Why the hands gotta be white? That's racist!
UPDATE 20 APRIL 2014
I thought I would toss an update to this game. I think the name has been changed to Lichdom: Battlemage. It has been released on Steam for EARLY ACCESS. The WEBSITE has also undergone some changes? I think. They used to have a community forum where the devs responded now but it looks like it has been moved over to steam discussion area. New video (Lets Play format, from a random video on the steam community page) below.
Xaviant, Atlanta, Georgia based releasing their first game mid 2014, Lichdom. 1st person Action-Magic using Cryengine 3.
Last edited by Friday; 04-21-2014 at 12:28 AM.
Why the hands gotta be white? That's racist!
Have fond memories of Hexen - will have to see how it develops.
I want to play this with Oculus rift.
Not much boner inducing about the trailer, imo. It didn't help that it seemed like the dude was getting pummeled in every scene.
I was hoping that I got to be the Lich and run around, murdering everyone and raise an army of the undead. But the subtitle of 'The Redeemer' or whatever makes that seem unlikely.
But apparently you get to fight the darkness. With magic missiles, perhaps?
I dunno. Seems pretty realistic to me. That's how I walk around.
Yep, it's Hexen 2013
Looks like a Skyrim devoted solely to magic users, but without the extra polish and depth that ought to come with a focus on one gameplay style.
yeah the hands looked terrible. but you have to remember you are a Lich. of course you are walking around like Nosferatu.
Tossed an update to the game in OP.
Bought this game today.
They have updated it with voices, tutorials, etc from when I saw it last.
Played it for about an hour, quite fun. Read through on the forums that while the initial level(s) are a bit corridor ish, the later ones are supposed to be much more open ended, each one taking 3-6 hours depending on your focus on exploration.
My negatives so far
- Need a much better tutorial on the spell crafting aspect
- Lack of jump is noticed in any game of this sort
Other than that, it seems quite nice. There is a 40% price reduction until June 21st, but I think they have raised the price on it lately. Because I seem to recall it being 20, while now it is 22 euro with the price reduction.
Little update again.
Played this roughly 3-4 hours now. It is really fun. If it keeps up, I think it can turn into a little sleeper hit (I certainly haven't seen much press about it yet).
Kind of a Dark Messiah type of feel to it. FPS hack and slash with magic instead of weapons. Bit difficult too, die and mobs respawn, so if you find an area hard, you need to adapt to it. Most areas though can be somewhat cheesed by running away with only a few mobs after you. Harder areas tend to be the "hidden" boss / wave rooms. Either by going off the main route or by finding items that teleport you to boss areas, you tend to be confined in those, and it can be difficult considering how hard most mobs hit if you miss a block or evade. A power swing from regular trash can easily take half you health (1.5 life bars). And once a bar is gone, it won't replenish without finding a shield urn.
--- Annoying bug = sometimes shield urns poofs without you getting to use them.
If you enjoy being a mage, you will most likely end up enjoying this. It is Skyrim magic done right. No mana bars, just cast time, so can spam spells and maintain burst spells constantly.
Regarding spell configurations, it has gotten a bit more complex now. Each spell you learn (start with fire and ice) has 3 modes. Block, range and AE. Each of those can again be configured in several ways. AE can be instant DD or a dot, or a trap, or a trap with a dot or dd. Ranged can be a homing projectile, lob (goes in an arch), splash damage, transfer between people (mainly lighting). Block has several types of trigger effects too. You can make spells really simple or complicated.
Spells are augmented from the only loot I have seen in the game, which are orbs of varying abilities. These can be crafted into your base spells or synthesized to expand/change their abilities. As you progress through checkpoints, the orb drops gain +1 in power at each checkpoint you go through without dying. I think you only get new spells at certain checkpoints, I have only gotten Lightning so far. When I chose that, I had the option of 4 different types. Not sure how many spells are in the game at the moment, but that seems to be the main thing to develop in the game so far, as there is no armor or level ups that I have seen, just spell/orb drops that augment your powers.
Not sure how long it is, but can see re-playability in it as well just by trying different spells.
So far, verdict is "Fun". And it certainly is graphically impressive, and runs quite well.
EDIT: Better overview of the current spells from a dev
Here's how Spell variety is handled in the final version (most, but not all of this is available in the alpha version):
8 "Sigils" of magic (Fire, Ice, Lightning, Corruption, Kinesis, Delirium, and two unannounced types)
3 types of behavior for each Sigil (Destruction, Control, Mastery behavior), i.e. Destructive Ice Slows and does direct damage; Control Ice Freezes and stores Shatter damage.
7 Patterns that allow you to cast the spells in different ways (Targeted Missile, Targeted Lob, Targeted Ray, Nova, Area of Effect, AOE Pool, AOE Smart Trap)
Further, each spell can be cast normally or with a charged crit, which further changes its behavior.
So that means that there are 168 base spells, each of which has different normal vs. crit behavior. When you craft them, you can use different crafting components to change their properties and stats, and in some cases add special behavior, which means there are thousands and thousands of ways to craft spells.
We worked very hard to ensure that each Sigil is differentiated from the others in terms of purpose and behavior, so you should never feel like your ice missile is simply a blue version of your fireball.
Last edited by Droigan; 06-18-2014 at 04:08 PM.
This entered beta today (5.4 gig update)
BETA Early Access Release Notes :: Lichdom: Battlemage General Discussions
What's New in the Beta Build
NOTE: This update invalidates all save data from previous builds.
New Feature: New Game Plus
The game doesn’t stop when you defeat the last boss. Unlock New Game Plus mode and play on as long as you like. Tackle challenging new objectives and earn new tiers of loot to craft the most powerful spells ever.
New Feature: Sigil Powers
Each Sigil has an inherent power that harnesses the energy of rare Apocalypticals. Learn to execute them and experience Flame Walls, Arc Lightning, and more exciting new spells.
Major Performance Optimizations
We have put a tremendous amount of effort into improving performance on low- and high-end hardware. We are modifying our minimum and recommended system specifications to reflect this.
Crafting System Improvements
The Crafting UI has had a significant overhaul focused on legibility and ease of use. We’re not done yet, but Crafting new spells has never been easier or more rewarding.
Synthesis System Overhaul
Synthesis has been reconfigured and rebalanced to allow you to make meaningful choices when you run across items you don’t want to use for crafting. A new Reforge feature lets you drop unwanted items into a magical slot machine that give you a chance at Legendary loot with minimal fuss.
Most of the menus and Heads-Up Display elements have had a major overhaul. This work is still in progress, but just about everything looks better, runs faster, and is easier to use.
A big round of balance has been applied to spells, AI, loot stats, and drop rates. We’re getting closer to our launch targets, but more work is coming.
Official support for Crossfire and SLI
Users with multiple graphics cards should now see significantly improved performance compared to a single card without graphical anomalies.
Official support for Eyefinity multi-display setups
Although there are some known issues that we are working on, users with 3X1 Eyefinity display setups should be seeing good results.
Known Issues in the BETA Build
The damage dealt by a Synergy spell cast can contribute to the charging of the Synergy, which in some conditions can enable a crafty Battlemage to fire off Synergy spells very frequently. Enjoy the extra power while it lasts!
An active block will cap incoming damage at the current shield bar. At present, this includes fall damage. This gravity- and lava-defying extra protection will be reined in prior to final release.
The difficulty of the New Game Plus (NGP) areas is still being tuned. At present you may find yourself one-shotting enemies in one area and being one-shotted in another. The desired difficulty range (between “brutal” and “downright mean”) should be arriving by final release.
Loot Machines will, on rare occasion, hold onto a piece of loot when the encounter is completed.
Delirium Sigil: Several issues are under investigation
Mastery does always cause your Pet to prioritize targets with Mastery correctly.
The reflect effect may trigger on ranged opponents even when they miss.
Delirium’s Invisibility Sigil Power may dispel if one of your spells impacts a wall or other terrain. (It should only dispel when striking an enemy.)
You may encounter a black screen (with audio playing) on game startup. Disabling tessellation has mitigated this for some users, and most users will eventually get video after an extended wait. We’re continuing to identify and address the issues underlying this behavior as we find them.
While greatly reduced in frequency, we have still seen the “whiteout” effect in snowy and icy areas in some circumstances. If you can reliably reproduce this issue please start a conversation in the Technical forum to help us identify and resolve the remaining problem scenarios.
A Blur effect that can happen during Boss fights can get ‘stuck’ in rare circumstances. Reloading the level will resolve this.
Crossfire and SLI: We recommend you disable anti-aliasing if you enable SLI (for now). You may see occasional framerate hitches with Crossfire as we continue to tune and optimize.
Eyefinity: You may see some UI overlap and positioning issues, and under rare circumstances may see graphical artifacts with the player hands/arms (e.g. appearing detached). Rest assured, the Dragon’s arms have not been amputated. Fight on.
TressFx: Note: Enabling/disabling TressFX requires a game restart to take effect. Hair color may still be inaccurate, and hair components may be duplicated or otherwise appear floating in the world. Issues with hair everywhere will be addressed for final release.
Animation & Art:
A few characters may have weighting/morphing issues, these will be polished up prior to final release.
Some environmental foliage will ‘regrow’ after being subjected to fire damage.
We’re continuing to polish the animation and physics treatment of enemies subjected to spells, particularly Kinesis.
Some of the “Ghost Echo” scenes still have placeholder or first-pass animations with distortion artifacts. These will be completed and polished for final release.
Lip-sync for most spoken dialog is still being polished and will be present in the final release.
There are a few areas where the UI is clipped or overlapping.
The descriptions of the Sigils in the Journal are inaccurate and will be updated for final release.
The Reliquary description of the Lightning Sigil is out of date.
Some of the loading screen tips still need a final spelling & grammar pass.
Avast Anti-Virus can prevent Lichdom from starting on certain machines with AMD hardware. This investigation is on-going; in the meantime uninstalling Avast and restarting will allow the game to start. There are several alternative AV products (including free ones such as Defender/Security Essentials from Microsoft) that will not interfere with Lichdom.
When the camera position is locked for cinematic purposes, gamepad/joystick controller input will only move on the X-axis.
Roth appears in the New Game Plus area, but his spoken dialog is not yet present.
I thought this game would have generated more buzz on the forum. I'm only an hour into the game and it's awesome so far.
Just not into fps much lately.
Launch trailer looks WWWAAAAAAAAAAAAAAAY better then that old early access one.
Supposedly, it's very simplistic. Few RPG elements. Limited mob/strategy diversity. You just run around kiting shit and watching things blow up. Might be fun during a steam sale.
It is, as he mentions in the video, a fairly linear experience, because while the levels are large, there is usually just one path you can take. Side paths lead to treasure or dungeons/arenas. He encounters an arena at the end of the video, but odd that he didn't know what it was. He missed lots of them. In them, you get the reward at the end (so he was wrong in that he got loot when he died)..
Crafting system is better than early access, but still a tad random. Video above is fairly accurate though, the game offers little aside from what you see there (other than the obvious, more spells/abilities).
Like Destiny though, it can be cheesed. IE: Most multi step dungeons can be made considerably easier by backtracking one area. In the dungeon TB was in, there are 3 stages with tunnels leading to the "open" fight areas. So for full cheese, activate stage 1, run into tunnel where you start stage 2, and mobs will not follow far. Similar to Destiny, their mob AI is limited to the arena they are set to fight in, they are not programmed to enter the stage 2 area and will drop aggro halfway into the tunnel. So hectic teleporting like TB did becomes a simple pull/kill. Once in stage 2, retreat back to tunnel for stage 1. Once in stage 3, pull to stage 2.
Usually one stage dungeons / arenas are harder than multiple step ones, because the one stage dungeons nearly all start with you dropping down / locking off the area, forcing you to warp around like in the video, and even trash mobs can hit 2.5 bars off your health in one hit with their charged attacks.
One thing I did not see him mention. When you progress, the checkpoints activate +1 loot level, this goes up to +5. However, when you die, you go back to 0. Meaning if you are at +5, enter a dungeon and die, the loot you get when doing the dungeon will be considerably worse than if you managed to do it the first time. So if you do find one of the activating dungeon/arena stones, be sure your HP/shield bars are full. I usually backtrack to pick up shields I have passed.
Last edited by Droigan; 08-31-2014 at 08:32 AM.
I enjoyed this somewhat at Pax. I'd probably buy it on a steam sale for $10 and have some fun with it, but $40 for full price on steam seems a bit silly high for a game that looks pretty but doesn't have a lot to it.
Played it for a few hours tonight. Got past the first boss, was a fun fight that required some spell twisting and avoidance to make it through.
The wave rooms / green pillars destroy me though. I really want to get the Delirium sigil and see how that's implemented...
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