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mat22

Initiates
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About mat22

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  1. Where did you read this? Twitter. There was a question under the Tools Preview post they answered to.
  2. "...beside importing 2D images for new objects, terrain types and decals, we'll offer a tool that imports .FBX files for 3D objects/characters - including animations. Additional SFXs and music can be easily added as .WAV or .MP3. Our particle editor allows to add new Spell FXs." That's impressive!
  3. Seems great what they confirmed so far and i really like: - turn based combat (they confirmed on their forum that there is already a speed up button implemented if it feels too slow and they also implemented an interesting minion-grouping system where all smaller enemies with the same initiative result moves the same time - to avoid issues like infitive hours of wolf attacks in fallout) and hexagon based combat maps - they use 3.5 (becasue of open licence) but forming it in their own way to avoid some balance issues, add more unique mechanizms. i think that system is all right and not really exploited yet in turn based format. For magic, devs said inredients will need to be used which is freshing up the whole OP magic thing a little bit - The devs showed the game at GC in August and core mechanizms seemed to be already in place that time (there is even a promising gameplay review about it) . The reason is that is partly that they already had assets from earlier projects so now they can be focusing on the writing/gameplay elements in more detail now with KS. - they are thinking in deep system-customization and thats a good thing. In the Campaign description they expressed that they will share the EXACT same Editor which they are currently using to make the game (already during BETA). On the forum the devs empahsised that IF they see they dont have time/resources to include some cool idea the community already express their need for (like the hero's own castle/house/tavern, extra races, classes, weapons, deep crafting and even whole adventures) they at least want to implement a way to do it, so modders can easily add that/extend on it. they confirmed they have a pretty strong engine for that. - they are "copying" Planescape Torments' type of dialogue system which i heard from other devs that its one of the (if not only) best ever - about the main story they said they dont want a rushy main quest. im okay with that, a little bit tired of rushing/super epic-seem main quests... it should be interesting sure (which is not equal with super epic) but should not rush you from the beginning. - like that you can interact with every item visible (even with spells like Telekinesis!), which is a good base for puzzles and adds to the immersion - you can create the party from scretch from the start if you want (also you can start with only one hero and recruit others later). I wonder if there would be banters and scripted companion interactions we will see. - adventuring on the map seems amazing and dynamic. To me, it has a little Heroes vibe. Love the shipping part as well and that there will be no "random encounters" but moving monsters/travellers/traders with travel schedules/habits. also camping seems interesting with a system decribed as similar to the one in pathfinder KM(but with some unique additions for example sleeping in armor would make the character not rested at all and similar) Also they are aiming to make it responsive to players choices: "If the player destroys a monster lair, or drives bandits out of a fortress, no more wandering enemy groups will spawn from these places. Some quests might even change the function a location has on the world map: an impoverished noble has tasked you to drive out the band of outlaws that has occupied his castle, and if you succeed at his quest, the area around the castle will be patrolled by troops loyal to this nobleman and merchants will now travel to the castle and sell their goods there." - cough " Teleport spells will be there; in dungeons/level/combats as well as on the worldmap (Greater Teleport)." - i agree with their point of view about loot system: "As for hand-placed content, yes, in locations like towns and dungeons everything is hand-placed: encounters, loot, puzzles etc. You won't find generic random loot of a +1 sword, a couple of gold coins and a wooden bowl in a chest at the end of the dungeon, like it often happens in games with randomized loot. Instead, you'll find a unique weapon with interesting magic effects and a history. We find hand-placed encounters and loot to be much more satisfying than randomized ones." - i like the "use your brain a little and connect the dots" style of journal system they shared in the journal update. - day/night schedule and NPC schedules. "Our NPCs aren’t just static quest dispensers, either. They have their own lives, setting off to work in the morning, having a beer at the tavern in the evening, and locking their doors to sleep safely at night. And not every NPC does the same things every day – most workers will stay at home during the night, and a tavern enthusiast may drink at a different venue every night. The alchemist goes out to gather new ingredients once a week." - skill-check approach (they avoid RNG here to enhance tactical character planning): " The skill checks in our game are deterministic, otherwise people would just reload the game and try again. A char at the 2nd rank in "Sense Motive" always succeeds when talking to regular people but will always fail when talking with someone that has a higher rank in it (or succeeds in his opposing, deterministic skill check). We always have one leading character (who initiates the dialogue) and the dialogue partner mostly reacts only to him/her... but the NPC can react to party members as well which could result into different outcomes. So, sometimes it's better to approach the NPC without your party (just leave them 5 meter away), e.g. talking to the dwarven blacksmith with your dwarf but leave the elfish party member out of sight :)" - necromancy approach, they confirmed some crucial questions already: "In our game, necromancy turns regular dead creatures to the undead/zombie versions of those. For example, a dead bear returns as dire bear with changed visual appearance, stats and portrait." - they are thinking of a DM mode to implement after release already if the game is sucessful (like Larian did). That would be cool! I just think they are indeed ticking the right boxes. They said there will be more detailed updates incoming so im looking forward to the rest of their KS campaign
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