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    Troubleshooter: Abandoned Children

    Game » consists of 1 releases. Released Apr 23, 2020

    Troubleshooter: Abandoned Children is a story-focused SRPG by Korean newcomer studio Dandylion, inspired by genre greats like Final Fantasy: Tactics and X-COM. It is season 1 in a series of games that will take place in the world of Troubleshooter.

    Short summary describing this game.

    Troubleshooter: Abandoned Children last edited by FR3nCH_T0aST on 07/08/20 10:26AM View full history

    Story

    The world of Troubleshooter

    In the world of Troubleshooter, there are three major world powers: the Ater Empire, the Caras Union, and the East Alliance. A world war between these powers had left the world's economy in shambles. After the war, to boost each other's economies, the world powers approved for the city-state of Valhalla to be founded on the tripoint of the three nations. Valhalla functions as a politically neutral commerce hub, allowing the world powers to freely conduct trade without having to worry about their political relations.

    The massive amount of goods passing through Valhalla caught the interest of criminal organisations, and soon the city was riddled with crime. With its police department outgunned, Valhalla goverment, who as a neutral state were forbidden from maintaining an army, implemented the Troubleshooter program.
    The Troubleshooter program allows for licensed Troubleshooters to aid in the investigation and arresting of criminals. Being independent contractors, Troubleshooters were expected to be a highly cost-effective way to combat the increasing crime rate.

    Story premise

    Albus Bernstein, orphaned by a mysterious disaster that occurred 10 years prior to the game's events, decides to start his own Troubleshooter company. By growing successful as a Troubleshooter he hopes to attain a security clearance high enough to access the classified files on the disaster that killed his parents.

    Gameplay

    Missions

    Throughout the game, several types of missions will be available for selection from the Mission Control Board. In addition, roster members and story-related NPCs will occasionally make requests that result in a mission happening.
    Missions have different objectives, such as defeating all enemies, defeating a specific target, rescuing civilians, collecting certain items, or reaching a certain area.
    Missions may contain story or dialogue choices that affect the way the mission plays out.

    Types of mission

      • Scenario case: Missions which will advance the story of the game.
      • Ordinary case: Optional missions which can be infinitely replayed. These do not advance the story but often contain some story content to flesh out the game world.
      • Violent case: Optional missions larger in scale than ordinary cases and which involves more epic grade units and boss units.
      • Requested case: Between missions, you may accept personal requests from NPCs, which will appear as optional objectives in regular missions.

    Combat

    Combat takes place on square grid-based maps viewed from a top down perspective. Units take turns to act and are given 2 action points to spend on movement, combat abilities, support abilities, or item abilities.

    Turn order is determined by each unit's action time. Action time is based on a unit's speed stat, combined with the cast delay of their actions in their previous turn. Units are able to influence the turn order by increasing or decreasing their (or other units') action time through various active and passive abilities.

    When attacking an enemy unit, hit chance and damage are calculated based on both units' stats and abilites, as well as environmental factors and present cover. Defending units may block an incoming hit for reduced damage, attacking units may score a critical hit for bonus damage.

    Sometimes, attack abilities will interact with environmental factors to produce a 'chain effect'. Units pushed back into a wall will be stunned by the collision, units that are flashbanged in pitch black rooms will be left unable to tell friend from foe, etc.

    By defeating enemies, units earn experience points, which will increase their overall level as well as their class-specific level. Bonus experience points can be earned through one-hit KO-ing or overkilling an enemy unit. A portion of a unit's earned experience will be shared with its allies.

    Unit customisation

    Classes

    Each unit will have their own class which will determine their stats, ability slots and mastery slots. By levelling up a class, class-specific masteries and new abilities may be unlocked. Characters may freely swap between their unlocked classes and (unlike class-specific masteries) abilities that are unlocked by playing one class may be equipped by the character regardless of their currently selected class.

    Masteries

    Each unit has their own mastery board, upon which masteries can be equipped. Mastery effects range from simple stat bonuses (e.g. '+5% hit chance'), to more complex effects (e.g. 'when hit by an enemy unit, move 2 tiles towards said unit and increase your attack power by 50% until your next attack for a maximum of 4 stacks') and can even add new abilities to a unit.
    Masteries can be earned through battle or by researching them. By equipping certain masteries on the same unit at the same time, hidden mastery sets may be unlocked which will grant additional effects.

    Abilities

    Each unit will have access to their own unique attack and support abilities. Through levelling up each class available to a unit, additional abilities will be unlocked. A character's ability slots are limited, however, so choices have to be made about which abilities to equip.

    Equipment

    Characters will be equipped with weapons, armour, and tools such as potions or gadgets. This equipment can be earned through battle, bought from a shop, or crafted from a workbench. At a workbench, equipment may also be upgraded or broken down into materials.
    Besides rarity, weapons and armour will also have a quality grade. The effects of the quality grade are partially randomised so that even weapons and armour of the same type, rarity, and quality grade may offer different stat bonuses.

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