Telepath Tactics Liberated

Telepath Tactics Liberated

View Stats:
A question for the developer regarding the "unfair metagaming" involved in collecting all the chests in a level
Hello there.

First of all, my congratulations to the developer for the release of this game! Telepath Tactics was one of my favorite PC SRPGs, but I've never finished the original game due to a well known engine problem (related to Adobe Air, if I remember correctly) that made the game pretty much unplayable after a point. So yeah, great to see a new engine and a bug-free experience this time around. The game is clearly a product of love & passion and a promise fulfilled made some years ago, that the original game will be remade in a new engine :)

Anyway, I've encountered what I considered a pretty big "design flaw" that I quickly remembered is something taken straight from the original game, something that never got fixed.

All the maps in the game have several optional chests on them, containing items. Those items are unique or not (I don't remember). In order to collect the items you have to move right next to the chest, attack the chest (which has health points on its own, usually 10HP) then move on its tile and collect the loot.

So if you want all the chests on the map in a battle, what you want to do is POSTPONE victory in order to have time to collect all the chests. That means:
1) Send your fastest characters (with the most movement points) to collect the chests
2) Let yourself be hit & then heal using bandages in order to give time to your other characters to collect the chests
3) Run around the map and make enemies follow you

As a design decision on its own, you could argue that this makes sense, right? If you want all the goodies, you have to plan around it a bit. Like in real life, haha. It will actually help you in the future, because the more you postpone a battle, the more XP you gain.

...And that's where the unfair metagaming part comes into play.

During the 2nd map of the game (called "Adelbrae Battle" you have 3 chests on the map. However, the way the mission is designed makes it impossible to collect all of them during the battle no matter how much you plan around it and no matter how much "metagaming" you do.

Here are some pictures so you can visualize the whole issue: https://imgur.com/a/cSprYvW

Why is it impossible?

1) The conditions of the battle are: survive 8 turns to win OR kill 4 bandits to win.

This means that if 8 turns have passed or you killed 4 bandits, the battle is automatically won and you don't have any more time to collect the chests. Even if the 8 turns condition wasn't in place, you'd still risk to trigger to winning conditions by accidentally killing the 4th bandit. How exactly? Many playable characters will randomly counterattack if they are attacked, so even if you plan not to kill more than 3 enemies in order to have time to collect all the chests, there's a random chance of that happening. Your plan can be easily ruined by RNG.

2) "But maybe you can collect all the chests before those 8 turns are over"

You can't. And that's because CHEST #1 is surrounded by destructible bushes. You could destroy them, sure, but that will take more turns than the 8 turns you have. In the meantime you're also getting attacked by the enemies. Moreover, out of 6 playable characters in the battle, only 4 can damage the chests, because the other two are "magic users" and chests are invulnerable to magical damage (for some reason).

This is actually an issue that, if I remember correctly, you'll encounter in a lot more other levels too. And it gets frustrating very fast for people who will want to collect everything because you will restart the level to collect all the chests. Sometimes you're at RNG mercy, some other times it's simply impossible given the constraints.

My solutions to these problems are:

1) Remove the chests entirely in missions with such winning conditions, or at least put less of them (1 or 2 in the level above is more than enough).
2) Remove some of the conditions themselves, but this would go against the plot of some levels where the idea is that you have to "survive" or "escape"


My question for the developer AND the players is: do you consider this a good design decision? If so, why. Even if those are optional, I know a lot of people, especially completionists, will try to collect all the chests during a mission. You don't know what type of item you're missing, and even if you'd somehow know, if the chests are on the map, it would still make sense to be able to collect them all.

However, in missions such as the 2nd level, collecting them all is simply impossible, no matter how much "metagaming" you're willing to do to get them.

What's the point, then?
Last edited by MasterOfPuppies; 15 Mar, 2022 @ 4:03pm
< >
Showing 1-15 of 25 comments
Aprrrl 15 Mar, 2022 @ 4:05pm 
It *is* possible but it was very frustrating accidentally winning the scenario on my first couple of attempts

Hint: To destroy the bushes in time, you need to make use of both a ranged attacker and a melee attacker and careful positioning, and avoid deadly counterattacks when enemies hit.
Sinister Design  [developer] 15 Mar, 2022 @ 4:32pm 
Yeah, I can confirm that it is, in fact, possible to collect all three chests in Adelbrae--I did a fair bit of testing to ensure that it was! It's just quite challenging.

