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KickStarter Stoneshard - open world roguelike RPG - now available on Early Access

Kalarion

Serial Ratist
Patron
Joined
Jan 30, 2015
Messages
1,008
Location
San Antonio, TX
Strap Yourselves In Codex Year of the Donut Shadorwun: Hong Kong BattleTech Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I helped put crap in Monomyth
I just finished killing the troll. I enjoyed it, I'm looking forward to the full release. But I'll probably put it down for a couple months at least. Some thoughts:
- overworld map tiles are way too large. They end up being boring slogs with no interesting content. Crossing more then one or two tiles is painful. With the current content density tiles should be no more than 25x25. If more content is added per tile (rather than just one point of interest on a given tile), maybe the size could be justified.
- enemies don't scale. Fuck yeah. Very satisfying to go back to old dungeons and absolutely slaughter the inhabitants. Conversely it's nice to go into a dungeon and get raped, either because the enemies inside are just manlier than you are or because you underestimated how much noise you were making and got swarmed by a dozen mobs from four different rooms. Killing my first Wraith with my sword and board gal was the best moment of the game for me.
- each character getting unique starting items was nice. I hope there's an option in the full game to upgrade them somehow, I was very attached to Der Vyrne's chestplate and sword and was sad to put them away. Maybe a personal quest or something.
- differentiation between skill trees felt okay. It was obvious some of them were created earlier then others. But I could feel the difference between, say, sword and board and dual wielding axes. I didn't mess with magic.
- attributes don't have a big enough impact, as moraes says. All of them affect multiple stats, so all are theoretically desirable. But they just don't give enough of an oomph for me to care much one way or the other, which is a shame in a game like this where points are pretty scarce (2 points per level, no other way to raise them).
- enjoyed managing character health, especially in earlier levels (1-8 or so) where there aren't a lot of options for dealing with pain thresholds and limb injuries are deadly.
- contracts and tasks could do with giving less money, and giving some experience. Tasks should have item rewards (contracts already give faction so no need to add items as well). Finding 5 iron ingots and just getting a pittance in gold was upsetting.

All in all, as I said, I had a lot of fun. Maybe I'll try a different character type when the patch comes out on Christmas.
 
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Wayfinder

Ink Stains Games
Developer
Joined
May 31, 2017
Messages
30
dev keeps negging me with participation awards smh
I'm sorry lol, it didn't look like a negative award at all. But I guess I'm just not very familiar with this forum.

I just logged in and was surprised to see our updates being consistently reposted so I decided to give it as a token of appreciation.
 

Ezeekiel

Liturgist
Joined
Dec 19, 2016
Messages
1,783
Weird. Working for me now, too.

Oh well, time to make a pollaxe or halberd (I assume the halberds got moved to the two handed axe tree now?) build.
 

Darth Canoli

Arcane
Joined
Jun 8, 2018
Messages
5,737
Location
Perched on a tree
By the way, what do we know about mod support?
Would be great if someone modded food/water out, at the very least, or even most of the debuff management.
 

Ezeekiel

Liturgist
Joined
Dec 19, 2016
Messages
1,783
By the way, what do we know about mod support?
Would be great if someone modded food/water out, at the very least, or even most of the debuff management.
Well, bad news... They seem to have made modding more awkward by removing the easily-edited .csv files with all the item stats, quest stats, skills etc.
Haven't found out where the data is now, yet.

Wonder why they changed this. I'm not sure I want to play through the entire early game grind yet again before full release just to test the new items and skills tbh.
 

Ezeekiel

Liturgist
Joined
Dec 19, 2016
Messages
1,783
Ah, they seem to have forgotten to get the merchants to stack the new 2h weapons (edit: at least if you continue an old save, not sure about new game... Though I didn't see any in the one ng I started either) and are uploading a hotfix in a few hours, according to the steam forums...

Probably better to wait before playing this until the usual post-patch hotfix cycle is complete ;)
 
