What exactly does New Enemy imply? Is it just a new enemy type or a story related antagonist?
I was thinking more something like "the swing pushes you forward faster than walking but it deals damage to you" or something like that
Updated!
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New goals, as predicted. Not unexpected whatsoever.
https://twitter.com/SwordOrWhip/status/598191089812541440
https://twitter.com/SwordOrWhip/status/598191384848257024
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Wait, what the hell is speedrun mode? Just a timer on screen? That would be neat, but hardly a mode.
Boss rush though![]()
Yeah, I agree.The numbers on the higher ones seem crazy high, something I was worried about when they were not updating them in real time. Like they went back and decided what the next step was before showing it unlocked. Next step for kickstarter backers is like double what it is now, with another step after it. Shit is too high. I'm worried about them doing the same thing for stretch goals now too.
The numbers on the higher ones seem crazy high, something I was worried about when they were not updating them in real time. Like they went back and decided what the next step was before showing it unlocked. Next step for kickstarter backers is like double what it is now, with another step after it. Shit is too high. I'm worried about them doing the same thing for stretch goals now too.
I can hardly fault Konami for pulling Iga off the series. The next logical step for the franchise was to make a legit AAA console release, and Iga was most definitely not the right person for the job. He fundamentally didn't understand how to make a 3D Castlevania game, Lament of Innocence and Curse of Darkness were proof enough of that. And Iga's big idea for the next game was preying on nostalgia and bringing Alucard back and making a SotN sequel in 3D. He would have completely ruined his legacy had that actually happened.
Yeah, I agree.
On the other hand, with local coop included the game already has everything I wanted. I really don't care if they meet further stretch goals.
I wonder what speed run mode actually is. I'm just expecting a mode with a timer and leaderboards.
It could be just a timer, but it might also automatically skip cutscenes, as well. Maybe even have alternate courses or goals, like "start the game with all powerups, see how quick you can beat it" or "How long will it take to reach the bad ending" etc. Also online leaderboards.
Speed run modes in the past have included new hud stuff, leader boards and some changes to the game itself to get rid of random elements like enemy placement for example.
Yeah, a decent speedrun mode will at least statically seed the RNG.Speed run modes in the past have included new hud stuff, leader boards and some changes to the game itself to get rid of random elements like enemy placement for example.
I was thinking that. Considering the way the Stained Glass designs work on the weapons, it might be pretty doable to sneak the logo in.
I wonder what speed run mode actually is. I'm just expecting a mode with a timer and leaderboards.
Wait, what the hell is speedrun mode? Just a timer on screen? That would be neat, but hardly a mode.
Boss rush though![]()
Wait, what the hell is speedrun mode? Just a timer on screen? That would be neat, but hardly a mode.
Boss rush though![]()
What I hope? Normal game but with item placements the same but enemy placements randomized so players can plot their course through swiftly but have to deal with different enemies every time. That way, there can be two flavors of speed run, regular mode and this special one.Most people would hate it but I'd love it lol.
What we'll probably get? a Timer.
Yeah thinking the same, and they messed up with the backer count.
What I hope? Normal game but with item placements the same but enemy placements randomized so players can plot their course through swiftly but have to deal with different enemies every time. That way, there can be two flavors of speed run, regular mode and this special one.Most people would hate it but I'd love it lol.
What we'll probably get? a Timer.
My guess is it removes cutscenes/dialogue/item prompts.
Their Twitter says it "Helps speedrunners perfect their uncanny routes through the castle halls!" so... maybe it'll let them plot out routes and notes on the map? Or make save states or something? Leaderboards and replays seem like a given.
I wonder what speed run mode actually is. I'm just expecting a mode with a timer and leaderboards.
They have Paypal backers...
What I hope? Normal game but with item placements the same but enemy placements randomized so players can plot their course through swiftly but have to deal with different enemies every time.
I don't really get the point of stretch goals on most kickstarters in general. Obviously to keep the money train rolling, yes. It's just that "rewards" themselves are fairly meaningless.
"new boss" We don't even know how many bosses are in the game. They can just label any boss as a reward for this.
"new enemy" Ok? Same thing as new boss.
"boss rush" Isn't this expected anyways?
Definitely not a thing for people to be getting their panties in a twist about.
Kickstarter said:That said, we've heard legends about a remarkable treasure hidden in the castle basement...
Yeah thinking the same, and they messed up with the backer count.
BTW they just said on Twitter that the "New Enemy" thing in the graphic is an error. It is indeed a new Boss.
They also have Paypal backers which are not reflected on Kickstarter.
they might have with paypal
are you sure it doesn't count paypal?
