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In Progress Let's Play: Fallen Gods

Darth Roxor

Royal Dongsmith
Staff Member
Joined
May 29, 2008
Messages
1,878,493
Location
Djibouti
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Welcome to the RPG Codex LP of Fallen Gods. Some moron apparently thought it would be a great idea to have me present the beta version of his bad game to the public, so here we are!

Yes, this is a beta (bro), so there may be issues. I gave it a few test spins and it seems to be stable enough, and these playthroughs were also enough to convince me that this should make for p. good LP material.

So without further ado, let's dive right in.

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The carving on the big runestone sticks out as loading progresses, which is a cool effect. Also comrade protip gives us some gameplay hints.

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Almost there.

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Fittingly for the Codex, the game begins with a giant pile of turd.

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And the turd glows!

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After which our badfella emerges.

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And stumbles...

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And rises again.

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So here we are. We got kicked out of not-Valhalla and have 90 days to find a way to get back before we become a normie. The turd pile was actually the burning crater left from our fall towards earth.

We actually have a pretty gud starting setup - there's no chargen, so it's completely random. In the upper left corner are our god's stats - might (fist icon, 5), wits (brain, 5), speed (boot, 6), HP (6 blips). This should make us survive some beating while also succeeding in brainy dice rolls.

We also have a wolf fetch for facetanking, and a starting fighter who decided to tag along when he watched us fall:

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~*if you wish upon a star*~

We also have a bunch of starting resources that include 1 soul (the swirly thing under the god's stats, this is used to power DIVINE MAGIX), 16 food and 4 gold (top right corner). 4 gold is super low which is a bummer, but alas. The yuge 90 is also our time left in days. We want to watch this carefully. Zero days = game over.

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Here's our general starting location. Before we embark on our GODLY QUEST, we inspekt our starting stuff. Clicking the party members gives us these screens:

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"Healing ways and a heart tied to the wilds" are our god skills (DIVINE MAGIX) that have various uses which will become apparent as we play.

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The wolf is invaluable because she's a strong combatant and loyal to the death.

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Fighters are cool dudes that smash gud and doesn't afraid of anything. He'll serve us well.

Notice the orange aura around his portrait. That's his morale. We'll have to watch it as well because red morale = bad. Low morale dudes will underperform and may also run away from combat.

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We also have a special starting item. Whatever good it will do us.

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A bird's eye view of the map. We'll see how much of it we'll manage to uncover by the end.

We don't start in the immediate vicinity of too many points of interest.

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First is this woodstead. This will be the first place we'll visit since it's so close. At worst it'll hold nothing of interest for us.

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This songstone we can use to teleport to others like it on the map. It costs souls, though, and we'd be stupid to waste our starting 1 on that.

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And likewise this dock would let us sail to other docks or towns... if we had more than 4 gold on us.


That's about it for our starting setup. Here's how the LP will work: you'll get to vote on a god 'archetype' that will largely determine how I'll approach events, and I'll only stop for major or more interesting ones to put them up to the vote. This is because otherwise I'd probably have to stop every 5 steps to update.

I have four starting routes to propose:

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This one, designated A, will take us through a shrine, a steading, and a town, and will later probably lead us to a big and scary cave. The different settlement types will give us different followers to hire, and may also have events to resolve.

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B will take us to a steading and a town, after which we might go plunder some barrows.

C leads to a shrine and a steading, with a cave next to the steading that should be ripe for exploring.

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With D we'll go through a hillstead to a castle and who knows where next.

Also remember that other stuff may happen along any of these routes, so it's unlikely that we'll just be touring the local riviera.


Finally, PICK YOUR GOD ARCHETYPE.

1. The Good Incarnation - You got kicked out of not-Valhalla because you whined so much about helping the downtrodden yokels back on earth that everyone decided to let you see to it personally. We'll be such a goodly god that everyone will think we're the second coming of Jesus.

2. The Practical Incarnation - You got kicked out because your constant scheming and flip-flopping left you strongly unwelcome. We'll try to be pragmatic and pick whatever choices fit our agenda.

3. The Paranoid Incarnation - You got kicked out because everyone hated your guts. You are the asshole god. Woe unto anyone who runs into you because the desire to be a dick is just too strong. We'll make sure to insult, swindle, ridicule, bash and fart on everyone we come across.

Choose wisely.
 

Jaedar

Arcane
Patron
Joined
Aug 5, 2009
Messages
9,882
Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
Super cool that this is getting lp'd. Has there even been a public beta? I must have missed it. Largely it looks pretty cool, I like the graphics and artstyle. Let us wander northwards in accordance with our strong moral compass (A1).
 

Modron

Arcane
Joined
May 5, 2012
Messages
10,056
A2 sounds good.

I had noticed a few codexers playing this on steam lately what dark rituals did you have to perform to gain beta access?
 

Tyranicon

A Memory of Eternity
Developer
Joined
Oct 7, 2019
Messages
6,091
Good incarnation.

First run -> Goody two shoes

I'll play through the evil route on my own :D.
 

lukaszek

the determinator
Patron
Joined
Jan 15, 2015
Messages
12,693
given choice, always go for the D. Also it appears to be the route with some chest hair
 

lukaszek

the determinator
Patron
Joined
Jan 15, 2015
Messages
12,693
given choice, always go for the D. Also it appears to be the route with some chest hair
How is that with chest hair, it doesn't end with barrows likely filled with loot no doubt guarded by lethal spirits, draugr or other undead FUN.

Well unless the game doesn't have those, but that would be decline.
sorry man, no spoilers until my embargo gets lifted
 

Strange Fellow

Peculiar
Patron
Joined
Jun 21, 2018
Messages
4,040
Steve gets a Kidney but I don't even get a tag.
Planting a paid shill in the playground section of the Codex has to be the worst marketing strategy ever.

I vote A1.
 

Darth Roxor

Royal Dongsmith
Staff Member
Joined
May 29, 2008
Messages
1,878,493
Location
Djibouti
Comrade Loading Protip of the day:

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To my big surprise, you decided to go with The Good Incarnation, and our starting route is going to be A, leading northward.

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I will not rest until all the wrongs of this world are set right.

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Our first stop is this woodstead.

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And already we find our first chance to aid the folk in our goodly ways!

Settlements in this game offer you a bunch of things. You can get new followers, buy food, rest to heal up, and gather info about the world ("tidings"). Most of these have some cost associated with them.

Dyrmark also has some kind of trouble brewing, but before we resolve that, I go to the recruitment screen.

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You can get woodsmen and churls in woodsteads, but unfortunately our crap 4 gold can only get us freebie churls.

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I get one anyway in case a fight breaks out. You can already see one of the benefits from having a churl in your party: you can buy more food per gold in settlements, and he chimes in to say so when you hover over the button.

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Also, seeking tidings is actually a wits check (the idea is you're gossiping and have to separate the good stuff from the FAKE NEWS), as indicated by this highlight when you hover over the button.

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Before we proceed, have a churl character sheet. As the description would suggest, they don't count for much, but you can never have enough meatshields.

I get back to the steading and Ask About The Trees (tm)

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Offerings to heathen gods? I will not stand for this!

Norse Jesus decides to kick the merchants out of the temple.

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This triggers a fight. The enemies outnumber us, but we outgun them pretty significantly.

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Hovering over the start button gives you a preview of the combatants' HP and turn order. The two heathen woodsmen may be a problem since they also have an attack bonus (as indicated by the little sword over their shoulders) on account of being on home turf, but the churls and womyn are weaklings.

We can also choose to run away from this fight, but given the disparity of strength in our favour, there's really no need.

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The god is the first to go given his high speed. I order him to attack Heathen #2. The numbers in the medallion slots give you the initiative queue for the fight, because since this is a #true #oldskool #pixelart #vintage #hardcore #soulslike #rpg, dudes take their turns to act.

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The god springs to action!

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And whacks the 'eathen over the 'ead.

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To which the heathen responds in kind. The two will now automatically bash each other until one drops dead. This is largely the extent of your actions in combat.

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Comrade she-wolf (I'll call her Ilsa from now on) attacks the other woodsman.

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And when he jabs her, he gets another sword for more attack bonus. This is because woodsmen are stronk vs wolves.

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Agni the Fighter is next. One significant limitation here is that you can't bumrush singular enemies with superior numbers. If there are any left unattended, you have to engage them with your free dudes before those already engaged can be targeted.

Agni will whack heathen churl #2, while Randver (our churl) will whack heathen churl #4.

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Soon a full bloody melee ensues!

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Agni scores the first kill for the good guys on his next turn.

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Then Randver gets the second.

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And Ilsa kills the woodsman.

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FALLEN GODS IS A GREAT GAME BECAUSE IT LETS ME KILL WEAK WOMYN WITH BURLY AXE-WIELDING MENS

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Agni one-hit-kills the maiden, leaving Randver to whack the final remaining woodsman.

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Mission accomplished! :hero:

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We did it, Codex! We saved Dyrmark!

The people are a little unsure about this outcome, but we've beaten enough sense into them to start worshipping us. This has netted us +1 soul.

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Not much has changed in the woodstead itself. I decide to rest since the god and Ilsa are both significantly beaten up.

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Such colour effects.

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Resting for a day here gives our party 3 HP. Not bad.

After that I decide to seek sum tidings.

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When you win on the roll, the text changes and the picture gets all cloudy

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To reveal the location you've just heard about, as well as some info about it. Here we learn that a witch can be found in some swamp.

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Clicking 'show where' gives us its location relative to us. Not exactly along our intended path.

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MOAR gossip.

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Here we might actually end up later.

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These two bits of info were all that the woodstead held.

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We can move on to Lanhyrr. A shrine to our very own selves!

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But before we do that, I decide to go hunting. Note the red food counter in the top right. We have 4 dudes, which means we eat 4 fud per day, so we'd be running out of it pretty fast.

Hovering over the hunt button makes the fetch icon with the wolf light up, showing that the wolf is helpful here.

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When you go hunting, some dice are rolled on the board while a VERY SUSPENSEFUL text withholds the result until they stop rolling.

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A good haul of meat despite rolling... 1? Manna from heaven!

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Let us move on.

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Along the way we're stopped by this thing.

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That event popped up because we got lost in an, ahem, forest with a clear path leading through it, which cost us a day. Reasonable.

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Let's see what we have here.

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!!!

MORE opportunities for dogooding!

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Direct me to the injured.

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Our Healing Hands skill allows us to get this guy back into shape, which the scrublord priests were incapable of. It'll be at the cost of 1 soul, but it's a tax we can pay to right the wrongs of this world.

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No fellow god left behind!

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This feels like a tough choice that I was thinking about for a longer while, but in the end I decided to let him join. Never refuse unique party members.

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Oof, look at this guy's stats.

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Yesssss, friend Ullin will serve our agenda very well.

Note the three gems next to his portrait. That means he's max level. Also, being a woodsman, he'll prevent us from getting lost in forests (like we did just now), he's strong against wolves (like the heathens back in Dyrmark), and he shoops arrows at enemies in combat. The fact that he's loyal is only icing on the cake.

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Before we leave, I figure I'll also grab a priest from the shrine.

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Priests are terrible in combat (even though they're "strong against the dead" - it remains to be seen just how strong), but they offer a lot of utility. Already here we can see, for instance, that Njal can heal us for the bargain price of 1 day. Since we're still in good enough shape, there's no real reason to do that.

We can also give him the skinbound book, but we are not going to do that just yet.

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Next stop: Bjothby.

Since we have a beefy party right now, I dropped the churl to keep the daily food costs at least a bit lower.

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This time it's a generic steading with no crisis. Nothing much to do here except to gossip a bit.

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EIN WURM IN ZE BEINHALLE?!

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I hope you know what that means.

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And that's all the churls could tell us. Whoopdedoo.

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Seeing as we're low on food again, I hunt once more. This time Ullin also chimes in that he'll help, because he's a cool guy.

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Booyakasha. That'll let us go on for a long time.

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While heading south, we come across this... horse's head?

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But before we can reach it, we're AMBUSHED BY A RANDOM ENCOUNTER!

It is time to dispense DIVINE PUNISHMENT upon these WICKED OUTLAWS.

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Note the outlaw fighter starting with lower hp and some arrows under him. Those are Ullin's. Woodsmen get to shoop before combat starts.

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STAB, mufugga.

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We clear out the churls before they can even retaliate, scoring a flawless victory!

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Free stuff, nice.

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Now where were we...

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OSHI-



We have two choices here. We can unwind the curse ourselves, which should be a formality since the skinbound book is highlighted when I mouseover it, but it'll cost us a day. Meanwhile Njal chimes in with his own offer of help.

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Perhaps I can blunt this.

Letting Njal handle this will test his wits, but with 7 that should be fairly safe, no?

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think again :neveraskedforthis:

No way am I rerolling this. We have only 3 rerolls for the entire game and this doesn't seem like a major blunder.

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Good job moron.

Njal brought ZE CURSE down upon the god and himself (note the black tentacles around their portraits), and his failure also made him go down in morale.

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Fortunately, where Njal failed...

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We can fix his mistake.

By which of course I mean I only uncurse the god, and let the loser suffer the C&C.

Don't ask me what the curse does in practice, but it can't be anything good.

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Moving on.

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This town also holds nothing special. However, one new option is to sail somewhere else from here. Since we have a pretty clear course for the moment, there's no real need for that.

I do some gossip tho.

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I always associated feelings with getting caught.

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Gossip can also give you deep lore dumps instead of concrete info.

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Some more bits.

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Funny, this town held pointers on everything lying along Route D. Was it truly chest-hair-tier?

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Route D doesn't concern us, however. Our next move is there for all to see.


That's it for today! Tell me if this format with the combat/event cutouts works for you or if I should just post the full screens all the time, but I figured the cutouts should be good enough since little usually changes when just the text is advancing or simple blows are exchanged.
 
Last edited:

Jaedar

Arcane
Patron
Joined
Aug 5, 2009
Messages
9,882
Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
"sir god, we have a problem and are desperate"
*kills 5 of them, refuses to elaborate. leaves*
Ah yes, the good incarnation.

The cutouts work well imo.
 

Luka-boy

Arcane
Joined
Sep 24, 2014
Messages
1,642
Location
Asspain
Being good doesn't necessarily mean being nice :smug:

And yeah, that format works well. At least for me.
 

lukaszek

the determinator
Patron
Joined
Jan 15, 2015
Messages
12,693
Funny, this town held pointers on everything lying along Route D. Was it truly chest-hair-tier?
yeah its safe, dont worry about it
 

Malakal

Arcane
Glory to Ukraine
Joined
Nov 14, 2009
Messages
10,288
Location
Poland
Looks like this could be a great game if it had real combat. Maybe dungeon crawling is better?
 

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