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Ezeekiel

Liturgist
Joined
Dec 19, 2016
Messages
1,783
Another hotfix out

https://store.steampowered.com/news/app/625960/view/2922238782442166851

  • Archers no longer shoot from the FOG.
  • Traps are no longer repaired when picked up.
  • Added unique effects to different berry types.
  • Increased caltrops damage.
  • - Fixed “Mighty Kick” not applying Stagger upon failing to Knock its target back. Removed the Cooldown reset upon failing to Knock back.
  • Replaced the Wraith Warrior’s “Seize the Initiative” with “Cleaving Strike”.
  • Increased the damage penalty to “Impaling Lunge'' against Immobilized enemies to 33%. “Impaling Lunge” can no longer apply Immobilization to already Immobilized enemies.
  • Reduced Vomiting chance and Daze/Stun Chances for Hornet Honey and Al’qud aftermathes.
  • Fixed enemies not using “Mighty Swing” properly.
  • Fixed “Bad Trip” triggering incorrectly when combining drugs or using multiple alcohol items.
  • Numerous balance changes to new weapons and the two-handed axes skill tree.
  • Fixed the incorrect chances for disarming traps.
  • The Wraith Warrior and Wraith Seer can no longer activate traps.
  • Fixed Dual Wielding treatises unlocking wrong skills.
  • Dual Wielding treatises are now correctly numbered.
  • Removed the increase to Fumble Chance when staying in smoke or poison clouds.
  • Fixed certain new items not being sold by merchants.
  • Various visual fixes.
  • Centering camera on the character upon opening a menu is now an option in the settings.
  • Restored the old button order for “Prologue” and “Adventure”.
  • Fixed the “Wetness” effect not working correctly.
  • Removed the possibility of throwing equipped cursed items.
  • Fixed the bug causing the loss of control over the character after moving to another location.
  • Removed the “Load Save” button when dying in Permadeath mode.
  • Corpses unsuitable for harvesting are no longer highlighted when using “Skinning”.
  • Added a tooltip to “Skinning” about it requiring a suitable weapon.
  • Fixed the crash occurring when throwing away certain types of rotten berries.
  • Numerous text fixes
 
Last edited by a moderator:
Joined
Dec 13, 2016
Messages
280
I still can't wrap my head around why they've shoehorned the book-based-skilltree unlocking system into the game, you already have a very good base system for skillpoints:
  • Current content sort of ends at level 8 ~ 11, giving you around an average of 11 skillpoints, enough to choose a "main" skilltree and potentially a "secondary" skilltree
  • Every skill is 1 level and you generally get 1 skillpoint per level, meaning that every allocation matters and wasting points getting skills you don't need to get a high tier skill in another category really hurts your character
and then there's the books:
  • RNG based drop/loot/sold items that unlock tiers of skilltrees, enjoy getting unlucky and playing tier I geomancy up to level 5, retard
For what reason?
I know a few people would want to argue that they stop you from tunnel visioning to the end of a skilltree and becoming godmegadethXxX, but that's a huge load of shit considering my most recent character found 3 different III Treaties in babies first dungeon less than 5 minutes in.
 

kreight

Guest
The dude in Manshire sells a whole library of skillbooks. Get what you need.
 

Harthwain

Magister
Joined
Dec 13, 2019
Messages
5,419
For what reason?
I know a few people would want to argue that they stop you from tunnel visioning to the end of a skilltree and becoming godmegadethXxX, but that's a huge load of shit considering my most recent character found 3 different III Treaties in babies first dungeon less than 5 minutes in.
From Devlog: Skill System:

By the way, you won't be able to get to the top tier skills right on level six: most high tier abilities need to be unlocked first. Find a certain mentor or read a treatise to do so.
The purpose of this is obvious: on one hand it limits the sheer availability of skills from the get-go (you need money to buy exactly what you need), while at the same time providing the player with a chance to access some skills by the virtue of RNG, thereby giving the option to shake up his build a little.
 
Joined
Dec 13, 2016
Messages
280
Wouldn't be an issue if he was in the starting town or available pre-3 contracts (possibly even with higher monetary requirements compared to the Manshire variation and only selling tier I and II?), because some skilltrees REALLY blow ass before tier II to the point where I wouldn't mind doing the first contract and some smaller side tasks and pooling all of my money into buying a II treatise instead of consumables/equipment.

On an alternate subject:
Here's hoping they really deliver on that AI rework
IoqFYOR.gif

The AI, similar to the developers, completely forgot that ranged/magic combat exists.
 

Fenix

Arcane
Vatnik
Joined
Jul 18, 2015
Messages
6,551
Location
Russia atchoum!
Watching how streamlers suffer with reloading the game, trying to generate best gear, why not have option to get that gear with higer chances?
Like you pay merchant for higher probablility of shipment with cathergory or even the precise weapon.
Maybe this option shouldn't be accessible just liek that, maybe you ned to do quest or something for that.
I think many would just pay like 5-10K to eliminate savescumming a bit.
 

Kalarion

Serial Ratist
Patron
Joined
Jan 30, 2015
Messages
1,008
Location
San Antonio, TX
Strap Yourselves In Codex Year of the Donut Shadorwun: Hong Kong BattleTech Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I helped put crap in Monomyth
Personally I don't see the problem. Merchant stocks refill daily, I never felt pressured to save scum inventories. I was perfectly happy to go through 2/3s of the content with my starting sword, I didn't upgrade until I bought a (natural) Katzbalger in Mannshire. The only time I started save scumming was after beating the Troll, because I was curious what stuff was available at max faction. I didn't plan to keep playing at that point so didn't mind scumming to see.

