second, is there any real authored singleplayer content or is it purely the generic procgen missions like escort, capture, etc. Don't particularly want to play the game's kinda bad original campaign, but from what I understand, the sandbox mode they added in DLC does include some number of actual mission strings so I'm wondering if the mod expands on that. Finally, can you play as the Clanners at all?

vaginite
Feb 8, 2006

I'm comin' for you, colonel.



Sininu posted:

Is it still just as good with 2 people?

Yeah and the base game is single player you control up to 4, or it has online 2-4 players. All the scenarios adjust to the number of players.

It’s a host system though that’s kind of janky, no match making, and you need outside methods of voice chat, but they’ve been continually adding features so this stuff is probably on the way. The multiplayer went from an unplayable mess to perfectly good over the course of a year.

Owl Inspector
Sep 14, 2011

Palpek posted:

Today's the last day of the demo fest, too bad because a lot of the demos I played were surprisingly good and I'd like to have time to try out more. My wishlist got a lot of new games added to it.

For example I played the demo of Exo One

https://cdn.akamai.steamstatic.com/steam/apps/256820800/movie480_vp9.webm?t=1612357316

You're on Jupiter, looking for a lost group of astronauts controling a ball-shaped spaceship with some futurisic gravity drive that lets you have it pulled with 10x the Earth's gravity force or 0.16x the Earth's gravity force and you can change that depending on what mouse button you press. So you roll down in valleys with higher gravity to gather velocity and then jump out of them into the air with the lower one. You can also turn into a disc to glide but that depletes your energy that you then gather again when rolling on the ground. The game has some really beautiful graphics and they managed to create this profound 2001: Space Odyssey atmosphere. This will be an amazing title toplay while listening to podcasts.

I played a few development betas of this and can echo that it’s very cool and an impressive work for predominantly 1 person

deep dish peat moss
Jul 27, 2006

Mordja posted:

A few questions on this. First: do all the new mechs and stuff actually have new models? I know last time I was looking at BTech mods it was a lot of existing ones acting as stand-ins. Second, is there any real authored singleplayer content or is it purely the generic procgen missions like escort, capture, etc. Don't particularly want to play the game's kinda bad original campaign, but from what I understand, the sandbox mode they added in DLC does include some number of actual mission strings so I'm wondering if the mod expands on that. Finally, can you play as the Clanners at all?

The mechs have unique models, a few of them are kind of janky (the transforming flying airplane mechs that were mentioned for example) but for the most part they're good. There's a big contingent of the fanbase that has tirelessly created community models for literally everything for all modders to use so this should be fairly true of any big mod these days. I'm not familiar enough with Battletech mechs to know if the models are accurate or whatever but so far every mech I've seen looks distinct.

There is no forced campaign content at all, it's purely sandbox merc crew running. One of the DLCs added something called Flashpoints which are lore-themed single missions (or strings of multiple missions) that have some kind of narrative. These are available and completely optional - this mod simulates the galaxy map including different houses declaring war or launching offensives on each other and the Flashpoints appear as randomly-generated events related to that which you can choose to fly to and participate in for unique rewards and to shift the galaxy's balance of power, or you can completely ignore them. It doesn't necessarily 'expand' on those missions in that there aren't more of them then there were in the DLC (as far as I am aware) but it expands regular proc-gen missions to make them much more exciting. The main thing to keep in mind if you want to do Flashpoints is that they are all by design balanced around a lance of 4 mechs, so the mod's extra drop slots are disabled on those missions. All of the original game's campaign missions are added as optional Flashpoints in the mod. I will note that Flashpoint missions are overall much better than the original Campaign missions.

For an example of how procgen missions can be exciting now: Sometimes you take a 1-skull mission and you get the standard fare of 2 big mechs alone on a map and you need to blow them up, but once you start pushing into the higher-reward ones, even 1-skull missions can have you being hot-dropped straight into an enemy base surrounded by 10 mechs and a tank lance. A 1.5 skull Battle mission against Clans had me up against over 12 mechs. It sounds a bit overwhelming but once you get used to the new Evasion system you have the advantage.

BTA lets you pick your starting squad/mechs fairly granularly, you can choose one of the houses/factions (including starting clanner but I think it's limited to a single clan faction, not sure which one), or you can choose the starting squad from Mech Commander or Mech Commander 2, or a themed starting squad like Snipers or Brawlers. The Clan start is like a very very hard-mode start from what I understand but I haven't tried it myself. I'll note that the consensus on BTA seems to make all the campaign financial settings be as easy as possible because the strategic game is so complex and deep now that people don't really like having to carefully manage finances on top of that.

