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KickStarter Serpent in the Staglands Pre-Release Thread

Crooked Bee

(no longer) a wide-wandering bee
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Codex 2013 Codex 2014 PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire MCA Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Pillars of Eternity 2: Deadfire

Shadowfang

Arcane
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Aug 27, 2009
Messages
2,043
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Road to Arnika
Shadorwun: Hong Kong BattleTech
Wow the combat is awesome!
I just had the most engaging fight.

While traveling through the map, my party of 3 was ambushed by 5 witches.
My caster managed to keep 3 of them at bay by casting festering ooze at their feet, while i engaged the other two with my fighters.
I thought i was going to lose my main because they kept targeting him foul creep.
In the end my party was rewarded with level ups. =D

I can't remeber the last time i was this excited with a fight in a rpg.
 

agris

Arcane
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Apr 16, 2004
Messages
6,927
Wow the combat is awesome!
I just had the most engaging fight.

While traveling through the map, my party of 3 was ambushed by 5 witches.
My caster managed to keep 3 of them at bay by casting festering ooze at their feet, while i engaged the other two with my fighters.
I thought i was going to lose my main because they kept targeting him foul creep.
In the end my party was rewarded with level ups. =D

I can't remeber the last time i was this excited with a fight in a rpg.
Fight your way out of the Humans Policlub as an Adept on Very Hard.
 

Shadowfang

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Road to Arnika
Shadorwun: Hong Kong BattleTech
Beta updated to 1.3!
Beta 1.3 fixes:


Skills / Spells
  • Skill: Explosive Elixer weapon usage limited to vials
  • Skill: Warcry stat buff reduces properly when duration ends
  • Skill: Shield Mastery interaction with inventory equipped shields corrected
  • Skill: Quick Draw buff name updated in character sheet when activated
  • Spell: Arcane Shield now goes away properly when duration ends
  • Skills: Various fixes across the board for stacking skills and item integration
UI
  • Updated quip/gamefield floating text to be more readable
  • Quickbooks in HUD more distinguishable, easier to know which one to select
  • Quickbooks visually go away when in use
  • Resolution optimized for any screen size, (will be updated with 1x scale for tiny screens and 4x+ for massive)
  • A select few unique characters have clickable region be entire body instead of just selection circle
  • Fixed a select number of environmental quips to show properly
  • Removed moving during minimap viewing (to be looked into later)
  • Journal now has easier to use scroll-dragging for both notes and recent conversations
  • Loading screen more onward-y
  • Skill text updates properly when adding a point (immediately)
  • Journal screen close button over a pixel
  • Auto-pupulated Skill book text from last selected skill no longer present (occurred when having come immediately from spell book)
  • Variety of dialogue tweaks
  • World-Map exit cursor different from Map-to-Map cursor
  • Cannot talk to characters that are busy or are trying to talk to you (cursor to reflect this)
  • Initial conversation with Erlein keep first character’s name to talk to, instead of changing to follow-up generated characters
  • Merchant/Inventory screen more evident area for Emerald count
  • Cursor auto-changing to map change when hovering over it removed, atk cursor takes precedent
  • Books/Item-submenus have back button to go back to inventory, not just exit
Gameplay
  • Enemies and NPCs check combat states more often, ends more quickly
  • Characters on different maps-within-maps don’t react to actions if they aren’t on the specific maps (for example if a group of characters are attacking or moving on level 1 of a cave, characters on level 2 won’t react to their commands, even if selected, because they can’t reach them)
  • Characters give each other a little personal space when attacking, no longer overlap sprites
  • Arrows and other consumable stacks reduce properly
  • Bandits and other humanoid enemies do more damage (as much as weapons & stats), now have some skills, and item-modifiers from what they have equipped. Other creatures also amped up.
  • Ringmail armor attack speed ailment, fixed missing animation
  • Wands cast speed buff fixed
  • cannot use quick-inventory HUD items in dialogue
  • Barrels selection area updated to be entire sprite area
  • Barrels selected to break will force the character to melee atk it (even with ranged weapons)
  • Sap-Barrels causing double-slowed ailment
  • Fixed a number of issues with poor Catalina
  • Removed evil doppelgänger Catalina (thanks Harry!)
  • Ionel’s dialogue changed to reflect actual state of dresser upstairs, that liar
  • Merchants sometimes removing listed items if spammed too quickly
  • Iolanda and some other NPCs with crossbows will no longer fire elixirs out of them (regrettably)
  • Children no longer use hand-axes as weapons
  • Fog of war and wind-bushes shader issues fixed
  • Misnamed inventory item art fixed, severed ears and certain gems show up properly
  • Jail doors now collapse like other tall walls when close enough, able to see trapped Native
  • Getting stuck by ramming into corners in the overworld map
  • Able to hover/travel properly while traveling on overworld map
  • Stairs/ Map-within-Map travel faster, no fade-in/out
  • Lumen forten rune-book animating properly
  • Inventory optimization for stackable items
  • Leather 2 armor set graphical anomalies removed, cleaner
Combat
  • Idling and walking around enemies won’t break their animation, and they’ll continue to atk idle properly
  • If manually selecting attack cursor, certain situations would cause it not to go back to a listening state.
  • Casting a spell and immediately clicking on a barrel no longer breaks casting character
  • Combat breaking situations due to targeting issues corrected
  • Combat breaking due to wrong stats on inventory items now fixed
  • Casting a spell like Blood Cocoon on companion and following them around could lead to breaking caster states, fixed

Loading/Saving (continuing to be looked into)
  • Loss of levels/stat points should be fixed
  • scene loading fixes for character info
  • quick slots not loading correctly should be fixed
  • items saving/loading on new scenes should be fixed
 

Shadowfang

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Road to Arnika
Shadorwun: Hong Kong BattleTech
Whalenought_Joe will you end up putting the beta up on steam?
I don't think they will. They said this on a codex interview:

For Serpent in the Staglands, we’re going with a closed beta from our Kickstarter community. We want to reward them for supporting us early and are excited to have a group of people who are already enthusiastic about offering critique and suggestions.