As for my thought process: I've watched a lot of people play that map, and most players don't notice even one of the chests on their first playthrough; collecting all of the chests is much more likely to be an optional challenge they take on during subsequent playthroughs, once they've been trained to actually look for destructible chests to bust open. At that point, it becomes an optional objective players can take on to stretch their resources thin and increase the difficulty of what is otherwise a--let's be honest--really easy tutorial fight. I'm generally a fan of including optional objectives that players can use to challenge themselves, and most folks I've heard from tend to like this.

Beyond the simple matter of optionally ratcheting up the challenge for players who want that, though, mini-dilemmas about where and how to commit your limited resources are the bread and butter of turn-based tactical game design! If I weren't forcing the player to make non-trivial choices at regular intervals, I simply wouldn't be doing my job as a designer.
Stubbieoz 15 Mar, 2022 @ 6:03pm 
First off I confess I am a completionist by nature, and I do tend to try and find every little piece of loot available in games.

I had a similar dilemma early in the game with Rescuing Meridian.
Without spoilers this is what happened;
I tried a whole lot of different approaches to get both chests but every time I failed due to waves of enemies getting alerted before I could get both. The sheer numbers of enemies made it impossible for me.
Then the slow down stage meant I could not reach the exit quickly. In each try I lost team members..... which i desperately try to always avoid.
In the end I simply had to leave one chest unopened.
It was a mission of frustration, not much fun.
To add injury to insult I am only playing on recruit difficulty.

As no one else seems to have mentioned this I can only assume that it was something only I have had a problem with.
I also realised that when you are offered a merchant spend everything...... it may be a long, long time between shopping. :(
Sinister Design  [developer] 15 Mar, 2022 @ 6:09pm 
Yeah, this isn't a game where you should expect to get absolutely everything in a single run. (Certain recruitable characters, for instance, are mutually exclusive.) If possible, I recommend trying to focus less on getting everything and more on completing the objectives that are most important to you. You really don't need to get everything to do well in the game! (At least, not below Tactician difficulty.)
Last edited by Sinister Design; 15 Mar, 2022 @ 6:09pm
Stubbieoz 15 Mar, 2022 @ 6:33pm 
Yeah I'm already realising I will need to change my gaming habits to get very far in this game.
FroBodine 15 Mar, 2022 @ 9:43pm 
I do not believe that this mission is possible to get all three chests. You just don't have enough time to get to all of them, destroy bushes, destroy three doors, etc.

Is there a video of this being completed, please?

This is like a big tease, giving us three treasure chests, but we can't get to them all. I just don't see how it's possible with so many bad guys (that you can only kill three of) and limited time. I haven't even gotten close to getting all of them after seven tries.

This is not fun. This is poor design and very frustrating! Sorry - I LOVE this game, but getting these chests is just not fun and I don't think possible. I will need to see it to believe it. Maybe I'm just a doofus who has no tactical ability, but I don't think it's that.
Stubbieoz 15 Mar, 2022 @ 9:54pm 
After restarting the game I just tried this mission in soldier difficulty.
I specifically sent Sabrina and Emma to each bottom chest, not even worrying about the third at the top. Every turn I moved their max distance.
The mission auto finished (survive 8 turns) before i had a chance to get them open.

I agree that it appears impossible.
amarti44 16 Mar, 2022 @ 1:11am 
I was a fan of Psy Arena 2. But the chests also turned me off Telepath Tactics (vanilla). Like Stubbieoz above it goes against my nature to ignore the chests. But now that the game has been upgraded for free, I'm going to give it a second go and try to just pretend the chests don't exist.

I should also mention that the "no saves mid combat" was another barrier to me enjoying the original, so hearing that Liberated allows that is the best possible feature for me. Good name, I have indeed been Liberated to play and quit the game whenever I choose.
Last edited by amarti44; 16 Mar, 2022 @ 1:25am
redwitch 16 Mar, 2022 @ 1:22am 
I haven't played tha game yet, but this sounds like a trap for completionist players
MasterOfPuppies 16 Mar, 2022 @ 4:47am 
As others said, I'd be curious too to se a video of it being done. I don't doubt @Aprrrl or the developer @Sinister Design when they say it is possible, but I think an insane amount of restarts & luck are necessary for all the "favorable conditions" to align.