One warning I'll throw out there is that there are some self-inserts of the mod team as mech pilots. You can absolutely just not hire them, but if you do hire them you get to deal with events like two of them requesting 30 days off because they're in love and want to go bang it out for a month. Overall they're not bad self-inserts, they all have unique pilot skills and a couple of them even have unique battle chatter lines and stuff but they're just a little weird because they don't fit the art style of the rest of the game.

Also if you head over to the newest posts in the Battletech thread everyone is playing various big overhaul mods and discussing them, BTA seems to be the most popular but people are playing BEX and Roguetech too and you can find lots of good advice on getting started posted in the last few pages.

Outside of the jank (which really isn't bad and is completely understandable given some of the workarounds that had to be implemented - it's things like the projectiles from Mortars using the model/sound effects from LRMs) it's literally the game I was hoping for when we got 2018 Battletech, which was always a good game but not quite what I wanted it to be.

deep dish peat moss fucked around with this message at 17:01 on Oct 7, 2021

PlushCow
Oct 19, 2005

The cow eats the grass
Do the Next Fest demos get automatically uninstalled? There's some I downloaded but I wont have time to get to them

Play
Apr 25, 2006

Strong stroll for a mangy stray

PlushCow posted:

Do the Next Fest demos get automatically uninstalled? There's some I downloaded but I wont have time to get to them

From what I've seen the developer decides, sometimes they are accessible for months and months later but access can always be pulled by the dev at any time I guess (I imagine by participating in the festival they have to leave the demos up there during that at least).

Mostly they just leave them up though because there's always a chance they'll bring in actual customers. For a lot of these games you'll even still be able to download the demo after the festival if you didn't get to it during.

The 7th Guest
Dec 17, 2003

You'll know if the demo has expired if the Steam client changes the "PLAY" button to "PURCHASE". It's a recent change they made this past year, instead of just having the demo phone home to check

PlushCow
Oct 19, 2005

The cow eats the grass

Play posted:

From what I've seen the developer decides, sometimes they are accessible for months and months later but access can always be pulled by the dev at any time I guess (I imagine by participating in the festival they have to leave the demos up there during that at least).

Mostly they just leave them up though because there's always a chance they'll bring in actual customers. For a lot of these games you'll even still be able to download the demo after the festival if you didn't get to it during.

The 7th Guest posted:

You'll know if the demo has expired if the Steam client changes the "PLAY" button to "PURCHASE". It's a recent change they made this past year, instead of just having the demo phone home to check

Thanks! Going to try some out asap

Arsenic Lupin
Apr 12, 2012

This particularly rapid💨 unintelligible 😖patter💁 isn't generally heard🧏‍♂️, and if it is🤔, it doesn't matter💁.


The 7th Guest posted:

You'll know if the demo has expired if the Steam client changes the "PLAY" button to "PURCHASE". It's a recent change they made this past year, instead of just having the demo phone home to check

Sometimes the .exe file is still in the install directory, and you can run it directly. That's what happened with Going Medieval, for instance.

double nine
Aug 8, 2013

Mescal posted:

THINK FAST: #1 best turn-based combat?
into the breach, duh


Mordja
Apr 26, 2014

Hell Gem

Mescal posted:

THINK FAST: #1 best turn-based combat?

Much as I'd like to hipster and claim Silent Storm, probably XCOM 2.

Mr.Acula
May 10, 2009

Billions and billions of fat clouds

Final fantasy tactics

Ojetor
Aug 4, 2010

Return of the Sensei

Divinity: Original Sin 2

exquisite tea
Apr 21, 2007

Carly shook her glass, willing the ice to melt. "You still haven't told me what the mission is."

She leaned forward. "We are going to assassinate the bad men of Hollywood."


Loved the turn-based combat in D:OS2. One-shot elites by loading up a box with heavy tools and dropping it on their heads. Teleport enemies into unpathable terrain so they can't hit you for the entire fight. Make or break the encounter with a few strategically placed boxes. Will this flame barrel ignite only the bad guys or kill everyone on the map and yourself? Who knows! Let's find out.

deep dish peat moss
Jul 27, 2006

Mescal posted:

THINK FAST: #1 best turn-based combat?

Context: I play a ton of turn-based tactical games and find most of them too simple to be engaging, if you're in the same boat these are what I would currently say are my favorites based on meaningful combat, deep unit development/customization and just plain feeling fun and engaging, but they're not the most accessible options (other than x-com 2) if you haven't played a lot of turn based combat games:

Battle Brothers - Open world grimdark low fantasy mercenary crew sim. has the tightest combat system of any turn based tactical game, you get very attached to your mercenaries and it's sad when one of them gets a permanent debilitating injury and limps along with the rest of your crew holding a banner or whatever. Has a bit of a learning curve but if you're okay with failure it's fun even while you learn.