We’re aiming firstly to get on GoG, both because we love their site and to support the DRM-free distribution of games. We’ll be using Greenlight thereafter to also try to get on Steam! We think early access can certainly be beneficial for some developers, but believe our narrative-driven game is best experienced in its finished form for players to engross themselves in, so we will be sticking with closed beta testing. We’ll definitely be sharing updates throughout the rest of the development process though!
 

ERYFKRAD

Barbarian
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Strap Yourselves In Serpent in the Staglands Shadorwun: Hong Kong Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
No two-handers until an expansion, it seems.

My dreams of LARPing a lachovinian barbarian are undone. :negative:

I'm glad I backed this game though.
 

Shadowfang

Arcane
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Aug 27, 2009
Messages
2,043
Location
Road to Arnika
Shadorwun: Hong Kong BattleTech
No two-handers until an expansion, it seems.

My dreams of LARPing a lachovinian barbarian are undone. :negative:

I'm glad I backed this game though.
What a shame, it would be a no brainer to use with Reckless Offense.
Taratorith bowmen with woodwise is the way to go anyway. :cool:
 

ERYFKRAD

Barbarian
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Joined
Sep 25, 2012
Messages
29,890
Strap Yourselves In Serpent in the Staglands Shadorwun: Hong Kong Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
No two-handers until an expansion, it seems.

My dreams of LARPing a lachovinian barbarian are undone. :negative:

I'm glad I backed this game though.
What a shame, it would be a no brainer to use with Reckless Offense.
Taratorith bowmen with woodwise is the way to go anyway. :cool:
Yeah, Joe's explanation was that drawing thousands of frames for all armours is a lot of work. And I'd rather see this game out first so these guys can get their coffee funds.
 

Shadowfang

Arcane
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Aug 27, 2009
Messages
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Road to Arnika
Shadorwun: Hong Kong BattleTech
I wouldn't mind if they decide to delay the release even further.
The game has such a great atmosphere it would be a shame if it doesn't get the amount of polish it deserves.
 

Villagkouras

Arcane
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Jul 3, 2014
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Greece
Any estimations on how many hours does it take to finish it?

I don't know why but I'm very hyped for this game.
 

haraw

Educated
Joined
Nov 13, 2008
Messages
97

  • Minimum:
    • OS: Windows XP +
    • Processor: 2.6 GHz Pentium IV or equivalent AMD Athlon processor
    • Memory: 4 GB RAM
    • Graphics: 512 MB +
    • DirectX: Version 9.0
    • Hard Drive: 23 GB available space

Are these the right requirements? Seems like I can't get to enjoy this game for a while.
 

Whalenought_Joe

Whalenought Studios
Developer
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Apr 11, 2014
Messages
215
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Nosgoth
Whalenought_Joe No Steam Early Access, then?

We considered it early on when we were originally signing up for Greenlight, but since we already had beta testers from the Kickstarter and were continuing to get more through our site, we thought it would be a little disingenuous to open that up to the public. The Early Access game reputation also isn't that alluring, we'd like to just release a complete product. Would have been nice for some more eyes and cash in the meantime though.

Are these the right requirements? Seems like I can't get to enjoy this game for a while.

Absolutely not - especially the Hard Drive space available. I just updated that down to 3 GB for Windows like it is in the other OSes. That would yet be on the very high-end of what it will end up being, even with the expansion (our assets are pretty small and optimized). The rest is still guesswork at this point but there will be a Demo available for all the OSes to check out if it works. I'll ask the beta folks if they have any low-end systems and see what we can find for it to make it more accurate in the meantime.

Any estimations on how many hours does it take to finish it?

I don't know why but I'm very hyped for this game.

Thanks! It has the scale of something like Fallout 1, but is open-ended in the same way. If you complete it once you'll know where that end is and can merrily attempt to walk over to it under leveled and without any communicative ammuniation. Your choices and discoveries filter it however, rather than unlocking it for more options, so there is some story focused replayability that way as well.
 

Whalenought_Joe

Whalenought Studios
Developer
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Apr 11, 2014
Messages
215
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Nosgoth
For those of you who I messaged previously about the beta, if you would like to continue getting updates PM me your email and I'll distribute the next (imminent) build to you through that. The patch system needed some tweaks, so we're just sending this one through an email again (hopefully the last time). There's some big overhauls in the new version and we'd always appreciate more feedback (more info on what exactly in our latest Kickstarter update).

KS update, patch info near bottom:
https://www.kickstarter.com/projects/1649838104/serpent-in-the-staglands/posts/1090051
 

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