As @Stubbieoz said, even if you send your fastest characters (with sprint ability) to get two of the chest, the battle will be over before you reach the third. It takes a lot of rounds to move your characters to the chests, even ignoring the enemies following you.

Actually, after A LOT of restarts I managed to destroy CHEST #1 (the one behind bushes) too, but then the battle was over. And something that I noticed is that unless you pick the bag from the ground, the game won't automatically pick them up for you at the end of the battle, as it happens to other bags dropped by enemies. Also, enemies will sometimes pick bags left to the ground. So if you destroy the chest in the 6th round, there's a chance that in the 7th round, an enemy following you will pick it up. And then you really don't have any time left.

As @FroBodine said, this is a big tease. I understand the need to make the game more replayable, but I'd argue that even then, the challenge is still unfair. It should be hard, but not unfair. There's a score at the end of every battle, so i think finishing the battle in as few rounds as possible should be a "2nd playthrough" goal, not collecting the chests.

I personally think some more balancing is needed. It shouldn't be impossible or luck based to get them in a single run. Maybe not some drastic changes, but something to make it more reasonable: ex: less health for the chests, the loot being collected directly when you destroy the chests etc.

I believe that, yes, some people won't even notice the chests, but then there are people like me in this thread who noticed them and are willing to put the extra effort to collect the items. It should be challenging, but also do-able.
Last edited by MasterOfPuppies; 16 Mar, 2022 @ 4:51am
daveyd 16 Mar, 2022 @ 6:15am 
In the original TT I recall that I was able to get all the chests in the "Adelbrae" map. I don't know what if anything changed in the remake. Only played it on Liberation a few times and the best I've managed so far is 2 out of 3 chests.

It is pretty metagamey but loot your can only access during battle seems to be a common trope in SRPGs. At least for the Adelbrae there's some explanation for why your characters can't stick around to loot the chests after battle. Often in SRPGs there's no logical reason why they couldn't get the chests after the fight except the game doesn't let you.

I did notice an exploit that IMO should be fixed (if possible). I split up my party to go after the two chests in the buildings and closed the door behind me. I noticed that the AI couldn't open the closed doors. Since my entire party was in the buildings the enemies just moved around aimlessly and then the enemies retreat after 8 rounds with no one on either side being attacked...

The obvious solution would be to make enemies able to open closed doors. Barring that perhaps make it so you cannot close a door once opened (unless there's some reason in a later map why closing doors becomes necessary?).

I think the issue may have to do with enemies not seeing your characters; I noticed they don't enter the building even if you leave the door open the enemies don't enter or attack unless they can see you through the door... So if all your characters enter the houses and turn the corner before the enemies get to the door, the enemy AI acts as if you've mysteriously vanished.
Last edited by daveyd; 16 Mar, 2022 @ 7:04am
Sinister Design  [developer] 16 Mar, 2022 @ 7:57am 
I don't have time to make a video of it for you all right now (at least, not if you want me to keep patching the game!), but trust me: it's possible. Send Sabrina and Farasat to the left below the tavern, have Emma sprint for the house in the bottom-right, and have Madeleine make for the house in the bottom-left. If you do it all optimally, you'll have just enough time. ;)
Another Persona 16 Mar, 2022 @ 8:07am 
Originally posted by MasterOfPuppies:
During the 2nd map of the game (called "Adelbrae Battle" you have 3 chests on the map
Took me three tries but it wasn't that hard. 1st time 'cause I didn't notice the chests. Second 'cause of the timer. Just split your ladies and send the archer/SW
FroBodine 16 Mar, 2022 @ 8:45am 
You can open doors?!? I had no idea, and must have completely missed the "Open Door" action icon. I was spending three turns bashing the doors down! Yikes!
amarti44 16 Mar, 2022 @ 11:49pm 
It just seems bizarre to me from a story perspective. A bunch of bandits turn up. They go outside and get ready for a showdown, and then they all run away and start beating on chests in nearby houses?
< >
Showing 1-15 of 25 comments
Per page: 1530 50