New update is out with all sort of improvements.
Big update vid: http://www.youtube.com/watch?v=eN66xDq3HaY
Big update vid: http://www.youtube.com/watch?v=eN66xDq3HaY
- Day/night cycles for NPCs (Kickstarter stretch goal) are dropped out of the game, because they had underestimated complexity of it all, and don't have the man power to get them in without compromising the rest of the development.
Bad news. I was really looking forward to everything related to NPC scheduling. But at least basic scheduling is still in!
Yea it is disappointing since they painted a nice picture of the use it would have in game.
Bad news. I was really looking forward to everything related to NPC scheduling. But at least basic scheduling is still in!
If they dropped scheduling entirely, I would have knocked over a magazine rack.
I wonder how scheduling works without a day/night cycle.
its only been a year since their kickstarter? they're releasing officially in a few months right? thats a pretty fast development time.
Honestly wouldnt mind if they delay the launch to implement the day/night cycle and polish the game. But judging from it probably take more than a couple months...
New update, and new update video:
https://www.youtube.com/watch?v=7RuQ0AI3BJs
- Day/night cycles for NPCs (Kickstarter stretch goal) are dropped out of the game, because they had underestimated complexity of it all, and don't have the man power to get them in without compromising the rest of the development.
The Kickstarter didn't mark the beginning of development.
New update, and new update video:
https://www.youtube.com/watch?v=7RuQ0AI3BJs
- The game will move into beta phase.
- Day/night cycles for NPCs (Kickstarter stretch goal) are dropped out of the game, because they had underestimated complexity of it all, and don't have the man power to get them in without compromising the rest of the development.
- Loads of new stuff, including a truck load of skills, talents, custom characterisation, enemy AI, ...
More in the video.
I don't think it's a matter of time, it's a matter of money, something I imagine they are quickly running out of.
That was the best stretch goal, in my opinion.
Curious, have they given out the codes for the 2nd copies of the game (for those who bought two copies)?
Didn't they say something like at release? I'm guessing if the game isn't a total bomb (and if it reached that stretch goal in the first place it probably won't be) we might get some Enhanced Edition-esque update later on down the road that puts day/night in.
Didn't they say something like at release? I'm guessing if the game isn't a total bomb (and if it reached that stretch goal in the first place it probably won't be) we might get some Enhanced Edition-esque update later on down the road that puts day/night in.
Yeah, I'm reading through the longer blog post now and even that seems like a pipe dream. A shame, but at least we have routines as it is and a very open game still.They did go back and rework and add to the elements of Ego Draconis for a separate re-release so it is possible. But with the amount of work to fully implement the Day/Night cycle I would think it prudent to not get too hopeful.
Yeah, I kind of figured modding would be an option at worst, even if it was just a superficial addition.Swen Vincke of Larian says in the video that they don't rule out that the day/night cycles would become available through a mod for example, since technically everything in the editor that comes with the game is available to implement the cycles.
You can get the second code on their website (https://www.larianvault.com) since January.
Too bad about the day/night cycles. It wasn't the most important stretch goal to me (that's easily companions), but it was still really crucial for that Ultima 7 feeling. I was worried about it ever since it wasn't included in the initial public release, snce it seems like such a massive feature touching all gameplay systems.
From a gameplay perspective the Companions stretch goal was the most important one to me, so I'm glad they didn't cut that.
But it would've been really nice if they had pulled the day/night cycles off within their budget. It surely would've made the game feel more lively and vibrant. But they only have so much ressources obviously, and I'd rather have a more stable release than an overly ambitious but extremely buggy game that Durante has to fix first before it's even playable.
Apparently, he never received the first code. He got the one for two codes but doesn't even have one of them.
Just started playing some of this today; I am in love haha. As much as I'm enjoying working my way through BG2 right now, it's a joy to play a modern day isometric crpg with modern day standards in graphics etc. The soundtrack is killing me here. Does anyone know if that's the actual score for the game already implemented or if what I'm listening to is from past games or what not? Because it sounds brilliant, it jumps right out at you. Just running around the opening areas fighting and exploring, but really like it.
EDIt: Wish I'd caught that link when you put it up Adnor! Going to check if it's archieved.
Double Edit: Here it is if anyone wants to watch itI will likely watch in the morning now, thanks for pointing that out though Adnor. Click
The music was composed for Original Sin and is in the current build.![]()
That is such a vote of confidence man, I love when an OST jumps right out at me, it can make that difference when you're many many hours in haha. They did well to have that implemented early on. Going to watch the beta video once I have the little one ready and off to school this morn.
