1. Question: Why did you decide to make a roguelike and not a traditional rpg? It’s not easy to mix low barrier to entry, focus on story and voice-acting with hardcore nature of roguelikes.
2. Response: We love roguelikes for their complexity and freedom. Traditional rpgs are usually more restrictive in nature. There were a lot of tradition rpg released lately, but traditional roguelikes remain to be a niche genre with sparse releases. We would like to amend that.
3. Question: Wll there be different starting options? Or all players will start in the same position?
4. Response: You have to understand that Prologue (playable demo) is a separate story, not a part of a main game. It features a distinct story character and this is the reason why character generation is not available in Prologue. In the full version it would be possible to create a character choosing from various backgrounds and motivations. The start will be similar for every character – they are recruited by Warren – the protagonist of Prologue.
5. Question: Will there be different books and notes in the game containing stories and lore about the game world?
6. Answer: You can already find them in Prologue. The story will be told in various ways: through quests and dialogues, notes and books, environment. That doesn’t mean we are planning to overload players with vast amounts of made-up history and invented terminology like in POE. After all we a making roguelike, not a traditional rpg.
7. Question: Can actions of player affect the ending?
8. Response: Yes.
9. Question: Are you planning to improve user interface: adding the ability to autopickup items with ctrl+click, keyboard bindings, hotkeys for switching stances?
10. Response: Yes, we are planning to do this, but we didn’t have time to implement it in time for KS campaign start. We are planning to put a lot of work on usability after KS campaign.
11. Question: Will character be able to throw potions or use them in other way than drinking?
12. Response: Yes, we are planning to add potion throwing. We also planned to add ability to drench weapons in potions, but we are not sure about it at this moment.
13. Statement: My viewers though that equipment repair system is a bit casual.
14. Response: This system is temporary and will be changed in future. It is implemented in that way because in Prologue other ways of repair like crafting, caravan, smiths in towns are unavailable. The system in Prologue will either be scraped or changed to require some kind of reagents or materials to function.
15. Question: It takes a lot of turns to sort your inventory. I am no sure if this is intended mechanic, but it would be nice to have some kind of autosorting or add some type of “safe space” with no enemies nearby where player can sort their inventory without wasting turns.
I had a situation where I needed to pick up intoxication point but had to waste turns throwing stuff away from inventory to free space for the potion which lead to my death of intoxication..
16. We gave autosort feature a though. I think we need to implement a better algorithm which will take into account items properties and sizes. If we will find an optimal solution – we will implement it, but so far there is no getting rid of manual sorting of inventory. By the way, you can use items laying on the ground without putting them in the inventory first.
17. Question: I felt the lack of variety in traps types, for example poison darts, teleport traps, fire rooms and etc. All the things they have in DCSS.
18. Response: We have a lot of traps planned in future, but we decided not to make life too difficult for new players in Prologue. We will add more content after KS campaign.
19. Q: I would love to be able to use fire in more creative ways. For example I set a book on fire with magic (like in DCSS) – it burns and prevents monsters from passing through or makes them take damage if they stand on it. Or set tables on fire – the fire will spread on shelves and the whole room will burn! I guess game balance should also be taken into account.
Let’s talk about game’s balance. I (and some of my viewers) thought that 2-handed weapons are imbalanced. I don’t know yet if it’s a matter of character class or stats distribution, but it seems strange that a heavy armored character could also through fireballs around…
20. R: We are planning to implement advanced physics based interactions as well as destructibility of environments. As I previously mentioned, we couldn’t implement all the features we wanted in time for Prologue. Initially we had a very grand scope for our game, but at some moment we realized implementing everything will take too much time away from working on the main campaign.
Weapon balance and droprates are not finalized, their main function in Prologue is to showcase the content which is already there. A lot of skills are not in the right place at the moment. In the main game 2-handed weapon skill “Charge” will be tier 2 skill, and not tier 1 like In Prologue which will change the balance of 2-handed weapons. It looks fabulous and is interesting to use which is why we decided to give it to player in Prologue.
As far as magic goes, we haven’t really started working on it yet. What you see in Prologue is a very early work in progress version. We are planning to add items which will affect spellcasting. We don’t want to restrict magic to specific character classes, we want to encourage diversity of character build, the restrictions will be based on character level and equipment instead.
21. Q: Why can a character dual wied 2 bows or a bow and a sword at the same time?
22. R: You can also dualwield shields. It’s possible that the bows will be put into 2-handed weapon class, but it’s not guaranteed yet.
23. Q: I had a situation when a key vanished from my inventory, then I found another one and read its description. It says that keys are one time only. Is this intentional?
24. A: We are planning to redo doors/keys mechanics in the future.
It seems that a lot of people find it strange that keys are one-use only and fit every lock. When we designed that system we took into account what the player has very little inventory space and keys take place. We didn’t want player who decided to run 3 floor to go through a chore managing what key fits what door and made them into universal consumable items. ….
We might change the system so that only chests and special locks require keys, and doors are either picklocked or bashed.
25-26 – Again about keys, don’t want to translate.
27. Q: Can you lose a cursed weapon by breaking you arm?
28. A: Yes. It is possible. When character receives a grevious trauma to their arms they drop equipped weapons on the ground.