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KickStarter SKALD: Against the Black Priory - retro RPG inspired by Ultima

Fargus

Arcane
Joined
Apr 2, 2012
Messages
4,228
Location
Mosqueow
recipes are hard to find, almost like they don't exist.
I agree with some of your criticisms, not with others, but this one is particularly retarded.

You literally don't need any recipes, they're just a QOL thing that tells you how to make something. You can just look at the ingredients and read them and put them together at a station and hit craft. Even if you didn't want to read,

Well, yeah. I don't want to go over every fucking reagent to see what it used for. That's pure autism and busy work considering how many of them in the game. Either way i doubt i will replay the game because replay value is non existent, so i don't care.

you could brute force it, or if you know anything about cooking just slap in what you'd use irl to make something and it will probably work.
I don't know how to cook alchemical potions in real life.

Just add water and healing potion is ready you say? ... ok got it.
 
Joined
May 31, 2018
Messages
2,939
Location
The Present
Most recipes are available from the cleric at the refugee camp, a merchant in the thieves den, and the witch in the woods. Its worth buying the lesser health and attunement recipes simply because you'll encounter so many of their ingredients that it's worth it just to use them up. They're a nice QoL improvement that can improve the endurance of your party. That said, I had probably a hundred of each by the end of the game.
 

mediocrepoet

Philosoraptor in Residence
Patron
Joined
Sep 30, 2009
Messages
14,306
Location
Combatfag: Gold box / Pathfinder
Codex 2012 Codex+ Now Streaming! Enjoy the Revolution! Another revolution around the sun that is. MCA Project: Eternity Divinity: Original Sin 2
recipes are hard to find, almost like they don't exist.
I agree with some of your criticisms, not with others, but this one is particularly retarded.

You literally don't need any recipes, they're just a QOL thing that tells you how to make something. You can just look at the ingredients and read them and put them together at a station and hit craft. Even if you didn't want to read,

Well, yeah. I don't want to go over every fucking reagent to see what it used for. That's pure autism and busy work considering how many of them in the game. Either way i doubt i will replay the game because replay value is non existent, so i don't care.

you could brute force it, or if you know anything about cooking just slap in what you'd use irl to make something and it will probably work.
I don't know how to cook alchemical potions in real life.

Just add water and healing potion is ready you say? ... ok got it.
Most people who don't make retarded criticisms understand the difference between cooking and alchemy, especially when there are alchemical tables and cooking stations (ovens, pots, etc.) and they cannot be used interchangeably. And separate groups of ingredients that even appear in separate types of inventory. I just rack this up to more evidence of your abysmal IQ.

You make the potion or meal once and it appears in your list after that. Almost everything uses groups of three (a few things are two or four). It's not exactly rocket science. For a reasonably intelligent, literate person, I mean. I'm sure it was an unassailable obstacle for you.
 

mediocrepoet

Philosoraptor in Residence
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Combatfag: Gold box / Pathfinder
Codex 2012 Codex+ Now Streaming! Enjoy the Revolution! Another revolution around the sun that is. MCA Project: Eternity Divinity: Original Sin 2
Fargus Did you manage to decipher the recipe for bacon and eggs? Or did you never cook it because you couldn't find it on a piece of paper?

I found it on a piece of paper. But never cooked it :)
That's funny, I didn't actually see that recipe. Figured it was so obvious that he didn't bother.
 

Fargus

Arcane
Joined
Apr 2, 2012
Messages
4,228
Location
Mosqueow
Fargus Did you manage to decipher the recipe for bacon and eggs? Or did you never cook it because you couldn't find it on a piece of paper?

I found it on a piece of paper. But never cooked it :)
That's funny, I didn't actually see that recipe. Figured it was so obvious that he didn't bother.

I cooked a bunch of dishes from recipes i found early on and it was enough for the rest of the game i don't think i even used stove after i left the first island.
 

mediocrepoet

Philosoraptor in Residence
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Combatfag: Gold box / Pathfinder
Codex 2012 Codex+ Now Streaming! Enjoy the Revolution! Another revolution around the sun that is. MCA Project: Eternity Divinity: Original Sin 2
That's funny, I didn't actually see that recipe. Figured it was so obvious that he didn't bother.

I cooked a bunch of dishes from recipes i found early on and it was enough for the rest of the game i don't think i even used stove after i left the first island.
That's totally fair. You get a ton of stuff. Like I say, I didn't disagree with all your criticisms, I just found that particular one to be stupid as opposed to just disagreeing.
 