Okay, here's what I got down from the Stream. I might have missed some things, I'll watch it again later once it's up on the Twitch site.
Recording of Q&A session
Preset classes:
Wizard Focuses entirely on magic.
Battlemage Crossbreed between a wizard and a warrior. Melee attacks and spell-weaving.
Cleric Har-hitting healer.
Enchanter Control mage - Crowd control spells.
Fighter Straight-up fighter.
Knight A Fighter who can heal and inspire fellows. has the Courageous talent (Cannot be Feared).
Ranger ranger, focuses on ranged weapons
Rogue backstabber (starts with invisibility spell, lockpicking, sneaking)
Shadowblade Rogue/assassin who knows magic.
Wayfarer a ranger/mage hybrid
Witch focuses on darker magic, curses, necromancy
These Talents may be renamed, but this is probably the full list.
Talent List:
All skilled Up Get 2 extra ability points
Anaconda Increased crushing damage
Bigger and Better get 1 primary attribute point
Bully - bonuses against enemies slow crippled knocked down
Comeback - Chance to automatically revive if you get killed.
Courageous - Immunity to Fear status effect
Demon - A chance to Burn enemies on contact if they hit you
Elemental Affinity Standing in surfaces decreases the AP cost for that kind of spell. (Eg: When standing in fire and cast fire spell it costs less AP).
Elemental Ranger When an enemy is standing on a surface, a normal arrow attack has a chance to inflict the appropriate elemental status or elemental damage on the enemy
Escapist - You can escape from combat at any time. (There are new rules) Since this is a Talent, I think it means that YOU and companion can escape from combat, not you AND your partner.)
Far Out Man - Increases range of all skills
Five-Star Diner - Doubles the effects of food.
Guerrilla Doubles your Attack Damage while sneaking
Ice King Chance to chill enemies who strike you in melee range, but you suffer a penalty to fire resistance.
Know-It-All - You gain +1 Int, but people like you less.
Leech standing in blood surface sucks them up to heal you.
Light Stepper Lets you detect traps more easily.
Lightning Rod - increase your resistance to stunning (electrocution).
Lone Wolf - Your character gets a heap of bonuses, but isn't allowed to recruit companions. This only applies for your character, not the other guy. Any extra companions you have will have to go to the Hall of Heroes (or whereever), leaving you with a max of 3 party members.
Morning Person You always resurrect to full health (resurrect now brings you back with only a part of your health.
My Precious Fecreased degradation rate of equipment. The rate at which things degrade was slow before, it has now been increased.
Opportunist Allows you to perform Attacks of Opportunity. This is no longer available for all characters by default, you need the Talent to use it.
Pack Mule Increases carrying capacity.
Politician You get a bonus point to Charm and Intimidate, but lose two points in Reason.
Rastling Doubles your recovery AP, but halves your health. (Will probably be renamed.)
Scientist - A point each in Repair and Crafting.
Sidewinder - Decreases your penalty when flanked.
Speed Creeper move at full speed while sneaking.
Stench Decreases everyones attitude by 25, but melee opponents will avoid you.
Voluble Mage Grants you Immunity to Silence (I might have got the name wrong on this one).
Walk It Off - Makes you less prone to status effects (if you move around, I think.)
What A Rush increases your Starting, Recovery and maximum AP if your health is below 30%.
Zombie When standing in poison, it heals you instead of damaging you, regular healing potions and spells will damage you.
More talents (the ones removed from the alpha) are behind the scenes in the modding tool.
Questions and Answers:
You can now start the game in multiplayer, and character creation works for both.
(I think) New dual loading bars for co-op?
Starting area looks different (lighting)
Crab fight is gone, real tutorial fight is added.
There's a new dungeon in starting area which acts as an optional tutorial. The tutorial is a work in progress and not final yet.
New UI which shows which char you are, health bar above skill bar
Mac version is coming soon, theres a problem with middleware.
New Skill: Staff of the Mages upgrades staves to launch projectiles. It only works with staves. It was added to give mages something to do in combat instead of just skipping turns to save AP. It doesn't do a whole lot of damage, but it's something.
All staves now do some kind of special (elemental) damage type
Are Day/night cycles and NPC schedules going to be patched in or are they completely scrapped? They dont know yet. Their budget is finite and they couldnt afford to work on it on top of everything else. There are No plans to add it in yet, but will try to support modders to add it in. It would cost 30-40% of the price of the game to do it as it was originally envisioned. Its a shitload of work. Getting all the triggers and scripts to work with the cooperative multiplayer is a big enough headache already.
