They have startet a Kickstarter. It has a whooping 11 mins Gameplay video in it. This might become one of the best CRPGs ever made. http://www.kickstarter.com/projects/...y-original-sin
Not sure if its already been posted, I used the search and didn't find anything.
Round based combat
Very interactive World (You can combine all sorts of things together)
Reminds a bit of a Pen&Paper Session
SDK ships with release
Multiplayer Coop up to 4 Players
Halloween Video (latest Video):
Divinity, as in the divinity where I become a fucking dragon again? Sign me up.
Hey, these fuckers are right here in Sacramento! I wonder if they have any stalkers yet?
I'm already intrigued by the Divinity series, and having it be a turn- and party-based rpg is pretty much an automatic backing from me.
whow, turn based? As in not like divinity2? as in ff7?
This looks pretty awesome.
Seems like they don't mind shaking up their gameplay for their series. Divine Divinity was a diablo clone. Divinity 2 was Elder Scrolls with zones. Now we're looking at retro Final Fantasy?
Don't think it's very FF-like, sure it's turn by turn but so are tons of games that don't have anything in common. The way they interacted with the environnement and turn by turn mechanics made me think more of like X-Com or similar games, just in obviously a completely different setting. In fact it strongly reminded me of another kickstarter project I saw a video of recently, the Shadowrun game. But it's coop and stuff so there's some differences, but still much closer to that or old RPGs on PC like Baldur's Gate, than FF.
Looked very interesting at least.
BG or DAO style gameplay is fine by me, but I'd still prefer Divinity III follow Divinity II's gameplay /shrug
Was Divinity 2 any good btw ?
Grab the Developer's Cut on Steam for 20 bucks, absolutely worth it.
There's also the Divinity Anthology for 30 which has Divinity 2 DC, Divine Divinity, and Beyond Divinity.
Last edited by Sean; 03-30-2013 at 01:39 AM.
Divinity 2 is worth 15~20 bucks. Pretty easy game but fun nonetheless.
I wonder if they're in a bit of a bad spot, in terms of money. This game has been announced quite a while ago and many months later they're having a kickstarter. Anyways, if somebody hasn't played Divinity II yet, make sure to get the Dragon Knights Saga version, it includes the addon and fixes a ton of issues the game had.
It sounds like the game is pretty much good to go for their release date, but they would like to add some more depth to the story line and more quests, thus the kickstarter. They've used their budget in making the game but want it to be larger, thus the kickstarter. They want a second design team adding more npcs, dialogue, quests, etc to make it an even richer world.
Fair enough, it could be BS. However, I like this industry model of asking for a little more money to finish the game through KS, than releasing a buggy, unfinished game and then patching it over the subsequent weeks/months after release to what it could/should have been just because the producers says you've hit budget and its good enough to release.
Without insider knowledge it's impossible to know whether they are being completely honest about their financial state. Tuco's position is glass half empty; Superhiro's position is glass half full. This is far from their first published game so I am inclined to give them the benefit of the doubt.
Kinda late on this deal, but there's 6.5 hours left as of right now:
Divinity Anthology - $10.19, Divine Divinity - $2.03, Beyond Divinity - $2.03, Divinity II: Developer's Cut - $6.79 - Steam Game Download
Steam Daily Deal:
Divinity Anthology - $10.19 - Includes 3 items: Divine Divinity, Beyond Divinity, Divinity II: Developer's Cut
Divine Divinity - $2.03
Beyond Divinity - $2.03
Divinity II: Developer's Cut - $6.79
Their Kickstarter reached its goal and still has over 2 weeks go. They have had 10 updates since they started, some changes to some of the pledge rewards, and added stretch goals a bit ago.
linking again for convenience
As a heads up for anyone that backed original sin at the $40 level, you should have an invite to the dragon commander beta.
Dragon Commander is their non-kickstarter game that is coming out in the next month or two, it got thrown in as a kickstarter reward as well. It's kind of a cross between Risk and a real time strategy, with an added wrinkle of being able to morph into a dragon and personally rain destruction on stuff during the real time bit.
The setting is very steampunk with some magic thrown in - units are stuff like siege balloons, grenadiers, ironclads and warlocks.
The beta is multiplayer only*, and has everything unlocked, so it's a bit bewildering to start with. The risk gameplay setup seems very solid, the real time strategy is a bit too fast paced for my liking, not really a chance to enjoy stuff - the best tactic seems to be running with hunters everywhere and just blitzing to the unclaimed sites to start. The amount of manpower advantage you get from early claims is devastating, and the more powerful troops are just too slow to get positional advantage. For example, I went in one combat with 20 devastator cannons vs 4 hunters - I beelined right for his base, and his hunters just split up and claimed the entire map - by the time the cannons got to his base and destroyed it he had 3 more and I was basically fucked.
* You can play sort of single player by creating a LAN game and then adding AIs to it.
Everyone who backed the game is getting Alpha access "Soon".
Divinity: Original Sin - Update #48: Free For All - YouTube
Related link: Save 33% on Divinity: Dragon Commander on Steam
Every email with youtube updates I've gotten from these guys has been awesome. I definitely feel like I gave money to the right people for once.
I dunno yet but Divinity the RTS got about 1 hour of playtime before I deleted it. I doubt Divinity the Turn Based RPG will get much more.
The premise of Dragon Commander looks interesting. I watched the trailer for it, and it looked like it was worth picking up. I guess I'll abstain since the general opinion is they didn't exactly hit the mark. A complex game like that seems like it would be very difficult to execute properly.
very very very few games mix genres like that well. Spore, im looking at you. haha. its hard enough for games to make ONE gamemode done well. trying to make 2 or 3 in one game, just always leaves each one flat.
I didnt play it long. but yeah, Dragon commander was not very fun for the time I did play. Undead barmaid was amusing however.
Divinity 2 was amazing. Dragon Commander had the potential to be amazing, but it was too shallow to be enjoyable.
I love these guys though because they think outside the box. I bought Dragon Commander to support them because of that. Dragon Commander fell flat, but I want them to keep trying!
Agreed and I'm glad they're returning to the RPG genre. This one may be isometric but it looks like it'll be full of the usual quirky Larian humor they pack into these things. I just have my fingers crossed that the co-op combat works out since it's hard to tell if it's going to flow very well from the previews they've released.
Logged into the alpha just to get a feel for the game (they actually recommend that you DON'T play the alpha unless you really enjoy testing games), and aside from obvious issues with graphics, dead characters still trying to take a turn, and other clearly alpha problems, I like it. It is very Baldur's Gate-ish, with a little bit of a twist, but not anything you haven't seen before either. It shows initiative using portraits of your characters and the enemy characters, so you know who is attacking in which order. When it is your turn, you have a certain number of action points to spend and then you end your turn. Obvious stuff like moving a few spaces and then attacking is possible, and I made my hot as fuck redhead chick (no character customization yet, you take what they give you) an archer and she was able to fire 3 times per round, unless she was using a special ability which tells you how many action points it uses.
The camera was a little glitchy but I liked it better than many; you could move it manually and then click a spot for your characters to walk to, and the camera would stay where you had it instead of following your characters once they started moving, like many games do. Combat camera was a little annoying because often ranged enemies are too far away so when the camera centers on them and they shoot you, you can't see what happened to your character. But that kind of stuff will probably be remedied, I'd hope.
I liked the dynamic of two characters (I believe the intent is being able to play one and have your buddy play another, or you just play two yourself), and the "philosophy" system (I'm using the wrong term, but not going to log back in and see what they call it) where every so often a "dilemma" for lack of a better term would come up. Like, you pick up an item and someone says, "Hey, that's not yours, put it back!" You then have a little dialogue between your characters where you decide if you want to put it back or tell them to fuck off, you're the mighty hero, you'll take what you want. Each character gets a choice of how they react, and which response you choose pushes you towards one trait or another. With the item example above, if you put it back you were more "spiritual" and you gained some magic resistance. If you kept it, you were "materialistic" and gained a bonus to pickpocket. It shows you both of them on your character, and highlights which side you are leaning toward, so I would imagine (although I have no proof yet) that you will be confronted with multiple spiritual vs. materialistic dilemmas, and whichever you choose most is what advantage you get. Maybe I'm wrong and you could get +2, +3, etc. as you pick more, or split between the two, but it *seems* like an either/or bonus right now.
There are also traits you get every level that are cool, which you pick once and that's it, now you have it. One I picked, just for the fuck of it, was being able to talk to animals. Others are more traditional like damage with particular weapons, more action points, higher initiative, etc. but there are several like the animal one where they aren't necessarily your power-gamer choice, but probably give you some benefit at various points in the game.
The only shitty part is that you only get two characters (I believe), and there are 3 character archetypes. Now, you can take any skills and abilities you want, and even create a hybrid class if you choose, so even though they list fighter/ranger/mage, you aren't playing the same fighter as someone else, for example. You could even give the fighter some spellcasting ability if you want, or some rangery/roguery stuff like backstabs. But there are clearly more than enough abilities for 3 characters, so you're going to have to choose.
It is hard to say with just playing for an hour (and most of that time just wandering around and picking up items or talking to npcs), but it seems like exactly the kind of game I am hoping to play. Plenty of skill flexibility, customizing traits, tons of items and crafting (I believe this is the game where you could take a stick and put a knife on the end and make a spear, but I could be confusing it with another one, and I saw no obvious way to do that before I stopped playing, but I didn't try real hard either), etc. I probably won't play any more of it until release because I want the game to be new and fresh, and complete, but I am really looking forward to it now, much more than when I just backed it in the hopes that it was good.
I'm going the other way with it. I'm excited for the dev house and what they're doing, but I don't think I have enough Sean-tendencies to be a good alpha tester. Hope everyone that is has a good time and gets some good feedback in though.
Cool, will have to check it out later. There's going to be an insane amount of RPGs released next year. I hope this one isn't ignored because of all the bigger releases.
It deserves to be ignored for being a giant pile of shit
Then again, I do not have alpha access and still not bought it on steam, so am interested in why Ambiturner said it is a pile of shit. You care to elaborate? Guessing you have played it, and I don't think there is any NDA of any sort tied to the game, so please be more detailed. Gameplay broken in any way that is only apparent after playing it for a while? That is nearly the only thing I can think of that could make the game "shit" all around, and sadly not found any gameplay video showing anything but the very first parts of the game which is strange considering that I think the current Alpha is supposed to be 40% of the game.
Was talking rpgs, Eqlandmark, etc, with some friends, and this was brought up.
So I said, fuck it, I have been meaning check it out. As if, I am not loaded up enough with work, starbound/M&MX, and others...
played about 30 min or so.
char creation intrigued me. Looking at the options for "classes" there.
In game was a bit turned off, by the preset characters. We'll see how that plays out in live.
made a rogue and warrior duo. At first was not sure what to make of it. The rogue has no real combat skills. and base skills are fully social oriented.
which is really.. uh.. something. if that is a hint of what to expect, this might be a really impressive game.
Stealth turned me off a bit early. as the ally stopped following. took me a bit to figure out how to manage two players with stealth.
how to move the player portraits, to break the chain, which makes them linked movement, or separate movement. vs rts style right click and drag for party or solo.
Game kindof had me /sold, at that first fight. the orcs not the crab.
dude casts fireball at everyone. lights you and the ground on fire. giving burning effect. and you should have picked up a rainstorm scroll if you explored right. Rainstorm puts out the fires, and makes you wet. wet increasing lighting and ice damage. now, I used the rainstorm there, and of note right after the fight, there is a boat on fire, you can put out with the rainstorm if you didn't waste it.
Crafting also kindof just stumbled upon. drag and drop items in your inv, onto other ones.. (crafting skill is required for higher tier)
The ability to move things around on the screen. has alot of potential ala Ultimas.
And yeah the class builder. so many social options.
First impression was really good. The game seems to have a TON of potential.
Any major dialogue also effects stats, best part is both characters can weigh in differently for different effects. Was a bitch keeping up with who had what though and ended up being neutral again on some things. Before you pick a choice it should really tell you what stat it will effect or at lest show your current stats.
Dare I hope...
Is dialogue choices effected by int, or other perks, ala Arcanum?
Say the very first dialogue encounter, I think it is +1 pragmatic and +1 romantic (might be something else than pragmatic). You get two options for dialogue, and depending on what you pick, the actual dialogue the other player gets will be different (they respond to what you say), however, the +1 will still be the same even though the text might be worded differently. You will not be able to get +1 to anything except the two skills that have been put there.
Not sure if they add skills you can pick later that give you different dialogue options (would be weird if not in a RPG of this kind) but I never saw that. If the first one picked either the pragmatic or romantic response, then the text for the replies would be different, but not the stat gains. They seemed to be static. I at least never saw a dialogue where the players could get different stats. Meaning player one for instance could get romantic, dependent, while the other could get pragmatic, independent. Replies might be different, but the stat gains always seemed a choice between the same options.
NOTE: That is without me leveling up..... I just bought the game and downloading it now, so everything I just said might be wrong later as I have just tried the opening part
Game goes from Alpha to Beta on April 3rd.
They scrapped the idea of NPCs reacting to the day / night cycle, but I understand their reasoning (in video below).
Still hardly played the game as I've been wanting to play a more finished version, and their patches keep breaking savegames. Now that it is going into beta though, they seem to have finished most of the content and they are now focusing on fixing the bugs and polishing the game.
Is it (will it be) worth $40? In a world where most games are under $30 I always balk at the higher priced ones and wait for the inevitable price drops. However if it's a good game I don't mind paying $40-$60.
So far though, it seems quite a bit more in depth than your average run of the mill RPG (that we are used to now).
It is highly interactive and very customizable. If it isn't bolted down, you can interact with it. Move boxes to block paths, pour water on the ground and electrify it. Basically you can more often than not do what you think you should be able to do. Hence why I understand their reasoning why they decided to remove the addition of NPCs reacting differently to day/night, considering the multitude of options already there in terms of how you interact with the world (and how it reacts to your actions).
Tons of skills and progression choices, a very large NPC variation and scripts. Combat is fun, but hard. It is quite open too, so you can easily wander in the wrong direction and die horribly. Tactical, not hack and slash. It seems they are well on their way to making the game they set out to.
I don't know how large it is though, but if you want opinions on it, I highly suggest just taking a peek at the games Steam forum page. Probably closer to a 50+ hour game than a 10-20 one. It is also made with co-op in mind, where your partner can chose to do act in ways that might not result in what you wanted (IE: say the wrong thing in a conversation that causes a fight instead of a peaceful resolution).
Considering that we now have two hour demos (speed run in 6 minutes) like the Metal Gear thing being sold at 40 dollars, I think this will give FAR more value. If you haven't bought it yet though, I'd suggest waiting until a few days after April 3rd and see what the people on the forums are saying as that will probably be quite close to what you will get upon release.
As it stands now, it seems well on its way to being a new Baldurs Gate type of game.
yeah. I played a few minutes. but then stopped, because I didn't want to get too involved with it. I have a ton of other games on the table to clear off the deck first, as it were. and I expect this one to be fairly consuming, when I get around to it.
so, I don't have any input on the whole game either. Save, I really liked what I saw in that first 20min or so.
I went ahead and bought after watching some interview videos and reading reviews. Messed around for half hour and seems like it'll be worth it if they can polish and get rid of the bugs.
Just a heads up. BETA patch is up on Steam.
Last edited by Hateyou; 04-03-2014 at 12:56 AM.
Loading up the game for me before could take as long as the entire first piano song, nearly 5 minutes. Now, 15 seconds. They have added around 6 or 7 classes since I tried it last too. Got some strange FPS lag issues in the opening cut scene though, which is strange since it is only a painted flash animation. It was choppy, skipped frames and audio lagged. Odd considering how fluid in game is now.
Opening area is improved. Now instead of just fighting a crab, you have a little tutorial dungeon, which is really helpful in showing the smaller things (like breaking objects, consequences for that, moving and manipulating objects, etc).
I was wrong with Beta adding most of the content though. It is still only the first zone map (20ish hours), only it opened up a few extra parts that were blocked off (like the tutorial dungeon). So now I think it offers the full first zone (unsure of how many there are supposed to be in the final release).
I started a new save with a Witch and a Fighter. Considering that it is still in "updates will break savegames" phase, I doubt I will play it much, but now that it is massively optimized compared to when I played it last, I will probably keep going for a few hours at least. I enjoy these games, but since the encounters and things are fairly static, I dislike doing them repeatedly. Don't want the full release to come only to be demotivated to play it because I have to replay 20 hours to get to the new content.
I am even more optimistic now though than I was before. It looks great and the atmosphere is fantastic.
Edit: had an extra beta key, already gave it out
Last edited by Venijk; 04-04-2014 at 03:10 PM.
I may have to revisit Divinity 2 after reading this. Don't remember what turned me off to it.
If I recall correctly, my biggest complaint was that it felt MMOish but lacked the gear carrot. The loot upgrades came too quickly and were very disappointing by the time I started getting the best gear in the game.
Divinity2 itself is fairly mediocre as a game. I mean, its probably on part with like Amalur. Not great, not awful.
But its witty, silly writing, and fantastic voicework is transcendent. It takes what would be a pretty forgettable game, and makes it a must play.
Might be notable, this game so far, seems the opposite. No voice work. Dialogue seems pretty generic so far. Im sure there will be some jokes to come. but I haven't seen any yet.
The game systems however, are just wonderful. on the surface at least. Again, I did play this last night, but I ended up stopping at the same place, shortly after the entering the town.
The class and combat systems are so intriguing.
This beta patch added classes. (and the ability to customize looks)
It should be noted, the classes are pretty much entirely cosmetic/there for a guideline. I suppose the skills you start with might be exclusive? But otherwise, skill trees are totally open. And stats are entirely open as well.
Early game I am even wondering how much points I will get, and how much allowance for combat vs social there is. with only 2 players or characters, you can't really do the tank, dps, healer, buffer/charisma social guy of DnD. or having your wizard ID stuff, etc.
Then combat itself is of course looking really cool with all the crazy spell interactions. does this favor spells heavily? seems like it might.
Rogue+not rogue seems like it might be a pain in the ass. the game in single player will automatically split the party when the rogue stealths, which is nice. but at the same time, really slows the game down. And without a full party to back the rogue up, I'm not entirely sure how useful it is.
Intro dungeon is a great addition.
I was a little confused that throwing candles into the oil slick didn't work. Why are they "burning", if they can't be used like that?
Jesus, inventory management is such a pain, I'll never understand why devs won't notice these things. Also, how big is your party going to be, or does it stay at the two guys you create at the start?
"Yep. And you get to equip them, level them, and manage their inventories"
looking at the faq for that.
I suspect that means henchmen are effectively combat units, playable almost the same as a full character, but probably don't interact with dialogue. So, it probably does make sense to lean on social skills with one of the main chars, and henchmen for combat/crafting.
It is alpha/beta. what issues with inventory?
The window size could be bigger. But, the sort options, to the left, let you cut that down well imho. I'm not sure what more you want.
One thing that should be noted. Lift weight, and inventory weight are combined.
So, if your character has a 120lb lift capacity.. and is holding 50lbs of gear. they can only lift 70 lb objects.
Last edited by Caliane; 04-04-2014 at 02:12 PM.
I don't like how everyone has their own inventory and if you want to move things around you have to pick up each individual item, click&hold and then drag it up to the top of the screen where you switch to the next characters inventory. I don't know if there's a better way, but it's just slow and tedious.
yes, those are valid complaints.
talking to merchants, only active character is talking to them, buying/selling. there appears to be arrows to swap to other characters.. but it doesnt do anything?
gold is split to each char individually.
and yeah. trading items, does require dragging all the way to the standard party heads. that is annoying.
Part of this, is its a multiplayer game remember.
In the beta update video from Swen, he mentions part of the last things going in are language localizations and voice acting.
Not sure if the comment about no voices was a gripe or not.
Didn't he say they weren't going to be doing much voices on purpose? or am I thinking of different game. might have been child of light... i
Yeah that was in the child of light video that just released.
Well played a good ways into the game , but have ran into two game stopping bugs...shame really, was thoroughly enjoying it thus far.Itemization is decent , although they need to add a lvl req on skills descriptions like when you can raise them to lvl 2 , would be nice but small gripe. What is nice though , if you raise your skills with items you can use lvl 2 air spells for example...kinda neat as you can get some great spells if you get lucky with an item that has say plus 1 to air magic. One thing i do hate is item durability , that shit needs to change. As you lose durability with each repair , which is stupid imo and its not a small lose its huge. But if you want to blow through fights , just make an archer....that machine gun arrow skill is OP as fuck.
So played a bit more , quit a few game stopping bugs to where game crashes when you enter the area.....my guess it has to do with poison on the floor to where you cleanse it with spell interactions. Leaves some bad code i guess once you leave the area and return to it/reload. Bummer really , went a different route on this playthrough and what is awesome or maybe not to some is loot is random each go around. Like say you find an awesome +1 to a skill in one spot and then make a new game to find that same item , it will not be there. Kinda cool i guess , really digging that aspect to be honest makes playing a new game that much more fun imo. The traits really need a rework , because starting off you really want to grab a select few right off the bat. Been mainly playing spell casters/archers as melee is kinda meh as shit on the floor really fucks melee over. Sure you can grab traits to not be affected by it , but that makes you take a shit ton of dmg to another. Why deal with that when i just can go ranged , so they need to sort that out.
The questing is rather fun so far , not hard to complete them....but you can skip steps in one quest line but didnt seem to bug it out so that was good. Fire mages are Gods in this though , once you get Firefly/Fireball and the Elemental you are pretty much not gonna lose fights early on , that being said the other schools need to be made on par with fire. Water is good , but once you freeze something your weapons take huge durability hits if you melee/shoot them. Air has been decent , but spell interactions are very cool as well thus far.
Seems they released a large patch too. Might pick it up. Or I'll buy your 2nd copy Sulrn, doesn't make much of a difference for me but might be less expensive. Sent you a PM.
Last edited by Pyros; 04-25-2014 at 01:21 PM.
Good patch, They fixed a lot of the minor clunkiness feeling issues it had like pressing M to open the map, but M doesn't close it type of things. I'm so ready for this to come out, first game I've played in a while where I'm content sinking time in to just dicking around not progressing.
There's still quite a bit of clunkiness to the game imo, like centering on your characters, I'm not sure how to do that yet. And things like moving the camera from the map, I don't know if that's possible. Clicking on it lets you make a note, fine, but I really want to click around to navigate. The camera gets awkward around buildings and stuff, and how it highlights objects and stuff I find a bit clumsy.
But all that said it's really spectacular. If it has a lot of content (I don't really want to find out by playing it) and it comes with the editor and whatnot like they said, I could see this being a truly amazing game by release. Like one of the must plays of its generation
Last edited by Sean; 04-28-2014 at 02:32 AM.
Last edited by Sean; 04-28-2014 at 02:32 AM.
Game is in beta now and has quite a bit of content. Things are still changing patch to patch, but I'm still enjoying trying the different classes and combos etc.
Patch notes from today:
If only MMO companies would provide that level of detail of fixes/changes......sad world
Just noticed this in steam, looks pretty damn good. Can I play it now without my save game getting fucked? Or should I just wait until it is officially released june 20th?