Taka-Haradin puolipeikko

Filthy Kalinite
Patron
Joined
Apr 24, 2015
Messages
21,061
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
https://www.skaldrpg.com/2025/01/new-modules-and-updated-toolset/

New Modules and Updated Toolset​

Greetings one and all!
We have some cool news for those interesting in playing or creating mods for “Skald: Against the Black Priory”: A big update to the SkaDE tool and a bunch of new content for you to play!

NOTE: The modding enabled build currently exists exclusively on the Steam and GOG Experimental branches. See the guide on how to play here!

Module Creator Contest Winners​

The module creator content has finished with 5 submissions! There is some truly AMAZING work in these modules, and hours of fun, so I highly recommend you go check them out!
In fact, I’m so happy with all the great work the community has done that we’ll be awarding a 100 USD gift card to all 5 creators! Raw Fury will be reaching out to you shortly!
The submissions, in no particular order:

THROUGH THE TEMPORAL GATE

By UndeadBus
“An old friend’s magical experiment has gone awry, opening a temporal gate that floods the village with unstable energy. To set things right, you’ll journey to the past and the future, solving puzzles and battling foes across time.”

A BRAND NEW RATVENTURE

By MorDanGames
“You’re a new adventurer fresh out of a local Guild. Go kill some rats. Easy, right?”

TYRANNY AND JUSTICEhttp://www.skaldrpg.com/wp-content/uploads/2025/01/screenshot2025-01-04201355.png

By PrimitiveType
“A classic tale of Tyranny, and the Justice of the subjugated. A short adventure with custom classes.”

THE UNINVITED

By Jukse
“In this short adventure, you are a Seeker or, more precisely, you aspire to become one. Explore the Beltar Mansion and get to know its residents and guests. Ask questions. Learn secrets. Save a man from something that came crawling from beyond. Prove yourself.”

LOOP TWO

By Shout27
This one seems a bit unfinished but I appreciate the effort in any case so I’m including it as well. AL

Updated Toolset​

The SkaDE toolset has gotten a major overhaul. I’ve added a bunch of QoL features as well as added in ALL the graphical and audio assets from the core game. Yes you read that right: You can now use all the Skald assets ever created in your projects!
What’s more, I’ve also added a full copy of the main game data on mod.io. This can be used by modders for learning purposes as it allows them to dissect the main game’s data. Check it out!

SkaDE Tool 1.0.3 CHANGE-LOG​

  • Button of selected draw-mode in map editor is highlighted
  • Keyboard shortcuts are now available for draw modes (hover over button to see the tooltip indicating the shortcut)
  • There are now options to toggle or un-toggle all draw layers
  • Loading and saving now uses a more modern interface for file-selection
  • The editor remembers the last folder you loaded a project from between sessions
  • Bundled in all the graphical assets from the main game
  • Touched up the graphical asset preview feature in the editor
  • Added audio assets (music and FX). These can now we “pre-viewed” (listened to) from the editor
  • Removed some of the redundant “Go to…” buttons that were connected to fields not referring to objects

CORE GAME 1.0.7c CHANGE-LOG​

  • Fixed issue where certain items were not available when playing modded versions of the main game (such as tomes)
  • Fixed issue where a few quests were when playing a modded main campaign: “Gnawing at the Roots” and “Lost Sailors”
 

Smerlus

Educated
Joined
Mar 29, 2020
Messages
146
I've been waiting for a horror rpg and this has mostly scratched that itch. I can't argue with a lot of the things said in these posts.

I know it's an indie game but playing through that first island and doing all the quests, I thought it was going to be like a tutorial island and then the world was going to branch out with a main quest but a bunch of different islands, each with their own shit storms to explore. I was wrong. The amount of content turned into a trickle and the rest of those islands were mostly deserted.

Still, a solid game and I would definitely be interested in a sequel or whatever this dev plans next.
 

Parabalus

Arcane
Joined
Mar 23, 2015
Messages
17,537
I quite liked that it wasn't too long - the character system and the general setting was already stretched to its limits at later points.
 

damager

Prophet
Joined
Jan 19, 2016
Messages
1,815
It was missing some really beefy and creative combat encounters on the last island to test out your character builds and build up some tension before the end slides.

That's my only real critism. Also this game could need a BG2 style sequel that follows up on what happend in the northern sea and makes you follow up the story on the mainland, find out who's truly responsible for all of what happend.
 

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