Why saved-game incompatibility? The saved games are deactivated between patches because that makes tracking bugfixes far too difficult.
Will gear requirements be based on abilities versus primary attributes? Its all on attributes. Skill books are based on abilities.
Why are gear requirements necessary? Thats a long story and had a lot of discussions before deciding on it.
Is the editor ready? The editor is ready, but the documentation/tutorial is not.
Will there be a retail collectors edition? Yes, itll be announced soon.
New feature: Flare on poison now produces fire surface and vision-blocking smoke. (I think the smoke is the new bit).
Traps are weight-based. A rat wont trigger, but people will. Some traps wont trigger without (for example) 100 units of weight, so if you aren't carrying enough to trigger it, it wont go off.
Walking in oil slows you now.
Dice rolls are shown in combat log and you can see the saving throws and why it succeeded or failed
Have there been changes to make ranged combat better? Arrows are a bit less expensive now, treasure tables are altered, you can find ingredients to craft your own a bit more often.
General graphical/lighting improvements.
The shovel has animations and is more intuitive to use.
In beta, desecrate graves at your own peril. Danger danger.
Blonde afro + Stalin mustache.
If you open gate to dangerous area, the guards will hint and warn you about trouble ahead and say you may want companions.
Shapeshifting has been cut
Relation between characters is tracked through dialogues, there's no on-screen "points" indicator tp let you know how it's going.
Mac version is native, no porting tools have been used.
There are no interruptions of spells.
Autosaves are new and in.
The host has his saved game and can save anytime, and if you load the coop player will join that loaded game.
Other weapons besides staves exist that will give you boosts appropriate to a mage.
Will a full support-oriented character buffing a Lone Wolf be viable? "I guess so, but no ones tried it."
The backstories of the player characters will be revealed as you play the game.
Will you turn Stabbey into an NPC? Dont answer that. (Hes already a dagger. Maybe an NPC as well?) StabbeyNote: Blame Phlegmish for that question.
The orchestral tracks have just started recording. There are new tracks in the beta though.
Descriptions of stats like DD was cut. Maybe theyll mod or patch it in.
Difficulty levels will be in. You will be able to tweak the game mid-game. They are balancing the game to be challenging.
Will there be an In-game debug console? With the editor. (I think that this was asking about the tilde key console, so I think this might be a no to that. Maybe ask this again.)
Can you avoid all combat with people? You can avoid a lot of combat but there are characters you need to kill.
Will there be Fully AI-controlled summons? No. Well... if they join you through story and dont come under control, theyre AI. Wulfram is an example.
Pickpocketing can get quest items as well. That adds a dimension to the game. It can only be done while sneaking and replaces the talk to. You have to choose who to pickpocket, its hard to Pickpocket those with int or high perception.
High enough resistance can heal you with elemental damage. There is no max resistance on player characters.
They hope to release the beta on Wednesday (April 2) or Thursday for beta.
You will not be able to finish story in the beta state. The percentage of final game is hard to estimate. Cyseal is a little larger than some other places. They guess at about 25-30% of the final game. The New the beta added is significant, but there's not as much there as there was on the alpha side.
Is the maximum AP 18? Probably not, it may scale up with your level.
You will have some kind of log, but no commitments.
The shelter plane has changed. Before it was version 0.1, not its 1.0. For storage options, you have containers you can take with you, and you can eventually send items to the shelter plane.
There are new combat options on the right-side of the screen, like Escape and Wait turn, which should let you delay your turn.
Will hiding behind a barrel increase your defense? No. That's something they wanted to add, but they had to stop.
Have you considered some more polarizing talents such as Always hit, never crit, or converting all of your damage to one type and only being able to deal that kind of damage? It was considered, but they stopped because they have so many things to do.
The target selection AI is improved.
There won't be an in-game manual, but there will be one through the start menu.
Is D:OS bigger than Divine Divinity? In interactivity yes. High density, but maybe not in area.
There will be some story developments that were not in the alpha.
Can we now fully see the entire dialog that our partner has with NPCs? Thats coming soonish.
There's a new Haste spell with nice new effects, (but it crashes the game).
You can use modded stuff in the original campaign.
Nice new main menu
The Final game's release date is in their heads, but they dont dare say it anymore after having to move it once already.
Will there be indications of items you recently picked up? Good idea, it's on the list.
Will Quest items be given a special indication? Maybe, it depends, there are many ways to solve some quests, so that could just be confusing.
Will there be indication of unread books in your inventory? Its a must on the list.
Will items stay as small square icons? Yes, no Diablo-style "tetris" inventory.