I would wait with playing it, I still haven't made it past the first city. It is a fairly static game other than classes and the likes, so don't want to redo 10++ hours when the game launches just to get to new content.
yeah. it just looks better and better.
But, also kindof waiting to actually play beyond a few starts.
If you're considering playing it after release, I would test a few things now before then to get a feel for the game. The environmental effects on spells/abilities is a little different than a lot of strategy rpgs I've played before. Also the ability to move game objects around is something not a ton of games have used in the past.
It took me about 3-4 test runs on older builds of the game before I felt comfortable and could handle just about every encounter I ran into. Knowing where to go to progress helps early too. Once you get a couple levels you can just about do whatever, the first few can be punishing. Characters dying and having to to be res'd early can hurt -- the chance of dying again after res is pretty high if there are mobs nearby still.
My advice on playing in the spoiler:
Another patch before release:
And they pushed back release to the 30th, apparently they're adding voice acting and shit.
I found the game incredibly slow-going early on. I definitely didn't feel like jumping back in from the start when my saves corrupted. The game has promise but they really need to switch always-run to on or increase movement speed. That would help a lot. I think the environmental elements are interesting but they seem a bit heavy-handed so far. I kind of dread starting from the beginning again when the game gets an official release. Sort of regret buying it but I wanted to support the studio. Some old-school promise but, wow, I just wish things picked up faster.
Annoyed they pushed it back for voice acting, that could've been thrown in on the first patch. I'm ready for this shit to release. I also agree with the run speed, it needs a 10-20% increase, or at least the ability to boost it with stats/items. Maybe that exists and I haven't seen it(I haven't gone past the first town) but I don't see any reason not to increase it outside of combat. It wouldn't give any advantages that I can tell.
Other than that I'm really digging each patch, they've fixed a lot of the odd clunkiness that annoyed me months ago. Excited to see what's past the first city
Anyone with not much time on thier hands want to try the multiplayer out a couple times a week when this releases? Probably 8pm- EST
Movement speed is increased by the attribute "speed", which also affects how far you can move in combat.
Saying that just from reading the tooltips though, I've never leveled up the actual skill to know how dramatic the change is when leveling it, but a quick google search led to several forums talking about the slow movement speed, but that even bumping it up at level 2 will make you notice the effects.
Guess it is similar to Neverwinter Nights. That game felt "slow" when moving, so when I got an armor that had 34% movement speed, I never changed it even when getting far superior other stat armors. Movement speed was far more important.
I don't mind that. Speed then becomes another character attribute that you gain. If you started off fast, any items or skill gains you get that increase speed later on will seem pointless.
I'll do some MP action, just add me
Apparently what I said above is not true. "Speed" only affects movement speed in combat. Asked people in chat in game, and nobody had ever seen an item giving an increase of movement speed outside of combat. That sucks, because they do feel a bit sluggish/slow when they run.
Tool Set is supposed to be released around 10AM PDT (a day late)
From what I have seen so far, and the 12+ hours of play in the Early Release, I am thinking this game is going to be the new standard in old-school RPG's.
And the fact that its coming with the developer tool, fully integrated into Steam Workshop... Its the NWN that should have been without the D&D overlords in the way.
I am looking forward to some serious world building.
Anyone know what their scripting language is? From what little I've seen it looks to be a C like derivative.
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Grey's Law: "Any sufficiently advanced incompetence is indistinguishable from malice".
“Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.” - R.W. Emerson
I ended up purchasing the two pack during the steam sale for my brother. I haven't touched this game yet, have it downloaded but I'm going to wait until release before I even touch it. Really looking forward to it though as most of the videos I checked out it seemed like a ton of fun. Plus, being able to co-op it seems even more enjoyable! Lastly, the whole world level editor sucked me in as well because I absolutely love doing level design. I currently have a map being played in the Starcraft 2 Blizzard Ladder as well which is pretty awesome so when I read this game will have a world editor I just had to insta-buy.
Last edited by Sidian; 06-27-2014 at 04:56 PM.
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