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GRIMOIRE has arrived
Posted 18 August 2017 - 05:58 PM
"Grimoire is unbalanced. It has suffered from piecemeal editing of monsters without the global overview being present for years. These issues will be ironed out in V2 where whole genera of monstrum will be gauged incrementally and adjustments made to them to reflect their level and context. At present you have some fights that are way too hard for too little XP. I just have not tightened this up yet with so much else to do. It will be straightened out shortly after it is ascertained there are no serious bugs left in the game. We are almost to that stage now. There are incredible items in the game - but you will almost never find anything spectacular in the regular supermixer chests. They are designed to be rather blah and generic. The incredible stuff you have to hunt for and often like Caliburnus they won't be found in a chest. The items in the supermixer chests are to give your party average equipment and supplies of average magic items."
Posted 18 August 2017 - 07:31 PM
Progressed a fair bit now, well into what I think might be the mid-game. The party's now a pretty well oiled system, though very rudimentary and no doubt incapable of cutting it in higher difficulties. The exploration and puzzles are good, so that's actually been the main draw so far. It's weird; the game frequently breaks fourth wall, doesn't feature a huge amount of NPCs, but there's a certain efficiency and harmony in what is there so that each area and each new bit of lore sets the tone very effectively. You just never find yourself wondering what this quest or piece of dialogue or whatnot is doing here.
And then, of course, someone tells you about something named the Psychopomp...
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