Same with skills. I knew exactly what I was going to concentrate on within a couple hours, theoretically a disaster if RNG didn't favor me with the right books. But even before the book dude was put in this patch, I never felt stifled due to having to wait a level or two worth of time to get the books I needed. And the pawn shop dude in both towns kept a large enough stock of randos that I could comfortably wait a day or two (doing, say, minor contracts) for what I needed to appear.
 
Self-Ejected

underground nymph

I care not!
Patron
Joined
Jun 9, 2019
Messages
1,252
Strap Yourselves In
The visual style of this game is great. Though just watched the fight with Archon and... the combat is pointless if i don’t miss something. The Archon’s special abilities are highlighted so you can easily evade them. The guy killed him with no efforts at all not losing any of the hp. Archon literally couldn’t hit him once. If that is how combat works I’m afraid this is a deal breaker for me, which is sad.
 

Harthwain

Magister
Joined
Dec 13, 2019
Messages
5,419
The visual style of this game is great. Though just watched the fight with Archon and... the combat is pointless if i don’t miss something. The Archon’s special abilities are highlighted so you can easily evade them. The guy killed him with no efforts at all not losing any of the hp. Archon literally couldn’t hit him once. If that is how combat works I’m afraid this is a deal breaker for me, which is sad.
It looks easy when you know exactly what you have to do and how to prepare for it. I died many times fighting the Archon and I killed him a few times (in the demo).
 
Joined
Dec 13, 2016
Messages
280
The Prologue fight looks easy because the fight is easy.
Everyone I know who has played this game at least once has mopped the floor with the demo/prologue fight in their first go and then gone ahead and died to the first/second bandit camp in the "full" version of the game.
 

Abu Antar

Turn-based Poster
Patron
Joined
Jan 19, 2014
Messages
14,194
Enjoy the Revolution! Another revolution around the sun that is. Shadorwun: Hong Kong Divinity: Original Sin 2 Pillars of Eternity 2: Deadfire Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Hotfix 0.6.1.6 - Changelog
  • Fixed enemies opening quest doors.
  • Fixed an issue in the algorithm for alarm accumulation from noise (enemies no longer react to it as fast as they used to).
  • Multiple changes to some enemy abilities’ usage algorithms.
  • Fixed Daze Chance from “Earthquake” not taking Control Resistance into account.
  • Fixed “Elusiveness” not working against enemy skills.
  • Fixed the Experience exploit with disarming claw traps.
  • Fixed AoE zones applying their effects to the Troll multiple times per turn.
  • Fixed the incorrect information on associated Attributes in new stances’ descriptions.
  • Fixed Injuries persisting after sleeping even if body parts are not damaged.
  • Fixed the Troll being able to attack while being affected by both Burning and Regeneration.
  • Fixed “Right on Target” not working with new skill trees’ abilities.
  • Fixed “Danse Macabre” not reducing enemies’ stats.
  • Fixed “Coup de Grace” dealing incorrect damage.
  • “Tormenting Swings” now only triggers on critical hits, as stated in its description.
  • Fixed the incorrect base value of Armor Penetration (was -5% instead of 0%).
  • Fixed certain stats being calculated incorrectly while dual wielding.
  • Fixed the inability of switching to another Tactic while low on Energy.
  • Fixed the log message for enemies disarming traps.
  • Fixed the log message for gathering berries.
  • The effects of “Stagger” are now twice as weak. Its maximum duration is now 1 turn.
  • Shouting now generates less noise.
  • Reduced some of the Troll’s resistances and Knockback Chance, increased its Health.
  • Increased the chance of disarming claw traps.
  • The Restless and Ghasts now have 100% Bleed Resistance.
  • Reduced damage from weapon throwing by 25%.
  • Enemy archers now drop their melee weapons on death.
  • Added Ranged Weapons treatises to Unar the Scribe’s stock.
  • Throwing now generates less noise.
  • Landing an arrow near enemies now raises their alarm level.
  • Resurrected enemies can no longer be seen through the fog of war.
  • Enemies can now also miss when using “Fire Barrage”.
  • Enemies can no longer retreat while Immobilized.
  • Wraiths now become aggressive on the same turn as they appear from their sarcophagus.
  • Enemies will no longer cast “Sacrificial Blood” on themselves.
  • Using medical consumables now stops the character’s movement.
  • Fixed the Beastslayer’s corpse sprite being displayed incorrectly.
  • Fixed grip visuals for some axes.
  • Numerous visual fixes.
  • Numerous text fixes.
 

Jedi Exile

Arcanum
Patron
Joined
Oct 10, 2010
Messages
1,179
Project: Eternity Shadorwun: Hong Kong
I've finally finished the prologue and decided to buy the game. Damn it's really good! However, with the current save system, it will take maybe another year for me to finish it.
 

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