Battletech with mods - It's mechs and it owns, and with mods there is great balance and incredibly deep mech customization

Anything by Rad Codex (Alvora Tactics, Voidspire Tactics, or Horizon's Gate) - These are flat out some of the best turn based tactics games around. Alvora Tactics is on sale for $7 right now. Job system with tons of job variety that you can mix and match, intricate and deep character development systems, no generic fantasy races, a very unique magitech setting, well designed encounters. Voidspire is a fairly linear open world turn based RPG with tons of hidden stuff off the beaten path and clever world interaction, Alvora is a procgen roguelike-esque turn-based tactical dungeon delver where the dungeon is a gigantic worm that's eating the town, and Horizon's Gate is an open world fantasy age of sail game where you sail around and explore the world, fight turn-based battles with monsters you find, do some minor trading and stuff - it's very unique. All three have a unique granular difficulty system where instead of adjusting unit/enemy stats, you adjust things like how much time the AI spends calculating the best move, how often the AI makes mistakes and things like that which makes it possible to find a level of difficulty that is appropriately challenging but still beatable for anyone.

Age of Wonders 3 or Age of Wonders Planetfall - 4x meets turn-based tactical battles that are very good. You have to want to engage with the 4x part of the game too to have fun here though.

Honorable mention: X-Com 2. I wouldn't say it's the best at anything and I'm still kind of disappointed that the X-Com reboot is so dissimilar to XCOM, but it has a lot of silly fun mods and better presentation value than anything else on this list and it oozes style. It's second in playtime only to Battle Brothers for me. It's the summer blockbuster popcorn movie of turn-based tactics games.

deep dish peat moss fucked around with this message at 19:07 on Oct 7, 2021

Jimbot
Jul 22, 2008

I wish I got into Battletech. I really liked the overall gameplay of being a merc company barely staying in the red and balancing the cost vs rewards was really neat. But then you get get a ton of new chassis and parts and I just became overwhelmed by choice that I just shut down any time it came to the combat and preparing your mechs.

deep dish peat moss
Jul 27, 2006

Yeah, mech customization is a pretty big chunk of Battletech. If you don't like poring over different parts to learn what they do and finding new and powerful ways to stick them together then you're missing a solid chunk of the game's meat - especially with mods.
Battletech Advanced (which I posted about earlier on this page) at least has well-designed stock loadouts for every mech (and you can't build unequipped mechs in it) that are perfectly serviceable for everything except the hardest most end-game content, but half of the fun for me is that mech customization so I don't know if I'd recommend going out of your way to play it if that part isn't fun to you.

Eason the Fifth
Apr 9, 2020
Into the Breach is God drat amazing. Simple on the surface but a lot more complex than you'd think, and it never feels like an obligation

HerpicleOmnicron5
May 31, 2013

How did this smug dummkopf ever make general?


Jimbot posted:

I wish I got into Battletech. I really liked the overall gameplay of being a merc company barely staying in the red and balancing the cost vs rewards was really neat. But then you get get a ton of new chassis and parts and I just became overwhelmed by choice that I just shut down any time it came to the combat and preparing your mechs.

I'm with you there. I really like the balancing of the economy, and I enjoyed the more limited start of the main campaign. I'd prefer it if it ramped up to the level of complexity the mods seem to start out with.

The 7th Guest
Dec 17, 2003



Perfect Tides is full of gorgeously colored backgrounds, fun characters, and period-accurate Y2K teen drama (Your loving MOM got on your CASE for getting SKIM MILK instead of regular milk like your Ultima-farming gamer brother wanted. UGH!!) I did not play too much of this because I don't want to be spoiled for the full game, but it was a treat. It does use the default AGS font, and the character portraits have a higher resolution than the game world, but those are my only issues.

and now the Next Fest is over... I'll check in a day to see which demos are still active for people who were too busy during the past week (Perfect Tides, Behind the Frame, and Forgive Me Father have already taken their demos down).

I still have some demos installed that I'm hoping will at least stick around for another 24 hours so I can try them (Hypnagogia: Boundless Dreams, Dread Delusion, Trading Time, Blood West), but if not, I still got to play several dozen demos and wishlisted a good chunk of them, so it was a good week.

The 7th Guest fucked around with this message at 19:48 on Oct 7, 2021

Adbot
ADBOT LOVES YOU

Palpek
Dec 27, 2008


Do you feel it, Zach?
My coffee warned me about it.


Oh drat, one thing ended and another just started: Indie Cup Celebration event started on Steam.

quote:

Indie Cup is the largest indie games contest in Eastern Europe. Twice a year, our online event hosts hundreds of upcoming titles by independent developers from over 22 countries. Participating games are evaluated by a professional jury, with entries voted best receiving feedback, prizes and awards.

A lot of interesting indie titles to check out especially among the winners.

The event has a demo section as well, time to try out some games again.

Palpek fucked around with this message at 21:08 on Oct 7, 2021

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply