Sentenza
Gold Member
She was also an awesome cleric.Haer'dalis and Aerie make for some awesome love triangle. Viconia was my favorite though, especially in ToB.
She was also an awesome cleric.Haer'dalis and Aerie make for some awesome love triangle. Viconia was my favorite though, especially in ToB.
I didn't read these books myself, but I've also been told (and I found quite interesting as idea) that often those (female) mages don't shape themselves as beautiful women just for vanity or luxury, but because they realize it's an excellent tool of manipulation, when dealing with men.
And that, by the way, is the reason why every single female caster in The Witcher looks like the playmate of the year.
Well, to be fair, if people in real life had magical powers to alter their appearance no-one would be ugly either.
Sure there'd be. My standards of beauty can be quite random, to the point it becomes irrational.
And yet it looks like old school, party-based, turn-based goodness, exactly what many of you should love.
From what I can see with your thread, it's a bit more combat focused than I want in RPGs- I didn't hate TOEE or the old Gold Box games, but it's hard (for me at least) to get as excited about it as I am this.
As we are all fellows PC RPG lovers here...
I realize that Fargo and Avellone have a way more solid reputation with the audience, but I don't get why there's so little interest with Chaos Chronicles.
I've started a thread about it sometime ago but form some reason I'm essentially posting in it all by myself.
Every single time I add some info the thread slips in second or third page in heartbeat without a single reply.
And yet it looks like old school, party-based, turn-based goodness, exactly what many of you should love.
Well I certainly wouldn't have caught that thread without this post. I loved TOEE warts and all, and although Knights of the Chalice is still on my to-play list the demo made OGL seem very good - promising to say the least.As we are all fellows PC RPG lovers here...
I realize that Fargo and Avellone have a way more solid reputation with the audience, but I don't get why there's so little interest with Chaos Chronicles.
I've started a thread about it sometime ago but form some reason I'm essentially posting in it all by myself.
Every single time I add some info the thread slips in second or third page in heartbeat without a single reply.
And yet it looks like old school, party-based, turn-based goodness, exactly what many of you should love.
Oh god, that's the team that made the Jagged Alliance remake? It wasn't a very well received reboot from what I've heard.As we are all fellows PC RPG lovers here...
I realize that Fargo and Avellone have a way more solid reputation with the audience, but I don't get why there's so little interest with Chaos Chronicles.
I've started a thread about it sometime ago but form some reason I'm essentially posting in it all by myself.
Every single time I add some info the thread slips in second or third page in heartbeat without a single reply.
And yet it looks like old school, party-based, turn-based goodness, exactly what many of you should love.
Well, tell me about it. I hated it (or at least the demo, which is the only thing I tried).Oh god, that's the team that made the Jagged Alliance remake? It wasn't a very well received reboot from what I've heard.
Nope, they said Monday.I missed the thread as well, but this game looks very interesting indeed! Thanks for posting it
Are we getting an update today BTW?
As we are all fellows PC RPG lovers here...
I realize that Fargo and Avellone have a way more solid reputation with the audience, but I don't get why there's so little interest with Chaos Chronicles.
I've started a thread about it sometime ago but form some reason I'm essentially posting in it all by myself.
Every single time I add some info the thread slips in second or third page in heartbeat without a single reply.
And yet it looks like old school, party-based, turn-based goodness, exactly what many of you should love.
Seems plausible, just 50k more to go.Think this will hit 1.9m by the end of the weekend?
"One, it will be class based. So it wont be like Fallout which is skill-based system, its going to be a class based."
And there goes my Arcanum 2 dreams.
It's actually amazing to see how many project they backed in such a short amount of time. Warms the heart!Obsidian's "backed projects" list is interesting. Very heavy on tabletop gaming, which is understandable... and it's got me looking at those kickstarters too!
(Their only backed videogame, for what it's worth, is Broken Sword. Presumably because all the high-profile ones were over before the Obsidian *account* was made)
I see they've been reading this thread!Nick K: “What do you mean by the less than traditional or other races?”
Feargus Urquhart: “The others are… as we have been listening to people, we are coming up with ideas. For instance, there were a lot of threads about an insect race. At first we weren’t really thinking about one, but it’s definitely worth the conversation. That’s how we want to do it. We’re seeing what’s there, and what people are talking about, and then discussing it internally.”
Nick K: “When it comes to the stretch goals, I imagine if you hit over 2 million you’ll push them even further. Do you think it may impact the release date?”
Feargus Urquhart: “As we have more funding, it will probably take more time to make the game. But it’s not a ratio. It’s not like, if we get twice the money, it’ll take twice the time; because we will put more people on the project. But the time will be a bit squishier. We want to be careful that we are very serious about the money that we get and spend it wisely. We don’t want to go the other way and have twice the team if we have twice the money either.”
No one wants an insect race, Feargus, what the hell :lol
Actually, I wouldn't have any problem with it.No one wants an insect race, Feargus, what the hell :lol
I really hope they do something similar to Alpha Protocol hereLearning new things. This includes finding out previously unknown information, like the location of town or a hidden door, or uncovering secret knowledge, like a potion recipe or the true name of a demon. Or maybe you just want to know a good place to gather materials like ore or herbs. We will make abilities that let you find things out.
Update 7.Non-Combat Abilities
Let's talk first about your goals as a player, about the things you would like to do besides fighting. Then I'll talk about our design goals and explain how we are putting the non-combat systems together.
Player Goals
When you are not fighting, that's when non-combat abilities come into play. We plan to add abilities that will let you become better at achieving four different non-combat goals.
■ Learning new things. This includes finding out previously unknown information, like the location of town or a hidden door, or uncovering secret knowledge, like a potion recipe or the true name of a demon. Or maybe you just want to know a good place to gather materials like ore or herbs. We will make abilities that let you find things out.
■ Traveling around the world. You will want to improve your movement capabilities (such as sneaking around some ruins), or traveling across the world map faster or more safely, or even teleporting directly to your destination. And sometimes movement requires removing barriers like locks or traps, so you will need some way to unlock and disarm. We'll add abilities for these actions.
■ Getting new items. If you are not going to kill a creature to take its things, then we will give you the means to make new items, buy them, or steal them. Or maybe you will choose to support NPC's by bringing them the materials or the recipes needed to make new items for you. We congratulate you on your non-violent and cooperative plans of wealth acquisition, and we'll give you the means to do it.
■ Interacting with companions. Once we have added many interesting and useful NPC companions, we will have to give you ways to recruit them, improve their usefulness, and keep them from dying (or even worse, disliking you!). We will make non-combat abilities that interact with your companions, so you can keep them alive and filled with a grudging respect for you.
Now each of these goals represents a whole slew of related non-combat abilities. For example, for player traveling, we could have all kinds of abilities, including stealth and teleport abilities, as well as abilities to make world map travel faster, less likely to have encounters, and able to make use of alternate transportation routes such as over mountains using passes or over water using ships.
Design Goals
In putting together our non-combat system, we have made a list of goals for the design of these skills and the rules they need to follow.
■ Non-combat skills are gained separately from combat skills. You shouldn't have to choose between Magic Missile and Herbalism. They should be separate types of abilities, and you should spend different points to get each one.
■ Non-combat skills do not use the same resources as combat skills. You don't spend the same stuff for a non-combat skill as you do for combat skills. Some don't use anything at all to use, so you will never find yourself unable to blast an opponent if you get caught sneaking.
■ All non-combat skills are useful. If we add lockpicking to the game, we will make sure that there are locks to pick and worthwhile rewards for getting past them.
■ All non-combat skills can be used frequently. If you take disarm traps as a skill, you should expect more than two traps in the entire game world. Frequency of application has a large impact on how useful something is.
■ Combat can be avoided with non-combat skills. There will often be ways to avoid fighting. Yes, we will have the standard methods of talking your way out of a fight or sneaking around an encounter, but there will be other ways too. Perhaps you can re-sanctify a desecrated cemetery to prevent any further undead from rising, or maybe figuring out a way across a ruined bridge will always avoid the bandits on this side of the river.
■ Avoiding combat does not lead to less experience gain. You shouldn't go up levels any slower by using your non-combat skills rather than your combat skills. We plan to reward you for your accomplishments, not for your body count.
I don't think it has anything to do with perspective. Fallout was isometric and skill based, after all.Class is way better, in isometric, Skill has more for 3D games.
Wha- but they said they were going to post a new update just Monday.Update 7.
Give me insect race + romance options, or neither of them.
From the video "Locks always lead to something beneficial" shouldn't a lock sometimes have something scary behind it?
What do you mean?
All sorts of people are talking about Obsidian Bugs.
The most recent game I've played that did this was Xenoblade Chronicles and it did it well.When you are not fighting, that's when non-combat abilities come into play. We plan to add abilities that will let you become better at achieving four different non-combat goals.
■ Learning new things. This includes finding out previously unknown information, like the location of town or a hidden door, or uncovering secret knowledge, like a potion recipe or the true name of a demon. Or maybe you just want to know a good place to gather materials like ore or herbs. We will make abilities that let you find things out.
I thought Dragon Age: Origins handled this well. Hopefully it's even better.■ Interacting with companions. Once we have added many interesting and useful NPC companions, we will have to give you ways to recruit them, improve their usefulness, and keep them from dying (or even worse, disliking you!). We will make non-combat abilities that interact with your companions, so you can keep them alive and filled with a grudging respect for you.
All of this sounds awesome.Now each of these goals represents a whole slew of related non-combat abilities. For example, for player traveling, we could have all kinds of abilities, including stealth and teleport abilities, as well as abilities to make world map travel faster, less likely to have encounters, and able to make use of alternate transportation routes such as over mountains using passes or over water using ships.
Design Goals
In putting together our non-combat system, we have made a list of goals for the design of these skills and the rules they need to follow.
■ Non-combat skills are gained separately from combat skills. You shouldn't have to choose between Magic Missile and Herbalism. They should be separate types of abilities, and you should spend different points to get each one.
■ Non-combat skills do not use the same resources as combat skills. You don't spend the same stuff for a non-combat skill as you do for combat skills. Some don't use anything at all to use, so you will never find yourself unable to blast an opponent if you get caught sneaking.
■ All non-combat skills are useful. If we add lockpicking to the game, we will make sure that there are locks to pick and worthwhile rewards for getting past them.
■ All non-combat skills can be used frequently. If you take disarm traps as a skill, you should expect more than two traps in the entire game world. Frequency of application has a large impact on how useful something is.
■ Combat can be avoided with non-combat skills. There will often be ways to avoid fighting. Yes, we will have the standard methods of talking your way out of a fight or sneaking around an encounter, but there will be other ways too. Perhaps you can re-sanctify a desecrated cemetery to prevent any further undead from rising, or maybe figuring out a way across a ruined bridge will always avoid the bandits on this side of the river.
■ Avoiding combat does not lead to less experience gain. You shouldn't go up levels any slower by using your non-combat skills rather than your combat skills. We plan to reward you for your accomplishments, not for your body count.
Traveling around the world. You will want to improve your movement capabilities (such as sneaking around some ruins), or traveling across the world map faster or more safely, or even teleporting directly to your destination. And sometimes movement requires removing barriers like locks or traps, so you will need some way to unlock and disarm. We'll add abilities for these actions.
Avoiding combat does not lead to less experience gain. You shouldn't go up levels any slower by using your non-combat skills rather than your combat skills. We plan to reward you for your accomplishments, not for your body count.
Hmmm. An interesting thing in that update that I'd like to know more about; how they'll reconcile these:
If you use an ability to directly teleport to your destination, and in doing so you avoid a (straight combat) random encounter on the way, what happens?
* If nothing happens, you aren't gaining as much experience as you would have if you travelled the slow way, breaching the second statement.
* If you randomly get given an appropriately-sized chunk of XP on arrival, it'd look a bit, well, weird.
* If the random encounter isn't worth *anything* at all, it'll make those fights feel very tedious and unrewarding.
Hmmm. An interesting thing in that update that I'd like to know more about; how they'll reconcile these:
If you use an ability to directly teleport to your destination, and in doing so you avoid a (straight combat) random encounter on the way, what happens?
* If nothing happens, you aren't gaining as much experience as you would have if you travelled the slow way, breaching the second statement.
* If you randomly get given an appropriately-sized chunk of XP on arrival, it'd look a bit, well, weird.
* If the random encounter isn't worth *anything* at all, it'll make those fights feel very tedious and unrewarding.
I thought Dragon Age: Origins handled this well. Hopefully it's even better.
I can't update the OP anymore lol. Out of character space.