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Dungeon Lords Delayed


Logan

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Dear all,

 

Thank you for your continous support and contribution to the community.

 

Today we would like to announce that the release date of Dungeon Lords has been postponed to Mid May 2005.

We apologize for the delay and will inform you of a new precise date shortly.

 

Best Regards

Typhoon  Link

 

I got a little interested in this game and was checking out the forum over there, it urns out that they released a demo in late march that was a buggy mess. The developers have been bug fixing and have a list of fixes completed since the demo release. It seems they are pushing back the release to have a higher quality product. Sounds like either sound development or good publisher decision making. In any case, this is one few soon to be released games that I might buy. With the action-oriented combat it sounds a little like Jade Empire but in a classic fantasy/D&D setting with probably a weaker story than JE, too bad I can't play JE, my gaming is limited to the PC.

 

Anyone else interesteed in Dungeon Lords?

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Guys,

 

Already made tons of changes to the game from what you guys know. I am really really feeling positive about them after playing yesterday. We will continue to make improvements based on your feedback beyond those I list here.

 

Class Skill Cost, and Balancing - This is getting rock solid! Character Skill costs are higher, but large discounts are given to each class in their primary skills. A fighter CAN STILL train arcane magic, its just wicked expensive.

 

Starting Class Gear - We've balanced the starting class gear (which is way less than what you guys got to test in the demo). Here's what starting classes get.

 

Fighter - Small Shield, Leather Armor Torso, Footman's Helm, Short Sword

 

Mage - Wooden Staff, 2X Shrieking Star (which has been improved) and 2X freezing touch (which is AWESOME)

 

Adept - Small Shield, Small Mace, Crystal of Healing, Crystal of Pacify

 

Thief - Dagger, Throwing Dagger (AWESOME starting ranged weapon), Lockpicks

 

Magic Distribution Change - Spellbooks and Star Crystals will no longer act as mere "ammo". They will still give you +1 to your max in that spell and +1 charge.

 

Spellbooks/Crystals will be more rare, the one charge will give you a quick taste of the spell to use, and the boost to your max becomes a tiny character upgrade. To recover your spells to max, the players can rest at a campfire (see Camping). I am reaaaally like this aspect, as you can camp, fill your magic, and then you must use it judiciously over the course of a dungeon and will have to try and save some up for the boss...

 

Nether Magic - Katals have been added to the monsters (all the crazy ingredients currently residing in your Nether Inventory). Its VERY cool collecting bat wings and dead man's hair from fallen monsters and using them to mix fear spells.

 

Availiable Actions/Tied to Skills - You do not get the Advanced Strikes (Spinaround moves, super chops, impales etc.) until you achieve level 5 in the corresponding weapon skill. This allows players to become accustomed to the standard combat first as well as making them earn the more powerful moves (if you have level 1 light weapons, you just shouldn't be able to do a 360 spin that hits all the monsters)

 

The evasive moves will be given to the player as he advances his athletics skill. (Leap at level 1, Forward roll at level 2, siderolls at level 3, backflip at 4)

Thief classes get a hefty discount to athletics.

 

Nobody will start with Ninjutsu. You'll have to attain a dojo class to receive that skill.

 

Camping is In! You can now camp at campsites to rest, heal, and refill your magic. Camping also passes time, so you can wait and travel in the day if you wish.

 

Early Difficulty Balancing - New Monsters WILL NOT generate within X range of Simon.

 

Monster spawn balance starts off more gradual and then gets tougher over time. (the area out by the shacks is still tougher however).

 

Monsters along the obvious key path are weaker than monsters in the deep woods.

 

New Monsters WILL NOT generate within X range of Gate Guard. Makes it easier to notice and follow Scorch.

 

We NERFed ol' Scorch and his boys a bit so they are defeatable with the new starting equipment.

 

I think this will make the game MUCH more comfortable for new users, though we left the wilderness area (out toward the shacks) at the higher difficulty for people that are more skilled or have more playing experience.

 

There's probably more, but I'm at home and don't have the list in front of me... just wanted to update you on the progress and let you know the game is polishing up very quickly.

 

Hopefully you'll see all this sooner than later...

 

-CHUK

 

 

 

DL seems way too much like G2 :thumbsup:

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Anyone else interesteed in Dungeon Lords?

 

I wasn't very interested to begin with. I can't remember Bradley having thoroughly developed anything I liked, and his comments of how Dungeon Lords would be great for somewhat contrived reasons didn't really help. At this point, its gone off my radar permanently.

 

Combat RPG of 2004? Right.

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No, not interested. When I played the demo, the lighting/gamma was attrocious and the viewing angle is nerfed. I didn't detect any ability to zoom out to get a broader view of the area, and this really put me off.

 

Monsters *do* rush in, so it's a clickfest like I thought it'll be. It's unfortunate. I've always loved the kind of micromanagement bradley championed in games. Looks like this game will be a no-go for me.

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Interested? Only a little..

 

http://forums.obsidianent.com/index.php?showtopic=470

 

The Dungeon Lords demo was an early press version that was released by Dreamcatcher (the publisher) and it was never really intended for the general audience. It's buggy, unbalanced and very unpolished. Also, a lot of features essential to the game weren't included in that demo. CHUK has promised a second demo to be released around the same time the game is released, but the cooperation between Heuristic Park (developers) and Dreamcatcher seem to be.. flawed, so we'll see what happens.

 

I just wish people didn't judge the game too heavily based on that demo, but I suspect the damage is already done. Personally, I didn't have any problems with the demo and have already preordered the game :ermm:

 

Ps. Also, I love how the development team over at Heuristic Park communicate with their fans. They've made a special list of features that we, the fans, wanted that have been implemented so far. And they update it regularly! I love it (even though my suggestions haven't made it in).

Swedes, go to: Spel2, for the latest game reviews in swedish!

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The Dungeon Lords demo was an early press version that was released by Dreamcatcher (the publisher) and it was never really intended for the general audience. It's buggy, unbalanced and very unpolished. Also, a lot of features essential to the game weren't included in that demo. CHUK has promised a second demo to be released around the same time the game is released, but the cooperation between Heuristic Park (developers) and Dreamcatcher seem to be.. flawed, so we'll see what happens.

I agree the damage is done. No matter how many times it

Life is like a clam. Years of filtering crap then some bastard cracks you open and scrapes you into its damned mouth, end of story.

- Steven Erikson

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I got a little interested in this game and was checking out the forum over there, it urns out that they released a demo in late march that was a buggy mess.

no, the "demo" was actually a press release that was leaked a year ago. waaaay before it was ready.

 

taks

comrade taks... just because.

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