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Technically XBox and Logitech controllers are the only ones officially supported by the game, which is probably the cause of the gamepad confusion. The game was originally designed for mouse and keyboard and gamepad support was added later, so there are definitely a few areas where its implementation is not ideal.
If you can give me more info about that bug, I'll look into fixing it! You opened the settings menu, opened the objectives screen, and then it stopped responding to gamepad input entirely?
Something similar happened when I was playing it on Deck prior to my review.
If you have a log file from when this happened, that would be helpful to me in figuring out exactly what happened. (You can always generate a log file by pressing the L key on your keyboard.) More info on that here: https://steamhost.cn/steamcommunity_com/app/1849820/discussions/1/3177859358970796493/
And cursor alignment is still ‘off’ sometimes, like at the bottom of Settings and at the bottom of the main menu—I tried highlighting Exit To Desktop, but selecting it brought up some kinda “new custom character” list/menu. I hit ‘back’ and had to press ‘down’ an additional time before selecting Exit To Desktop worked.
When you say you're experiencing frame drops during cutscenes, can you give me a specific example?
(Btw, I just pushed a hotfix taking care of that main menu cursor issue.)
This time I had to disable and re-enable Steam Input before the game would let me toggle to Controller controls. Getting a little tired of having to do that (specifically, visit the game's settings and disable KBM controls in favor of Gamepad) manually every time I boot the game up, also.
I went to load my most recent save and accidentally deleted it 'cause I didn't realize my cursor was over the *faint* "X" icon there rather than hovering over my save. I didn't know'tice those X's were s'posed to be buttons. Oops.
I guess I assumed the BIG, RED Cancel button would be a Delete tool. Maybe there ought to be a Trash tool instead of individual Delete icons, or there could be much less inconspicuous delete buttons.
I reckon I'll replay Mission 3 to describe a specific cutscene if it happens this time.
1. The enemy's first turn in Mission 3. When the camera pans between enemies before/during their individual movements/actions, the framerate tends to drop from 60 to 55 or 57, most of the time anyways. But, worse, sometimes the game hitches for a full second, and at least three times the framerate dropped to 25 or 30 and at least once dropped to 45. All before my second turn.
2. A later turn when the enemies at the top of the map start moving, similar issue. Framerate drops to as low as 20 whenever the camera pans/teleports to an enemy and they begin or finish moving.
3. Another later turn, same issue. Even when the "___'s Turn" popup happens there's sometimes a drop to 30 fps or so.
4. Even roaming around the map during my turn causes the framerate to drop slightly (55-57fps) most of the time. Looks like this is worse / more likely if I'm more zoomed out.
5. Zooming itself causes a dip to 50fps most of the time, too.
6. I finally attained victory in Mission 3! As the cutscene properly began, leading up to the dialogue "Are you okay, Sabrina?", the framerate dropped to about 55fps.
7. Severe framedrop during Mission 4 Player Deployment screen. Hit 10fps I think, took a few seconds to get all the way back up to 60fps.
8. I'm guessing the random white-highlighted square is where I'm meant to 'escape into the trees' at the end of the mission? Does it really need to be highlighted right now? I haven't even rescued the thingy yet. I haven't moved at all from deployed spots for that matter. Selecting the highlighted square doesn't tell me anything besides 'grass', either. Very weird. Could be a bug I guess.
9. Accidentally selected Report An Issue while playing with controller and no form of pressing 'CANCEL', 'back', or 'Esc' would work. I had to advance through the fields to get the on screen keyboard to disappear and only then did a way to cancel become clear. Not a huge issue, just a bit jarring.
10. Opened up the game again. Is there a toggle to skip logos? Just an idea. On that note, a quickload/continue main menu option would be cool, which just loads most recent save. Anyways, manually enabled Controller, returned to main menu, *clicked* on Load Game (I think) but controller was stuck on Main Menu still so I couldn't select a save file to load with KBM or with controller. So I pressed Start or Cancel button with controller (I think), selected Settings on main menu, hit cancel again. I thought I'd be able to Load Game finally but no, the cursor was still thinking I was looking at Settings and even adjusting Settings judging by the sound effects while I was pressing buttons. Quit To Desktop was my only solution.
So, frame hitching during the enemy turn is almost always going to be the result of the AI calculating stuff; that's just a consequence of the way this game is engineered (i.e. with a ton of extra systems not present in Fire Emblem like backstabbing, elevation effects, environmental hazards, knockback, collision damage, etc. combined with extensive support for player-created classes, skills, and scripts). It's just a trade-off: the AI has to work harder, but in exchange, it's able to navigate both a much richer tactical space and novel player-created content.
In general, I'm not worried about the frame rate hitting 50 or 55 fps during player turns; this is a turn-based game, after all, and 50 fps is way higher than needed for something in this genre to be playable.
The dip to 10 fps at the start of mission 4 is the one thing that's a bit surprising--that's the mission to rescue Meridian, I assume. I would have to imagine this was Unity doing garbage collection (which is just an automated thing Unity does sometimes), but I'll check and see if there's something else happening there.
8. Yes, that's the escape square. You can go there at any point (even before rescuing Meridian!) and it'll end the map. It appears right as Emma is explaining that, so that's just the game working as intended.
9. Gotcha! Yeah, when the virtual keyboard comes up, all of the gamepad controls get funneled to keyboard functions (e.g. the normal "cancel" button becomes "backspace"). I definitely get how that could be annoying if you selected it by accident; I'm not sure if there's a good, easy solution to that scenario, but I'm open to suggestions. :)
10. I forget if it's A or B, but one of the gamepad buttons should let you skip the Sinister Design intro. The Unity intro is always going to be unskippable, unfortunately; that's just something Unity baked into their engine.