Will there be A tab for crafting? Maybe. Theyll try to put some extras on it, if they have room.
Will there be dynamic cameras for combat? Theyd like it, but that's a major feature, so no.
Will there be shortcut keys for identifying and repairing? Good idea.
Two handed weapons have larger range, 1 handed have small, unarmed is touch range.
Will unique weapons have unique appearances? There are different models, but they cant make 40 swords, youre going to see a certain model for a few levels as they increase in power, then switch to another model which is used for more powerful weapons.
Is there a level cap? The level cap is soft, not hard, based on the amount of total experience you can get in the game. You can reach level 9-10 in beta. Maybe even 11 if you do everything in Cyseal, but thats 20-25 hours.
The AI will improve as the beta continues.
Will you be able to stack on a bunch of small mods from different authors that touch different things in the base game, like you can in Skyrim, for example? Yes.
Roughly how many AI personalities will be in the final game? To be determined.
All the Primary Attributes seem useful which is good - but after character creation you only gain 9 PA points throughout the entire game, which makes it hard to spread them out for a single-classed character, and a hybrid is impossible. Have you considered giving a primary attribute point at every single level?
We discussed it, but there are more points that will be given to you throughout the game, and theres gear. Youll have a little bit more. If people are getting frustrated with lack of points theyll change it, if theyre overpowered, theyll also adjust it. Well see it in the beta.
Skill books seem to come in different flavours warrior and Survivor, which require points in different abilities. Will Survivor skills aimed for the melee-range rogue build still require points in the Way of the Ranger ability?
Thats still the case right now, but there are a couple survivor skills not for archers but are for assassins, and they can change that. I think Some higher power skills may actually require a bit less points to aid hybrid. (Implication is that this may not be final, things are still to be determined in this area.)
There was mention of a minigame being added to the dual dialogues. I actually liked the idea of the dice rolls because it added an element of unpredicatability to how things will go. If theres a minigame you can win every time, that means Ill have to lose on purpose randomly. Will there be an option to use the dice rolls instead of the minigame? Thomas: I can already say that there's quite some RNG in the minigame! Swen:Its pretty cool and a thing that makes sense, its not a thing you can win every time.
Will crafting get a more refined user interface? Will your journal keep track of crafting recipes youve learned or read from a book? That was intended, but its put on hold. Not a high priority 90% of recepies can be found in a book. You have to read books and figure out what theyre trying to say. The interface will probably stay the same.
Will there be an Inventory Sort button? Thats a usability feature which will be added, a lot of those usability things will be added.
Have you considered renaming Constitution to Endurance, and then re-ordering the attributes Per, Int, Spd, Str, End, Dex P.I.S.S.E.D.? No, that's not happening.
I watched the video this morning, the game looks brilliant. I actually wished they spent a little less time answering questions and more time just playing, it was pretty funny watching Swen and David blundering around Cyseal, surprising even themselves with all sorts of things. I don't have any specific thoughts to share on the talents etc except for good! The game seems very deep and flexible.
Casamir, I looked up Kirill after you mentioned his name, I didn't realise he had worked with them all the way through! His music sounds amazing. I have Dragon Commander sitting here to play too, both these games are my introduction to Larian, so now I'm excited to hear DC's ost as well.
Big info dump from the recent stream of the upcoming Beta version:
will the price stay the same for beta?
I watched the video this morning, the game looks brilliant. I actually wished they spent a little less time answering questions and more time just playing, it was pretty funny watching Swen and David blundering around Cyseal, surprising even themselves with all sorts of things. I don't have any specific thoughts to share on the talents etc except for good! The game seems very deep and flexible.
Casamir, I looked up Kirill after you mentioned his name, I didn't realise he had worked with them all the way through! His music sounds amazing. I have Dragon Commander sitting here to play too, both these games are my introduction to Larian, so now I'm excited to hear DC's ost as well.
The battle music in this game is equal parts hilarious and awesome. I can't even really describe what type of music it is, just that I like it and it's super memorable.
I'm seeing April 3 for the beta.
The story of Kirill at Larian is kind of a peculiar one, I believe. But he's one of kind too, so I guess that makes sense. He was in a heavy metal band too, btw.![]()
I really hope they leave Raistlin alone, if just for the Beta.
Mmm, Dragon Commander is a mixed bag. I enjoyed it but it was their first RTS so the mechanics aren't as deep as more established titles. More of a diamond in the rough, so just be aware when you jump in. Also, play on hard or higher, the lower difficulties aren't well balanced so by the midpoint it becomes quite trivial on normal or lower difficulties.