Maybe it's paypal backers?
I don't know if that's been asked before but does anybody think the last two unopened doors on the Stretch Goals are related to Nintendo?
BTW they just said on Twitter that the "New Enemy" thing in the graphic is an error. It is indeed a new Boss.
I don't know if that's been asked before but does anybody think the last two unopened doors on the Stretch Goals are related to Nintendo?
It would be cool if speed run mode added in a few hidden paths that allowed for sequence breaking. Seems unlikely but that's what I would want tot see out of a mode like that.
Dont think the speed runners would like this![]()
What the hell does "new boss" even mean when they haven't said anything about the number of bosses?
I don't really get the point of stretch goals on most kickstarters in general. Obviously to keep the money train rolling, yes. It's just that "rewards" themselves are fairly meaningless.
"new enemy" We don't even know what enemies are in the game. They can just label any enemy as a reward for this.
"boss rush" Isn't this expected anyways?
"hard mode" same thing as above
Definitely not a thing for people to be getting their panties in a twist about.
I do have to say this KS has the weakest stretch goal descriptions I've ever seen. To paraphrase Saint's Row 4, "That's not a goal, that's a buzzword!"
"Ok guys, looks like we'll have 10 bosses in the game. Just call boss 9 the kickstarter reward thing. "
I don't really get the point of stretch goals on most kickstarters in general. Obviously to keep the money train rolling, yes. It's just that "rewards" themselves are fairly meaningless.
Already asked, but maybe someone figured it out, do we know who is the artist responsible for Miriam's design? I'd like to find more of his/her stuff.
It would probably not be very useful once sequence breaking glitches start to be found, anyway.
If there are intended sequence breaks, I'd like them to be part of the main game, not just this mode. Like using the Master Key to go straight to the Gargoyles in Dark Souls.
Haha exactly. Completely ridiculous. I wish more people would call out the devs on this BS.
Haha exactly. Completely ridiculous. I wish more people would call out the devs on this BS.
Just for comparison, here's the description of 1 stretch goal for Pillars of Eternity:I do have to say this KS has the weakest stretch goal descriptions I've ever seen. To paraphrase Saint's Row 4, "That's not a goal, that's a buzzword!"
Additionally, even among the ranks of RPG superfans, there exists a subset of players who can't get enough challenge. They want all of the difficulty features set to "I am pro." Collectively, we've worked on a bunch of these challenge modes in the past and enjoyed the results. Project Eternity seems like a very appropriate place to highlight suites of these difficulty options as distinct gameplay modes that players can opt-into at the beginning of any game. We've come up with three modes we'd like to support, which also includes the ability to turn many of their sub-features on and off on an individual level in an ordinary game: Expert Mode, Trial of Iron, and Path of the Damned.
Expert Mode will disable all of the common ease-of-use / in-case-you-missed it gameplay elements like the display of skill thresholds, influence/reputation modifiers, and similar "helper" information. In a fashion similar to Fallout: New Vegas' Hardcore Mode, Expert Mode will also enable more punitive and demanding gameplay elements, in and out of combat. We're not saying we're going to have weighty gold (for real, we're not saying that), but if we did, you can bet that would be automatically turned on by Expert Mode.
If you guessed that Trial of Iron is like Temple of Elemental Evil's Ironman Mode, you guessed right. When you start a Trial of Iron game, you have one save game that persists for the entire campaign... or until you die. And if you die, your save game is deleted. Enjoy!
Path of the Damned is a spiritual successor to Icewind Dale's Heart of Fury mode. In our encounters, we like to turn individual combatants on and off based on the level of difficulty. If you come into an area on Easy, maybe casters are replaced with weak melee enemies. If you come in on Hard, maybe the casters are augmented by a tough melee enemy or two. With Path of the Damned, that goes out the window. All enemies from all levels of difficulty are enabled and the combat mechanics are amplified to make battles much more brutal for everyone involved.
The first question you may have is, "Can I enable multiple challenge modes at once?" Yep, you sure can. They have to be selected at the beginning of the game, but if you want to play with two or all three at the same time, you can certainly can do so. If you're not quite sure you want all of the elements that come along with a given mode, this funding level will also cover implementing the ability to enable and disable the individual sub-features.
I don't think everyone does that. See Pillars, or for an even more extreme example Divinity: OS. Larian almost killed themselves trying to deliver all those stretch goals (then again they've always been ambitious to a dangerous degree).It's mostly just to keep the money coming after the initial goal is reached. You throw up a few minor things that you wanted to do anyway, maybe some ports, and you're set.